121 research outputs found

    Multi-user interface for co-located real-time work with digital mock-up: a way to foster collaboration?

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    Nowadays more and more industrial design activities adopt the strategy of Concurrent Engineering (CE), which changes the way to carry out all the activities along the product’s lifecycle from sequential to parallel. Various experts of different activities produce technical data using domain-specific software. To augment the interoperability among the technical data, a Digital Mock-Up (DMU), or a Building Information Model (BIM) in architectural engineering can be used. Through an appropriate Computer–Human Interface (CHI), each expert has his/her own point-of-view (POV) of a specific representation of DMU’s technical data according to an involved domain. When multiple experts work collaboratively in the same place and at the same time, the number of CHIs is also multiplied by the number of experts. Instead of multiple CHIs, therefore, a unique CHI should be developed to support the multiview and multi-interaction collaborative works. Our contributions in this paper are (a) a concept of a CHI system with multi-view and multi-interaction of DMU for multiple users in collaborative design; (b) a state of the art of multi-view and multi-interaction metaphors; (c) an experiment to evaluate a collaborative application using multi-view CHI. The experimental results indicate that, in multi-view CHI working condition, users are more efficient than in the other two working conditions (multiple CHIs and split view CHI). Moreover, in multi-view CHI working condition, the user, who is helping the other, takes less mutual awareness of where the other collaborator works than the other two working conditions.Bourse de thèse de CSC (China Scholarship Council

    A Multi-view and Multi-interaction System for Digital-mock up’s collaborative environment

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    The current industrial PLM tool generally relies on Concurrent Engineering (CE), which involves conducting product design and manufacturing stages in parallel and integrating technical data for sharing among different experts in parallel. Various experts use domain-specific software to produce various data. This package of data is usually called Digital mock-up (DMU), as well as Building Information Model (BIM) in architectural engineering. For sharing the DMU data, many works have been done to improve the interoperability among the engineering software and among the models in domains of mechanical design and eco-design. However, the computer-human interaction (CHI) currently used in the context of CE project reviews is not optimized to enhance the interoperability among various experts of different domains. Here the CHI concerns both complex DMU visualization and multi-users interaction. Since the DMU has its multiple representations according to involved domains, therefore when various experts need to work together on the DMU they may prefer their own point-of-view on the DMU and proper manner to interact with the DMU.With the development of 3D visualization and virtual reality CHI technology, it is possible to devise more intuitive tools and methods to enhance the interoperability of collaboration among experts both in multi-view and multi-interaction for co-located synchronous collaborative design activities. In this paper, we discuss the different approaches of displaying multiple point-of-views of DMU and multiple interactions with DMU in the context of 3D visualization, virtual reality and augmented reality. A co-located collaborative environment of CHI supporting system is proposed. This collaborative environment allows the experts to see respectively the multiple point-of-view of the DMU in front of a unique display system and to interact with the DMU in using different metaphors according to their specific needs. This could be used to assist collaborative design during project review where some decision on product design solution should be made.CSC (China Scholarship Council

    Virtual Reality and 3D Imaging to Support Collaborative Decision Making for Adaptation of Long-Life Assets

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    European companies of today are involved in many stages of the product life cycle. There is a trend towards the view of their business as a complex industrial product-service system (IPSS). This trend shifts the business focus from a traditional product oriented one to a function oriented one. With the function in focus, the seller shares the responsibility of for example maintenance of the product with the buyer. As such IPSS has been praised for supporting sustainable practices. This shift in focus also promotes longevity of products and promotes life extending work on the products such as adaptation and upgrades. Staying competitive requires continuous improvement of manufacturing and services to make them more flexible and adaptive to external changes. The adaptation itself needs to be performed efficiently without disrupting ongoing operations and needs to result in an acceptable after state. Virtual planning models are a key technology to enable planning and design of the future operations in parallel with ongoing operations. This chapter presents an approach to combine digitalization and virtual reality (VR) technologies to create the next generation of virtual planning environments. Through incorporating digitalization techniques such as 3D imaging, the models will reach a new level of fidelity and realism which in turn makes them accessible to a broader group of users and stakeholders. Increased accessibility facilitates a collaborative decision making process that invites and includes cross functional teams. Through such involvement, a broader range of experts, their skills, operational and tacit knowledge can be leveraged towards better planning of the upgrade process. This promises to shorte

    Dynamics of Long-Life Assets: From Technology Adaptation to Upgrading the Business Model

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    Knowledge management; Business information system

    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

    Does a presentation Media Influence the Evaluation of Consumer Products? A Comparative Study to Evaluate Virtual Reality, Virtual Reality with Passive Haptics and a Real Setting

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    Technologies based on image offer a high potential to present consumers with products by focusing on their visual characteristics, but lack the capacity to physically interact with an object, which can compromise how consumer products are evaluated. The present study aims to analyse the influence of different presentation media on how users perceive the product by comparing the evaluation of a piece of furniture made by a sample of 203 users, which was presented in three different settings: a real setting (R), a Virtual Reality setting (VR) and a Virtual Reality with Passive Haptics setting (VRPH). To evaluate the product in the different settings, a semantic differential scale was built that comprised 12 bipolar pairs of adjectives. To study the results, the descriptive statistics for the semantic differential scales were analysed, a study about the frequency of repetition was conducted of each evaluation, a Kruskal-Wallis test was conducted and Dunn’s post hoc tests were performed. The results showed that the presentation media of a piece of furniture influenced the evaluation of how users perceived it. These results also revealed that the haptic interaction with a product influenced how users perceived it compared to an exclusively visual interaction

    Applications of Virtual Reality

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    Information Technology is growing rapidly. With the birth of high-resolution graphics, high-speed computing and user interaction devices Virtual Reality has emerged as a major new technology in the mid 90es, last century. Virtual Reality technology is currently used in a broad range of applications. The best known are games, movies, simulations, therapy. From a manufacturing standpoint, there are some attractive applications including training, education, collaborative work and learning. This book provides an up-to-date discussion of the current research in Virtual Reality and its applications. It describes the current Virtual Reality state-of-the-art and points out many areas where there is still work to be done. We have chosen certain areas to cover in this book, which we believe will have potential significant impact on Virtual Reality and its applications. This book provides a definitive resource for wide variety of people including academicians, designers, developers, educators, engineers, practitioners, researchers, and graduate students

    Towards exploring future landscapes using augmented reality

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    With increasing pressure to better manage the environment many government and private organisations are studying the relationships between social, economic and environmental factors to determine how they can best be optimised for increased sustainability. The analysis of such relationships are undertaken using computer-based Integrated Catchment Models (ICM). These models are capable of generating multiple scenarios depicting alternative land use alternatives at a variety of temporal and spatial scales, which present (potentially) better Triple-Bottom Line (TBL) outcomes than the prevailing situation. Dissemination of this data is (for the most part) reliant on traditional, static map products however, the ability of such products to display the complexity and temporal aspects is limited and ultimately undervalues both the knowledge incorporated in the models and the capacity of stakeholders to disseminate the complexities through other means. Geovisualization provides tools and methods for disseminating large volumes of spatial (and associated non-spatial) data. Virtual Environments (VE) have been utilised for various aspects of landscape planning for more than a decade. While such systems are capable of visualizing large volumes of data at ever-increasing levels of realism, they restrict the users ability to accurately perceive the (virtual) space. Augmented Reality (AR) is a visualization technique which allows users freedom to explore a physical space and have that space augmented with additional, spatially referenced information. A review of existing mobile AR systems forms the basis of this research. A theoretical mobile outdoor AR system using Common-Of-The-Shelf (COTS) hardware and open-source software is developed. The specific requirements for visualizing land use scenarios in a mobile AR system were derived using a usability engineering approach known as Scenario-Based Design (SBD). This determined the elements required in the user interfaces resulting in the development of a low-fidelity, computer-based prototype. The prototype user interfaces were evaluated using participants from two targeted stakeholder groups undertaking hypothetical use scenarios. Feedback from participants was collected using the cognitive walk-through technique and supplemented by evaluator observations of participants physical actions. Results from this research suggest that the prototype user interfaces did provide the necessary functionality for interacting with land use scenarios. While there were some concerns about the potential implementation of "yet another" system, participants were able to envisage the benefits of visualizing land use scenario data in the physical environment
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