Virtual Reality for Machine Tool Prototyping

Manufacturing ◽  
2002 ◽  
Author(s):  
Antonio Valerio Netto ◽  
Maria Cristina Ferreira de Oliveira

We outline a procedure for implementing a virtual CNC lathe prototype using software for creating virtual environments. The prototype constructed focus on the lathe’s interlocking system (its functionality) and on its geometric model (its physical design). This project allowed us to identify the possibilities and limitations of applying current Virtual Reality technology for virtual prototyping of manufacturing machines, and evaluate the complexity associated to product prototyping in manufacturing or assembly. In additional, we suggest the possibility that this new approach can use for three areas: Training, Marketing/Sale and Product development.

Author(s):  
Jyun-Ming Chen ◽  
Chih-Chang Hsieh

Abstract The incorporation of VR (virtual reality) technology in the CAD/CAM community shows a promising future. Virtual prototyping uses VR techniques to simulate various functionalities of a candidate design. Downstream aspects of the product can be examined early at the design stage, saving the time and money required for repetitive design iterations. Real-time rendering is essential for interactive VR applications. This is especially challenging when dealing with complex geometric databases. Various methods have been proposed in the literature to tackle this problem. Level-of-details is a methodology that incorporates multiple representations of a model in the viewing environment. It reduces the rendering load by presenting the model in the most appropriate level of detail. However, these simplified representations often require laborious redesign efforts. In this paper, several model simplification techniques are reviewed. An automatic simplification procedure for CSG models is also devised. This method incorporates both the geometric simplification and the dimensional reduction schemes. Implemented on a non-manifold topological kernel, the system has been shown to produce promising results.


2012 ◽  
Vol 21 (4) ◽  
pp. 423-434
Author(s):  
Marta Ferrer-García ◽  
Olaya García-Rodríguez ◽  
Irene Pericot-Valverde ◽  
Jin H. Yoon ◽  
Roberto Secades-Villa ◽  
...  

Cue exposure treatment (CET) consists of controlled and repeated exposure to drug-related stimuli in order to reduce cue-reactivity. Virtual reality (VR) has proved to be a promising tool for exposition. However, identifying the variables that can modulate the efficacy of this technique is essential for selecting the most appropriate exposure modality. The aim of this study was to determine the relation between several individual variables and self-reported craving in smokers exposed to VR environments. Forty-six smokers were exposed to seven complex virtual environments that reproduce typical situations in which people smoke. Self-reported craving was selected as the criterion variable and three types of variables were selected as the predictor variables: related to nicotine dependence, related to anxiety and impulsivity, and related to the sense of presence in the virtual environments. Sense of presence was the only predictor of self-reported craving in all the experimental virtual environments. Nicotine dependence variables added predictive power to the model only in the virtual breakfast at home. No relation was found between anxiety or impulsivity and self-reported craving. Virtual reality technology can be very helpful for improving CET for substance use disorders. However, the use of virtual environments would make sense only insofar as the sense of presence was high. Otherwise, the effectiveness of exposure might be affected.


Author(s):  
David B. Streusand ◽  
John Steuben ◽  
Cameron J. Turner

Virtual reality, the ability to view and interact with virtual environments, has changed the way the world solves problems and accomplishes goals. The ability to control a person’s perceptions and interactions with a virtual environment allows programmers to create situations that can be used in numerous fields. Virtual interaction can go from a computer program to an immersive experience with realistic sounds, smells, visuals, and even touch. Research in virtual reality has covered human interaction with virtual reality, different potential applications, and different techniques in creating the virtual environments. This paper reviews several key areas of virtual reality technology and related applications. An application that has large implications for our research is the control of robotic systems. Robotic systems are only as smart as their programming. This limitation often limits the utility of robotic applications in otherwise desirable circumstances. Virtual reality technologies offer the ability to couple the intelligence of a human operator with a physical robotic implementation through a user-friendly virtualized interface. This early-stage research aims to develop a technological foundation that will ultimately lead to a virtual teleoperation interface for robotics in hazardous applications. The resulting system may have applications in nuclear material handling, chemical and pharmaceutical manufacturing, and biomedical research fields.


Author(s):  
Antonino Gomes de S. ◽  
Gabriel Zachmann

Abstract Business process re-engineering is becoming a main focus in today’s efforts to overcome problems and deficits in the automotive and aerospace industries (e.g., integration in international markets, product complexity, increasing number of product variants, reduction in product development time and cost). In this paper, we investigate the steps needed to apply virtual reality (VR) for virtual prototyping (VP) to verify assembly and maintenance processes. After a review of today’s business process in vehicle prototyping, we discuss CAD-VR data integration and identify new requirements for design quality. We present several new interaction paradigms so that engineers and designers can experiment naturally with the prototype. Finally, some results of a user survey performed at BMW are presented, showing the acceptance and feasability of VP and the paradigms implemented for our key process. The results show that VR will play an important role for VP in the near future.


Author(s):  
Benjamin Gerschütz ◽  
Marius Fechter ◽  
Benjamin Schleich ◽  
Sandro Wartzack

AbstractThe amount of new virtual reality input and output devices being developed is enormous. Those peripherals offer novel opportunities and possibilities in the industrial context, especially in the product development process. Nevertheless, virtual reality has to face several problems, counteracting reliable use of the technology, especially in ergonomic and aesthetic assessments. In particular, the discrepancies in perception between the real world and virtual reality are of great importance.Therefore, we discuss these most important issues of current virtual reality technology and highlight approaches to solve them. First, we illustrate the use cases of VR in the product development process. In addition, we show which hardware is currently available for professional use and which issues exist with regard to visual perception and interaction. Derived from the depiction of a perfect virtual reality, we define the requirements to address visual perception and interaction. Subsequently we discuss approaches to solve the issues regarding visual perception and evaluate their suitability to enhance the use of virtual reality technology in engineering design.


Computers ◽  
2019 ◽  
Vol 8 (2) ◽  
pp. 39 ◽  
Author(s):  
Asko Ellman ◽  
Tarja Tiainen

This paper describes the development of using virtual reality for work content in one application area over a decade. Virtual reality technology has developed rapidly; from walk-in CAVE-like virtual environments to head-mounted displays within a decade. In this paper, the development is studied through the lens of diffusion of innovation theory, which focuses not only on innovation itself, but also on the social system. The development of virtual technology is studied by one case, which is cabin design in the mobile work machine industry. This design process has been especially suitable for using virtual reality technology.


Author(s):  
Qingjin Peng

This paper describes the experience of teaching a graduate course in Mechanical and Manufacturing Engineering Programs at University of Manitoba, Virtual reality technology in product design and manufacturing. The course has been delivered six years since 2001. The course provides an opportunity for students to plan and optimize a design or manufacturing process in virtual environments. Students are expected to analyze some complex, open-ended questions in virtual environments for conceptual design solutions. This paper introduces the course outline and teaching materials developed in the last few years. The emphasis and challenge in the teaching and learning will be discussed. Examples of course projects completed by students are presented. The further work and direction of the course improvement will also be addressed.


2003 ◽  
Vol 3 (3) ◽  
pp. 266-271
Author(s):  
Joseph P. De Kroon ◽  
Bert Bras

As smaller companies in a wider range of industries seek to implement virtual reality (VR) in their product development cycles, they are presented with a wide range of choices for commercial off-the-shelf hardware and software components that make up a virtual reality system. In this article, results and learning from efforts in an industry project (as well as from our continued work in this field of research) are shared, which are expected to be of practical use for the engineer in industry or researcher in academia who wishes to use VR for virtual prototyping. Some findings are presented about what VR is and is not, and advice is provided about selecting a candidate application and selecting VR system components, suggesting a list of criteria by which VR system components may be compared and selected.


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