Virtual Reality in Chemical Industry
The New Reality
Next month Winter Olympics will be staged in
Pyeongchang, South Korea and many of the exciting events like Alpine Skiing,
Figure Skating, Ice Hockey etc will be broadcast around the world in Virtual
Reality (VR), providing an immersive experience for millions of viewers. And
when that happens VR would have arrived big time on the centerstage of the
world. Older readers would remember the days when people listened to cricket
commentary, not even on radios owned by them but in store displays. Grandmothers
fueled our imagination by narrating folktales and epics, which then assumed a
new shape as we read those accounts in comics and storybooks. The imagination
got further altered and intensified as we watched those stories being enacted,
first in 2D and then 3D. VR is expected to refine this experience even further.
The power of VR lies in its ability to provide an order of magnitude boost to
our visualisation and imagination. This can be harnessed not just for
entertainment, but also education, research, training, design, construction,
operation and maintenance. In the coming decade no industry is expected to be
untouched by VR. VR is predicted to grow into a trillion-dollar industry by
2035.
Origins
VR is not such a new idea; it has been around
for six decades. The father of VR is Morton Heilig, an American
cinematographer, who in 1957 built the Sensorama Simulator, a machine that
allowed you to virtually ride a bike while experiencing the sounds, vibrations,
wind and even smells of the road. Probably too ahead of its time, it was a
spectacular flop. The content of VR is created using CGI (Computer Generated
Images) or by capturing images using a cluster of cameras to provide
360-degrees point of view. In the playback mode, sensors in the headset track
the user’s head movements and alter the view accordingly. Optimal VR experience
requires high resolution screens, and powerful processors so that images move in-sync
with the user’s head providing a seamless experience. It is only recently that
screen and processor technology have improved so much in both performance and
price that VR is becoming commercially affordable.
Education
It is quite easy to foresee the benefits of VR
in chemistry and chemical engineering education, where the students can get a
deeper understanding of molecular structures, reaction mechanisms and other
molecular-level phenomena. The earliest known application of VR in chemical
engineering education was Vicher, a VR based simulator developed at University
of Michigan in 1995. Vicher was used as an aid to teach Chemical Reaction
Engineering to undergraduates. Students were able to travel through pipes and
enter inside the reactor to observe the reaction. The objective of the model
was to get a better appreciation of the reaction mechanisms both outside and
inside the catalyst. It is remarkable that John Bell and Scott Fogler were able
to build such a VR model way back in 1995 from “primitive” hardware, compared
to what is available today. VR transforms learning into an enjoyable experience
as students feel empowered and have control over the learning process. VR is
advantageous for learning the abstract concepts of chemistry and chemical
engineering, particularly for spatially-challenged students as it does away
with the traditional language-based instruction, that would often commence with
“imagine you are on….”
Research
Perhaps the most mind-bending application of VR
is in discovering new molecules. Scientists at Novartis, for example, are using
VR headsets to immerse themselves in a protein and walk around, with a view to
understand how drugs interact with proteins in our body. By this way, they hope
to alter the molecular structure of a drug and thus improve its efficacy in
arresting a disease. VR has great potential to speed up the discovery of new
drugs.
Plant Design and
Construction
Forty years ago, the only tools for plant
design were paper, pencil and tons of imagination. Then came the plastic model
in 1980s. They improved visualisation considerably, but were cumbersome to
construct and handle. The plastic models usually ended up as displays in the
reception area to be showcased to VIP visitors. Computer Aided Design (CAD)
generated 3D models are now the mainstay of plant engineering. While the 3D
models facilitate collaborative efforts in plant design, the workflow gets
mired in multiple time-consuming reviews for operability, accessibility,
constructability and safety. Reviews are performed on computer monitors or
projected screens and the comments generated during these reviews are usually
captured on paper and then painstakingly incorporated into the model. The
iterative process of create – review – recreate – review takes time and effort.
This is where VR would make a world of difference. It has the potential to
reduce the cycle time by boosting collaborative effort and an entirely
different human-model interface. The alterations could be done in real-time
through hand gestures and eye movements. The reduction in engineering efforts
and time would be very significant.
Such collaborative visualisations can be
extended to the construction phase, usually the most difficult and complex
phase of the project. Supervisors
equipped with VR headsets can track the progress of construction in real-time.
Operator Training
While building new plants, many chemical
companies invest in Operator Training Simulator to prepare their personnel for
plant operation. This simulator only addresses the control room staff. Adding
VR environment to such a simulator will not only raise the training experience
to a new level but also expand it to include the field operators who are in the
“firing line”. With human failing
responsible for over 90% of industrial accidents, improved and regular operator
training on a VR platform will minimise catastrophic incidents. Stressful
conditions associated with an emergency like fire or explosion can be simulated
realistically and operators’ response can be measured. This will improve the
preparedness to deal with disasters.
Final Thoughts
VR is now a very mature technology. In the
Gartner Hype Cycle (referred to in previous editions of this column), VR is on
the Plateau of Productivity and is marching ahead for widespread commercial
adoption. VR is poised to grow and thrive in a culture that is becoming
increasingly comfortable with processing images and less adept at handling
text. Many businesses are likely to gain significant competitive advantage from
VR. As also pointed out, on more than one occasion, the chemical industry is a
laggard when it comes to adopting new tools and techniques. It will show little
urgency to adopt VR. VR does not need chemical industry; chemical industry
needs VR. Chemical industry has to seize the initiative and get developers to
build relevant applications for it on VR platform.
Labels: Chemical Engineering, Chemical Industry, Virtual Reality, Visualization, VR
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