10 research outputs found

    Designs that talk and listen: Integrating functional information using voice-enabled CAD systems

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    In this paper, we report a novel approach to voice-enabled design synthesis and management. This approach consists of integrating “text-to-speech” and “speech-to-text” tools within a software prototype developed in MATLAB that connects seamlessly to a computer aided design software via an application program interface. Users can train the software to recognize specific words spoken by them and subsequently query for functions of individual parts or subassemblies. The results indicate the feasibility of interactive voice enabled product lifecycle management (PLM) tools in the future, where designing on the fly can be increasingly supported

    Quadtree based mouse trajectory analysis for efficacy evaluation of voice-enabled CAD

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    Voice-enabled applications have caught considerable research interest in recent years. It is generally believed that voice based interactions can improve the working efficiencies and the overall productivities. Quantitative evaluations on the performance boost by using such Human-Computer interactions (HCI) are therefore necessary to justify the claimed efficacies and the usefulness of the HCI system. In this paper, a quadtree based approach is proposed to analyze the mouse movement distributions in the proposed Voice-enabled Computer-Aided Design (VeCAD) system. The mouse tracker keeps a record of all the mouse movement during the solid modeling process, and a quadtree based approach is applied to analyze the mouse trajectory distributions in both the traditional CAD and the VeCAD system. Our experiments show that the mouse movement is significantly reduced when voice is used to activate CAD modeling commands. ©2009 IEEE.published_or_final_versionThe IEEE International Conference on Virtual Environments, Human-Computer Interfaces, and Measurements Systems (VECIMS) 2009, Hong Kong, 11-13 May 2009. In Conference Proceedings, 2009, p. 196-20

    A constraint-based methodology for product design with virtual reality

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    This paper presents a constraint-based methodology for product design with advanced virtual reality technologies. A hierarchically structured and constraint-based data model is developed to support product design from features to parts and further to assemblies in a VR environment. Product design in the VR environment is performed in an intuitive manner through precise constraint-based manipulations. Constraint-based manipulations are accompanied with automatic constraint recognition and precise constraint satisfaction to establish constraints between objects, and are further realized by allowable motions for precise 3D interactions in the VR environment. The allowable motions are represented as a mathematical matrix and derived from constraints between objects by constraint solving. A procedure-based degrees-of-freedom combination approach is presented for 3D constraint solving. A rule-based constraint recognition engine is developed for both constraint-based manipulations and implicitly incorporating constraints into the VR environment. An intuitive method is presented for recognizing pairs of mating features between assembly components. Examples are presented to demonstrate the efficacy of the proposed methodology

    A modular modeling approach to simulate interactively multibody systems with Baumgarte/Uzawa formulation

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    International audienceIn this paper, a modular modeling approach of multibody systems adapted to interactive simulation is presented. This work is based on the study of the stability of two Differential Algebraic Equations solvers. The first one is based on the acceleration-based augmented Lagrangian formulation and the second one on the Baumgarte formulation. We show that these two solvers give the same results and have to satisfy the same criteria to stabilize the algebraic constraint acceleration error. For a modular modeling approach, we propose to use the Baumgarte formulation and an iterative Uzawa algorithm to solve external constraint forces. This work is also the first step to validate the concept of two types of numerical components for Object-Oriented Programming

    Food Volume Estimation From A Single Image Using Virtual Reality Technology

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    Obesity has become a widespread epidemic threatening the health of millions of Americans and costing billions of dollars in health care. In both obesity research and clinical intervention, an accurate tool for diet evaluation is required. In this thesis, a new approach to the estimation of the volume of food from a single input image is presented based on the virtual reality (VR) technology. A VR system is contracted for food image acquisition, camera parameters calibration, virtual reality modeling and construction, virtual object manipulation, and food volume estimation. Our system utilizes a checkerboard to calibrate the intrinsic and extrinsic parameters of the camera using image process techniques. Once these parameters are obtained, we establish a VR space in which a virtual 3D wireframe is projected into the food image in a well-defined proportional relationship. Within this space, the user is able to scale, deform, translate and rotate the virtual wireframe to fit the food in the image. Finally, the known volume of the wireframe is utilized to compute the food volume using the proportional relationship. Our experimental study has indicated that our VR system is highly accurate and robust in estimating volumes of both regularly and irregularly shaped foods, providing a powerful diet evaluation tool for both obesity research and treatment

    The challenges in computer supported conceptual engineering design

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    Computer Aided Engineering Design (CAED) supports the engineering design process during the detail design, but it is not commonly used in the conceptual design stage. This article explores through literature why this is and how the engineering design research community is responding through the development of new conceptual CAED systems and HCI (Human Computer Interface) prototypes. First the requirements and challenges for future conceptual CAED and HCI solutions to better support conceptual design are explored and categorised. Then the prototypes developed in both areas, since 2000, are discussed. Characteristics already considered and those required for future development of CAED systems and HCIs are proposed and discussed, one of the key ones being experience. The prototypes reviewed offer innovative solutions, but only address selected requirements of conceptual design, and are thus unlikely to not provide a solution which would fit the wider needs of the engineering design industry. More importantly, while the majority of prototypes show promising results they are of low maturity and require further development

    Direct modeling techniques in the conceptual design stage in immersive environments for DfA&D

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    Due to the fast – growing competition of the mass – products markets, companies are looking for new technologies to maximize productivity and minimize time and costs. In the perspective of Computer Aided Process Planning (CAPP), companies want to optimize fixture design and assembly planning for different goals. To meet these demands, the designers' interest in Design for Assembly and Disassembly is growing considerably and is increasingly being integrated into the CAPP. The work described in this thesis aims to exploit immersive technologies to support the design of mating elements and assembly / disassembly, by developing a data exchange flow between the immersive environment and the modeling environment that provides the high – level modeling rules, both for modeling features and for assembly relationships. The main objective of the research is to develop the capability to model and execute simple coupling commands in a virtual environment by using fast direct modeling commands. With this tool the designer can model the coupling elements, position them and modify their layout. Thanks to the physical engine embedded in the scene editor software, it is possible to take into consideration physical laws such as gravity and collision between elements. A library of predefined assembly features has been developed through the use of an external modeling engine and put into communication with the immersive interaction environment. Subsequently, the research involved the study of immersive technologies for workforce development and training of workers. The research on immersive training involved industrial case studies, such as the projection of the disassembly sequence of an industrial product on a head mounted display, and less industrial case studies, such as the manual skills development of carpenters for AEC sectors and the surgeon training in the pre – operative planning in medical field

    Multiple-view product representation and development using augmented reality technology

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    Ph.DDOCTOR OF PHILOSOPH

    User-based gesture vocabulary for form creation during a product design process

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    There are inconsistencies between the nature of the conceptual design and the functionalities of the computational systems supporting it, which disrupt the designers’ process, focusing on technology rather than designers’ needs. A need for elicitation of hand gestures appropriate for the requirements of the conceptual design, rather than those arbitrarily chosen or focusing on ease of implementation was identified.The aim of this thesis is to identify natural and intuitive hand gestures for conceptual design, performed by designers (3rd, 4th year product design engineering students and recent graduates) working on their own, without instruction and without limitations imposed by the facilitating technology. This was done via a user centred study including 44 participants. 1785 gestures were collected. Gestures were explored as a sole mean for shape creation and manipulation in virtual 3D space. Gestures were identified, described in writing, sketched, coded based on the taxonomy used, categorised based on hand form and the path travelled and variants identified. Then they were statistically analysed to ascertain agreement rates between the participants, significance of the agreement and the likelihood of number of repetitions for each category occurring by chance. The most frequently used and statistically significant gestures formed the consensus set of vocabulary for conceptual design. The effect of the shape of the manipulated object on the gesture performed, and if the sequence of the gestures participants proposed was different from the established CAD solid modelling practices were also observed.Vocabulary was evaluated by non-designer participants, and the outcomes have shown that the majority of gestures were appropriate and easy to perform. Evaluation was performed theoretically and in the VR environment. Participants selected their preferred gestures for each activity, and a variant of the vocabulary for conceptual design was created as an outcome, that aims to ensure that extensive training is not required, extending the ability to design beyond trained designers only.There are inconsistencies between the nature of the conceptual design and the functionalities of the computational systems supporting it, which disrupt the designers’ process, focusing on technology rather than designers’ needs. A need for elicitation of hand gestures appropriate for the requirements of the conceptual design, rather than those arbitrarily chosen or focusing on ease of implementation was identified.The aim of this thesis is to identify natural and intuitive hand gestures for conceptual design, performed by designers (3rd, 4th year product design engineering students and recent graduates) working on their own, without instruction and without limitations imposed by the facilitating technology. This was done via a user centred study including 44 participants. 1785 gestures were collected. Gestures were explored as a sole mean for shape creation and manipulation in virtual 3D space. Gestures were identified, described in writing, sketched, coded based on the taxonomy used, categorised based on hand form and the path travelled and variants identified. Then they were statistically analysed to ascertain agreement rates between the participants, significance of the agreement and the likelihood of number of repetitions for each category occurring by chance. The most frequently used and statistically significant gestures formed the consensus set of vocabulary for conceptual design. The effect of the shape of the manipulated object on the gesture performed, and if the sequence of the gestures participants proposed was different from the established CAD solid modelling practices were also observed.Vocabulary was evaluated by non-designer participants, and the outcomes have shown that the majority of gestures were appropriate and easy to perform. Evaluation was performed theoretically and in the VR environment. Participants selected their preferred gestures for each activity, and a variant of the vocabulary for conceptual design was created as an outcome, that aims to ensure that extensive training is not required, extending the ability to design beyond trained designers only

    An approach to solid modeling in a semi-immersive virtual environment

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