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Immersive Virtual Reality Training Tool for IoT Device Placement

Published: 11 September 2017 Publication History

Abstract

The Internet of Things promises to revolutionise our lives but for all the largescale research into the field, one area has been neglected. This is the simple task of training staff to correctly place devices in an environment to create an ad-hoc wireless network that these devices require to be connected.
This training must include reference to obstacles and signals propagation models. Give the user a solid knowledge base by visually showing how the interconnectivity can take place and finally model aspects of the propagation including reflection and diffraction. This paper will outline the results of the creation of VR simulation of a generic space where IoT devices can be placed, and then evaluated in real time to test if their placement will be a viable network. To achieve this, the UNITY game engine is used for developing and HTC VIVE is used for testing.
Three models with different modes were successfully built in this project starting with a simple 'Virtual Room' case and followed by the 3D model of our university. The last model is a more realistic one with consideration of obstacles and signals propagation models.

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Cited By

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  • (2021)Freehand Grasping: An Analysis of Grasping for Docking Tasks in Virtual Reality2021 IEEE Virtual Reality and 3D User Interfaces (VR)10.1109/VR50410.2021.00102(749-758)Online publication date: Mar-2021
  • (2020)A Scoping Review on Virtual Reality-Based Industrial TrainingApplied Sciences10.3390/app1022822410:22(8224)Online publication date: 20-Nov-2020
  • (2020)Too Hot to Handle: An Evaluation of the Effect of Thermal Visual Representation on User Grasping Interaction in Virtual RealityProceedings of the 2020 CHI Conference on Human Factors in Computing Systems10.1145/3313831.3376554(1-16)Online publication date: 21-Apr-2020

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cover image ACM Other conferences
SIMUTOOLS '17: Proceedings of the 10th EAI International Conference on Simulation Tools and Techniques
September 2017
152 pages
ISBN:9781450363884
DOI:10.1145/3173519
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 11 September 2017

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Author Tags

  1. Internet of Things
  2. Training
  3. Virtual Reality

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SIMUTOOLS '17

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Overall Acceptance Rate 20 of 73 submissions, 27%

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View all
  • (2021)Freehand Grasping: An Analysis of Grasping for Docking Tasks in Virtual Reality2021 IEEE Virtual Reality and 3D User Interfaces (VR)10.1109/VR50410.2021.00102(749-758)Online publication date: Mar-2021
  • (2020)A Scoping Review on Virtual Reality-Based Industrial TrainingApplied Sciences10.3390/app1022822410:22(8224)Online publication date: 20-Nov-2020
  • (2020)Too Hot to Handle: An Evaluation of the Effect of Thermal Visual Representation on User Grasping Interaction in Virtual RealityProceedings of the 2020 CHI Conference on Human Factors in Computing Systems10.1145/3313831.3376554(1-16)Online publication date: 21-Apr-2020

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