Exact collision detection using virtual objects in virtual reality modeling of a manufacturing process

1999 ◽  
Vol 18 (5) ◽  
pp. 367-376 ◽  
Author(s):  
Rade Tesic ◽  
Pat Banerjee
Author(s):  
Gabriel Zachmann

Collision detection is one of the enabling technologies in many areas, such as virtual assembly simulation, physically-based simulation, serious games, and virtual-reality based medical training. This chapter will provide a number of techniques and algorithms that provide efficient, real-time collision detection for virtual objects. They are applicable to various kinds of objects and are easy to implement.


Author(s):  
Rade Tesic ◽  
Pat Banerjee

Abstract Collision detection becomes a key issue when we want to model interactions between general, nonconvex objects in virtual reality applications which arise in manufacturing process domain. Despite significant progress which has been made in developing efficient, exact collision detection algorithms for convex objects, limited and slow progress has been reported in developing collision detection algorithms for general, nonconvex objects. To narrow this gap we introduce a concept of virtual objects which extends applicability of exact collision detection algorithms to nonconvex objects. This paper presents a methodology to encapsulate into virtual objects the surface patches of interest for collision detection as well as the automatic procedures for creation of virtual objects and for partitioning them into convex pieces. The collision detection technique described in this paper is best suited for interactive simulation and animation applications where high accuracy of object contact modeling is required. Examples include virtual assembly; mobile robot simulation; and simulation of manufacturing processes where accurate modeling of near-miss detection is essential, e.g. robotic painting, robotic welding, and NC machining operations.


2021 ◽  
Vol 5 (ISS) ◽  
pp. 1-23
Author(s):  
Marco Moran-Ledesma ◽  
Oliver Schneider ◽  
Mark Hancock

When interacting with virtual reality (VR) applications like CAD and open-world games, people may want to use gestures as a means of leveraging their knowledge from the physical world. However, people may prefer physical props over handheld controllers to input gestures in VR. We present an elicitation study where 21 participants chose from 95 props to perform manipulative gestures for 20 CAD-like and open-world game-like referents. When analyzing this data, we found existing methods for elicitation studies were insufficient to describe gestures with props, or to measure agreement with prop selection (i.e., agreement between sets of items). We proceeded by describing gestures as context-free grammars, capturing how different props were used in similar roles in a given gesture. We present gesture and prop agreement scores using a generalized agreement score that we developed to compare multiple selections rather than a single selection. We found that props were selected based on their resemblance to virtual objects and the actions they afforded; that gesture and prop agreement depended on the referent, with some referents leading to similar gesture choices, while others led to similar prop choices; and that a small set of carefully chosen props can support multiple gestures.


Author(s):  
Marisa Pascarelli Agrello ◽  
Marianina Impagliazzo ◽  
Joaquim José Escola

ResumoNo presente artigo apresentamos a experiência realizada com o uso dos softwares de realidade aumentada (RA) e a realidade virtual (RV) em cenários para o Ensino das Ciências objetivando atender a Era da Educação 4 por meio de manipulação de objetos virtuais.Com aplicações distintas, as duas tecnologias são complementares e se configuram como ferramentas adicionais aos docentes com a proposta de elevar a qualidade das aulas e a geração de uma aprendizagem significativa representando uma ponte entre a educação e a tecnologia. Como objetos virtuais de aprendizagem (OVA), deverão ser usados em sala de aula como forma de enriquecimento das experiências práticas por meio da representação virtual de temas e contextos tornando mais ativa, contextualizada e efetiva o processo de apreensão do mundo. Palavras-chave: realidade virtual, realidade aumentada, ensino das ciências, tecnologias educacionais. Abstract In the present article we present the experience with the use of software of augmented reality (RA) and virtual reality (VR) in scenarios for the Teaching of Sciences in order to attend the Age 4 of Education through manipulation of virtual objects, the two technologies are complementary and are configured as additional tools for teachers with the proposal of raising the quality of lessons and generating meaningful learning as a bridge between education and technology. As virtuais learning objects, they should be used in the classroom as a way to enrich practical experiences through virtual representation of themes and contexts, making the process of apprehension of the world more active, contextualized and effective. Keywords: virtual reality, augmented reality, science teaching, educational technologies.


Disputatio ◽  
2017 ◽  
Vol 9 (46) ◽  
pp. 309-352 ◽  
Author(s):  
David J. Chalmers

Abstract I argue that virtual reality is a sort of genuine reality. In particular, I argue for virtual digitalism, on which virtual objects are real digital objects, and against virtual fictionalism, on which virtual objects are fictional objects. I also argue that perception in virtual reality need not be illusory, and that life in virtual worlds can have roughly the same sort of value as life in non-virtual worlds.


2020 ◽  
Vol 10 (11) ◽  
pp. 4049 ◽  
Author(s):  
Bruce H. Thomas

This article presents a user study into user perception of an object’s size when presented in virtual reality. Critical for users understanding of virtual worlds is their perception of the size of virtual objects. This article is concerned with virtual objects that are within arm’s reach of the user. Examples of such virtual objects could be virtual controls such as buttons, dials and levers that the users manipulate to control the virtual reality application. This article explores the issue of a user’s ability to judge the size of an object relative to a second object of a different colour. The results determined that the points of subjective equality for height and width judgement tasks ranging from 10 to 90 mm were all within an acceptable value. That is to say, participants were able to perceive height and width judgements very close to the target values. The results for height judgement task for just-noticeable difference were all less than 1.5 mm and for the width judgement task less than 2.3 mm.


2020 ◽  
Vol 10 (10) ◽  
pp. 3633
Author(s):  
Luis Pérez ◽  
Silvia Rodríguez-Jiménez ◽  
Nuria Rodríguez ◽  
Rubén Usamentiaga ◽  
Daniel F. García

Intelligent automation, including robotics, is one of the current trends in the manufacturing industry in the context of “Industry 4.0”, where cyber-physical systems control the production at automated or semi-automated factories. Robots are perfect substitutes for a skilled workforce for some repeatable, general, and strategically-important tasks. However, this transformation is not always feasible and immediate, since certain technologies do not provide the required degree of flexibility. The introduction of collaborative robots in the industry permits the combination of the advantages of manual and automated production. In some processes, it is necessary to incorporate robots from different manufacturers, thus the design of these multi-robot systems is crucial to guarantee the maximum quality and efficiency. In this context, this paper presents a novel methodology for process automation design, enhanced implementation, and real-time monitoring in operation based on creating a digital twin of the manufacturing process with an immersive virtual reality interface to be used as a virtual testbed before the physical implementation. Moreover, it can be efficiently used for operator training, real-time monitoring, and feasibility studies of future optimizations. It has been validated in a use case which provides a solution for an assembly manufacturing process.


Author(s):  
Nazime Tuncay

Radio channels lack visuality and virtual reality platforms are designed to overcome this problem. Virtual objects are very common these days and people get used to virtual platforms. Does this mean people are ready to be involved in such a system? Is this necessary? How to make sounds visible? Use of Virtual Reality is growing rapidly in industry as well as in education area. This chapter is about the virtual radio center construction necessities, usefulness, and its adaptability to real life and to courses.


2013 ◽  
Vol 546 ◽  
pp. 70-75
Author(s):  
Q.N. Hu ◽  
D.J. Feng ◽  
H. Shu ◽  
H.Z. Dai ◽  
J.L. Wu

A machining virtual reality system is established by studying the operating procedure of machining. The modeling and optimization method of scene model is put forward. Two different roaming ways, that is the automatic roaming path and the free roaming path, are designed. The process of machine and the operation of virtual worker are simulated based on the technique of modular programming and collision detection in Virtools, enhancing the sense of immersion and reality of the virtual machining process. The system provides a new method for machining experimental instruction.


2012 ◽  
Vol 162 ◽  
pp. 352-357 ◽  
Author(s):  
Raluca Elena Sofronia ◽  
Arjana Davidescu ◽  
George Gustav Savii

Bone sawing skill demands a high level of dexterity from the surgeon that can be achieved only with a lot of training. Sawing is a basic skill required in many procedures, such as: osteotomy, ostectomy, amputation and arthroplasty surgery. Inefficient sawing can lead in orthognathic surgery to nerve lesion, bad split and non-union. Using virtual reality technology this complications can be reduced, by training the students on simulators until they assimilate the skill. This paper presents an early prototype for a bone sawing simulator in orthognathic surgery. A voxel-based mandible model obtained from a Computer Tomography is cut by removing the voxels that are inside the saw blade. The collision detection is based on hierarchical bounding volumes. The removal process is observed both visually and haptically.


Sign in / Sign up

Export Citation Format

Share Document