Additive manufacturing

The idea, now considered simple and straightforward, by which any object can be built superposing layers of materials (i.e. in an additive way) differs from the traditional manufacturing processes which use material distribution (such as injection molding, casting, rolling, forging, etc.) or material removal (such as drilling, turning, milling, grinding, etc.).

According to ISO/ASTM 52900:2015 standard, Additive Manufacturing (AM) represents

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Augmented Reality

During the last years, researchers and engineers have been using information technology, personal computers, tablets and even smart phones in order to take images out of TV sets and computer screens and integrate them into real life environments. Such technology, the Augmented Reality as it was called, makes the line between real life and computer generated reality disappear and augments

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Internet of Things

"The Internet of Things (IoT) is the network of physical devices, vehicles, home appliances, and other items embedded with electronics, software, sensors, actuators, and connectivity which enables these things to connect and exchange data, creating opportunities for more direct integration of the physical world into computer-based systems, resulting in efficiency improvements, economic benefits, and reduced human exertions" [wikipedia.org].

 

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Industry 4.0 concepts

There is no definition of Industry 4.0 internationally accepted so far.

The concept of Industry 4.0 joins technological achievements from recent years with a vision of future intelligent and automated production systems, in which a real world is connected with a virtual one, ensuring more efficient use of available information. Industry 4.0 brings the physical and virtual worlds together to fundamentally change how products are made.

Industry 4.0 is the fourth industrial revolution. The term "Industry 4.0" originates from a project in the high-tech strategy of the German government. General definition: „Industry 4.0 is a name for

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VITAL

       

Erasmus Project No. 2021-1-CZ01-KA220-ADU-000026532 

 

A Modular VR & AR Based Educational Toolkit To Help EU Adults Foster Climate Neutral Practices


 

The VITAL project is motivated by the EU's Green Deal Action Plan and the exploitation of two Erasmus+ priorities – the fight against climate change combined with digital transformation in this case in the adult education sector. Various studies, statistics and surveys show that the rate of natural resource extraction is rapidly growing and our planet and the home of mankind can come to exhaustion of its finite resources. In a nutshell, the behaviour and lifestyle of EU Citizens in terms of consumption and use of products and services needs to be influenced so that we all contribute daily actions that are more sustainable and aligned with best practices leading to carbon neutrality.

The main objectives of the VITAL project are:

  • Using an activity-based learning methodology to stimulate critical thinking and help adults understand in simpler terms and with examples, what the EU Green Deal is all about.
  • To help adult trainers create relevant activity-based learning activities which could be based on different areas applicable to the EU Green Deal (farm to fork, sustainable industry, building and renovating, eliminating pollution and single-use items, etc.)
  • To support a basic understanding of the main scientific principles and other phenomena involved e. g., in the greenhouse effect, carbon/material footprint, heat losses etc. through AR/VR based case studies.
  • Making use of AR and VR to develop content-rich training material that helps adults understand better and how they can foster and adopt resourceefficient practices both at home and at their place of work (thus, work with digital transformation and the increase of digital literacy skills and digital content creation at the same time).
  • Promote work-based learning and digital tools to allow direct implementation of acquired knowledge.

The key project results are:

  • R1: Modular Training Resources To Foster Climate Neutral Practices;
  • R2: The VITAL Modular Open Educational Toolkit;
  • R3: VITAL Trainer’s Guide


Given that the VITAL project addresses training with the support of the digital technology in terms of Augmented Reality or Virtual Reality and the field of environmental responsibility and climate-friendly behaviour, the seven project partners were explicitly selected to collectively allow the partnership to have expertise in these fields, in addition to expertise in education.

  • UNIVERZITA PALACKEHO V OLOMOUCI, Czech Republic, OLOMOUC, www.upol.cz
  • Social Cooperative Enterprise Drosostalida Greece, Aττική (Attiki), Athens, www.drosostalida.org
  • MACDAC ENGINEERING CONSULTANCY BUREAU LTD - MECB, Malta, IKLIN, www.mecb.com.mt/eu
  • UNIVERSITATEA POLITEHNICA DIN BUCURESTI - CAMIS Center, Romania, BUCHAREST, camis.pub.ro
  • NERCIA DIGITAL SL, Spain, Andalucía, ALJARAQUE, www.inerciadigital.com
  • ISTANBUL VALILIGI, Turkey, İstanbul, ISTANBUL, www.istanbulab.gov.tr
  • Lipka - skolske zarizeni pro environmentalni vzdelavani Brno, prispevkova organizace, Czech Republic, Jihomoravský, kraj Brno, www.lipka.cz

For more information please visit the project website .


 

 

This project has been funded with support from the European Commission. This publication reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein. Erasmus+: 2021-1-CZ01-KA220-ADU-000026532 

Augmented Reality Technologies

Global Digital Manufacturing

4th Industrial Revolution

Virtual Reality Technologies