An Interactive Virtual Environment for 3D Model Assembly With Video Immersion

Author(s):  
Thomas Klar ◽  
Miranda Baladi ◽  
George Fadel ◽  
Mathias Almer

Virtual Reality (VR) applications will become increasingly important as the need to link several locations in the product development process arises. This motivates research in advanced techniques for the visualization of remotely located participants within a computer-generated environment. This research ports an existing application, which allows the assembly of predefined objects, into a virtual environment (VE). A further extension allows the user’s hands to be filmed and superimposed onto the computer-generated VE. To create this effect, live video was combined with a projection display and the “blue-box” technique. This combination enabled the texture of the hands to be untied from the background without the effort of putting up blue walls. The image is sent over the network to a high-end graphics computer generating the VE. The knowledge gained in this research will be the basis for future work on distributed multi-user access to a shared VE.

Author(s):  
Sankar Jayaram ◽  
Scott R. Angster ◽  
Sanjay Gowda ◽  
Uma Jayaram ◽  
Robert R. Kreitzer

Abstract Virtual prototyping is a relatively new field which is significantly changing the product development process. In many applications, virtual prototyping relies on virtual reality tools for analysis of designs. This paper presents an architecture for a virtual prototyping system which was created for the analysis of automotive interiors. This flexible and open architecture allows the integration of various virtual reality software and hardware tools with conventional state-of-the-art CAD/CAM tools to provide an integrated virtual prototyping environment. This architecture supports the automatic transfer of data from and to parametric CAD systems, human modeling for ergonomic evaluations (first person and third person perspectives), design modifications in the virtual environment, distributed evaluations of virtual prototypes, reverse transfer of design modifications to the CAD system, and preservation of design intent and assembly intent during modifications in the virtual environment.


Author(s):  
Miguel A. Garcia-Ruiz ◽  
Arthur Edwards ◽  
Raul Aquino-Santos ◽  
Jay Shiro Tashiro ◽  
Bill Kapralos

This chapter investigates whether an educational virtual environment can be developed to practice listening comprehension skills that meets second language student needs, complies with usability criteria, and is motivating to use. The chapter also investigates whether the usability of virtual reality(VR) technology positively affects language learning listening comprehension. It provides background research and information in Computer Assisted Language Learning (CALL), VR, and second language methodology. It then presents a technical and qualitative description of Realtown, a virtual environment designed to promote listening comprehension. This chapter also describes a usability study of Realtown. Student errors, motivation, and ease of use, among other features, were positively measured on listening comprehension activities in Realtown. Future work includes longitudinal studies on learning issues, first-person, and collaborative experiences in VR, including the impact of VR on learning and knowledge transfer when combined with traditional instruction.


2003 ◽  
Vol 12 (4) ◽  
pp. 411-421 ◽  
Author(s):  
Benoit Bideau ◽  
Richard Kulpa ◽  
Stéphane Ménardais ◽  
Laetitia Fradet ◽  
Franck Multon ◽  
...  

Virtual reality offers new tools for human motion understanding. Several applications have been widely used in teleoperation, military training, driving and flying simulators, and so forth. We propose to test if virtual reality is a valid training tool for the game of handball. We focused on the duel between a handball goalkeeper and a thrower. To this end, we defined a pilot experiment divided into two steps: an experiment with real subjects and another one with virtual throwers. The throwers' motions were captured in order to animate their avatar in a reality center. In this paper, we focused on the evaluation of presence when a goalkeeper is confronting these avatars. To this end, we compared the goalkeeper's gestures in the real and in the virtual experiment to determine if virtual reality engendered the same movements for the same throw. Our results show that gestures did not differ between the real and virtual environment. As a consequence, we can say that the virtual environment offered enough realism to initiate natural gestures. Moreover, as in real games, we observed the goalkeeper's anticipation to allow us to use virtual reality in future work as a way to understand the goalkeeper and thrower interactions. The main originality of this work was to measure presence in a sporting application with new evaluation methods based on motion capture.


Author(s):  
G. Drieux ◽  
J.-C. Le´on ◽  
N. Chevassus ◽  
F. Guillaume

The Digital Mock-Up (DMU), which is a comprehensive numerical model describing the final manufactured product, is today widely used in the industry (like the automotive and aeronautic industries) to support the concurrent engineering organizations and processes. On the other hand, simulation helps in the development of a product for design decision making or validation purposes. It allows to determine, with the appropriate level of accuracy, the behavior of the future product under a specific environment or set of exterior actions. Virtual Reality (VR) applications are simulations where the focus is on immersion and interaction with the product. However, there is still lacks in the integration of simulation within the product development phases. In particular the link between the DMU and the numerical models for simulation in the large is often hardly achieved. For some types of simulation, it is even inexistent. In this paper, we propose a new object, the Downstream Digital Mock-Up (DDMU), based on a polyhedral representation, and we show that it can be a support for the integration of a subset of simulation activities within the product development process by making the link between the DMU and these simulations. In the particular case of VR, we show that this object is particularly adapted. One particularity of the DDMU is to be prepared for a specific target application, defined by its objectives and the context in which it is immersed.


Author(s):  
Benjamin Gerschütz ◽  
Marius Fechter ◽  
Benjamin Schleich ◽  
Sandro Wartzack

AbstractThe amount of new virtual reality input and output devices being developed is enormous. Those peripherals offer novel opportunities and possibilities in the industrial context, especially in the product development process. Nevertheless, virtual reality has to face several problems, counteracting reliable use of the technology, especially in ergonomic and aesthetic assessments. In particular, the discrepancies in perception between the real world and virtual reality are of great importance.Therefore, we discuss these most important issues of current virtual reality technology and highlight approaches to solve them. First, we illustrate the use cases of VR in the product development process. In addition, we show which hardware is currently available for professional use and which issues exist with regard to visual perception and interaction. Derived from the depiction of a perfect virtual reality, we define the requirements to address visual perception and interaction. Subsequently we discuss approaches to solve the issues regarding visual perception and evaluate their suitability to enhance the use of virtual reality technology in engineering design.


Author(s):  
Rafael Radkowski ◽  
Helene Waßmann

This paper presents a virtual experimental environment for testing virtual prototypes of intelligent mechatronic systems. A virtual prototype is a computer internal model of a real product. Virtual environments are used to verify the functionality of these virtual prototypes during the product development process. But normally, the virtual environments are composed manually. Engineers model the set of virtual prototypes and the relations between them manually. Furthermore, a lack of formal test methods exists for testing virtual prototypes of mechatronic systems. This paper presents software agents, which detect relations between virtual prototypes in a virtual environment, automatically. The concept of the agent-supported virtual environment is presented as well as the data needed by the agents for identifying relations between the virtual prototypes. The concept has been tested. One of the examples is described.


2021 ◽  
Vol 1 ◽  
pp. 1-10
Author(s):  
Carsten Seybold ◽  
Frank Mantwill

AbstractIn the product development process, digital support continues to advance. Some work steps during product development are still carried out without assistance. Sketch creation is one of these. Therefore, the content created here is rarely documented due to the effort required for digital transformation. An alternative can be sketching in virtual reality. This article explores whether 3D sketching in VR enables faster sketching and can offer the basic features of hand-drawn sketches. To verify this, a tool for 3D sketching was developed. 27 test subjects were asked to solve one out of two different design tasks using this tool. The experiments were evaluated using video coding to identify the subjects actions. The created solutions have been analyzed about quality. The study showed initial indications that sketching in VR generally enables faster processing while maintaining the same solution quality.


2021 ◽  
Vol 1 ◽  
pp. 2359-2368
Author(s):  
Eduardo Piñones ◽  
Gaetano Cascini ◽  
Giandomenico Caruso ◽  
Federico Morosi

AbstractEnhancing the appearance of physical prototypes with digital elements, also known as mixed prototyping, has demonstrated to be a valuable approach in the product development process. However, the adoption is limited also due to the high time and competence required for authoring the digital contents. This paper presents a content authoring tool that aims to improve the user acceptance by reducing the specific competence required, which is needed for segmentation and UV mapping of the 3D model used to implement a mixed prototype. Part of the tasks related to 3D modelling software, in fact, has been transferred to simpler manual tasks applied onto the physical prototype. Moreover, the proposed tool can recognise these manual inputs thanks to a computer-vision algorithm and automatically manage the segmentation and UV mapping tasks, freeing time for the user in a task that otherwise would require complete engagement. To preliminarily evaluate effectiveness and potential of the tool, it has been used in a case study to build up the mixed prototype of a coffee machine. The result demonstrated that the tool can correctly segment the 3D model of a physical prototype in its relevant parts and generate their corresponding UV maps.


2021 ◽  
Vol 1 ◽  
pp. 2551-2560
Author(s):  
Janosch Luttmer ◽  
Dominik Ehring ◽  
Robin Pluhnau ◽  
Arun Nagarajah

AbstractStandards are an important source of knowledge in product development. Due to the increasing digitization of the product development process, standard development organizations aim to develop machine-actionable standards that automatically enforce operations in output devices. However, the current representation format in PDF or XML does not meet the requirements of machine-actionable standards. This paper examines existing approaches towards the representation of XML data in knowledge graphs and their transferability towards the domain of digital standards. Based on these approaches, the paper aims to develop and validate a concept for transferring standard content from XML format to a graph-based representation, using the example of formulas. For this purpose, a concept for the automatic identification, extraction and modeling of formulas will be presented. Afterwards, the concept is validated using the example of DIN ISO 281 whereas a chatbot application serves as conversational user interface. It is proven, that knowledge graphs are suitable for the representation of machine-actionable standard content. Future work will investigate the abstraction towards a general approach as well as further information objects of standards.


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