13 research outputs found

    APPLICATION OF AUGMENTED REALITY IN MANUAL ASSEMBLY DESIGN AND PLANNING

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    Ph.DDOCTOR OF PHILOSOPH

    Génération des séquences de désassemblage et leur évaluation : Intégration dans un environnement de réalité virtuelle

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    Integration of disassembly operations during product design is an important issue today. It is estimated that at the earliest stages of product design, the cost of disassembly operations almost represents 30 % of its total cost. Nowadays, disassembly operation simulation of industrial products finds a strong interest in interactive simulations through immersive and real-time schemes. In this context, in the first place, this thesis presents a method for generating the feasible disassembly sequences for selective disassembly. The method is based on the lowest levels of a disassembly product graph. Instead of considering the geometric constraints for each pair of components, the proposed method considers the geometric contact and collision relationships among the components in order to generate the so-called Disassembly Geometry Contacting Graph (DGCG). The latter is then used for disassembly sequence generation thus allowing the number of possible sequences to be reduced by ignoring any components which are unrelated to the target. A simulation framework was developed integrated in a Virtual reality environment thus allowing generating the minimum number of possible disassembly sequences. Secondly, a method for disassembly operation evaluation by 3D geometric removability analysis in a Virtual environment is proposed. It is based on seven new criteria which are: visibility of a part, disassembly angles, number of tools' changes, path orientation changing, sub-assembly stability, neck score and bending score. All criteria are presented by dimensionless coefficients automatically calculated, thus allowing evaluating disassembly sequences complexity. For this purpose, a mixed virtual reality disassembly environment (VRDE) is developed based on Python programming language, utilizing VTK (Visualization Toolkit) and ODE (Open Dynamics Engine) libraries. The framework is based on STEP, WRL and STL exchange formats. The analysis results and findings demonstrate the feasibility of the proposed approach thus providing significant assistance for the evaluation of disassembly sequences during Product Development Process (PDP). Further consequences of the present work consist in ranking the criteria according to their importance. For this purpose, moderation coefficients may be allocated to each of them thus allowing a more comprehensive evaluating method.De nos jours, l'intégration des opérations de désassemblage lors de la conception des produits est un enjeu crucial. On estime que dans la phase initiale de la conception d'un produit, le coût des opérations de désassemblage représente environ 30% de son coût total. Ainsi, la simulation des opérations de désassemblage de produits industriels trouve un fort intérêt pour des simulations interactives grâce à des programmes d'immersion et en temps réel. Dans ce contexte, dans un premier temps, cette thèse présente une méthode de génération des séquences de désassemblage possibles pour le désassemblage sélectif. La méthode est basée sur les niveaux les plus bas du graphe de désassemblage des produits. Au lieu de considérer les contraintes géométriques pour chaque paire de composants, la méthode proposée tient compte des contacts (relations géométriques entre les composants) et des collisions afin de générer le Graphe Géométrique de Contacts et de Désassemblage (DGCG). Celui-ci est ensuite utilisé pour la génération des séquences de désassemblage permettant ainsi de réduite le nombre de séquences possibles en ignorant les composants non liés avec la cible. Une application de simulation a été développée, intégrée dans un environnement de réalité virtuelle (RV) permettant ainsi la génération du nombre minimum de séquences possibles de désassemblage.Dans un second temps, une méthode d'évaluation des opérations de désassemblage par analyse géométrique 3D de l'amovibilité dans un environnement RV est proposée. Elle est basée sur sept nouveaux critères qui sont: la visibilité d'une pièce, les angles de désassemblage, le nombre des changements d'outils, le changement d'orientation des trajectoires, la stabilité des sous-ensembles, les angles de rotation du cou et flexion du corps. Tous ces critères sont présentés par des coefficients sans dimension calculés automatiquement par l'application développée, permettant ainsi d'évaluer la complexité des séquences de désassemblage. A cet effet, un environnement mixte de réalité virtuelle pour le désassemblage (VRDE) est développé, basé sur le langage de programmation Python, en utilisant deux bibliothèques : VTK (Visualisation Toolkit) et ODE (Open Dynamics Engine), les formats d'échange étant fichiers: STEP, WRL et STL. L'analyse des résultats obtenus démontrent la fiabilité de l'approche proposée fournissant ainsi une aide non négligeable pour l'évaluation des séquences de désassemblage lors de processus de développement de produits (PDP). Les autres conséquences de ce travail consistent à classer les critères en fonction de leur importance. A cet effet, des coefficients de modération peuvent être attribués à chacun d'eux permettant ainsi une méthode d'évaluation plus complète

    IDATER online conference: graphicacy and modelling 2010

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    IDATER online conference: graphicacy and modelling 201

    Robotic disassembly of waste electrical and electronic equipment

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    Waste electrical and electronic equipment (WEEE) is the world’s fastest growing form of waste. Inappropriate disposal of WEEE causes damage to ecosystems and local communities due to hazardous materials and toxic chemicals present in electronic products. High value metals in small quantities are dissipated and embodied energy from manufacturing are lost in shredding and crushing treatments of WEEE. On the other hand, manual disassembly is costly and presents safety concerns for human workers. Therefore, robotic disassembly is an ideal approach to addressing the treatment of WEEE. Despite extensive research in the field, large variations and uncertainties in product structures, models, and conditions is a major limitation to the implementation of automation and robotics in the waste industry. The ability of a robotic disassembly system to learn new product structures and reason about existing knowledge of product structure is vital to addressing this challenge. This thesis explores robotic disassembly for WEEE by building upon an existing research disassembly rig for LCD monitors and expanding it to address other product families. The updated disassembly system utilizes a modular framework consisting of a Cognition module, Perception module, and Operation module, in order to address the uncertainties present in end-of-life (EoL) products. A novel disassembly ontology is designed and developed with an upper and lower ontology structure to represent generic disassembly knowledge and product-family-specific knowledge respectively. Furthermore, a Learning framework enables automated expansion of the ontology using past disassembly experiences and user-demonstration. These presented methodologies form the main function of the Cognition module, which aids the Perception module and instructs the Operation module. The disassembly ontology and Learning framework are verified independently from the rest of the system prior to being integrated and validated with real disassembly runs of LCD monitors and keyboards. As such, the disassembly system’s ability to address both known and unknown EoL product types, as well as learn new product types, is demonstrated

    Development of a design for the environment workbench software tool

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    The research described in this thesis was developed as part of the Green Advisor for Concurrent Engineering (GACE) Project. The GACE Project was founded under the Applied Research Grants Scheme administered by Enterprise Ireland. The GACE project was a partnership project between Regional Technical College Galway and CIMRU University College Galway, AST Computers Ltd. in Limerick and CEL Ltd. in Tuam. The project aimed to develop an advisor framework for a computer aided design tool to aid designers make informed decisions regarding the environmental superiority of a product at its design stage

    NASA Tech Briefs, February 1996

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    Topics covered include: Materials; Computer Programs; Mechanics; Machinery/Automation; Manufacturing/Fabrication; Mathematics and Information Sciences; Life Sciences; Books and Reports

    Generative Mesh Modeling

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    Generative Modeling is an alternative approach for the description of three-dimensional shape. The basic idea is to represent a model not as usual by an agglomeration of geometric primitives (triangles, point clouds, NURBS patches), but by functions. The paradigm change from objects to operations allows for a procedural representation of procedural shapes, such as most man-made objects. Instead of storing only the result of a 3D construction, the construction process itself is stored in a model file. The generative approach opens truly new perspectives in many ways, among others also for 3D knowledge management. It permits for instance to resort to a repository of already solved modeling problems, in order to re-use this knowledge also in different, slightly varied situations. The construction knowledge can be collected in digital libraries containing domain-specific parametric modeling tools. A concrete realization of this approach is a new general description language for 3D models, the "Generative Modeling Language" GML. As a Turing-complete "shape programming language" it is a basis of existing, primitv based 3D model formats. Together with its Runtime engine the GML permits - to store highly complex 3D models in a compact form, - to evaluate the description within fractions of a second, - to adaptively tesselate and to interactively display the model, - and even to change the models high-level parameters at runtime.Die generative Modellierung ist ein alternativer Ansatz zur Beschreibung von dreidimensionaler Form. Zugrunde liegt die Idee, ein Modell nicht wie üblich durch eine Ansammlung geometrischer Primitive (Dreiecke, Punkte, NURBS-Patches) zu beschreiben, sondern durch Funktionen. Der Paradigmenwechsel von Objekten zu Geometrie-erzeugenden Operationen ermöglicht es, prozedurale Modelle auch prozedural zu repräsentieren. Statt das Resultat eines 3D-Konstruktionsprozesses zu speichern, kann so der Konstruktionsprozess selber repräsentiert werden. Der generative Ansatz eröffnet unter anderem gänzlich neue Perspektiven für das Wissensmanagement im 3D-Bereich. Er ermöglicht etwa, auf einen Fundus bereits gelöster Konstruktions-Aufgaben zurückzugreifen, um sie in ähnlichen, aber leicht variierten Situationen wiederverwenden zu können. Das Konstruktions-Wissen kann dazu in Form von Bibliotheken parametrisierter, Domänen-spezifischer Modellier-Werkzeuge gesammelt werden. Konkret wird dazu eine neue allgemeine Modell-Beschreibungs-Sprache vorgeschlagen, die "Generative Modeling Language" GML. Als Turing-mächtige "Programmiersprache für Form" stellt sie eine echte Verallgemeinerung existierender Primitiv-basierter 3D-Modellformate dar. Zusammen mit ihrer Runtime-Engine erlaubt die GML, - hochkomplexe 3D-Objekte extrem kompakt zu beschreiben, - die Beschreibung innerhalb von Sekundenbruchteilen auszuwerten, - das Modell adaptiv darzustellen und interaktiv zu betrachten, - und die Modell-Parameter interaktiv zu verändern

    Process Bifurcation and the Digital Chain in Architecture

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    This thesis investigates the impact of digital technology on the methods of design and production in architecture. Through research of history, theory, technology, and methods, the work determines whether the current use of new technologies should be considered as iterative development of the architectural practice, or as a radically new paradigm. The computer has now matured into the primary working medium for architectural design. Digital tools are increasingly expanding their role, from design and visualization, to use in empirical simulation and evaluation, digital fabrication, and in on-site construction validation. This combination of linked tools, into a single project-wide solution system is called the "digital chain". This procedure is a significant opportunity for optimization of process, but it can also be seen as a catalyst to reinforce creative collaboration between disparate professionals in a design team. Because of this change to both methods and relationships the digital chain, and its components are understood to be disruptive technologies. The digital chain has caused a bifurcation in architectural productivity, because of this disruption many theorists and critics claim that digital technologies now define a new era of architecture. This thesis seeks to understand if this inflection can also be considered a new paradigm. The contemporary computer, as an "information machine" is characterized by three specific capabilities: control, prediction, and processing. Research and project work to examine the digital chain have been undertaken and categorized using these three investigation channels. Each topic for investigation has been instigated with a pedagogic work. Thereafter, additional "proof of concept" projects have been undertaken to advance the work to the professional level. The results and findings occur at two levels: Practical production of architecture, but also as conclusion about "digital learning" and the scope of technological adoption within the architectural profession. The conclusions of the thesis state that a technologically induced paradigm-shift in architecture has not occurred. The current implementation of digital tools still only qualifies as iterative innovation of traditional methods. The technology and use of digital tools in architecture has developed significantly in the last decade. Emerging technologies, new methods, and the prognosis for future developments will have significant effect on architectural design and production. Because architecture has a well established precedent of "re-purposing" technology from other disciplines, the thesis concludes that there is strong potential that a paradigm-shift may yet happen. By examining emerging innovations from other industries it is possible to make highly informed predictions about incoming innovations in materials, production methods, and conceptual systems. This insight into the next wave of potential catalytic influences is presented in the discussion, and it is concluded that a broader range of new innovations may yet invoke a technologically driven paradigm-shift in architecture

    Mobile Robots Navigation

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    Mobile robots navigation includes different interrelated activities: (i) perception, as obtaining and interpreting sensory information; (ii) exploration, as the strategy that guides the robot to select the next direction to go; (iii) mapping, involving the construction of a spatial representation by using the sensory information perceived; (iv) localization, as the strategy to estimate the robot position within the spatial map; (v) path planning, as the strategy to find a path towards a goal location being optimal or not; and (vi) path execution, where motor actions are determined and adapted to environmental changes. The book addresses those activities by integrating results from the research work of several authors all over the world. Research cases are documented in 32 chapters organized within 7 categories next described

    MUSME 2011 4 th International Symposium on Multibody Systems and Mechatronics

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    El libro de actas recoge las aportaciones de los autores a través de los correspondientes artículos a la Dinámica de Sistemas Multicuerpo y la Mecatrónica (Musme). Estas disciplinas se han convertido en una importante herramienta para diseñar máquinas, analizar prototipos virtuales y realizar análisis CAD sobre complejos sistemas mecánicos articulados multicuerpo. La dinámica de sistemas multicuerpo comprende un gran número de aspectos que incluyen la mecánica, dinámica estructural, matemáticas aplicadas, métodos de control, ciencia de los ordenadores y mecatrónica. Los artículos recogidos en el libro de actas están relacionados con alguno de los siguientes tópicos del congreso: Análisis y síntesis de mecanismos ; Diseño de algoritmos para sistemas mecatrónicos ; Procedimientos de simulación y resultados ; Prototipos y rendimiento ; Robots y micromáquinas ; Validaciones experimentales ; Teoría de simulación mecatrónica ; Sistemas mecatrónicos ; Control de sistemas mecatrónicosUniversitat Politècnica de València (2011). MUSME 2011 4 th International Symposium on Multibody Systems and Mechatronics. Editorial Universitat Politècnica de València. http://hdl.handle.net/10251/13224Archivo delegad
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