Predictive Value of Assessing Vehicle Interior Design Ergonomics in a Virtual Environment

2004 ◽  
Vol 4 (2) ◽  
pp. 109-113 ◽  
Author(s):  
Thomas Reuding ◽  
Pamela Meil

The predictive value and the reliability of evaluations made in immersive projection environments are limited when compared to the real world. As in other applications of numerical simulations, the acceptance of such techniques does not only depend on the stability of the methods, but also on the quality and credibility of the results obtained. In this paper, we investigate the predictive value of virtual reality and virtual environments when used for engineering assessment tasks. We examine the ergonomics evaluation of a vehicle interior, which is a complex activity relying heavily on know-how gained from personal experience, and compare performance in a VE with performance in the real world. If one assumes that within complex engineering processes certain types of work will be performed by more or less the same personnel, one can infer that a fairly consistent base of experience-based knowledge exists. Under such premises and if evaluations are conducted as comparisons within the VE, we believe that the reliability of the assessments is suitable for conceptual design work. Despite a number of unanswered questions at this time we believe this study leads to a better understanding of what determines the reliability of results obtained in virtual environments, thus making it useful for optimizing virtual prototyping processes and better utilization of the potential of VR and VEs in company work processes.

2019 ◽  
Vol 9 (9) ◽  
pp. 1797
Author(s):  
Chen ◽  
Lin

Augmented reality (AR) is an emerging technology that allows users to interact with simulated environments, including those emulating scenes in the real world. Most current AR technologies involve the placement of virtual objects within these scenes. However, difficulties in modeling real-world objects greatly limit the scope of the simulation, and thus the depth of the user experience. In this study, we developed a process by which to realize virtual environments that are based entirely on scenes in the real world. In modeling the real world, the proposed scheme divides scenes into discrete objects, which are then replaced with virtual objects. This enables users to interact in and with virtual environments without limitations. An RGB-D camera is used in conjunction with simultaneous localization and mapping (SLAM) to obtain the movement trajectory of the user and derive information related to the real environment. In modeling the environment, graph-based segmentation is used to segment point clouds and perform object segmentation to enable the subsequent replacement of objects with equivalent virtual entities. Superquadrics are used to derive shape parameters and location information from the segmentation results in order to ensure that the scale of the virtual objects matches the original objects in the real world. Only after the objects have been replaced with their virtual counterparts in the real environment converted into a virtual scene. Experiments involving the emulation of real-world locations demonstrated the feasibility of the proposed rendering scheme. A rock-climbing application scenario is finally presented to illustrate the potential use of the proposed system in AR applications.


2003 ◽  
Vol 36 (12) ◽  
pp. 105-110
Author(s):  
Omar A.A. Orqueda ◽  
José Figueroa ◽  
Osvaldo E. Agamennoni

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.


Author(s):  
Peter Leung ◽  
Kosuke Ishii ◽  
Jan Benson

This paper introduces a methodology that guides the modularization of work task for global engineering. Global engineering is a new collaboration model of co-developing engineering design systems with distributed teams. We consider the decision of allocating subsystem designs to engineering teams as modularization of work tasks. Previous efforts have reviewed the different approaches to analyzing product modularization, but few studies have investigated developing a methodology that focuses on process applications. We begin this paper with an overview of current modularization methods and of the definitions of Global Engineering. Then we present the three-step modularization methodology in detail: 1.) decompose the design system and its functional specifications by a flow down technique, 2.) identify the couplings between the system parts and the functional requirements, and plot the interactions in a matrix, and 3.) modularize design work based on the identified couplings for worksharing. As a case study, we apply the method to a vehicle interior design. We conclude the paper by discussing the case study findings and the appropriate application of this analysis. We also explain the methodology’s limitations and propose future research opportunities.


Author(s):  
Hannah M. Solini ◽  
Ayush Bhargava ◽  
Christopher C. Pagano

It is often questioned whether task performance attained in a virtual environment can be transferred appropriately and accurately to the same task in the real world. With advancements in virtual reality (VR) technology, recent research has focused on individuals’ abilities to transfer calibration achieved in a virtual environment to a real-world environment. Little research, however, has shown whether transfer of calibration from a virtual environment to the real world is similar to transfer of calibration from a virtual environment to another virtual environment. As such, the present study investigated differences in calibration transfer to real-world and virtual environments. In either a real-world or virtual environment, participants completed blind walking estimates before and after experiencing perturbed virtual optic flow via a head-mounted virtual display (HMD). Results showed that individuals calibrated to perturbed virtual optic flow and that this calibration carried over to both real-world and virtual environments in a like manner.


Author(s):  
Deborah Schneiderman ◽  
Anne L. Carr

This chapter addresses the integration of sustainable practice into the interior design studio through the investigation of a grant-sponsored adaptive reuse project. A fourth-year Interior Design studio project afforded the opportunity for exchanged conceptual ideas between students and a sponsoring industry client. The project provided students the opportunity to adapt and reuse a formerly unremarkable bank building, converting it into an innovative office space that meets LEED Silver certification standards. As participants in a sponsored project, the students were provided a unique opportunity to work with, and to be funded by, the client. Evaluations and completed projects indicate that students in the studio learned sustainable values and strategies through this integrated studio approach. The real-world project provided the students experiential knowledge through the implementation of innovative client-centered design and enforced the significance of adaptive reuse as a critical Interior Design practice.


Author(s):  
Alistair Sutcliffe ◽  
Oscar de Bruijn ◽  
Brian Gault ◽  
Terrence Fernando ◽  
Kevin Tan

2002 ◽  
Vol 6 (2) ◽  
pp. 63-74 ◽  
Author(s):  
A. Crabtree ◽  
T. Rodden ◽  
J. Mariani

2004 ◽  
Vol 13 (5) ◽  
pp. 560-571 ◽  
Author(s):  
William B. Thompson ◽  
Peter Willemsen ◽  
Amy A. Gooch ◽  
Sarah H. Creem-Regehr ◽  
Jack M. Loomis ◽  
...  

In the real world, people are quite accurate in judging distances to locations in the environment, at least for targets resting on the ground plane and distances out to about 20 m. Distance judgments in visually immersive environments are much less accurate. Several studies have now shown that in visually immersive environments, the world appears significantly smaller than intended. This study investigates whether or not the compression in apparent distances is the result of the low-quality computer graphics utilized in previous investigations. Visually directed triangulated walking was used to assess distance judgments in the real world and in three virtual environments with graphical renderings of varying quality.


1997 ◽  
Vol 6 (1) ◽  
pp. 127-132 ◽  
Author(s):  
Max M. North ◽  
Sarah M. North ◽  
Joseph R. Coble

Current computer and display technology allows the creation of virtual environment scenes that can be utilized for treating a variety of psychological disorders. This case study demonstrates the effectiveness of virtual environment desensitization (VED) in the treatment of a subject who suffered from fear of flying, a disorder that affects a large number of people. The subject, accompanied by a virtual therapist, was placed in the cockpit of a virtual helicopter and flown over a simulated city for five sessions. The VED treatment resulted in both a significant reduction of anxiety symptoms and the ability to face the phobic situations in the real world.


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