Date: 2020-2023
Budget: 357 023 €


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Objectives         Top

The main objective of the AVATAR Erasmus+ project is to support and facilitate the adoption of VR/AR technologies in engineering curricula. Within the set of advanced digital technologies in fact, AR and VR have the following characteristics and advantages:
  1. AR is able to provide a more understandable perspective on engineering problems, using a three-dimensional experience (VR) to leverage on visuo-spatial ability of the students.
  2. AR is the right tool to deliver meaningful set of information to specific geometrical locations, providing the students a deeper understanding.
  3. VR/AR-enabled telepresence enables high-quality distance and self-learning, being able to provide the students a rich experience even if they cannot access laboratorial facilities and/or get in touch with real components.
To pursue this objective a set of workflows will be developed, describing and formalizing how to implement learning activities in engineering taking advantage of VR/AR tools. The workflows will be organized in three clusters:
  1. Learning approaches for experiencing/developing VR/AR technologies to support the use and implementation of AR/VR tools (e.g., how to build a 3D scene for VR, how to prepare and organize contents for VR/AR, how to address interactivity in VR/AR).
  2. Learning approaches using AR/VR within integrated engineering approaches to provide a better and deeper understanding of engineering problems (e.g., in the design of a manufacturing system and/or in the definition of detailed trajectories in robotized assembly processes).
  3. AR/VR as an innovative environment for learning assessment addressing address how to implement assessment tools (exercises, quizzes, polls, etc.) within VR/AR environments.

Projects Organisation         Top

From 2020 every year, 5 students are selected from every country to particpate to the avatar semester. They are committed in a training program about XR technologies linked to Manufacturing processes. Every project is an instanciation of one or more XR building block contributing to the management of a Digital Twin: The output of the program is both, the use case demonstrator developped by the student, but also the consolidation of the workflows to build XR applications, and obviously the training of the involved students.

Projects Realisations          Top

On spring 2020, 18 students were involved in the AVATAR program. The produced content is reported on the Avatar Web Site They mainly worked on two use cases :
  1. Hybrid Manufacturing Environment for a Machining Center. The objective of this use case will be to use XR technologies to create a digital twin of a automated working cell for the machining of industrial products.
    Various machines support to projects
  2. Hybrid Human- Robot Processes. The objective of this use case will be to use XR technologies to create a digital twin of a hybrid human/robot working cell for the welding and/or assembling.
    Various machines support to projects
And enabled up to 15 projects leading to full inteaction activity with the digital twins, illustrated by the two following examples :