scholarly journals Effectiveness of Haptic Sensation for the Evaluation of Virtual Prototypes

2001 ◽  
Vol 1 (2) ◽  
pp. 123-128 ◽  
Author(s):  
Sergei Volkov ◽  
Judy M. Vance

Virtual reality techniques provide a unique new way to interact with three-dimensional digital objects. Virtual prototyping refers to the use of virtual reality to obtain evaluations of designs while they are still in digital form before physical prototypes are built. While the state-of-the-art in virtual reality relies mainly on the use of stereo viewing and auditory feedback, commercial haptic devices have recently become available that can be integrated into the virtual environment to provide force feedback to the user. This paper outlines a study that was performed to determine whether the addition of force feedback to the virtual prototyping task improved the ability of the participants to make design decisions. Seventy-six people participated in the study. The specific task involved comparing the location and movement of two virtual parking brakes located in the virtual cockpit of an automobile. The results indicate that the addition of force feedback to the virtual environment did not increase the accuracy of the participants’ answers, but it did allow them to complete the task in a shorter time. This paper describes the purpose, methods, and results of the study.

Author(s):  
Sergei A. Volkov ◽  
Judy M. Vance

Abstract Virtual Reality techniques provide a unique new way to interact with three-dimensional digital objects. Virtual prototyping refers to the use of virtual reality to obtain evaluations of designs while they are still in digital form before physical prototypes are built. While the current state-of-the-art in virtual reality relies mainly on the use of stereo viewing and auditory feedback, commercial haptic devices have recently become available that can be integrated into the virtual environment to provide force feedback to the user. This paper outlines a study that was performed to determine whether the addition of force feedback to the virtual prototyping task improved the ability of the participants to make design decisions. The specific task involved comparing the location and movement of two virtual parking brakes located in the virtual cockpit of an automobile. The paper describes the purpose, methods and results of the study.


Author(s):  
Hugo I. Medellín-Castillo ◽  
Germánico González-Badillo ◽  
Eder Govea ◽  
Raquel Espinosa-Castañeda ◽  
Enrique Gallegos

The technological growth in the last years have conducted to the development of virtual reality (VR) systems able to immerse the user into a three-dimensional (3D) virtual environment where the user can interact in real time with virtual objects. This interaction is mainly based on visualizing the virtual environment and objects. However, with the recent beginning of haptic systems, the interaction with the virtual world has been extended to also feel, touch and manipulate virtual objects. Virtual reality has been successfully used in the development of applications in different scientific areas ranging from basic sciences, social science, education and entertainment. On the other hand, the use of haptics has increased in the last decade in domains from sciences and engineering to art and entertainment. Despite many developments, there is still relatively little knowledge about the confluence of software, enabling hardware, visual and haptic representations, to enable the conditions that best provide for an immersive sensory environment to convey information about a particular subject domain. In this paper, the state of the art of the research work regarding virtual reality and haptic technologies carried out by the authors in the last years is presented. The aim is to evidence the potential use of these technologies to develop usable systems for analysis and simulation in different areas of knowledge. The development of three different systems in the areas of engineering, medicine and art is presented. In the area of engineering, a system for the planning, evaluation and training of assembly and manufacturing tasks has been developed. The system, named as HAMS (Haptic Assembly and Manufacturing System), is able to simulate assembly tasks of complex components with force feedback provided by the haptic device. On the other hand, in the area of medicine, a surgical simulator for planning and training orthognathic surgeries has been developed. The system, named as VOSS (Virtual Osteotomy Simulator System), allows the realization of virtual osteotomies with force feedback. Finally, in the area of art, an interactive cinema system for blind people has been developed. The system is able to play a 3D virtual movie for the blind user to listen to and touch by means of the haptic device. The development of these applications and the results obtained from these developments are presented and discussed in this paper.


2019 ◽  
Vol 9 (18) ◽  
pp. 3692 ◽  
Author(s):  
Seonghoon Ban ◽  
Kyung Hoon Hyun

In recent years, consumer-level virtual-reality (VR) devices and content have become widely available. Notably, establishing a sense of presence is a key objective of VR and an immersive interface with haptic feedback for VR applications has long been in development. Despite the state-of-the-art force feedback research being conducted, a study on directional feedback, based on force concentration, has not yet been reported. Therefore, we developed directional force feedback (DFF), a device that generates directional sensations for virtual-reality (VR) applications via mechanical force concentrations. DFF uses the rotation of motors to concentrate force and deliver directional sensations to the user. To achieve this, we developed a novel method of force concentration for directional sensation; by considering both rotational rebound and gravity, the optimum rotational motor speeds and rotation angles were identified. Additionally, we validated the impact of DFF in a virtual environment, showing that the users’ presence and immersion within VR were higher with DFF than without. The result of the user studies demonstrated that the device significantly improves immersivity of virtual applications.


Author(s):  
Tushar H. Dani ◽  
Rajit Gadh

Abstract Despite advances in Computer-Aided Design (CAD) and the evolution of the graphical user interfaces, rapid creation, editing and visualization of three-dimensional (3D) shapes remains a tedious task. Though the availability of Virtual Reality (VR)-based systems allows enhanced three-dimensional interaction and visualization, the use of VR for ab initio shape design, as opposed to ‘importing’ models from existing CAD systems, is a relatively new area of research. Of interest are computer-human interaction issues and the design and geometric tools for shape modeling in a Virtual Environment (VE). The focus of this paper is on the latter i.e. in defining the geometric tools required for a VR-CAD system and in describing a framework that meets those requirements. This framework, the Virtual Design Software Framework (VDSF) consists of the interaction and design tools, and an underlying geometric engine that provides the representation and algorithms required by these tools. The geometric engine called the Virtual Modeler uses a graph-based representation (Shape-Graph) for modeling the shapes created by the user. The Shape-Graph facilitates interactive editing by localizing the effect of editing operations and in addition provides constraint-based design and editing mechanisms that are useful in a 3D interactive virtual environment. The paper concludes with a description of the prototype system, called the Virtual Design Studio (VDS), that is currently being implemented.1.


Author(s):  
Sankar Jayaram ◽  
Scott R. Angster ◽  
Sanjay Gowda ◽  
Uma Jayaram ◽  
Robert R. Kreitzer

Abstract Virtual prototyping is a relatively new field which is significantly changing the product development process. In many applications, virtual prototyping relies on virtual reality tools for analysis of designs. This paper presents an architecture for a virtual prototyping system which was created for the analysis of automotive interiors. This flexible and open architecture allows the integration of various virtual reality software and hardware tools with conventional state-of-the-art CAD/CAM tools to provide an integrated virtual prototyping environment. This architecture supports the automatic transfer of data from and to parametric CAD systems, human modeling for ergonomic evaluations (first person and third person perspectives), design modifications in the virtual environment, distributed evaluations of virtual prototypes, reverse transfer of design modifications to the CAD system, and preservation of design intent and assembly intent during modifications in the virtual environment.


2010 ◽  
pp. 180-193 ◽  
Author(s):  
F. Steinicke ◽  
G. Bruder ◽  
J. Jerald ◽  
H. Frenz

In recent years virtual environments (VEs) have become more and more popular and widespread due to the requirements of numerous application areas in particular in the 3D city visualization domain. Virtual reality (VR) systems, which make use of tracking technologies and stereoscopic projections of three-dimensional synthetic worlds, support better exploration of complex datasets. However, due to the limited interaction space usually provided by the range of the tracking sensors, users can explore only a portion of the virtual environment (VE). Redirected walking allows users to walk through large-scale immersive virtual environments (IVEs) such as virtual city models, while physically remaining in a reasonably small workspace by intentionally injecting scene motion into the IVE. With redirected walking users are guided on physical paths that may differ from the paths they perceive in the virtual world. The authors have conducted experiments in order to quantify how much humans can unknowingly be redirected. In this chapter they present the results of this study and the implications for virtual locomotion user interfaces that allow users to view arbitrary real world locations, before the users actually travel there in a natural environment.


2016 ◽  
Vol 8 (2) ◽  
pp. 60-68 ◽  
Author(s):  
Igor D.D. Curcio ◽  
Anna Dipace ◽  
Anita Norlund

Abstract The purpose of this article is to highlight the state of the art of virtual reality, augmented reality, mixed reality technologies and their applications in formal education. We also present a selected list of case studies that prove the utility of these technologies in the context of formal education. Furthermore, as byproduct, the mentioned case studies show also that, although the industry is able to develop very advanced virtual environment technologies, their pedagogical implications are strongly related to a well-designed theoretical framework.


2002 ◽  
Vol 2 (3) ◽  
pp. 232-236 ◽  
Author(s):  
G. Gary Wang

Virtual Prototyping (VP) technique has been interpreted in many different ways, which causes confusion and misunderstanding among researchers and practitioners. Based on a review of the current related research and application, this paper proposes a definition of VP as well as components of a virtual prototype. VP is then compared with and distinguished from virtual reality (VR), virtual environment (VE), and virtual manufacturing (VM) techniques. Given the proposed definition and review of VP, future VP related research topics are suggested.


2005 ◽  
Vol 32 (5) ◽  
pp. 777-785 ◽  
Author(s):  
Ebru Cubukcu ◽  
Jack L Nasar

Discrepanices between perceived and actual distance may affect people's spatial behavior. In a previous study Nasar, using self report of behavior, found that segmentation (measured through the number of buildings) along the route affected choice of parking garage and path from the parking garage to a destination. We recreated that same environment in a three-dimensional virtual environment and conducted a test to see whether the same factors emerged under these more controlled conditions and to see whether spatial behavior in the virtual environment accurately reflected behavior in the real environment. The results confirmed similar patterns of response in the virtual and real environments. This supports the use of virtual reality as a tool for predicting behavior in the real world and confirms increases in segmentation as related to increases in perceived distance.


2012 ◽  
Vol 538-541 ◽  
pp. 3235-3239
Author(s):  
Hai Hong Chen ◽  
Jian Ping Zi

Three-dimensional software Solidworks and ADAMS were combined together to establish the virtual prototyping model of hydraulic excavator working device in this paper. Various real typical working conditions of excavators were simulated in the virtual environment, then kinematic simulation analysis was conducted, and the main mining parameters in different conditions were given, the results provide a basis for the design of excavator working device.


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