scholarly journals A Review of Requirements and Approaches for Realistic Visual Perception in Virtual Reality

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):  
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):  
Håkan Petersson ◽  
Damien Motte ◽  
Martin Eriksson ◽  
Robert Bjärnemo

When developing products, engineering designers often face the problem that their candidate for a technical solution, ranging from a concept to a detailed design, needs to be analyzed by a design analyst before it is approved or rejected and the engineering designer can continue his/her activities within the product development process. If engineering designers have to send every solution candidate to a design analyst, a lot of time and money is lost. To avoid this, some Swedish companies have started to allow their engineering designers to use the analysis capabilities imbedded in modern CAD/CAE software. In the literature on product development and on computer based design analysis (CBDA) both processes are fairly well described. However, this cannot be said about the interaction between the two processes. This is a growing issue as it represents core knowledge for developing efficient and effective integration concepts, which in turn can be developed into likewise efficient and effective approaches on how to assist the engineering designer to perform parts of the CBDA process on his/her own. Note that when we refer to CBDA here, this is confined to the use of FEM in the development of products, primarily based on working principles originating from the area of Mechanical Engineering. Since we have been working on a process model for the integration between engineering design and design analysis, this has inspired us to utilize findings from these efforts to propose a conceptual model for a design analysis process driven by the engineering designer to be integrated into the product development process. The proposed design analysis process model is based on the use of predefined analysis methods or templates. Templates are also utilized for QA (Quality Assurance) and monitoring of the analysis activities. Responsible for the development of the analysis methods and the templates are expert design analysts, who develop these tools within a technology development process. Before allowing the engineering designers access to them, these tools need to be approved by relevant bodies within the industrial enterprise and/or by external sources such as those responsible for certification and risk management. In this paper we present the development of the proposed integrated design analysis process model and an industrial case study, which incorporates a non-linear design analysis activity, utilizing the FEM-program Abaqus within the CAD-software Catia V5 and its imbedded optimization module.


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.


1995 ◽  
Vol 6 (4) ◽  
pp. 275-289 ◽  
Author(s):  
DAVID MAFFIN ◽  
NEIL ALDERMAN ◽  
PAUL BRAIDEN ◽  
BILL HILLS ◽  
ALFRED THWAITES

Author(s):  
Atif Mahboob ◽  
Stephan Husung ◽  
Christian Weber ◽  
Andreas Liebal ◽  
Heidi Krömker

Abstract Product development process makes use of different models, methods and available technologies to validate product requirements at an early stage. Technologies like Virtual Reality (VR) and Augmented Reality (AR) are increasingly finding their application in industry and in the product development process. VR has the potential to support the product evaluation process. However, the costly preparation of VR scenes and the expensive hardware needed for the implementation greatly limits its use in the industry. Normally, the different VR content development and rendering softwares are application specific and offer very limited interoperability or reuse of created content. In addition, the needed hardware usually consists of dedicated visualization computers, tracking sensors, interaction devices and requires a fixed installation space. The motivation for the work presented in this paper is to reduce the preparation effort, hardware cost and remove the need for a fixed installation usually required by VR. The High-End smartphones of today from almost all the manufacturers can facilitate the development and stand-alone execution of VR and AR applications. However, the major application of Smartphone Virtual Reality (SVR) is mainly in the entertainment industry i.e. VR-gaming or visualization applications etc. VR until today is thought to be a visualization technology that requires special hardware for its implementation. There are hardly any applications of SVR in the industry today mainly because of two reasons. First, the position tracking against the user movement in the virtual scene is not readily available in SVR. It is usually achieved by attaching additional tracking devices to smartphones. Secondly, the smartphones themselves are not perceived as high-performance devices suitable for industrial simulations. This paper discusses a method for efficient preparation of VR-scene along with their behavior simulations and presents a novel SVR application that eliminates the need for expensive VR hardware. The challenges and the requirements from the SVR along with the possible solutions are discussed in detail. The presented SVR application includes product behavior simulation and wireless communication with a laptop. An example product along with its behavior simulation sums-up the application of SVR in the product development process. The position tracking in SVR is implemented and an experiment compares the precision of this position tracking with the tracking achieved by a Head Mounted Display (HMD). The experimental setup along with the achieved results are also discussed. A user survey conducted for the smartphone VR application and the feedback of this survey is also presented in this paper.


Author(s):  
Adailton da Silva ◽  
Marcus Mendes ◽  
Ingrid Winkler

The efficacy of the product development process is measured by the ability to launch a project with product and production process specifications that could guarantee that the manufacturing can produce it with the least impact. If a problem is detected late, they bring consequences beyond the high cost of the solution, if related to physical ergonomics, which will influence the well-being of operators, productivity, and quality. Virtual Reality (VR) and Digital Human Modeling (DHM) are ones of the enabling technologies of Industry 4.0 and has already been applied on a large scale in industries such as automotive, construction, and aeronautics. However, even though the huge applications, these technologies are not yet applied by these industries for the analysis of physical ergonomics during product development phases. This study aims to characterize the state of the art and technology about the application of Virtual Reality and Digital Human Modeling for the physical ergonomics analysis in the during product development phases in the industry through a systematic review of the literature and patents. In patent documents recovery, we used Derwent Innovation database. The research is based on searching the selected terms in the title, summary, and claims of the documents through a search strategy containing IPC code and keywords. In articles recovery, we searched ScienceDirect, Springer, and IEEExplore databases for scientific publications. The search resulted in 311 patents documents and 16 articles in the scientific database. This study analyzed the patents to map out the technological progress in this area, where we found in the charts and data an increasing number of publications per year and a spread application with a considerable number of new technologies presented in these recent patents. The literature review indicated that Virtual Reality technology complements the Digital Human Modeling during physical ergonomics analysis for manufacturing process already designed. The majority of research on the use of VR and DHM technologies for physical ergonomics analysis focus on the automotive industry and the ergonomic assessment of workstations and current processes. Further research is needed to investigate how Virtual Reality and Digital Human Modeling might assist in the understanding of physical ergonomics in certain tasks throughout the product development process, such as the simulation of worker posture or effort when assembling parts.


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