Pipe routing design and assembly planning technology in virtual environment

Author(s):  
Jianhua Liu ◽  
Ruxin Ning ◽  
Qidong Hu
2019 ◽  
Vol 39 (5) ◽  
pp. 931-943
Author(s):  
Samir Garbaya ◽  
Daniela M. Romano ◽  
Gunjeet Hattar

Purpose The purpose of this paper is to study the effect of the gamification of virtual assembly planning on the user performance, user experience and engagement. Design/methodology/approach A multi-touch table was used to manipulate virtual parts and gamification features were integrated into the virtual assembly environment. An experiment was conducted in two conditions: a gamified and a non-gamified virtual environment. Subjects had to assemble a virtual pump. The user performance was evaluated in terms of the number of errors, the feasibility of the generated assembly sequence and the user feedback. Findings The gamification reduced the number of errors and increased the score representing the number of right decisions. The results of the subjective and objective analysis showed that the number of errors decreased with engagement in the gamified assembly. The increase in the overall user experience reduced the number of errors. The subjective evaluation showed a significant difference between the gamified and the non-gamified assembly in terms of the level of engagement, the learning usability and the overall experience. Research limitations/implications The effective learning retention after training has not been tested, and longitudinal studies are necessary. The effect of the used gamification elements has been evaluated as a whole; further work could isolate the most beneficial features and add other elements that might be more beneficial for learning. Originality/value The research reported in this paper provides valuable insights into the gamification of virtual assembly using a low-cost multi-touch interface. The results are promising for training operators to assemble a product at the design stage.


Author(s):  
Robert P. Kuehne ◽  
James H. Oliver

Abstract An interactive synthetic environment is presented which allows direct use of geometric component models and hierarchical assembly data in assembly planning and evaluation. The system allows the human designer to exploit inherent knowledge of assembly ordering, design parallelism, and other assembly factors to evaluate and visualize candidate assembly plans. The designer interacts with both geometric and abstract representations of the assembly using virtual environment peripherals such as a head-coupled display, six-degree-of-freedom trackers, and an instrumented glove. The system addresses several problems inherent in algorithmic assembly planning.


2010 ◽  
Vol 431-432 ◽  
pp. 305-308
Author(s):  
Ying Xue Yao ◽  
Yue Dong Lang ◽  
Ping Jun Xia ◽  
Peng Chen ◽  
Guo Hua Liu

To deal with the problems of complicated process, difficult operation and low efficiency for large-scale complex products assembly, a new immersive virtual environment (VE) with virtual reality (VR) technology is built in the process of assembly planning and training. The environment is composed of a free walk machine and spherical screen projection system. In this paper, a free walk machine with movement perception function is developed to achieve natural human-computer interaction. And an approach based on two viewpoints match is adopted to improve immersive effect of stereo projection in the projection system. On the basis of that, a geometry calibration method based on Bicubic NURBS(Non-Uniform Rational B-Spline) surface matching target-controlled dot-matrix is proposed to achieve non-distorted image on spherical screen. Finally, the environment is applied in the process of satellite assembly process planning, and the display result shows that the VE development is feasible and valuable.


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