scholarly journals 3D SKETCHES IN VIRTUAL REALITY AND THEIR EFFECT ON DEVELOPMENT TIMES

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.

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):  
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.


Author(s):  
Jonas Jasper

Innovations are an important factor for companies to build and sustain a competitive advantage. Even though companies generate up to 51 % of their income with products and services launched less than three years ago, the failure rate of new product development is still at around 90 %. One way to reduce the failure rate of innovations is to conduct customers’ preference measurements in the early stages of new product development processes. However, customers often display a substantial amount of uncertainty when having to evaluate highly innovative products as they may not be able to grasp its features and functionalities. Therefore, some empirical studies have already compared different presentation forms in a conjoint setting. These studies aim to optimize preference measurement results by exposing respondents to state-of-the-art product descriptions in the new product development process. Based on a quantitative-empirical analysis, this thesis contributes to this research vein by integrating virtual reality-based (VR) product representations within a conjoint setting for the measurement of preferences in the development process of a technically complex innovation. The results of this study point out that VR offers the potential for early customer integration within the new product development process.


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.


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