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PC-Based Virtual Reality for CAD Model Viewing

2004, The Journal of Technology Studies

Abstract

Product design is a critical activity because it has been estimated that 70% to 80% of the cost of product development and manufacture is determined by the decisions made in the initial design stages (Kalpakjian & Schmid, 2001). During the design process, 92% of communications are graphically based (Bertoline, Wiebe, Miller, & Mohler, 1997). Graphics is a visual communication language, which helps designers understand their developing designs and to convey their ideas to others. Thus, efficient graphics communication tools can improve design and decision-making processes. Most designers currently use traditional CAD tools to help communicate their designs to others. However, CAD tools only allow users to examine 3D models from outside flat computer monitors. In other words, the models and the viewers are in different realms. Using traditional CAD tools, the designers cannot view models with natural stereoscopic vision. Recently, virtual reality (VR), as an emerging visualization technology, has introduced an unprecedented communication method for collaborative design. VR refers to an immersive, interactive, multisensory, viewer-centered, 3D computer-generated environment and the combination of technologies required to build such an environment (Aukstakalnis & Blatner, 1992; Cruz-Neira, 1998). VR technology breaks down barriers between humans and computers by immersing viewers in a computer-generated stereoscopic environment. VR allows users to experience a strong sense of presence in a virtual scene and enhances user interactivity. Using VR technology, depth cues provided by a stereo image help convey spatial relationships in 3D models, which enhances users' understanding of a design. Viewers can perceive distance and spatial relationships between different object components more realistically and accurately than with conventional visualization tools. Usually, however, implementation of VR technology is not easy. It requires skilled technical people and highly specialized, sometimes costly, equipment. These requirements prevent the widespread use of VR in research and industrial communities (Olson, 2002). However, now,