scholarly journals New approach of designing robotics production systems using immersive virtual reality environment

2021 ◽  
Vol 343 ◽  
pp. 08001
Author(s):  
Radovan Holubek ◽  
Róbert Bočák ◽  
Vanessa Prajová

Production requirements are growing and companies needs to adapt to the latest trends with state-of-art technologies. Virtual reality (VR) technology promises big changes in Industry sector, even this technology is still evolving. This immersive technology allows to visualization and interaction of complex engineering data in virtual environment, provide various inspection of 3D objects and allows to communicate changes on objects or process between production teams and customers. This paper discus about potential of VR systems in Industry and purpose of usage to improve development process and the use of this technology in the design of future robotic systems. The goal is to compare causal designing methods of robotic work station and method with using VR environment and their possibilities. Development supported by VR systems shortens preproduction phase and brings to user immersive experience with designing product or process without creating physical prototype or real production systems.

2014 ◽  
Vol 1018 ◽  
pp. 539-546 ◽  
Author(s):  
Hermann Meissner ◽  
Marcel Cadet ◽  
Nicole Stephan ◽  
Christian Bohr

The shift to satisfied customer markets forces manufacturers to offer customised products. Moreover, product lifecycles are shortened, which requires a faster development of products and corresponding production systems. Both challenges amplify complexity in production. This complexity is usually confronted with flexibility. A new approach offering decentralised structures, and thereby flexibility, comes from cybertronic systems (CTS), which are further developed mechatronic systems with the capability to communicate through open networks with other such mechatronic systems. Up to now no integrated development process to engineer cybertronic products (CTP) and production systems (CTPS) has been developed, although such a process is essential to use their beneficial properties for today’s market conditions. Therefore, research is conducted in the research project mecPro². First, the properties of cybertronic systems are investigated and dissociated from those of mechatronic systems. Based on these properties, the connections of CTP and CTPS are analysed and a systematics for description for both is identified. With this the model-based development processes of CTP and CTPS can be further defined as well as their intersections and afterwards implemented in a data model. Finally, the development process is summarised in a product lifecycle management software to support the development process.


2019 ◽  
Author(s):  
Francielly Rodrigues ◽  
Priscila Wilbert ◽  
José Carlos Tavares Da Silva ◽  
Jauvane C. De Oliveira

An eating disorder is a disturb characterized by an atypical eating behavior. The most common strategy for treatment is CBT, and its limitations have shown to be overcome using virtual reality approaches. Most VR envi- ronments created for this purpose reproduce tasks for treatment of body image disturbances and food avoidance. This work presents a new approach for eating disorders treatment using VR and concepts of serious games and gamification, which have been shown of promising potential in health context due to its ad- vantages when compared to other approaches. Tests assessing the usability and sense of presence in the virtual environment were applied to a group of 10 par- ticipants, indicating that the environment is well suited for medical treatment.


Author(s):  
Mario Covarrubias ◽  
Michele Antolini ◽  
Monica Bordegoni ◽  
Umberto Cugini

This paper describes a multimodal system whose aim is to replicate in a virtual reality environment some typical operations performed by professional designers with real splines laid over the surface of a physical prototype of an aesthetic product, in order to better evaluate the characteristics of the shape they are creating. The system described is able not only to haptically render a continuous contact along a curve, by means of a servo controlled haptic strip, but also to allow the user to modify the shape applying force directly on the haptic device. The haptic strip is able to bend and twist in order to better approximate the portion of the surface of the virtual object over which the strip is laying. This device is 600mm long and is controlled by 11 digital servos for the control of the shape (6 for bending and 5 for twisting) and by two MOOG-FCS HapticMaster devices and two additional digital servos for 6-DOF positioning. We have developed additional input devices, which have been integrated with the haptic strip, which consist of two force sensitive handles positioned at the extremities of the strip, and a capacitive linear touch sensor placed along the surface of the strip, and four buttons. These devices are used to interact with the system, to select menu options, and to apply deformations to the virtual object. The paper describes the interaction modalities and the developed user interface, the applied methodologies, the achieved results and the conclusions elicited from the user tests.


Author(s):  
Mariapaola D’Imperio ◽  
Carlo Canali ◽  
Darwin Caldwell ◽  
Ferdinando Cannella ◽  
Cristiano Pizzamiglio ◽  
...  

Manufacturers answered to the global competition rise by increasing the efficiency of their development process by substituing the hardware tests with their virtual counterpart. Following the same idea, in this paper, the introduction of the virtual prototyping technique in the design of a complex robotic leg is proposed. The novelty of this work is double: the first motivation lies on the characteristic of the mechanism, since it is a FLEXible jumping LEG; the second one, instead, regards to the introduction of methods well known in other research field but rarely used in robotics. This paper describes the whole design process, while the assembly of the physical prototype, the control development and the experimental tests will be matters of future works.


2018 ◽  
Author(s):  
Indrajeet Patil ◽  
Carlotta Cogoni ◽  
Nicola Zangrando ◽  
Luca Chittaro ◽  
Giorgia Silani

Although research in moral psychology in the last decade has relied heavily on hypothetical moral dilemmas and has been effective in understanding moral judgment, how these judgments translate into behaviors remains a largely unexplored issue due to the harmful nature of the acts involved. To study this link, we follow a new approach based on a desktop virtual reality environment. In our within-subjects experiment, participants exhibited an order-dependent judgment-behavior discrepancy across temporally separated sessions, with many of them behaving in utilitarian manner in virtual reality dilemmas despite their non-utilitarian judgments for the same dilemmas in textual descriptions. This change in decisions reflected in the autonomic arousal of participants, with dilemmas in virtual reality being perceived more emotionally arousing than the ones in text, after controlling for general differences between the two presentation modalities (virtual reality vs. text). This suggests that moral decision-making in hypothetical moral dilemmas is susceptible to contextual saliency of the presentation of these dilemmas.


2020 ◽  
pp. 23-32
Author(s):  
A.V. Mukhin ◽  
G.E. Ganina ◽  
Yu.A. Ostrovskiy ◽  
A.P. Yakovleva

The paper presents a new approach to the development strategy of the production system based on a formalized description of bifurcations that occur in the creative activity of specialists. The goal of the development of the production system in an effort to approach the concept of a bespoke non-commodity production is justified. It is shown that an effective producer of the strategic development process is a "bifurcation producer", which in turn is the fruit of creative activity. As the first measure of evaluating the effectiveness of the strategy for the development of the production system, an approximate method for calculating the similarity coefficient of bifurcation producers to bespoke non-commodity production is proposed.


2004 ◽  
Vol 63 (3) ◽  
pp. 143-149 ◽  
Author(s):  
Fred W. Mast ◽  
Charles M. Oman

The role of top-down processing on the horizontal-vertical line length illusion was examined by means of an ambiguous room with dual visual verticals. In one of the test conditions, the subjects were cued to one of the two verticals and were instructed to cognitively reassign the apparent vertical to the cued orientation. When they have mentally adjusted their perception, two lines in a plus sign configuration appeared and the subjects had to evaluate which line was longer. The results showed that the line length appeared longer when it was aligned with the direction of the vertical currently perceived by the subject. This study provides a demonstration that top-down processing influences lower level visual processing mechanisms. In another test condition, the subjects had all perceptual cues available and the influence was even stronger.


2017 ◽  
Vol 5 (3) ◽  
pp. 15
Author(s):  
GANDOTRA SANDEEP ◽  
Pungotra Harish ◽  
Moudgil Prince Kumar ◽  
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