21 research outputs found

    Virtual reality for fixture design and assembly

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    Due to today's heavy, growing competition environment, manufacturing companies have to develop and employ new emerging technologies to increase productivity, reduce production costs, improve product quality, and shorten lead time. The domain of Virtual Reality (VR) has gained great attention during the past few years and is currently explored for practical uses in various industrial areas e.g. CAD, CAM, CAE, CIM, CAPP and computer simulation etc. Owing to the trend towards reducing lead time and human effort devoted to fixtureplanning, the computerization of fixture design is required. Consequently, computer aided fixture design (CAFD) has become an important role of computer aided design/manufacture (CAD/CAM integration. However, there is very little ongoing research specially focused on using the VR technology as a promising solution to enhance CAFD systems' capability and functionality. This thesis reviews the possibility of using interactive Virtual Reality (VR) technology to support the conventional fixture design and assembly process. The trend that the use of VR benefits to fulfil the optimization of fixture design and assembly in VE has been identified and investigated. The primary objectives were to develop an interactive VR system entitled Virtual Reality Fixture Design & Assembly System (VFDAS), which will allow fixture designers to complete the entire design process for modular fixtures within the Virtual Environment (VE) for instance: Fixture element selection, fixture layout design, assembly, analysis and so on. The main advantage of VFDAS is that the VR system has the capability of simulating the various physical behaviours for virtual fixture elements according to Newtonian physical laws, which will be taken into account throughout the fixture design and evaluation process. For example: gravity, friction, collision detection, mass, applied force, reaction force and elasticity. Almost the whole fixture design and assembly process is achieved as if in the real physics world, and this provides a promise for computer aided fixture design (CAFD) in the future. The VFDAS system was validated in terms of the collision detection, rendering speed, friction, mass, gravity, applied force, elasticity and toppling. These simulation results are presented and quantified by a series of simple examples to show what the system can achieve and what the limitations are. The research concluded VR is a useful technology and VFDAS has potential to support education and application for fixture design. There is scope for further development to add more useful functionality to the VFDAS system

    Enhancing [Spatial] Creativity: Enhancing creativity of architects by applying unconventional virtual environments

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    Potentials of a virtual environment for enhancing the creativity of architects have shaped this research. There is no singular definition of creativity. In fact, there are more than 100 different definitions of creativity according to different contexts and disciplines. Nevertheless, it is possible to confine the boundaries of definitions and address creativity within a confined framework.  The first practical step was thus to perform an in-depth literature survey to define a boundary condition for the widespread topic of “creativity†and identify vital research questions pertaining to creativity. In this regard, personality and behaviour of creative people; mood, state, temper, intelligence vs. creativity, motivation and so forth were ignored. Instead, cognitive aspects of creativity such as thinking patterns, conceptual blending, idea expansion and tolerance of ambiguity have been focused upon. The second step was to test whether starting a design procedure with a 2 or a 3-dimensional mode of thinking has any correlation with creativity. An experiment pertaining to this test was designed in which participants were asked to perform the same design task once with 2D tools and environments (e.g. traditional pen and paper) and the next time by applying 3D tools and environments (e.g. 3D software). A jury of experts in the field of design subjectively compared the results and arrived at a conclusion that participates generated more creative ideas by implementing 3D environments/tools.  The third step involved the introduction of unconventional virtual environments (UVEs), which subsequently lead to the creation of a hypothesis. This hypothesis tries to connect navigation in UVEs with the enhancement of creativity.  Characteristics of UVEs and theoretical arguments around the hypothesis were also discussed.  The fourth step involved a discussion on two effective parameters of creativity: Tolerance of ambiguity Conceptual blending Attempts to verify these parameters, lead to the formulation of two separate experiments. The conclusions of these experiments were as follows: Tolerance of ambiguity has a direct relationship with creativity. Architects deal with multiple parameters during a typical design process. The ability to meaningfully process the relationships between such a multitude of parameters has also trained architects to possess a higher level of tolerance of ambiguity aiding them in postponing making hasty judgements. By combining different ideas, one can formulate newer and much novel ideas. Ideas tend to become creative when more remote ideas are combined and synthesised. In order to prevent repetitive and self-similar ideas, the unconscious mind needs to be fed with more ideas, which the mind has not been exposed to. These new ideas/experiences can be generated by exposing one’s self to UVEs since UVEs can expose one to situations and experiences which the brain cannot experience in the physical world. The fifth step aims at understanding how the brain perceives different environments. Three different environments were chosen for an experimental study pertaining to the same: 1- Abstract environment 2- Semi-designed environment and 3- Fully designed environment. Participants were asked to provide a feedback by answering a questionnaire after navigating each of these environments. Simultaneously, their brain activity patterns were recorded via a professional neuropsychology apparatus. After analysing the brain activities, in conjunction with the questionnaire, it became clear that perception of an abstract environment is completely different from the perception of a Semi-designed or Fully designed environment.  This experiment consolidated the hypothesis that UVEs as abstract designed environments activate parts of the brain that are correlated with creativity. The sixth step involved putting the hypothesis to a final test. A conclusive experiment was thus designed. The experiment won the Visionair fund of FP7 and was conducted in Italy. A UVE was designed using the software 3D max and was converted to the 3D stereoscopic mode using a specific software: GIOVE; developed in ITIA-CNR, Italy. Using a 3D goggle and 6 axis mouse, a group of 20 participants were asked to navigate the UVE. They were asked to provide a written feedback pertaining to their feelings, expectations, the strategy of navigation and in general, their experience. Their responses were collected and analysed. The final step involved answering the formulated research questions and discussing the final results

    Reframing the value of virtual prototyping: Intermediary virtual prototyping - the evolving approach of virtual environments based virtual prototyping in the context of new product development and low volume production

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    This thesis studies how the evolving approach of virtual environments-based virtual prototyping can be evaluated in the context of product design and development in the manufacturing industry. The entry point for this research is the relatively long experience in applied research in virtual prototyping with industry. As the virtual prototyping technology has become more mature, the focus of research and development has extended from technology demonstrations towards utilization in product design and development processes. However, lack of scientific and practical knowledge of real benefits and the value of virtual prototyping has seemed to be a deterrent to its wider adoption of industry. The aim of this thesis is by means of scientific research to increase the knowledge of the value contribution of virtual prototyping as well as its impacts in a practical industrial context.This problem was approached from the science base by formulating an expanded theory framework for value modelling, and from the problem base by an empirical case study in one manufacturing company. The research approach was constructive and exploratory.The research results consist of three types of knowledge. Firstly, the scientific theoretical foundation was elaborated for initiating value modelling of virtual prototyping and virtual environments. Secondly, new knowledge on the value of virtual prototyping within new product development was created in an industrial case study. Finally, knowledge on how virtual prototyping (VP) impacts the company was reported. The impact was discussed in the dimensions of process, social and technological implications.This research contributed to engineering design science by conceptualizing virtual prototyping in the context of product design and development expanding to the dimensions of human factors and management theory. Thus, the contribution is also manifested by constructing the expanded theory framework for virtual prototyping value modelling in four dimensions with causal justification from virtual reality technology to business value elements which led to the new concept of Intermediary Virtual Prototyping (IVP). The discussed concept of IVP underscores the many layers from technical advantages of virtual reality to the expanded mediating object of product development activity system.The discussion was carried on from the perspective of a partially configurable products and manual work-intensive variant production mode. This perspective is novel compared to the majority of virtual prototyping and virtual environments literature. It is proposed that IVP is particularly beneficial in this context, where human skills and knowledge contribute to the flexibility of production system.IVP should be considered as a strategic investment that will produce income in the long run. IVP contributes to the co-creation and variant production paradigms by involving human creativity at an early product design and development phase, thus increasing flexibility. IVP creates value in use, but in turn it impacts the company in all the four dimensions mentioned

    Collaborative mixed reality environments: an application for civil engineering

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    The present thesis designs, implements and evaluates a channel for interaction between office and field users through a collaborative mixed reality system. This channel is aimed to be used for civil engineering purposes and is thus oriented toward the design and construction phases. Its application should contribute to the reduction of the challenges faced by those involved in a civil engineering project dealing with communication, collaboration and mutual understanding. Such challenges can become real problems for multidisciplinary teams of architects, engineers and constructors when working on the same project. In the context of this thesis, outdoor users are equipped with a real-time kinematic global positioning system receiver, a notebook, a head-mounted display, a tilt sensor and a compass. A virtual environment representing components of a civil engineering project is displayed before their eyes. Outdoor users share this collaborative virtual environment with indoor ones. They can talk to and see each other through an avatar. Indoor users can take part from any location where Internet is available. The goal of this thesis is to show that a networked solution of at least two users (In this case, indoor and outdoor users) is an opportunity for outdoor users to perform complex tasks whilst experiencing an immersive augmented reality application. Indoor users interact with outdoor ones when handling and navigating the virtual environment, guiding their counterpart through the scene and making clear common points of understanding. The thesis evaluates how users interact within a prototype system using a formative approach. Users are introduced to the system and motivated to “talk loudly”, thus verbalising what they are experiencing during the tests. All users are video-recorded while performing the exercises and interviewed immediately after. The evaluation reveals that users end up experiencing a system that is too immersive, which ends up narrowing their “attentional spotlight” to the virtual environment and not, as desired, experiencing an augmented reality system. The evaluation also makes clear that the design of the virtual environment is eventually more important for users than the system itself, and it is completely the kind of application that it is being used to and who the users are

    Proceedings, MSVSCC 2015

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    The Virginia Modeling, Analysis and Simulation Center (VMASC) of Old Dominion University hosted the 2015 Modeling, Simulation, & Visualization Student capstone Conference on April 16th. The Capstone Conference features students in Modeling and Simulation, undergraduates and graduate degree programs, and fields from many colleges and/or universities. Students present their research to an audience of fellow students, faculty, judges, and other distinguished guests. For the students, these presentations afford them the opportunity to impart their innovative research to members of the M&S community from academic, industry, and government backgrounds. Also participating in the conference are faculty and judges who have volunteered their time to impart direct support to their students’ research, facilitate the various conference tracks, serve as judges for each of the tracks, and provide overall assistance to this conference. 2015 marks the ninth year of the VMASC Capstone Conference for Modeling, Simulation and Visualization. This year our conference attracted a number of fine student written papers and presentations, resulting in a total of 51 research works that were presented. This year’s conference had record attendance thanks to the support from the various different departments at Old Dominion University, other local Universities, and the United States Military Academy, at West Point. We greatly appreciated all of the work and energy that has gone into this year’s conference, it truly was a highly collaborative effort that has resulted in a very successful symposium for the M&S community and all of those involved. Below you will find a brief summary of the best papers and best presentations with some simple statistics of the overall conference contribution. Followed by that is a table of contents that breaks down by conference track category with a copy of each included body of work. Thank you again for your time and your contribution as this conference is designed to continuously evolve and adapt to better suit the authors and M&S supporters. Dr.Yuzhong Shen Graduate Program Director, MSVE Capstone Conference Chair John ShullGraduate Student, MSVE Capstone Conference Student Chai
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