scholarly journals Designing Virtual Reality Environments through an Authoring System Based on CAD Floor Plans: A Methodology and Case Study Applied to Electric Power Substations for Supervision

Energies ◽  
2021 ◽  
Vol 14 (21) ◽  
pp. 7435
Author(s):  
Camilo de Lellis Barreto Junior ◽  
Alexandre Cardoso ◽  
Edgard Afonso Lamounier Júnior ◽  
Paulo Camargos Silva ◽  
Alexandre Carvalho Silva

The adoption of Virtual Reality (RV) technologies in prototype design and process revision has contributed to multiple industry areas. Nonetheless, the development of VR systems for engineering is a complex task, as it involves specialized teams handling low-level code development. Given these problems, the goal of this study is presenting a methodology for designing VR, through an Authoring System based on Computer-Aided Design (CAD). The presented methodology provides an easy integration of electric power substation floor plans and Virtual Reality software (VRS), as well as three-dimensional and symbol modeling conventions. Centralized software architecture was developed, composed of the CAD Editor, input manager and VRS. The methodology was evaluated through a case study applied to the conception (elaboration) of electric power substations (EPS) as part of a Research and Development (R&D) project for training and field assets supervision. The results demonstrated visual precision and high integrity in elaboration of a VR environment from the CAD floor plan. This work also presents a comparative analysis between manual conception and the Authoring System.

Author(s):  
Tushar H. Dani ◽  
Rajit Gadh

Abstract Despite advances in Computer-Aided Design (CAD) and the evolution of the graphical user interfaces, rapid creation, editing and visualization of three-dimensional (3D) shapes remains a tedious task. Though the availability of Virtual Reality (VR)-based systems allows enhanced three-dimensional interaction and visualization, the use of VR for ab initio shape design, as opposed to ‘importing’ models from existing CAD systems, is a relatively new area of research. Of interest are computer-human interaction issues and the design and geometric tools for shape modeling in a Virtual Environment (VE). The focus of this paper is on the latter i.e. in defining the geometric tools required for a VR-CAD system and in describing a framework that meets those requirements. This framework, the Virtual Design Software Framework (VDSF) consists of the interaction and design tools, and an underlying geometric engine that provides the representation and algorithms required by these tools. The geometric engine called the Virtual Modeler uses a graph-based representation (Shape-Graph) for modeling the shapes created by the user. The Shape-Graph facilitates interactive editing by localizing the effect of editing operations and in addition provides constraint-based design and editing mechanisms that are useful in a 3D interactive virtual environment. The paper concludes with a description of the prototype system, called the Virtual Design Studio (VDS), that is currently being implemented.1.


2021 ◽  
Vol 16 ◽  
pp. 1-7
Author(s):  
Diogo Martins Azevedo ◽  
Ana Marotti ◽  
Alexandre Cardoso ◽  
Edgard Lamounier ◽  
Gerson Flávio M. De Lima ◽  
...  

In the context of the Brazilian electrical sector, there are no references regarding the application of BIM (Building Information Modeling) and GIS (Geographic Information System) in construction and maintenance of Electric Power Substations projects. Thus, this work proposes the integration of these technologies, since preview experiences in other engineering fields have shown promising advances that could be useful for the management and maintenance of the electrical power market. By associating these technologies, an accurate mapping of the information related to the assets, arrangements, cabling, bus, electrical components, etc, is obtained. Moreover, for this integration works, it is required to design a three-dimensional geometric database of the electric power substation active com-ponents. Inserting one of the database models into a particular point of the project shall bring constructive, operational, and maintenance information. Thus, by combining BIM and GIS in the modeled families, it is possible to obtain more consistent information during the construction phase. This will provide advantages in decision making, providing resources within the corporate communication, and a better understanding of the environment related to an electrical energy substation. Additionally, the location conditions and the surroundings of the substation would be more precise and pertinent, since the components of the substation will become Geo-referenced. The association between these two platforms allows a more intuitive overview of the project, making them adherent to the planning, design, construction, operation, preventive, and corrective maintenance. So, when applying these tools together the company will obtain results almost immediately since all managing features will be accessed through only one integrated information database. This proposal presents the first results of the integration of BIM and GIS, in the context of a Brazilian electric company - Furnas S/A. Results of the implementation of the solution in the context of Substations of the Company are discussed and show the availability of reducing construction costs, alteration planning, logistics, on-demand of the necessary maintenance, prevention of possible accidents, and possibility of updating information in real-time.


2013 ◽  
Vol 135 (08) ◽  
pp. 30-35
Author(s):  
Judy Vance

This paper explores the use of immersive computing or virtual reality throughout a product design, assembly, and disassembly. Virtual reality or immersive computing creates a sense of presence for participants through devices that stimulate the senses. Immersive computing technology goes a step further by allowing the participant to interact with computer-generated models or environments rather than to passively view a screen. The technology is a collection of hardware and software that lets the participant explore digitally created objects within a three-dimensional space. Immersive computing presents a sharp contrast to existing two-dimensional computer interfaces used with computer-aided design (CAD) software programs. In order to illustrate the use of immersive computing in product design, research projects focus on using the technology to explore uncertainty in making design decisions. Industry is realizing the benefits of increased communication and deeper understanding of complex design issues through the use of immersive computing. Experts believe that when every engineer’s desktop includes immersive computing technology, the results will be better products produced more economically and with increased national competitiveness.


2001 ◽  
Vol 123 (11) ◽  
pp. 60-62
Author(s):  
Jean Thilmany

This article reviews that the rate of discovery obtained from an experiment or a computational model is enhanced and accelerated by using parallel computing techniques, visualization algorithms, and advanced visualization hardware. The National Institute of Standards and Technology (NIST) in Gaithersburg, MD, team believe that high-performance computing speeds discovery within the sciences. It defines advanced computing methods as those technologies that possess capabilities beyond current state-of-the-art desktop computing. Visualization tools, for example, now extend beyond the three-dimensional computer-aided design model viewable on a desktop computer to include virtual reality software and hardware. A cave automatic virtual environment, called a CAVE, features four walls onto which an image is projected in 3D so that engineers feel they are standing in front of an object. Researchers at Iowa State and NIST’s engineers both say the future of technology won't happen without advanced computing methods, including visualization, virtual reality, and parallel computing.


2018 ◽  
Author(s):  
Jack Brookes ◽  
Matthew Warburton ◽  
Mshari Alghadier ◽  
Mark Mon-Williams ◽  
Faisal Mushtaq

AbstractVirtual Reality systems offer a powerful tool for human behaviour research. The ability to create three-dimensional visual scenes and measure responses to the visual stimuli enables the behavioural researcher to test hypotheses in a manner and scale that were previously unfeasible. For example, a researcher wanting to understand interceptive timing behaviour might wish to violate Newtonian mechanics, so objects move in novel 3D trajectories. The same researcher may wish to collect such data with hundreds of participants outside the laboratory, and the use of a VR headset makes this a realistic proposition. The difficulty facing the researcher is that sophisticated 3D graphics engines (e.g. Unity) have been created for game designers rather than behavioural scientists. In order to overcome this barrier, we have created a set of tools and programming syntaxes that allow logical encoding of the common experimental features required by the behavioural scientist. The Unity Experiment Framework (UXF) allows the researcher to readily implement several forms of data collection, and provides researchers with the ability to easily modify independent variables. UXF does not offer any stimulus presentation features, so the full power of the Unity game engine can be exploited. We use a case study experiment, measuring postural sway in response to an oscillating virtual room, to show how UXF can replicate and advance upon behavioural research paradigms. We show that UXF can simplify and speed up development of VR experiments created in commercial gaming software and facilitate the efficient acquisition of large quantities of behavioural research data.


Author(s):  
Alessandro Conti ◽  
Grazia Tucci ◽  
Valentina Bonora ◽  
Lidia Fiorini

Three-dimensional acquisition techniques, reality-based modelling and virtual reality are tools used in Digital Humanities prevalently for displaying the results of a study, but they can also suggest new methods of investigation to humanities scholars. In a case study regarding art history, these techniques made it possible to recreate the layout of the Sala di Saturno in Pitti Palace (Florence) in the 17th century, based on information obtained from archive documents on the tapestries designed for that hall and a 3D model expressly elaborated with geomatic techniques. The results were summarised in a video showed in 2019 during the exhibition on tapestries dedicated to Cosimo I de' Medici. A tool was also developed to assist exhibition and museum curators in their work. Through virtual reality, they can design temporary exhibitions or modify the display of the works of art in a museum in a realistic way, using visually and metrically accurate models of the pieces and exhibition rooms.


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