scholarly journals Application of VR technology in the aircraft cabin design process

Author(s):  
Ivana Moerland-Masic ◽  
Fabian Reimer ◽  
Thomas M. Bock ◽  
Frank Meller ◽  
Björn Nagel

AbstractThis paper addresses issues currently present in the aircraft cabin design process. It focuses on making the design process more time and cost efficient, while altogether involving the end-users (passengers and cabin crew) in the development process in its earliest stages. By understanding the underlying issues and reasons the cabin is developed according to the current approach, new methods are established and adapted to suit the needs of such a complex process. In this paper, the preposition is made that Virtual Reality is the key technology for achieving the following goals: shortening the initial cabin design process (from sketch to concept design) and including the end-users and their wishes and ideas into the ideation phase. Through cooperation with an external design agency, a Virtual Reality tool is implemented and tested to ensure the theory behind the established design methodology can also be put into practice.

2020 ◽  
Vol 18 (3) ◽  
Author(s):  
Patricia Bianca Lyk ◽  
Gunver Majgaard ◽  
Lotte Vallentin-Holbech ◽  
Julie Dalgaard Guldager ◽  
Timo Dietrich ◽  
...  

This paper presents the design process of a Danish educational virtual reality (VR) application for alcohol prevention. Denmark is one on the countries in Europe with the highest alcohol consumption among adolescents. Alcohol abuse is a risk factor for a variety of diseases and contributes as a significant factor to motor vehicle accidents. The application offers first‑hand experiences with alcohol in a safe environment. This is done by simulating a party situation using 125 different 360‑degree movie sequences and displaying it in a virtual reality headset. The users create their own experience through a choose your own adventure game experience. The experience is designed to acquire skills for recognizing and handling peer pressure, which has been found to be one of the main reasons for drinking initiation. These skills are acquired though experimental learning. The application is a product of a co‑design process involving 10 students (aged 18‑28) studying film making and game design at Askov Folk High School (a special kind of Danish boarding school without exams for young adults), Denmark, their teachers, alcohol experts from social services and researchers with expertise within health promotion, social marketing, VR, interaction design and game development. Additionally, 35 students from Askov Boarding School (aged 15‑17) participated as actors and extras. This article contributes to research within development of 360‑degree video applications for experimental learning with a practical example. The iterative design process of the application, containing exploration of key concepts, concept design, prototype design, pre‑usability testing, innovation design and usability test is described, as well as our reflections on virtual experimental learning in the application.


2021 ◽  
Vol 11 (8) ◽  
pp. 448
Author(s):  
Katie Aylward ◽  
Joakim Dahlman ◽  
Kjetil Nordby ◽  
Monica Lundh

Maritime user interfaces for ships’ bridges are highly dependent on the context in which they are used, and rich maritime context is difficult to recreate in the early stages of user-centered design processes. Operations in Arctic waters where crews are faced with extreme environmental conditions, technology limitations and a lack of accurate navigational information further increase this challenge. There is a lack of research supporting the user-centered design of workplaces for hazardous Arctic operations. To meet this challenge, this paper reports on the process of developing virtual reality-reconstructed operational scenarios to connect stakeholders, end-users, designers, and human factors specialists in a joint process. This paper explores how virtual reality-reconstructed operational scenarios can be used as a tool both for concept development and user testing. Three operational scenarios were developed, implemented in a full mission bridge simulator, recreated in virtual reality (VR), and finally tested on navigators (end-users). Qualitative data were captured throughout the design process and user-testing, resulting in a thematic analysis that identified common themes reflecting the experiences gained throughout this process. In conclusion, we argue that operational scenarios, rendered in immersive media such as VR, may be an important and reusable asset when supporting maritime design processes and in maritime training and education.


Author(s):  
Giuseppe Martino Di Giuda ◽  
Simone Pradella ◽  
Marco Schievano

This paper presents a method to integrate qualitative requirements in the design process, starting from environmental psychology, and including the use of virtual reality systems. The current approach to the design process is mainly based on compliance with building codes or regulations and developed through consolidated practices or previous expertise. The goal of this research is the creation of a work method, based on scientific evidences, that puts the user at the center of the process. Focused on school buildings and through a critical review, four main themes are defined as guidelines for the designer: a) perception of the building; b) physical characteristics; c) design of the classroom space and furniture; d) school green spaces and outdoor activities. These represent the starting point, potentially improved through the definition of new fields of research; for this purpose, it is possible evaluate the use of VR technologies as a potential support tool. The paper also proposes an experimental model to investigate, by VR technologies, the effects related to exposure to the external environment from the internal one, by studying two variables: the type of connection (visual vs. physical) and the type of environment (natural vs. anthropic) in relation to student’s stress and attention levels. This approach provides a new vision of the design phase where the focus is brought to the user through the analysis of scientific evidence, together with the use of new technologies.


2020 ◽  
Author(s):  
Shuva Chowdhury ◽  
Marc Aurel Schnabel

The recent development in Virtual Reality (VR) allows for novel engagement in participatory urban design. Despite that any design approach cannot include and address all items that are relevant or needed during a design process, social VR design instruments offer additionality via their real-time generation and visualisation possibilities that are unmatched in conventional realms. The research employs an anthropogenic approach to design research to engage end-users in the design process. An Immersive Virtual Environment (IVE) instrument 'SketchPad' allows laypersons to design successfully urban forms. SketchPad engaged laypersons in a meaningful design discussion and generations of urban spaces. The research discusses the findings of the experiments. The paper concludes with a reflection of how non-experts as co-designers can use IVE instruments to drive change of their neighbourhood proactively and to positively impact on the liveability of their neighbourhood.


2020 ◽  
Author(s):  
Shuva Chowdhury ◽  
Marc Aurel Schnabel

The recent development in Virtual Reality (VR) allows for novel engagement in participatory urban design. Despite that any design approach cannot include and address all items that are relevant or needed during a design process, social VR design instruments offer additionality via their real-time generation and visualisation possibilities that are unmatched in conventional realms. The research employs an anthropogenic approach to design research to engage end-users in the design process. An Immersive Virtual Environment (IVE) instrument 'SketchPad' allows laypersons to design successfully urban forms. SketchPad engaged laypersons in a meaningful design discussion and generations of urban spaces. The research discusses the findings of the experiments. The paper concludes with a reflection of how non-experts as co-designers can use IVE instruments to drive change of their neighbourhood proactively and to positively impact on the liveability of their neighbourhood.


Author(s):  
Andrea CAPRA ◽  
Ana BERGER ◽  
Daniela SZABLUK ◽  
Manuela OLIVEIRA

An accurate understanding of users' needs is essential for the development of innovative products. This article presents an exploratory method of user centered research in the context of the design process of technological products, conceived from the demands of a large information technology company. The method is oriented - but not restricted - to the initial stages of the product development process, and uses low-resolution prototypes and simulations of interactions, allowing users to imagine themselves in a future context through fictitious environments and scenarios in the ambit of ideation. The method is effective in identifying the requirements of the experience related to the product’s usage and allows rapid iteration on existing assumptions and greater exploration of design concepts that emerge throughout the investigation.


2020 ◽  
Vol 11 (9) ◽  
pp. 1665-1676 ◽  
Author(s):  
Yusuf Dinc

Purpose As the global paradigm in economics shifts, Islamic economics is attracting more attention as an alternative sector. The most common and most active institutional structure of Islamic economics is in the form of Islamic finance and banking. Islamic finance and banking have been the centre of innovation in many economies in recent years. In this regard, product development is a vital element in driving the success of Islamic financial institutions (IFIs). The product development of IFIs is one of the key elements of their overall economic performance. This study aims to fill the gap in the literature concerning the product development process of IFIs in secular economies. Design/methodology/approach Verily, product development is a complex process; it is likely that introducing specific models will be useful for expanding the activities of IFIs. In this study, contemporary source materials are used to develop this conceptual research. Findings It suggests two separate methodologies for the product development process of IFIs in secular economies to overhaul two criticised product-based problems. To the best of the author’s knowledge, it is the first attempt to model the product development process for IFIs in a secular economic setup. Originality/value Recently, this study is the first attempt for modelling product development in IFIs under secular economies. Advances in the field of Shari’ah-compliant product development is important for researchers and professional.


2021 ◽  
Vol 11 (4) ◽  
pp. 1530
Author(s):  
Christos Fidas ◽  
Stella Sylaiou

Recent advancements in Virtual Reality (VR) technologies provide new opportunities for Cultural Heritage (CH) organizations to attract, engage, and support end-users more efficiently and effectively [...]


SAGE Open ◽  
2021 ◽  
Vol 11 (3) ◽  
pp. 215824402110383
Author(s):  
Ana Elena Builes-Vélez ◽  
Lina María Suárez Velásquez ◽  
Leonardo Correa Velásquez ◽  
Diana Carolina Gutiérrez Aristizábal

In recent years, urban design development has been an important topic in Latin American cities such as Medellín due to the transformation of their urban spaces, along with the new methods used to evaluate the social, morphological, and, in some cases, economic impacts that have been brought about by the urban development projects. When inquiring about the development process and impact of urban studies, and the inhabitants’ relation to a transformed space, it is important to establish the context within which images, drawings, and photographs are analyzed, using graphical approaches triangulated with other research methods to define comparative criteria. In this article, we reflect on the expanded use of various research tools for the analysis of urban transformation, taking with reference the experience lived by a group of researchers in two Latin American cities. From this, it is intended to understand how they work and how they allow us to understand the urban transformation of these cities, the data obtained, and the vision of the researchers.


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