Research of virtual reality in industrial design manufacture and performance testing

Author(s):  
Wu Xu ◽  
Chunfeng Lv
2012 ◽  
Author(s):  
R. A. Grier ◽  
H. Thiruvengada ◽  
S. R. Ellis ◽  
P. Havig ◽  
K. S. Hale ◽  
...  

2020 ◽  
pp. 1-12
Author(s):  
Wu Xin ◽  
Qiu Daping

The inheritance and innovation of ancient architecture decoration art is an important way for the development of the construction industry. The data process of traditional ancient architecture decoration art is relatively backward, which leads to the obvious distortion of the digitalization of ancient architecture decoration art. In order to improve the digital effect of ancient architecture decoration art, based on neural network, this paper combines the image features to construct a neural network-based ancient architecture decoration art data system model, and graphically expresses the static construction mode and dynamic construction process of the architecture group. Based on this, three-dimensional model reconstruction and scene simulation experiments of architecture groups are realized. In order to verify the performance effect of the system proposed in this paper, it is verified through simulation and performance testing, and data visualization is performed through statistical methods. The result of the study shows that the digitalization effect of the ancient architecture decoration art proposed in this paper is good.


Repositor ◽  
2020 ◽  
Vol 2 (7) ◽  
pp. 965
Author(s):  
Naufal Azzmi ◽  
Lailatul Husniah ◽  
Ali Sofyan Kholimi

AbstrakPerkembangan game pada saat ini berkembang dengan sangat cepat, dalam perkermbangan game topik AI adalah topik yang paling banyak diteliti oleh beberapa peneliti khususnya pada pembuatan suatu konten game menggunakan metode PCG (procedural content generation). Pada pembuatan sebuah game world menggunakan metode PCG sudah banyak developer game yang sukses dengan mengimplementasikan metode ini, metode ini banyak digunkan pada geme dengan genre RPG, Rouglikes, Platformer, SandBox, Simulation dan lain sebagainya, Pada penelitian ini berfokus pada pengembangan sebuah game world generator untuk game berjenis open world yang berupa sebuah kepulauan dengan metode PCG dengan menggunakan algoritma perlin noise sebagai algoritma pembentuk textur utama pulau yang dimana pada penelitian ini memanfaatkan beberapa variable noise seperti octave, presistance dan lacunarity guna untuk menambah kontrol dari hasil textur yang dihasilkan serta algoritma penempatan pulau untuk membuat sebuah game world yang menyerupai sebuah kepulauan. Dari hasil uji generator terkait degan pengujian playability dan performa dapat disimpulkan bahwa generator yang dikembangkan playable serta performa yang dianaliasa menggunakan notasi Big O menunjukkan  (linear). Abstract Game development is currently growing very fast, game development AI is the most discussed topic by most researchers especially in the developing of game content using the PCG (procedural content generation) method. In making a game world using the PCG method, many game developers have succeeded by implementing this method, this method is widely used on RPGs, Rouglikes, Platformers, SandBox, Simulations and ect,. This study focuses on developing a game world generator game for open world type games in the form of an archipelago using the PCG method using the noise perlin algorithm as the island's main texturizing algorithm which in this study utilizes several noise variables such as octave, presistance and use for add control of the texture results as well as the island placement algorithm’s to create a game world that resembles an archipelago form. From the generator test results related to the playability and performance testing, it shows that map are being generated by the generators are playable and performance that are analyzed using Big O notation show O (n) (linear).


Author(s):  
Kenton B. Fillingim ◽  
Hannah Shapiro ◽  
Catherine J. Reichling ◽  
Katherine Fu

AbstractA deeper understanding of creativity and design is essential for the development of tools to improve designers’ creative processes and drive future innovation. The objective of this research is to evaluate the effect of physical activity versus movement in a virtual environment on the creative output of industrial design students. This study contributes a novel assessment of whether the use of virtual reality can produce the same creative output within designers as physical activity has been shown to produce in prior studies. Eighteen industrial design students at the Georgia Institute of Technology completed nine design tasks across three conditions in a within-subjects experimental design. In each condition, participants independently experienced one of three interventions. Solutions were scored for novelty and feasibility, and self-reported mood data was correlated with performance. No significant differences were found in novelty or feasibility of solutions across the conditions. However, there are statistically significant correlations between mood, interventions, and peak performance to be discussed. The results show that participants who experienced movement in virtual reality prior to problem solving performed at an equal or higher level than physical walking for all design tasks and all designer moods. This serves as motivation for continuing to study how VR can provide an impact on a designer's creative output. Hypothesized creative performance with each mode is discussed using trends from four categories of mood, based on the combined mood characteristics of pleasantness (positive/negative) and activation (active/passive).


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