287 research outputs found

    IC.IDO as a tool for displaying machining processes. The logic interface between Computer-Aided-Manufacturing and Virtual Reality

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    Abstract This scientific communication investigates the logic interface of a CAM solver, i.e., MasterCAM, into a Virtual Reality (VR) environment. This integration helps in displaying machining operations in virtual reality. Currently, to partially visualize the results of a simulation in an immersive environment, an import/export procedure must be done manually. Here, a software plugin integrated into IC.IDO (by ESI Group) has been realized and fully described. This application allows the complete integration of CAM solver into the VR environment. In particular, the VERICUT solver has been integrated into VR. This kind of integration has never been done yet

    IC.IDO as a tool for displaying machining processes. The logic interface between computer-aided-manufacturing and virtual reality

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    This scientific communication investigates the logic interface of a CAM solver, i.e., MasterCAM, into a Virtual Reality (VR) environment. This integration helps in displaying machining operations in virtual reality. Currently, to partially visualize the results of a simulation in an immersive environment, an import/export procedure must be done manually. Here, a software plugin integrated into IC.IDO (by ESI Group) has been realized and fully described. This application allows the complete integration of CAM solver into the VR environment. In particular, the VERICUT solver has been integrated into VR. This kind of integration has never been done yet

    Interaction in an immersive virtual Beijing courtyard house

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    Courtyard housing had been a standard dwelling type in China for more than 3000 years, which integrated tightly with local customs, aesthetics, philosophy, and natural conditions. As the representative of Chinese courtyard housing, Beijing\u27s style has its unique features including structure, plan layout, and urban form. How to present these features effectively is of great importance to understand Beijing courtyard housing. The current major visualization methods in architecture include physical model, digital imaging, and hand drawing. All of them have two common limitations--small dimensions and non-interaction. As an alternative, VR owns two advantages--immersion and interactivity. In a full-immersive VR environment, such as the C6, users can examine virtual buildings at full-scale and operate models interactively at real-time. Thus, this project attempts to implement an interactive simulation of Beijing courtyard house in C6, and find out if architectural knowledge can be presented through this environment. The methodological steps include VR modeling, interaction planning, and C6 implementation. A four-yard house in Beijing was used as the prototype of VR modeling. By generating the model into six versions with different nodes and textures, it was found that the fewer nodes a model has, the quicker it is in C6. The main interaction mechanism is to demonstrate the main hall\u27s structure interactively through menu selection. The sequence to show the structure is based on its constructional process. Each menu item uses the name of structural components, and by clicking a menu item, the corresponding constructional step is shown in C6. There were five viewers invited to see the simulation and comment on the functionality of full-immersion and interactivity in this product. Overall, the results are positive that the full-immersive and interactive VR environment is potentially effective to present architectural knowledge. A major suggestion from the viewers is that more details can be added in the simulation, such as characters and furniture. Upon the accomplishment of this project, a method to implement architectural simulations efficiently in C6 could be found. In the future, this study could involve more complex interactions such as virtual inhabitants, as a means to show the Chinese culture vividly

    Exploration of multiple pathways for the development of immersive virtual reality environments

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    The focus of this thesis is the study and recommendation of optimal techniques for developing immersive virtual environments for generic applications. The overarching objective is to ensure that virtual environments can be created and deployed, rapidly and accurately, using commercial off-the-shelf software. Specific subjective and objective criteria have been employed to determine trade-offs between multiple pathways for designing such environments and specific recommendations are made for the applicability of each. The efficacy of the techniques developed as part of this research work has been demonstrated by applying them to three widely differing areas - visualizing arbitrary 2D surface data, synthesis of particle aggregate models from computed tomography and simulation of NASA rocket engine test stands. The objectives of this thesis were obtained by an examination of the current algorithms and software in use for the development of virtual environments. From these currently used methods, general methods were defined. The expansion of these general methods to include the inputs and situations of common applications, allowed for the development of methods for real-world examples. Results were obtained by evaluating these methods against defined measurement criteria. These criteria measured the effectiveness of these methods for increasing the value of virtual reality, while reducing the cost. In this thesis, two virtual environment platforms (vGeo® and Vizard®) were used to develop three applications. These applications were a surface plot, particle visualizations and test stand simulations. In most cases, the results found the open-ended Vizard® to be the better platform. vGeo®, a platform designed for data visualization, worked well for basic data visualization, but was not as effective as Vizard® for developing more complex visualization. This thesis found that in most cases, an open-ended development platform, with functionality for rapid development is ideal. These methods and evaluations can be applied to a more diverse set of application and datasets to build development platforms that are even more efficient

    An Experience of Using Cinemascience Format for 3D Scientific Visualization

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    To visualize any new entity, a visualization algorithm should be designed and programmed. Investigating approaches for programming new scientific visualizations, we come with the following technique: utilize CinemaScience format to describe 3D scenes. CinemaScience is developed for storing and visualizing supercomputer and physical modelling results, and differs with simplicity both for human and machine. It has a set of interesting features, for example it allows to specify dynamics in views dependent on parameters. However, the technique currently known applications are 2D graphics, and in this paper we extend it for 3D case. The main feature of the approach is treating of Cinema artifacts as visual objects of explicit type. We successfully used the suggested approach in various visualization tasks, examples are presented in the paper. We developed the open-source web application that implements the suggested approach. It is open-source and its main features are also described in the paper. © 2021 National Research Nuclear University. All rights reserved

    A Desktop Networked Haptic VR Interface for Mechanical Assembly

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    This paper presents the development of a PC-based 3D human computer interface for virtual assembly applications. This system is capable of importing complex CAD (Computer Aided Design) models, rendering them in stereo, and implementing haptic force feedback for realistic part interaction in virtual environments. Such an application will facilitate wider acceptance of the use of a VR interface for prototyping assembly tasks. This interface provides both visual and haptic feedback to the user, while allowing assembly tasks to be performed on a desktop virtual environment. The network module has the ability to communicate with multiple VR systems (such as CAVE etc.) at geographically dispersed locations using a non-dedicated network channel. The potential benefits of such a system include identification of assembly issues early in the design process where changes can be made easily, resulting in a more efficient and less costly product design process

    CAD and virtual reality in construction

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    Includes bibliographical references (p. 175-184).Thesis (B.Sc)--University of Hong Kong, 2007.published_or_final_versio

    Developing a virtual reality environment for petrous bone surgery: a state-of-the-art review

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    The increasing power of computers has led to the development of sophisticated systems that aim to immerse the user in a virtual environment. The benefits of this type of approach to the training of physicians and surgeons are immediately apparent. Unfortunately the implementation of “virtual reality” (VR) surgical simulators has been restricted by both cost and technical limitations. The few successful systems use standardized scenarios, often derived from typical clinical data, to allow the rehearsal of procedures. In reality we would choose a system that allows us not only to practice typical cases but also to enter our own patient data and use it to define the virtual environment. In effect we want to re-write the scenario every time we use the environment and to ensure that its behavior exactly duplicates the behavior of the real tissue. If this can be achieved then VR systems can be used not only to train surgeons but also to rehearse individual procedures where variations in anatomy or pathology present specific surgical problems. The European Union has recently funded a multinational 3-year project (IERAPSI, Integrated Environment for Rehearsal and Planning of Surgical Interventions) to produce a virtual reality system for surgical training and for rehearsing individual procedures. Building the IERAPSI system will bring together a wide range of experts and combine the latest technologies to produce a true, patient specific virtual reality surgical simulator for petrous/temporal bone procedures. This article presents a review of the “state of the art” technologies currently available to construct a system of this type and an overview of the functionality and specifications such a system requires

    Parametric BIM-based Design Review

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    This research addressed the need for a new design review technology and method to express the tangible and intangible qualities of architectural experience of parametric BIM-based design projects. The research produced an innovative presentation tool by which parametric design is presented systematically. Focus groups provided assessments of the tool to reveal the usefulness of a parametric BIM-based design review method. The way in which we visualize architecture affects the way we design and perceive architectural form and performance. Contemporary architectural forms and systems are very complex, yet most architects who use Building Information Modeling (BIM) and generative design methods still embrace the two-dimensional 15th-century Albertian representational methods to express and review design projects. However, architecture cannot be fully perceived through a set of drawings that mediate our perception and evaluation of the built environment. The systematic and conventional approach of traditional architectural representation, in paper-based and slide-based design reviews, is not able to visualize phenomenal experience nor the inherent variation and versioning of parametric models. Pre-recorded walk-throughs with high quality rendering and imaging have been in use for decades, but high verisimilitude interactive walk-throughs are not commonly used in architectural presentations. The new generations of parametric and BIM systems allow for the quick production of variations in design by varying design parameters and their relationships. However, there is a lack of tools capable of conducting design reviews that engage the advantages of parametric and BIM design projects. Given the multitude of possibilities of in-game interface design, game-engines provide an opportunity for the creation of an interactive, parametric, and performance-oriented experience of architectural projects with multi-design options. This research has produced a concept for a dynamic presentation and review tool and method intended to meet the needs of parametric design, performance-based evaluation, and optimization of multi-objective design options. The concept is illustrated and tested using a prototype (Parametric Design Review, or PDR) based upon an interactive gaming environment equipped with a novel user interface that simultaneously engages the parametric framework, object parameters, multi-objective optimized design options and their performances with diagrammatic, perspectival, and orthographic representations. The prototype was presented to representative users in multiple focus group sessions. Focus group discussion data reveal that the proposed PDR interface was perceived to be useful if used for design reviews in both academic and professional practice settings
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