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The proposed solution serves as a valuable tool for effective remote monitoring, control, and optimization of turbine performance, facilitating **collaboration** among technicians. The digital version of the wind turbine in TwinTurbine allows users to analyze issues without the need to visit the physical site.The **Mixed Reality environment** adds value by enabling real-time problem discussion and on-the-fly solutions.
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Given that this is the initial implementation, it's important to acknowledge several limitations. However, the prototype still offers an immersive learning experience for students, professionals, and technicians, providing hands-on interaction with digital twin technology and wind turbine operations. Additionally, the avatar and visual guidance provided assist users in understanding the initial steps of interacting with the prototype.
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## Disclaimer/Attribution
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This project uses a boilerplate from [Unity-SharedSpatialAnchors](https://github.com/oculus-samples/Unity-SharedSpatialAnchors). We would like to attribute and thank the original authors for their foundational work which helped in kickstarting our development.
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## 2. Design Process
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The aim of this project is to develop a digital twin of a wind turbine in Mixed Reality (MR), enabling multiple users to interact simultaneously and immersively. The design process began with brainstorming sessions to outline the project's scope, objectives, and potential challenges. This was followed by defining user interactions within the MR environment and testing various technologies to identify the most suitable tools for implementation. The virtual environment was then developed in Unity, including modeling the wind turbine and integrating real-time data visualization. Collaborative features were implemented to allow multiple users to engage with the digital twin simultaneously. Subsequent user testing provided feedback on usability, functionality, and overall experience, which led to the identification and resolution of technical and usability issues. Refinements were made based on user feedback and testing results. Finally, the project was compiled into a fully functional presentation, ready to be showcased to the intended audience.
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