scholarly journals AeroVR: An immersive visualisation system for aerospace design and digital twinning in virtual reality

2020 ◽  
Vol 124 (1280) ◽  
pp. 1615-1635
Author(s):  
S.K. Tadeja ◽  
P. Seshadri ◽  
P.O. Kristensson

ABSTRACTOne of today’s most propitious immersive technologies is virtual reality (VR). This term is colloquially associated with headsets that transport users to a bespoke, built-for-purpose immersive 3D virtual environment. It has given rise to the field of immersive analytics—a new field of research that aims to use immersive technologies for enhancing and empowering data analytics. However, in developing such a new set of tools, one has to ask whether the move from standard hardware setup to a fully immersive 3D environment is justified—both in terms of efficiency and development costs. To this end, in this paper, we present AeroVR—an immersive aerospace design environment with the objective of aiding the component aerodynamic design process by interactively visualizing performance and geometry. We decompose the design of such an environment into function structures, identify the primary and secondary tasks, present an implementation of the system, and verify the interface in terms of usability and expressiveness. We deploy AeroVR on a prototypical design study of a compressor blade for an engine.

2020 ◽  
Author(s):  
David Harris ◽  
Mark Wilson ◽  
Tim Holmes ◽  
Toby de Burgh ◽  
Samuel James Vine

Head-mounted eye tracking has been fundamental for developing an understanding of sporting expertise, as the way in which performers sample visual information from the environment is a major determinant of successful performance. There is, however, a long running tension between the desire to study realistic, in-situ gaze behaviour and the difficulties of acquiring accurate ocular measurements in dynamic and fast-moving sporting tasks. Here, we describe how immersive technologies, such as virtual reality, offer an increasingly compelling approach for conducting eye movement research in sport. The possibility of studying gaze behaviour in representative and realistic environments, but with high levels of experimental control, could enable significant strides forward for eye tracking in sport and improve understanding of how eye movements underpin sporting skills. By providing a rationale for virtual reality as an optimal environment for eye tracking research, as well as outlining practical considerations related to hardware, software and data analysis, we hope to guide researchers and practitioners in the use of this approach.


Author(s):  
Sarah Beadle ◽  
Randall Spain ◽  
Benjamin Goldberg ◽  
Mahdi Ebnali ◽  
Shannon Bailey ◽  
...  

Virtual environments and immersive technologies are growing in popularity for human factors purposes. Whether it is training in a low-risk environment or using simulated environments for testing future automated vehicles, virtual environments show promise for the future of our field. The purpose of this session is to have current human factors practitioners and researchers demonstrate their immersive technologies. This is the eighth iteration of the “Me and My VE” interactive session. Presenters in this session will provide a brief introduction of their virtual reality, augmented reality, or virtual environment work before engaging with attendees in an interactive demonstration period. During this period, the presenters will each have a multimedia display of their immersive technology as well as discuss their work and development efforts. The selected demonstrations cover issues of designing immersive interfaces, military and medical training, and using simulation to better understand complex tasks. This includes a mix of government, industry, and academic-based work. Attendees will be virtually immersed in the technologies and research presented allowing for interaction with the work being done in this field.


Author(s):  
Hugh I. Connacher ◽  
Sankar Jayaram ◽  
Kevin Lyons

Abstract Virtual reality is a technology which is often regarded as a natural extension to 3D computer graphics with advanced input and output devices. This technology has only recently matured enough to warrant serious engineering applications. The integration of this new technology with software systems for engineering, design and manufacturing will provide a new boost to the field of computer-aided engineering. One aspect of design and manufacturing which may be significantly affected by virtual reality is design for assembly. This paper presents the ideas behind a current research effort aimed at creating a virtual assembly design environment and integrating that environment with a commercial, parametric CAD system.


2021 ◽  
Author(s):  
◽  
Duong Nguyen

<p>Throughout millennia, the human mind has been attributed to the advancements of human society today. Architecture, likewise, a result of human wit and intelligence. This research takes a particular interest in the architecture that is, pre-conceived before its existence. From the inception of this research, it began with a particular interest in this design process, or creative. The objective, to develop a means for people to design using their mental imagination. The objective, while novel and realistic, demonstrate itself to be highly challenging in its enormous complexity. The investigation focuses now settles towards the development of an “integrated foundational” brain-computer interface (BCI) to design architecture through meaningful and intentional design interactions through human brain activities in real-time inside an immersive virtual environment.  The research methodology deploys the conglomeration of the following of hardware:  • 14-Channel EPOC+ electroencephalograph (EEG) headset (a brain electrical activity detector) • High-end computer with VR capable graphics card • HTC Vive Virtual Reality (VR) Headset  In terms of software, CortexUI, a cloud-based platform to stream live EEG data, Grasshopper (GH), a commonly used architectural visual scripting plugin software, followed by Unity, a commonly used tool to develop interactive VR/3D environment. The user shall be wearing both EEG and the HMD to interactive with the presented material.  The EEG is used to detect brain activities through its electrodes measuring variation in of electrical potential caused by passing signals sent within the brain’s neurons. These raw data are transferred into Grasshopper in numerical forms, where these data are inputs to manipulate a series of pre-defined forms and interactions in Grasshopper, a plugin in Rhino software. The translation process involved data manipulation for desired design interaction, which altered the abstracted formal qualities of locations, scales, rotations, geometries and colours, with a minor implementation of certain artificial neural networks (ANN) within a design environment context. Virtual Reality consequently performs as a visualisation tool and immersing the user within that design interaction as well as become a design feedback tool. The user is stimulated to generate various design variations and able to capture that result in Rhino through baking the design in Grasshopper. The exported geometries act as an abstracted visualisation of the BCI system’s user’s mental state at that point in time.  The research outcome exceeded the aims & objectives from its “foundational” status in its ability to harbour multiple design interactive scenarios. However, there are considerable technical limitations and room for future research within this experiment, all of which shall be mentioned within the discussion section of this inquiry. A technical understanding and overall framework have been developed as a result of this study, tending towards creating a BCI-VR system to design architecture directly from the human imagination from the mind’s eye.</p>


2019 ◽  
Vol 29 ◽  
pp. 03006 ◽  
Author(s):  
Silviu Vert ◽  
Diana Andone ◽  
Radu Vasiu

Public space art, usually placed outside and accessible to all, is a proper target for the exploitation of transformative and immersive technologies such as augmented and virtual reality. In the recent years, artists and technology developers have collaborated to make physical art more expressivein the digital world, taking advantage of the democratisation of mixed reality devices and software.In this paper, we report on such development of the ArtTM application, an Android app for the publicspace art in Timisoara, Romania. We show the current state of the application and the innovative features that are currently in development. We present the envisioned roadmap to an augmented and virtual reality-enhanced experience and some initial thoughts on the actual implementation of them.


Author(s):  
Dieu Hoang ◽  
Ehsan Naderi ◽  
Renée Cheng ◽  
Bijan Aryana

AbstractIn the first quarter of the new millennium, the immersive technologies such as Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) are only a few steps away from becoming the mainstream tools within the design industry. This study investigated the internal and external barriers of technology adoption within design-oriented businesses. A mixed method was used to collect and analyze the data from the employees of a large design firm. This research confirmed that external barriers such as funding, technical support, training, and business strategy that exist at the organizational level are interrelated with the internal barriers such as designers’ and managers’ perception and attitude toward the new technologies. The managerial applications were discussed later and the directions for future research were provided.


Screen Bodies ◽  
2019 ◽  
Vol 4 (2) ◽  
pp. 39-58
Author(s):  
Kellie Marin

This article introduces the concept of “pseudo-sousveillance” as simulated sousveillance practices created by the sensory environments of immersive technologies. To advance this concept, I analyze the virtual reality (VR) experience “Use of Force” that immerses participants within the scene of the night during which immigrant Anastasio Hernandez Rojas was beaten by border patrol officers at the San Ysidro Port of Entry. I argue that the pseudo-sousveillance practices of cellphone recording and surveillance from above enlist users to be active participants in resisting dominant surveillance practices by constructing alternative narratives about immigrant experiences, exposing the overreach of the border patrol, and revealing the limits of surveillance in immigration control. I then discuss the implications that pseudo-sousveillance has for rethinking the rhetorical power of emerging technologies and sousveillance in a surveillant age.


Author(s):  
Scott Angster ◽  
Kevin Lyons ◽  
Peter Hart ◽  
Sankar Jayaram

Abstract The emergence of high performance computing has opened up new avenues for the design and analysis community. Integrated Product/Process Design techniques are allowing multi-functional teams to simultaneously optimize the design of a product. These techniques can be inhibited, however, due to software integration and data exchange issues. The work outlined in this paper focuses on these issues as they relate to the design and analysis of electro-mechanical assemblies. The first effort of this work is the creation of an open environment, called the Open Assembly Design Environment. The goal of this environment is to integrate the otherwise disparate assembly design tools using a central control system and a common set of data. These design tools include virtual reality based design systems, computer-aided design systems, design for assembly systems and process planning systems. This paper outlines the overall goals of the project, presents the architecture designed for the system, describes the interfaces developed to integrate the systems, and discusses the data representation requirements for a system integrating a virtual reality system with computer-aided design systems.


Author(s):  
Murat Çoban

The effectiveness of the learning process in the virtual reality (VR) environment and the presence and immersion components of the VR environment are among the most important variables for students to feel as if they are part of the 3D environment and function in the environment. The objective of this chapter is to determine and compare the presence and usability levels of primary school students participating in VR environments with different immersion characteristics (immersive and non-immersive). According to the findings, there was no significant difference between immersive and non-immersive VR environments in terms of presence and usability. It was also determined that the level of presence of students in both groups did not vary depending on usability. The results are regarded to be useful to educators, researchers, and instructional designers who want to integrate VR technology into their educational environments.


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