36 research outputs found
The evaluation of a novel haptic machining VR-based process planning system using an original process planning usability method
This thesis provides an original piece of work and contribution to knowledge by creating a new process planning system; Haptic Aided Process Planning (HAPP). This system is based on the combination of haptics and virtual reality (VR). HAPP creates a simulative machining environment where Process plans are automatically generated from the real time logging of a user’s interaction. Further, through the application of a novel usability test methodology, a deeper study of how this approach compares to conventional process planning was undertaken.
An abductive research approach was selected and an iterative and incremental development methodology chosen. Three development cycles were undertaken with evaluation studies carried out at the end of each. Each study, the pre-pilot, pilot and industrial, identified progressive refinements to both the usability of HAPP and the usability evaluation method itself.
HAPP provided process planners with an environment similar to which they are already familiar. Visual images were used to represent tools and material whilst a haptic interface enabled their movement and positioning by an operator in a manner comparable to their native setting. In this way an intuitive interface was developed that allowed users to plan the machining of parts consisting of features that can be machined on a pillar drill, 21/2D axis milling machine or centre lathe. The planning activities included single or multiple set ups, fixturing and sequencing of cutting operations. The logged information was parsed and output to a process plan including route sheets, operation sheets, tool lists and costing information, in a human readable format.
The system evaluation revealed that HAPP, from an expert planners perspective is perceived to be 70% more satisfying to use, 66% more efficient in completing process plans, primarily due to the reduced cognitive load, is more effective producing a higher quality output of information and is 20% more learnable than a traditional process planning approach
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An investigation on the framework of dressing virtual humans
This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University.Realistic human models are widely used in variety of applications. Much research has been carried out on improving realism of virtual humans from various aspects, such as body shapes, hair, and facial expressions and so on. In most occasions, these virtual humans need to wear garments. However, it is time-consuming and tedious to dress a human model using current software packages [Maya2004]. Several methods for dressing virtual humans have been proposed recently [Bourguignon2001, Turquin2004, Turquin2007 and Wang2003B]. The method proposed by Bourguignon et al [Bourguignon2001] can only generate 3D garment contour instead of 3D surface. The method presented by Turquin et al. [Turquin2004, Turquin2007] could generate various kinds of garments from sketches but their garments followed the shape of the body and the side of a garment looked not convincing because of using simple linear interpolation. The method proposed by Wang et al. [Wang2003B] lacked interactivity from users, so users had very limited control on the garment shape.This thesis proposes a framework for dressing virtual humans to obtain convincing dressing results, which overcomes problems existing in previous papers mentioned above by using nonlinear interpolation, level set-based shape modification, feature constraints and so on. Human models used in this thesis are reconstructed from real human body data obtained using a body scanning system. Semantic information is then extracted from human models to assist in generation of 3 dimensional (3D) garments. The proposed framework allows users to dress virtual humans using garment patterns and sketches. The proposed dressing method is based on semantic virtual humans. A semantic human model is a human body with semantic information represented by certain of structure and body features. The semantic human body is reconstructed from body scanned data from a real human body. After segmenting the human model into six parts some key features are extracted. These key features are used as constraints for garment construction.Simple 3D garment patterns are generated using the techniques of sweep and offset. To dress a virtual human, users just choose a garment pattern, which is put on the human body at the default position with a default size automatically. Users are allowed to change simple parameters to specify some sizes of a garment by sketching the desired position on the human body.To enable users to dress virtual humans by their own design styles in an intuitive way, this thesis proposes an approach for garment generation from user-drawn sketches. Users can directly draw sketches around reconstructed human bodies and then generates 3D garments based on user-drawn strokes. Some techniques for generating 3D garments and dressing virtual humans are proposed. The specific focus of the research lies in generation of 3D geometric garments, garment shape modification, local shape modification, garment surface processing and decoration creation. A sketch-based interface has been developed allowing users to draw garment contour representing the front-view shape of a garment, and the system can generate a 3D geometric garment surface accordingly. To improve realism of a garment surface, this thesis presents three methods as follows. Firstly, the procedure of garment vertices generation takes key body features as constraints. Secondly, an optimisation algorithm is carried out after generation of garment vertices to optimise positions of garment vertices. Finally, some mesh processing schemes are applied to further process the garment surface. Then, an elaborate 3D geometric garment surface can be obtained through this series of processing. Finally, this thesis proposes some modification and editing methods. The user-drawn sketches are processed into spline curves, which allow users to modify the existing garment shape by dragging the control points into desired positions. This makes it easy for users to obtain a more satisfactory garment shape compared with the existing one. Three decoration tools including a 3D pen, a brush and an embroidery tool, are provided letting users decorate the garment surface by adding some small 3D details such as brand names, symbols and so on. The prototype of the framework is developed using Microsoft Visual Studio C++,OpenGL and GPU programming
Integrated inpection of sculptured surface products using machine vision and a coordinate measuring machine
In modem manufacturing technology with increasing automation of manufacturing processes
and operations, the need for automated measurement has become much more apparent.
Computer measuring machines are one of the essential instruments for quality control and
measurement of complex products, performing measurements that were previously laborious
and time consuming. Inspection of sculptured surfaces can be time consuming since, for exact
specification, an almost infinite number of points would be required. Automated measurement
with a significant reduction of inspected points can be attempted if prior knowledge of the part
shape is available. The use of a vision system can help to identify product shape and features but,
unfortunately, the accuracy required is often insufficient. In this work a vision system used with
a Coordinate Measuring Machine (CMM), incorporating probing, has enabled fast and accurate
measurements to be obtained. The part features have been enhanced by surface marking and a
simple 2-D vision system has been utilised to identify part features. In order to accurately identify
all parts of the product using the 2-D vision system, a multiple image superposition method
has been developed which enables 100 per cent identification of surface features. A method has
been developed to generate approximate 3-D surface position from prior knowledge of the product
shape.
A probing strategy has been developed which selects correct probe angle for optimum accuracy
and access, together with methods and software for automated CMM code generation. This has
enabled accurate measurement of product features with considerable reductions in inspection
time.
Several strategies for the determination and assessment of feature position errors have been investigated
and a method using a 3-D least squares assessment has been found to be satisfactory.
A graphical representation of the product model and errors has been developed using a 3-D solid
modelling CAD system. The work has used golf balls and tooling as the product example
Flexible Automation and Intelligent Manufacturing: The Human-Data-Technology Nexus
This is an open access book. It gathers the first volume of the proceedings of the 31st edition of the International Conference on Flexible Automation and Intelligent Manufacturing, FAIM 2022, held on June 19 – 23, 2022, in Detroit, Michigan, USA. Covering four thematic areas including Manufacturing Processes, Machine Tools, Manufacturing Systems, and Enabling Technologies, it reports on advanced manufacturing processes, and innovative materials for 3D printing, applications of machine learning, artificial intelligence and mixed reality in various production sectors, as well as important issues in human-robot collaboration, including methods for improving safety. Contributions also cover strategies to improve quality control, supply chain management and training in the manufacturing industry, and methods supporting circular supply chain and sustainable manufacturing. All in all, this book provides academicians, engineers and professionals with extensive information on both scientific and industrial advances in the converging fields of manufacturing, production, and automation
Flexible Automation and Intelligent Manufacturing: The Human-Data-Technology Nexus
This is an open access book. It gathers the first volume of the proceedings of the 31st edition of the International Conference on Flexible Automation and Intelligent Manufacturing, FAIM 2022, held on June 19 – 23, 2022, in Detroit, Michigan, USA. Covering four thematic areas including Manufacturing Processes, Machine Tools, Manufacturing Systems, and Enabling Technologies, it reports on advanced manufacturing processes, and innovative materials for 3D printing, applications of machine learning, artificial intelligence and mixed reality in various production sectors, as well as important issues in human-robot collaboration, including methods for improving safety. Contributions also cover strategies to improve quality control, supply chain management and training in the manufacturing industry, and methods supporting circular supply chain and sustainable manufacturing. All in all, this book provides academicians, engineers and professionals with extensive information on both scientific and industrial advances in the converging fields of manufacturing, production, and automation
Modeling EMI Resulting from a Signal Via Transition Through Power/Ground Layers
Signal transitioning through layers on vias are very common in multi-layer printed circuit board (PCB) design. For a signal via transitioning through the internal power and ground planes, the return current must switch from one reference plane to another reference plane. The discontinuity of the return current at the via excites the power and ground planes, and results in noise on the power bus that can lead to signal integrity, as well as EMI problems. Numerical methods, such as the finite-difference time-domain (FDTD), Moment of Methods (MoM), and partial element equivalent circuit (PEEC) method, were employed herein to study this problem. The modeled results are supported by measurements. In addition, a common EMI mitigation approach of adding a decoupling capacitor was investigated with the FDTD method
Fabricate 2020
Fabricate 2020 is the fourth title in the FABRICATE series on the theme of digital fabrication and published in conjunction with a triennial conference (London, April 2020). The book features cutting-edge built projects and work-in-progress from both academia and practice. It brings together pioneers in design and making from across the fields of architecture, construction, engineering, manufacturing, materials technology and computation. Fabricate 2020 includes 32 illustrated articles punctuated by four conversations between world-leading experts from design to engineering, discussing themes such as drawing-to-production, behavioural composites, robotic assembly, and digital craft
The benefits of an additional practice in descriptive geomerty course: non obligatory workshop at the Faculty of Civil Engineering in Belgrade
At the Faculty of Civil Engineering in Belgrade, in the Descriptive geometry (DG) course,
non-obligatory workshops named “facultative task” are held for the three generations of freshman
students with the aim to give students the opportunity to get higher final grade on the exam. The
content of this workshop was a creative task, performed by a group of three students, offering free
choice of a topic, i.e. the geometric structure associated with some real or imagery
architectural/art-work object.
After the workshops a questionnaire (composed by the professors at the course) is given to the
students, in order to get their response on teaching/learning materials for the DG course and the
workshop. During the workshop students performed one of the common tests for testing spatial
abilities, named “paper folding".
Based on the results of the questionnairethe investigation of the linkages between:students’
final achievements and spatial abilities, as well as students’ expectations of their performance on
the exam, and how the students’ capacity to correctly estimate their grades were associated with
expected and final grades, is provided. The goal was to give an evidence that a creative work,
performed by a small group of students and self-assessment of their performances are a good way
of helping students to maintain motivation and to accomplish their achievement.
The final conclusion is addressed to the benefits of additional workshops employment in the
course, which confirmhigherfinal scores-grades, achievement of creative results (facultative tasks)
and confirmation of DG knowledge adaption