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Collaborative VR/XR
Published on 04 March 2022
Finland
Länsi-Suomi
This is the good practice's implementation level. It can be national, regional or local.
About this good practice
Collaborative VR is a concept implemented by Seinäjoki University of Applied Sciences to utilize virtual reality to introduce machines and equipment to customers.
The virtual exhibition hall was built to meet the needs of a local company manufacturing piece processing equipment, but the same concept can also be applied to showcase other machines or products. In building the environment, a game engine known from the gaming industry has been used to benefit from the gaming industry. Virtual reality functionality has been achieved by utilizing Valve's Steam VR-library. The library includes the drivers needed to use VR glasses, as well as the most common functionality such as driver interactions and functions needed for movement, including teleporting. Enabling the library is easy and incorporates a ready-made example environment that has gathered all the possibilities of different functionality that the library offers in an easy-to-test format.
In the future, the lightened and translated company device 3d model can be utilized in the implementation of the following applications:
1. Animation/simulation of product in action social media
2. VR-environment without functionality
3. VR-environment including functionalities
4. VR-environment that utilizes shared use
For sharing used, the Photon Pun2 add-on has also been added to the app to enable multiplayer implementation. Photon Pun2 offers a free server for an app under 20 users.
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The virtual exhibition hall was built to meet the needs of a local company manufacturing piece processing equipment, but the same concept can also be applied to showcase other machines or products. In building the environment, a game engine known from the gaming industry has been used to benefit from the gaming industry. Virtual reality functionality has been achieved by utilizing Valve's Steam VR-library. The library includes the drivers needed to use VR glasses, as well as the most common functionality such as driver interactions and functions needed for movement, including teleporting. Enabling the library is easy and incorporates a ready-made example environment that has gathered all the possibilities of different functionality that the library offers in an easy-to-test format.
In the future, the lightened and translated company device 3d model can be utilized in the implementation of the following applications:
1. Animation/simulation of product in action social media
2. VR-environment without functionality
3. VR-environment including functionalities
4. VR-environment that utilizes shared use
For sharing used, the Photon Pun2 add-on has also been added to the app to enable multiplayer implementation. Photon Pun2 offers a free server for an app under 20 users.
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Resources needed
3D-model of the company's product, Unity or Unreal Engine game engine and the necessary licenses for it, a 3D-modeling program, a specialist with experience in game engines, as well as 3D-modelling.
Evidence of success
Seinäjoki University of Applied Sciences has made several implementations for companies since 2019, the results have been good.
Potential for learning or transfer
The implementation makes it possible to achieve great savings in freight costs, for example, and thus reduce the carbon footprint. Can facilitate staff training with new equipment, trainings can be started before the machines have been delivered to the customer. Trainings can be arranged by remote connections. In addition, the technology has evolved in such a way that the implementation can be made more easily and the necessary equipments are relatively cheap in price.
Further information
Website
Good practice owner
You can contact the good practice owner below for more detailed information.
Organisation
Seinäjoki University of Applied Sciences
Finland
Länsi-Suomi