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Development of the Curricula

This section provides a complete outline of the AVATAR Curricula designed to facilitate the understanding and application of Extended Reality (XR) technologies, focused on a manufacturing environment and the creation of a Digital Twin. The curriculum begins with a Welcome Meeting, followed by four lessons that address the focus of the program and ends with collaborative work in the Joint Learning Laboratory.


Welcome Meeting

AVATAR Project

  • Overall objectives
  • Team presentation
  • Student self presentation

The two themes

Use Case 1: Hybrid Manufacturing Environment for a Machining Center

  • Scenarii illustrations
  • Engineering process

Use Case 2: Hybrid Human-Robot Processes

  • Scenarii illustrations
  • Engineering process

The Overall agenda

  • Date of lessons
  • Date of Joint Learning Laboratory

Lessons presentations

Quick overview of the lessons

  • XR Basics Awareness
  • Create Interactive Scenes
  • XR For Manufacturing
  • Human Perception Impact

Sharing contacts

Software and tools for communication and sharing


Lesson 1: XR Basics Awareness

Discovering Extended Reality (XR) technologies

  • Definition of Virtual Reality (VR) vs Augmented Reality (AR) vs Mixed Reality (MR)
  • History of VR and AR
    • Timeline of events and tech development
  • Classification of technologies
  • Cybersickness issues and other limitations Perception distorsion, Uncanny valley
  • Main stream to prepare a XR environment
    • The main steps when developping a project
    • 3D modelling, Translation to VR, etc, device connexion, sensors integration, inter process communication, systemic approch, cyberphyscal systems

Human Perception

  • General notes on SYSTEMIC context โ€“ MULTIMODAL Human โ€“ Manufacturing System Interaction INTERFACING of BIOLOGICAL (human) and ENGINEERED (technical) spaces within the FACTORY ENVIRONMENT
  • Visual Perception System
  • Auditory Perception System
  • Smell Perception
  • Tactile Perception System
  • AVATAR Multimodal XRTechnology for Experiential Learning

Lesson 2: Create Interactive Scenes

SCENE Creation, ANIMATION and XR INTERACTIONS

  • General considerations about CADtools, basic and advanced use
  • Conceptual framework of the CAD-based XRInteraction Modeling & Control โ€“ AVATAR Approach
  • AVATAR & SolidWorks XRInteraction Platform
    • Project #1: KINEMATIC PAIR
    • Project #2: MINIMAL ROBOT ARM โ€“ SCARA
    • Project #3: DATA STREAMING
    • Project #4: COLLISION CONTROL

Digital Model for XR

  • Exchange processes (Data formalizationand exchange)
  • Various type of XR scenes behaviors
  • OWL ontology-FactoryData Model
  • Rendering parameters

Implementation within usual game engines

  • Unity for Virtual Reality Augmented Reality and Robotics
  • WebGL-based application using babylonjs

Lesson 3 : XR For Manufacturing

Digital Twin and Applications

  • Digital Twin, Digital Master and Digital Shadow
  • Digital Twin classification scheme
  • Manufacturing system design
  • A Digital Twin for Process Reconfiguration

A complete digital chain to enable the Digital Twin of a shop floor

  • Conditions to get a digital twin
  • Shopfloor digital twin
  • Digital continuity
  • 3D digital twin
  • Human collaboration

ROBOTIC DIGITAL TWIN - Basic interactions and data information flow

  • General observations specific to Robotic Digital Twin
  • PT โ†’ DT data flowโ€“Robotic Digital Shadow
  • DTโ†’PT data & information flow โ€“Digital Twin for XRPbD& LfDApproaches

Lesson 4 : Human Perception Impact

Human perception effects in VR/AR

  • Main issues
  • Discrepancy between vision and inner ear perception
  • Parameters impacting discrepancy
  • Simulation in VR
    • Effects of latency
    • Simulation complexity
  • Telepresence and immersion

XR Sensors

  • Location tracking in XR environment
  • Inertial tracking
  • Optical tracking

Joint learning Lab