8,871 research outputs found

    A reliable turning process by the early use of a deep simulation model at several manufacturing stages

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    The future of machine tools will be dominated by highly flexible and interconnected systems, in order to achieve the required productivity, accuracy, and reliability. Nowadays, distortion and vibration problems are easily solved in labs for the most common machining operations by using models based on the equations describing the physical laws of the machining processes; however, additional efforts are needed to overcome the gap between scientific research and real manufacturing problems. In fact, there is an increasing interest in developing simulation packages based on "deep-knowledge and models" that aid machine designers, production engineers, or machinists to get the most out of the machine-tools. This article proposes a methodology to reduce problems in machining by means of a simulation utility, which uses the main variables of the system and process as input data, and generates results that help in the proper decision-making and machining plan. Direct benefits can be found in (a) the fixture/ clamping optimal design; (b) the machine tool configuration; (c) the definition of chatter-free optimum cutting conditions and (d) the right programming of cutting toolpaths at the Computer Aided Manufacturing (CAM) stage. The information and knowledge-based approach showed successful results in several local manufacturing companies and are explained in the paper.The work presented in this paper was supported in some sections within the project entitled MuProD-Innovative Proactive Quality Control System for In-Process Multi-Stage Defect Reduction- of the Seventh Framework Program of the European Union [FoF.NMP.2011-5] and UPV/EHU under program UFI 11/29. Thanks are given to Tecnalia, for collaboration in testing, and especially to Ainhoa Gorrotxategi and Ander Jimenez for the sound work in the project. Thanks to Gamesa Eolica and Guruzpe, for the time, technical advices, and efforts during the analysis in examples

    Computer Aided Drafting Virtual Reality Interface

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    Computer Aided Drafting (CAD) is pervasive in engineering fields today. It has become indispensable for planning, creating, visualizing, troubleshooting, collaborating, and communicating designs before they exist in physical form. From the beginning, CAD was created to be used by means of a mouse, keyboard, and monitor. Along the way, other, more specialized interface devices were created specifically for CAD that allowed for easier and more intuitive navigation within a 3D space, but they were at best stopgap solutions. Virtual Reality (VR) allows users to navigate and interact with digital 3D objects and environments the same way they would in the real world. For this reason, VR is a natural CAD interface solution. Using VR as an interface for CAD software, creating will be more intuitive and visualizing will be second nature. For this project, a prototype VR CAD program was created using Unreal Engine for use with the HTC Vive to compare against traditional WIMP (windows, icons, menus, pointer) interface CAD programs for the time it takes to learn each program, create similar models, and impressions of using each program, specifically the intuitiveness of the user interface and model manipulation. FreeCAD, SolidWorks, and Blender were the three traditional interface modeling programs chosen to compare against VR because of their wide-spread use for modeling in 3D printing, industry, and gaming, respectively. During the course of the project, two VR modeling programs were released, Google Blocks and MakeVR Pro; because they were of a similar type as the prototype software created in Unreal Engine, they were included for comparison as part of this project. The comparison showed that the VR CAD programs were faster to learn and create models and more intuitive to use than the traditional interface CAD programs

    Integrated modeling and analysis methodologies for architecture-level vehicle design.

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    In order to satisfy customer expectations, a ground vehicle must be designed to meet a broad range of performance requirements. A satisfactory vehicle design process implements a set of requirements reflecting necessary, but perhaps not sufficient conditions for assuring success in a highly competitive market. An optimal architecture-level vehicle design configuration is one of the most important of these requirements. A basic layout that is efficient and flexible permits significant reductions in the time needed to complete the product development cycle, with commensurate reductions in cost. Unfortunately, architecture-level design is the most abstract phase of the design process. The high-level concepts that characterize these designs do not lend themselves to traditional analyses normally used to characterize, assess, and optimize designs later in the development cycle. This research addresses the need for architecture-level design abstractions that can be used to support ground vehicle development. The work begins with a rigorous description of hierarchical function-based abstractions representing not the physical configuration of the elements of a vehicle, but their function within the design space. The hierarchical nature of the abstractions lends itself to object orientation - convenient for software implementation purposes - as well as description of components, assemblies, feature groupings based on non-structural interactions, and eventually, full vehicles. Unlike the traditional early-design abstractions, the completeness of our function-based hierarchical abstractions, including their interactions, allows their use as a starting point for the derivation of analysis models. The scope of the research in this dissertation includes development of meshing algorithms for abstract structural models, a rigid-body analysis engine, and a fatigue analysis module. It is expected that the results obtained in this study will move systematic design and analysis to the earliest phases of the vehicle development process, leading to more highly optimized architectures, and eventually, better ground vehicles. This work shows that architecture level abstractions in many cases are better suited for life cycle support than geometric CAD models. Finally, substituting modeling, simulation, and optimization for intuition and guesswork will do much to mitigate the risk inherent in large projects by minimizing the possibility of incorporating irrevocably compromised architecture elements into a vehicle design that no amount of detail-level reengineering can undo

    Training modalities in robot-mediated upper limb rehabilitation in stroke : A framework for classification based on a systematic review

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    © 2014 Basteris et al.; licensee BioMed Central Ltd. This is an Open Access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/2.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly credited. The work described in this manuscript was partially funded by the European project ‘SCRIPT’ Grant agreement no: 288698 (http://scriptproject.eu). SN has been hosted at University of Hertfordshire in a short-term scientific mission funded by the COST Action TD1006 European Network on Robotics for NeuroRehabilitationRobot-mediated post-stroke therapy for the upper-extremity dates back to the 1990s. Since then, a number of robotic devices have become commercially available. There is clear evidence that robotic interventions improve upper limb motor scores and strength, but these improvements are often not transferred to performance of activities of daily living. We wish to better understand why. Our systematic review of 74 papers focuses on the targeted stage of recovery, the part of the limb trained, the different modalities used, and the effectiveness of each. The review shows that most of the studies so far focus on training of the proximal arm for chronic stroke patients. About the training modalities, studies typically refer to active, active-assisted and passive interaction. Robot-therapy in active assisted mode was associated with consistent improvements in arm function. More specifically, the use of HRI features stressing active contribution by the patient, such as EMG-modulated forces or a pushing force in combination with spring-damper guidance, may be beneficial.Our work also highlights that current literature frequently lacks information regarding the mechanism about the physical human-robot interaction (HRI). It is often unclear how the different modalities are implemented by different research groups (using different robots and platforms). In order to have a better and more reliable evidence of usefulness for these technologies, it is recommended that the HRI is better described and documented so that work of various teams can be considered in the same group and categories, allowing to infer for more suitable approaches. We propose a framework for categorisation of HRI modalities and features that will allow comparing their therapeutic benefits.Peer reviewedFinal Published versio

    Aerospace medicine and biology. A continuing bibliography with indexes, supplement 206, May 1980

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    This bibliography lists 169 reports, articles, and other documents introduced into the NASA scientific and technical information system in April 1980

    Factors Affecting Human Force Perception and Performance in Haptic-Enabled Virtual Environments

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    Haptic technology enables computer users to touch and/or manipulate virtual objects in virtual environments (VEs). Similar to other human-in-the-loop applications, haptic applications require interactions between humans and computers. Thus, human-factors studies are required to recognize the limitations and capabilities of the user. This thesis establishes human-factors criteria to improve various haptic applications such as perception-based haptic compression techniques and haptic-enabled computer-aided design (CAD). Today, data compression plays a significant role in the transmission of haptic information since the efficient use of the available bandwidth is a concern. Most lossy haptic compression techniques rely on the limitations of human force perception, and this is used in the design of perception-based haptic compression techniques. Researchers have studied force perception when a user is in static interaction with a stationary object. This thesis focuses on cases where the human user and the object are in relative motion. The limitations of force perception are quantified using psychophysical methods, and the effects of several factors, including user hand velocity and sensory adaptation, are investigated. The results indicate that fewer haptic details need to be calculated or transmitted when the user's hand is in motion. In traditional CAD systems, users usually design virtual prototypes using a mouse via their vision system only, and it is difficult to design curved surfaces due to the number, shape, and position of the curves. Adding haptics to CAD systems enables users to explore and manipulate virtual objects using the sense of touch. In addition, human performance is important in CAD environments. To maintain the accuracy, active haptic manipulation of the user response can be incorporated in CAD applications. This thesis investigates the effect of forces on the accuracy of movement in VEs. The results indicate that factors such as the base force intensity and force increment/decrement can be incorporated in the control of users' movements in VEs. In other words, we can pull/push the users' hands by increasing/decreasing the force without the users being aware of it

    Development of a CAD Model Simplification Framework for Finite Element Analysis

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    Analyzing complex 3D models using finite element analysis software requires suppressing features/parts that are not likely to influence the analysis results, but may significantly improve the computational performance both in terms of mesh size and mesh quality. The suppression step often depends on the context and application. Currently, most analysts perform this step manually. This step can take a long time to perform on a complex model and can be tedious in nature. The goal of this thesis was to generate a simplification framework for both part and assembly CAD models for finite element analysis model preparation. At the part level, a rule-based approach for suppressing holes, rounds, and chamfers is presented. Then a tool for suppressing multiple specified part models at once is described at the assembly level. Upon discussion of the frameworks, the tools are demonstrated on several different models to show the complete approach and the computational performances. The work presented in this thesis is expected to significantly reduce the manual time consuming activities within the model simplification stage. This is accomplished through multiple feature/part suppression compared to the industry standard of suppressing one feature/part at a time. A simplified model speeds up the overall analysis, reducing the meshing time and calculation of the analysis values, while maintaining and on occasion improving the quality of the analysis
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