4531-Article Text-9346-1-10-20180416
4531-Article Text-9346-1-10-20180416
4531-Article Text-9346-1-10-20180416
Special Issue
INTRODUCTION
Virtual reality (VR) is beginning to gain traction in a wide range of industry’s from defense,
aerospace, automotive to the oil and gas sector. Ever since the first time the term "Virtual
Reality" (VR) has been utilized back in the 60s, VR has advanced in various manners
becoming more and more similar to the real world. Two various types of VR can be
recognized as non-immersive and immersive. The former is a computer-based environment
that can simulate places in the real or imagined worlds while the latter takes the idea even
further by giving the perception of being physically present in the non-physical world.
Journal of Fundamental and Applied Sciences is licensed under a Creative Commons Attribution-NonCommercial 4.0
International License. Libraries Resource Directory. We are listed under Research Associations category.
M. Shammar et al. J Fundam Appl Sci. 2018, 10(5S), 746-752 747
INTRODUCTION
In production industries it is already a standard to use Virtual Reality and its methods to
improve product development, increase quality and optimize final design. Computer
visualizations and analysis software significantly helps to reduce growing production costs
and allows prototypes manufacture and arduous testing in research laboratories (Kozlak et al.,
2014). This speeds up development project and improves communication between engineers,
allowing for intuitive experience and data exchange while using intelligible environment of
virtual reality. Today’s competitive business climate intensifies the need for well-trained
operators with all types of skills and in all industries. Companies are pushing facilities to their
limits, while both processes and automated systems are becoming more and more
complicated. This is where 3D communications are becoming ubiquitous, independent of
specialized software and formats, and cost effective. The use of 3D data and tools is helping
accelerate the communication of information.
a) Healthcare
The health care world would be re- organized to be represented in a mobile AR way. Such
health related information can be submitted by AR in its extreme visual. The AR became
widespread by virtue of the smartphones that are supplied with sensors and camera. Such
sensors permit the provision of precise context information to the environment aware
M. Shammar et al. J Fundam Appl Sci. 2018, 10(5S), 746-752 748
situations, the matter that permits doctors to gather information, illustrate and identify the
measures and procedures (Mohana et al., 2012).
b) Education
In education, digital games have been designed not only for amusement but also to boost the
learning process. Matching Objects and Words (MOW) application is an AR game that is
designed and developed to help learning words in various languages (Barreira et al., 2012).
c) Aerospace
Back in the 60s, Tom Furness, who is considered to be the grandfather of virtual reality, was
at Wright Patterson Air Force base working on VR solutions to solve various problems pilots
were having in the cockpit. The military still uses AR and VR technology in similar ways. On
the space side, NASA has been using VR at the Johnson Space Center in Houston, Texas to
train astronauts for spacewalks since 1992 (Erin, 2015).
d) Automotive
Hyundai Motor Company has developed an AR manual application for users using their
smartphones or tablets in which they can access how to information regarding their car.
(Samuely, 2015). The guide proved consumer an easy option to access important vehicle
information without the need of manual instruction to find desired information.
The development of deep-water oil & gas reserves constantly faces the challenge of trying to
reduce the costs of all components and activities. Therefore, high performance computing,
visualization and remote collaboration technologies are being extensively used to improve
productivity, leading to better cost-effectiveness (Ismael et al., 2012). Visualization and
remote collaboration technologies help to bridge the cost-effectiveness problem. Oil
companies were among the first to make industrial use of virtual reality centers, equipped
with immersive projection systems with large display walls and videoconference tools, among
other solutions. Three-dimensional geometric modeling, scientific visualization and
immersive virtual environments, commonly used in these facilities, pushed the limits of
teamwork activities in geosciences and engineering (Dodd, 2004).
Having the ability to improve asset utilization, reuse complex models, and visit hazardous
locations virtually using 3D simulated environments allows time savings to accumulate. An
example of time savings is creating a virtual walkthrough of a production facility (Blackey et
al., 2014).
Realistic 3D display technology allows touring a facility virtually from just about anywhere
emulating real-life experiences and remote collaboration among teams. EYESIM a virtual
simulator of oil platform used 1:1 full scale immersive display system an operator is being
trained on a complex functionality, which is not possible in real life due to cost restraints and
potential risk. Such a system might be classified as an "Operator Training Simulator" (OTS)
which is fundamental to production facility operations and abnormal situation management.
OTS allows beginners to learn the basics, while more experienced staff is able to deal with
unusual or emergency situations in a safe environment (Mainwaring, 2012)
M. Shammar et al. J Fundam Appl Sci. 2018, 10(5S), 746-752 750
Operators can interact with equipment controls while service step-by-step instructions
augment the user’s experience. Applications and simulators can be designed to appear on the
mobile devices such as electronic tablets or smartphones, replacing printed material with
always current, best practice instructions. This solutions help to transform an employee with
general understanding of an environment or equipment into the knowledgeable worker for the
21st century (Raposo et al., 2006).
review process. Currently the authors are in a stage of developing an virtual reality
application that can assist inspection and maintenance in oil and gas industry in Kuwait. The
application will be evaluated and tested and the results will be compared with normal training
method.
CONCLUSION
The development of Virtual and Augmented-based technologies can now be applied to an
unlimited number of uses in the oil and gas industry. It currently offers significant advantages
over traditional forms of training and productivity improvement methods. VR is currently
gaining increasing acceptance in forward-thinking industries as a valuable tool for process
improvement. In conclusion, VR application will benefit the oil and gas industry and more
work should be done to incorporate VR in many aspects of process and maintenance in the
industry.
ACKNOWLEDGEMENT
This research is supported by PIPPT grant 6387700.
REFERENCE
Anissimov M., What is Virtual Reality? (2017). wiseGEEK. Retrieved
from:http://www.wisegeek.com/what-is-virtual reality.htm.
Barreira J., Bessa M., Pereira L., Adao T., Peres E. and Magalhaes L. (2012). Learn Words in
Different Languages: Case Study: Learning English Names of Animals in Elementary
School,” 7th Iberian Conference on Information Systems and Technologies (CISTI), Madrid,
20-23 June 2012, pp. 1-6.
Blackley, D. J., Retzer, K. D., Hubler, W. G., Hill, R. D. and Laney, A. S. (2014). Injury rates
on new and old technology oil and gas rigs operated by the largest United States onshore
drilling contractor, American Journal of Industrial Medicine, Vol. 57, No. 10, pp. 1188-1192.
Dodd E. J. (2004). Visualization and Collaboration for the On Demand Upstream Petroleum
Enterprise. IBM, Toronto, CA.2004 retrieved from: http://www.epmag.com/item/Virtual-
Reality-Simulation-Improves-Offshore- Training-Safety_98496.
Erin C. (2015). How NASA uses virtual reality to train astronauts. Retrieved from:
http://www.techrepublic.com/article/how-nasa-uses-virtual-reality-to-train-astronauts/.
Grigore C. Burdea and Philippe C. (2008). Virtual Reality Technology, 2nd ed. Delhi: Wiley,
2008.
M. Shammar et al. J Fundam Appl Sci. 2018, 10(5S), 746-752 752
Ismael H. F. dos Santos (2012). A Collaborative Virtual Reality Oil & Gas Workflow. The
International Journal of Virtual Reality, 2012, 11(1):1-13
Lateef F. (2010). Simulation-based learning: Just like the real thing. Journal of Emergencies
Trauma Shock. 2010 Oct-Dec; 3(4): 348–352.
Mainwaring J. (2012) EYESIM: The Future of Training is Virtual Reality. Retrieved from:
http://www.rigzone.com/news/oil_gas/a/122264/EYESIM_The_Future_of_Training_is_Virtu
al_Reality.
Mazuryk T. and Gervautz M. (2006). Virtual Reality History, Applications, Technology and
Future,”Institute of Computer Graphics, Vienna University of Technology, Austria, pp. 15-16,
58-60.
Mohana Z., Musae I., Ramachandran M. A.and Habibi A. (2012). Ubiquitous Medical
Learning Using Augmented Reality Based on Cognitive Information Theory, Advances in
Computer Science, Engineering & Applications, Vol. 167, 2012, pp. 305- 312.
Norman, D. A. (1990). The Problem of Automation: Inappropriate Feedback and Interaction,
not Over Automation. Philosophical Transactions of the Royal Society of London, B
Biological Sciences 327(1241):585-593.
Raposo A. B., Corseuil E. T. L., Wagner G. N., Santos I. H. F. and Gattass M (2006).
Towards the Use of CAD Models in VR Applications. In Proc.ACM SIGGRAPH Conf. VR-
Continuum and its Applications in Industry,VRCIA, 67-74.
Samuely, A. (2015, November 13). Hyundai modernizes car owner's manual with augmented
reality spin. Retrieved from Mobile Marketer:
http://www.mobilemarketer.com/cms/news/software-technology/21686.html
Slobounov, S. M., Ray, W., Johnson, B., Slobounov, E. and Newell, K. M. (2015).
Modulation of cortical activity in 2D versus 3D VR environments: An EEG study,
International Journal of Psychophysiology, Vol. 95, No. 3, pp. 254-260.
Wiener, E. L. and Curry R. E. (1980). Flight-deck automation: promises and problems.
Ergonomics 23(10): 995-1011.
Yongyong Z. (2013). QuickTime Virtual Reality Technology Applies to Practical Teaching
Recording System. Telkomnika, Vol.11, No.11, November 2013, pp. 6315 - 6320. ISSN:
2302-4046