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2004, The Journal of Technology Studies
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6 pages
1 file
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,
2004
This paper presents ENVIRON (ENvironment for VIRtual Objects Navigation), an application that was developed motivated by the necessity of using Virtual Reality in large industrial engineering models coming from CAD (Computer Aided Design) tools. This work analyzes the main problems related to the production of a VR model, derived from the CAD model, which must provide an immersive sensation to the user and allow him to interact with it in real-time. ENVIRON format conversion and visualization aspects are detailed, and performance considerations are discussed based on tests made with real oil platforms models.
2006
One of the main objectives of the engineering departments of large industries is the construction of integrated information systems to control their projects, offering resources for the 3D visualization of their models with enough realism to be used for virtual prototyping, design review, change management systems, and training, among other activities. This work analyzes the main problems related to the production of Virtual Reality (VR) models derived from CAD (Computer-Aided Design) models, which allows the user to interact with them in real-time and have an immersive sensation. The paper presents ENVIRON (ENvironment for VIRtual Objects Navigation), an application that was developed motivated by the necessity of using VR in large industrial engineering models coming from CAD tools.
Applied Sciences, 2021
The study aims to explore the usefulness of existing VR 3D modelling tools for use in mechanical engineering. Previous studies have investigated the use of VR 3D modelling tools in conceptual phases of the product development process. Our objective was to find out if VR tools are useful in creating advanced freeform CAD models that are part of the embodiment design phase in the context of mechanical design science. Two studies were conducted. In the preliminary study, the group of participants modelled a 3D part in a standard desktop CAD application, which provided information about the key characteristics that must be satisfied to obtain a solid model from a surface model. In the research study conducted with a focus group of participants, who were firstly trained in the use of VR, the same part was modelled using a VR headset. The results were analysed and the fulfilment of key characteristics in the use of VR was evaluated. It was found that using VR tools provides a fast way to ...
1999
Prototype design and testing is an indispensable stage of any project development in many fields of activity, such as aeronautical, spatial, automotive industries or architecture. Scientists and engineers rely on prototyping for a visual confirmation and validation of both their ideas and concepts. Using computers for designing digital prototypes is not a new idea since CAD applications are nowadays widely used. In this paper we present how new advances in 3D interaction and real time visualisation research domains lead to the development of a collaborative and really interactive system for virtual prototyping. This work is supported by the European Community through the ESPRIT programme 4. ! "
Virtual Reality (VR) could potentially revolutionize the representation of digital design models. Immersive VR exploration is a powerful tool to facilitate decision-making, especially when architecture deviates from typical forms. This is the case in stadium design, where complex geometric interdependencies complicate the grasp of design parameters. The use of parametrically scripted models enables fast explorative investigations of multiple design variations. However, only few variations out of a digital model's vast parameter space can be represented by common visualization tools. Since this presents a current bottleneck, we developed an algorithmic stadium design tool and combined it with an immersive spatial evaluation method through VR. This "Immersed Design Solution" enabled a critical review of common stadium design guidelines and suggested that VR outperforms conventional visualization methods by providing comprehensive and continuous perceptual feedback on various critical design aspects. This proof-of-principle demonstrates the applicability of the method and identifies areas of future refinement. 1. The potential of generative design and VR Digital design methods are ubiquitous in today's architectural practice. Their application covers many aspects relevant to architecture, including abstract form finding, organization of complex building-structures, detailing of components, simulation of physical characteristics and the visual evaluation of hypothetical spatial experiences (Altabtabai and Yan [1]). In today's architecture the latter is mainly based on static images, so that the results of design processes are communicated by two-dimensional plans and renderings instead of three-dimensional, spatial products. This severely limits object representations, no matter how intuitive existing CAAD (Computer Aided Architectural Design) applications are implemented and how well 3D functionality is integrated. VR technologies bear the promise to resolve this deficit. VR provides a spatio-visual representation of the design object and has the potential to become a highly effective instrument for exploration of digitally modeled architecture. The use of stereoscopic head-mounted displays (HMDs) allows stereovision and thus a depth perception in digital environments. One particular benefit for architecture is the ability to explore spaces in a 1:1 projection, so that the actual size of mapped objects and the optical size of their pictures are identical. The design object becomes an Immersive Virtual Environment (IVE), and allows architects and engineers to analyze and manipulate their design from within (Okeil [2]). Immersion and presence determine how real the virtual environment feels. The more realistic the space appears, the more valuable it is to review a hypothetical architecture before it becomes physical reality. The degree of immersion is directly related to image quality and the reaction rate of the HMD
2013
This paper will address Virtual Reality as a project management tool for communication in the early phase of construction projects. One of the focused advantages in using BIM has been the possibility to perform collision tests to eliminate project errors related to uncoordinated planning. This process however, means detecting the errors in a later part of the project phase. To prevent project planning errors to be produced in the first place, we wanted to focus on the possible means in an early stage of the project phase. Trained architects mostly have a developed 3D understanding, and are able to understand 3-dimensional spaces through 2D drawings. However this will often require some study, and the more complex volumes and spaces, the more drawings and time are needed. Building projects though, have many participants who are not trained, or who do not have the motivation or time necessary to understand a project`s 3D-aspects sufficiently. Engineers, project leaders, project owners and future end users are mostly dependent on a complete 3D understanding of the building to be able to do correct planning, to take right decisions, or to give adequate and right feedback. We therefore wanted to investigate to what extent Virtual Reality could be an effective tool to communicate the 3-dimensional concept and aspects of a building to project participants with different back ground and roles.
DRS2020: Synergy, 2020
Virtual reality (VR) has become an increasingly common tool in consumer and professional settings. While there are many documented applications of industrial designers using VR in large corporations, there is limited literature detailing applications in studio-based education. This paper shares learnings from three case-studies across undergraduate, postgraduate, and design research projects. These projects share some of the possibilities and limitations of VR tools for future industrial design practitioners. The application of these tools spans across the product development process, from virtual 3D sketching and CAD modelling, visualization, usability testing to co-design workshops with members of the public. VR has moved beyond just a tool for visualization and decision making, and can now play an active role in all stages of the design process. These projects detail the possibilities for VR in industrial design and illuminate some of the challenges in teaching these emerging technologies and tools to design students.
This experimental research was aimed at determining whether or not immersive virtual reality (IVR) technology gives a user a measurable advantage over more conventional display methods when visualizing complex 3D geometry. Subjects were shown an abstract rod sculpture in a variety of display and display-control modes, and were tasked with assembling a physical replica of the sculpture they were visualizing. They were scored on the speed and accuracy with which they assembled their replica sculptures. Head-tracked immersive VR was shown to have a statistically significant advantage over joystick-controlled display modes, especially in the case where the displayed sculpture was shown in super-scale, surrounding the subject.
IEEE Computer …, 2009
2005
Austrian provider of applicationoriented study programs in mostly technical disciplines. It currently offers 16 degree programs and moves to the European bachelor-master system within the next few years. In 2003 three departments of FHJ initiated a project called VisionSpace to build a perception laboratory in order to increase their potential to offer consulting to local industry. In this lab Virtual Reality (VR) plays a key role. The lab is equipped with a 6.5 by 2.7 m large display with a stereo-enabled rear projection system. In addition to that a standard magnetic tracking device, data gloves, and a wearable computer system help building up virtual environments. One of our first VR applications is a virtual 3D learning environment. It helps practicing how to handle dangerous, e.g. radiating, material or dangerous situations. By simulating how to work in dangerous environments people learn how to handle these situations and thus avoid the dangers that beginners would face if working in real environments. Applications developed in the lab include a welding simulator and an architectural visualization tool.
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