scholarly journals Development of a Dual-Handed Haptic Assembly System: SHARP

Author(s):  
Abhishek Seth ◽  
Hai-Jun Su ◽  
Judy M. Vance

Virtual reality (VR) technology holds promise as a virtual prototyping (VP) tool for mechanical assembly; however, several developmental challenges still need to be addressed before VP applications can successfully be integrated into the product realization process. This paper describes the development of System for Haptic Assembly and Realistic Prototyping (SHARP), a portable virtual assembly system. SHARP uses physics-based modeling for simulating realistic part-to-part and hand-to-part interactions in virtual environments. A dual-handed haptic interface for a realistic part interaction using the PHANToM® haptic devices is presented. The capability of creating subassemblies enhances the application’s ability to handle a wide variety of assembly scenarios at the part level as well as at the subassembly level. Swept volumes are implemented for addressing maintainability issues, and a network module is added for communicating with different VR systems at dispersed geographic locations. Support for various types of VR systems allows an easy integration of SHARP into the product realization process, resulting in faster product development, faster identification of assembly and design issues, and a more efficient and less costly product design process.

Author(s):  
Abhishek Seth ◽  
Hai-Jun Su ◽  
Judy M. Vance

Virtual Reality (VR) technology holds promise as a virtual prototyping tool for mechanical assembly; however, several developmental challenges still need to be addressed before virtual prototyping applications can successfully be integrated into the product realization process. This paper describes the development of SHARP (System for Haptic Assembly & Realistic Prototyping), a portable VR interface for virtual assembly. SHARP uses physically-based modeling for simulating realistic part-to-part and hand-to-part interactions in virtual environments. A dual handed haptic interface for realistic part interaction using the PHANToM® haptic devices is presented. The capability of creating subassemblies enhances the application’s ability to handle a wide variety of assembly scenarios. Swept volumes are implemented for addressing maintainability issues and a network module is added for communicating with different VR systems at dispersed geographic locations. Support for various types of VR systems allows an easy integration of SHARP into the product realization process resulting in faster product development, faster identification of assembly and design issues and a more efficient and less costly product design process.


Author(s):  
Abhishek Seth ◽  
Hai-Jun Su ◽  
Judy M. Vance

This paper presents the development of a PC-based 3D human computer interface for virtual assembly applications. This system is capable of importing complex CAD (Computer Aided Design) models, rendering them in stereo, and implementing haptic force feedback for realistic part interaction in virtual environments. Such an application will facilitate wider acceptance of the use of a VR interface for prototyping assembly tasks. This interface provides both visual and haptic feedback to the user, while allowing assembly tasks to be performed on a desktop virtual environment. The network module has the ability to communicate with multiple VR systems (such as CAVE etc.) at geographically dispersed locations using a non-dedicated network channel. The potential benefits of such a system include identification of assembly issues early in the design process where changes can be made easily, resulting in a more efficient and less costly product design process.


Author(s):  
Vance D. Browne

Abstract The process by which new products are brought to market — the product realization process, or PRP — can be introduced in engineering design education. In industry, the PRP has been evolving to concurrent engineering and product teams. The PRP includes components such as concept generation, analysis, manufacturing process development and customer interaction. Also, it involves the sequencing of the components and their connections which includes teamwork, project planning, meetings, reports and presentations. A capstone senior engineering project, along with classroom lectures and presentations can be structured to provide knowledge and experience to the students in many of the PRP components and the connections. This paper will give an overview of the PRP and a project/lecture structure at the author’s university. The instructor recently joined the academic ranks after years in industry with responsibility for directing product development and R&D and for leading product development teams.


Author(s):  
Abhishek Gupta ◽  
Marcia K. O’Malley

A high-quality haptic interface is typically characterized by low apparent inertia and damping, high structural stiffness, minimal backlash and absence of mechanical singularities in the workspace. In addition to these specifications, exoskeleton haptic interface design involves consideration of additional parameters and constraints including space and weight limitations, workspace requirements and the kinematic constraints placed on the device by the human arm. In this context, we present the design of a five degree-of-freedom haptic arm exoskeleton for training and rehabilitation in virtual environments. The design of the device, including actuator and sensor selection, is discussed. Limitations of the device that result from the above selections are also presented. The device is capable of providing kinesthetic feedback to the joints of the lower arm and wrist of the operator, and will be used in future work for robot-assisted rehabilitation and training.


Author(s):  
Siva Chaitanya Chaduvula ◽  
Adam Dachowicz ◽  
Mikhail J. Atallah ◽  
Jitesh H. Panchal

Developments in digital technology and manufacturing processes have expanded the horizon of designer innovation in creating products. In addition to this, real-time collaborative platforms help designers shorten the product development cycle by enabling collaborations with domain experts from concept generation to product realization and after-market. These collaborations are extending beyond enterprise and national boundaries, contributing to a growing concern among designers regarding the security of their sensitive information such as intellectual property (IP) and trade secrets. The source of such sensitive information leaks could be external (e.g., hacker) or internal (e.g., disgruntled employee) to the collaboration. From a designer's perspective, this fear can inhibit participation in a collaboration even though it might result in better products or services. In this paper, we aim to contextualize this evolving security space by discussing various security practices in digital domains, such as encryption and secret sharing, as well as manufacturing domains, such as physically unclonable function (PUF) and physical part watermarking for anticounterfeiting and tamper evidence purposes. Further, we classify these practices with respect to their performance against different adversarial models for different stages in product development. Such a classification can help designers to make informed decisions regarding security practices during the product realization process.


Author(s):  
Jyotirmaya Nanda ◽  
Timothy W. Simpson ◽  
Steven B. Shooter ◽  
Robert B. Stone

A flexible information model for systematic development and deployment of product families during all phases of the product realization process is crucial for product-oriented organizations. In this paper we propose a unified information model to capture, share, and organize product design contents, concepts, and contexts across different phases of the product realization process using a web ontology language (OWL) representation. Representing product families by preconceived common ontologies shows promise in promoting component sharing while facilitating search and exploration of design information over various phases and spanning multiple products in a family. Three distinct types of design information, namely, (1) customer needs, (2) product functions, and (3) product components captured during different phases of the product realization process, are considered in this paper to demonstrate the proposed information model. Product vector and function component mapping matrices along with the common ontologies are utilized for designer-initiated information exploration and aggregation. As a demonstration, six products from a family of power tools are represented in OWL DL (Description Logic) format, capturing distinct information needed during the various phases of product realization.


Author(s):  
Fredrik Elgh

Many small and medium sized companies base their business strategy on their manufacturing processes. They are highly specialized in areas such as: die-casting, extrusion, machining, sintering, injection molding etc. The specialization is usually also focused on a limited number of material and alloys for the manufacturing process in question. These companies are commonly acting as subcontractors to other companies, original equipment manufacturers (OEMs). For the OEMs to be able to provide affordable products in a short time and to be at the competitive edge, every new design must be adapted to existing production facilities. In order to ensure this, collaboration between engineering design, at the OEM, and production engineering, at the subcontractors, has to be supported. With the dispersed organizations of today and the increasing amount of information that has to be shared and managed in the product realization process, this collaboration is a critical issue for many companies. A more intense collaboration is sought by many subcontractors as it will strengthen the business relation. To provide manufacturing knowledge and to be a partner in the product realization process is a means to outplay competitors. The purpose of this work is to investigate, explore, and develop a computerized method, i.e. an application system, to support the process planning and cost estimation in the quotation process. The main objective is to reveal concepts and principles to support application system development and utilization. The results are based on the experiences from a case study at a subcontractor of turned components.


Author(s):  
Mohamed E. M. El-Sayed

The term Product realization is usually used to describe the physical realization of a product in the product development cycle. Therefore, the term may or may not include conceptualization and design phases. Considering that product realization means bringing a product to reality, it is important to study the concept of reality to understand the role of conceptualization, design, and manufacturing in product realization. In this paper, the concept of reality is expanded to include the perceptual and virtual realities as integral parts of the product realization process. This paper discusses the three phases of realization and their interactions. It also addresses the key roles of conceptualization, design and manufacturability in the realization process. To illustrate the concepts, presented in the paper, some examples are included.


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

The paper describes the results of a research activity on the design of a positioning system which includes both a physical 3-DOF and virtual platforms which carries out a Desktop Haptic Interface (DHI). The positioning system allows the user to interact with a virtual shape through a combination of linear and rotation motions, some of them driven by the user and some driven by the virtual shape. On the other hand, by rendering a physical 2D cross-section through the DHI permits the assessment of virtual prototypes of industrial products with aesthetic value. Typically, virtual objects are modified several times before reaching the desired design, increasing the development time and, consequently, the final product cost. The desktop haptic system (which includes the positioning system and the DHI) that we propose here, will reduce the number of physical mockups during the design process allowing designers to perform several phases of the product design process continuously and without any interruption. In particular the system is developed with the aim of supporting designers during the evaluation of the aesthetic quality of a virtual product.


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