Evaluating the Impact of Virtual Reality on Mechanical Design Education

Author(s):  
Margherita Peruzzini ◽  
Maura Mengoni ◽  
Michele Germani

The promise of Virtual Reality in design environments is to facilitate the interaction with digital models and to enhance the results of design activity. Design education is one of the most recent and interesting applications. Thanks to technological advances in human-computer interfaces, Virtual Reality represents a new way to stimulate design students and to develop innovative teaching methods. The paper explores the impact of Virtual Reality technologies on design learning, with particular attention to mechanical product design. It is focused on the analysis of cognitive and technical aspects of learning processes and the definition of a proper evaluation protocol. The protocol is based on the classification of the most meaningful activities in mechanical engineering teaching and the identification of a set of metrics that enable to objectively evaluate the learning process. Assessing how VR supports design education, an experimental study is proposed. It is based on the comparison of three different approaches performed by two-dimensional drawings, by 3D CAD models and, finally, by virtual reality technologies.

Author(s):  
ELIEL EDUARDO MONTIJO-VALENZUELA ◽  
SAUL DANIEL DURAN-JIMENEZ ◽  
LUIS ALBERTO ALTAMIRANO-RÍOS ◽  
JOSÉ ISAEL PÉREZ-GÓMEZ ◽  
OSCAR SALMÓN-AROCHI

The objective of this research is to manufacture a prototype of a teaching die for the specialty of precision mechanical design in mechatronic engineering, in order to achieve the skills required in unit two, regarding dies. The methodology used consists of five stages: 1. Definition of the preliminary conditions. 2. Theoretical calculations for die design. 3. Design, modeling and assembly using computer-aided software (CAD) of the parts that make up the die. 4. Validation with simulation of finite element analysis (AEF). 5. Manufacture of parts and physical assembly of the die. A functional prototype was obtained with which the teacher and student can perform calculations, designs and CAD models, AEF analysis of the static and fatigue type, manufacture of rapid prototypes using 3D printing, the identification of the parts that make up a die and their functioning. The advantage of this prototype, compared to metal die-cutting machines, is its low cost of production and manufacturing, it does not require expensive and specialized machinery for manufacturing, specific designs can be made by the students and its subsequent manufacture within the laboratories of the Technological Institute of Hermosillo.


2008 ◽  
Vol 2008.83 (0) ◽  
pp. _2-27_
Author(s):  
Masao FUJII ◽  
Nobuhiro KATO ◽  
Hideo NAKAGAWA ◽  
Takaki SHIMIZU ◽  
Kenichi SATOMI ◽  
...  

Virtual reality (VR) technology is a sophisticated high-tech form of ICT that has recently been enthusiastically promoted as having a great potential benefit to both design activity and design education. VR is a computer-generated visualized form of communication in which participants visit a fantastic world where they feel a sense of presence and interact with each other through the use of first-person perspective screen representations known as avatars. It is often thought that VR is created by computers, but it is in fact a creation of the humans who program computers with their own ontological assumptions, especially about cause and effect relationships. In other words, VR is not an accurate representation of reality. It may – as in VR games – be a gross distortion of reality. Unlike the real world, VR is not independent of human control, and it is nowhere near as complex as everyday life experiences. Therefore, the use of VR for educational purposes remains dubious, especially in regard to the transference of the behaviour of avatars in VR to the understanding users of the technology in real life. So too is the use of VR technology questionable for the work of design, for the simple reason that it does not provide accurate and thorough representations of reality. When VR is compared to the visual representations that human beings make by the mysterious co-ordination of brain and eye and hand, they fall far short of realizing their grandiose claim of being “virtually” real.


2022 ◽  
pp. 476-494
Author(s):  
Linda Ann Wendling

As one of the most traditional professions, the practice of law has been slower than most to adapt to technological advances and recognize the impact on the changing nature of work for attorneys. Only two state bar associations currently require continuing legal education in technology. New York's bar association has recommended mandatory training in cybersecurity; however, it would comprise only 1 credit within the Ethics & Professionalism Continuing Legal Education (CLE) requirements. This chapter will explore the negative “domino effect” that disregarding or underestimating the power of technology in both legal education and practice can have on access, diversity, and ultimately justice. By presenting the evidence here, perhaps the profession through its many and varied institutions and organizations can finally turn against the tide of tradition. The profession and its oversight bodies must look farther back in the pathway to practice to re-imagine legal education and embrace that which is now possible through technology and innovative teaching and learning methods.


2009 ◽  
Vol 2009.5 (0) ◽  
pp. 325-326
Author(s):  
Yasunori FUJIWARA ◽  
Akira HOSHI ◽  
Koji SEKINE ◽  
Nobuo HATAKEYAMA ◽  
Keisuke HARA

2013 ◽  
Vol 9 (5) ◽  
pp. 367 ◽  
Author(s):  
Maiko Muto ◽  
Shohei Takebuchi ◽  
Kakuro Amasaka

This study creates a New Automotive Exterior Design Approach Model. Form and body color qualities are objectified (quantified) in order to grasp unspoken subjective customer impressions (preferences). Related cause-and-effect relationships are then clarified. This is done with the help of statistics, which are used to identify the main elements that younger buyers are looking for in automotive body colors. Next, a survey is conducted using painted panels to find out what color elements generate subjective customer impressions. Line-of-sight analysis and 3D-CAD software are used to assign numerical values to form and color, while research-oriented CAD models and biometric devices are used to quantify the impact that form and color have on subjective customer impressions. The insights gained from this are then used to understand the relationship between survey data assessing subjective impressions and qualities of form and body color. The resulting knowledge is then applied to optimally match form and body color in a way that customers find attractive. The desired results are obtained.


2009 ◽  
Vol 131 (12) ◽  
Author(s):  
Ramsey F. Hamade

This research aims to explore some of the underlying reasoning for why some individuals acquire mechanical computer-aided design (CAD) skills with relative ease while some others seem to falter. A methodical study was performed by monitoring 74 mechanical engineering seniors (over a 3 year period) in a semester-long formal training on a commercial three-dimensional (3D) CAD package (PRO/ENGINEER, version WILDFIRE). The study methodically explored the trainees’ (1) technical background, (2) personality attributes, and (3) learning preferences. Investigating the technical background included quantifying the trainees’ following technical foundations: basic math, advanced math, CAD-related math, computer science and engineering, methodologies related to CAD, graphics, and mechanical design. Determining the trainees’ personality attributes included exploring their willingness-to-learn CAD, perception, gauging their actual behavior (practice), and CAD syntax learned throughout the training. Trainees’ learning preferences were determined according to the index of learning styles (ILS). Furthermore, and in order to assess the trainees’ progress in CAD knowledge acquisition, competency tests were conducted at four intervals throughout the semester-long study. The assessment involved hands-on modeling of CAD test parts of comparable complexity. At the conclusion of the study, statistical methods were used to correlate the trainees’ attributes with their monitored performance. Only a fraction (17 out of a class of 74 trainees or 1 in 4) of the trainees were found to fit the “star CAD trainee” mold, which is defined here as someone who is fast on the tube and perceptive enough to see through the procedure of building progressively more sophisticated CAD models. A profile of the star CAD trainee character emerges as an individual who is technically competent, perceptive, and motivated. The study also reveals these most desirable trainees to possess an active, sensor, visual, and sequential learning style.


Author(s):  
Jorge Dorribo-Camba ◽  
Gerardo Alducin-Quintero ◽  
Pascual Perona ◽  
Manuel Contero

The long term goals of this research are to study the effectiveness of CAD 3D annotation techniques to support the explicit communication of design intent and rationale, and to analyze the impact of the annotations in the alteration and reutilization of 3D models in a product design context. Towards these goals, we are initially examining the formal annotation practices defined by model-based standards such as ASME Y14.41-2012 and ISO 16792:2006, and their implementation in current CAD systems. This paper presents a prototype implementation of a module to automatically extract textual information from annotated 3D CAD models. Automated extraction of data annotation can be used to analyze both the content and the quality of the annotations with the purpose of determining what makes annotations effective and ultimately communicating design intent. The architecture of a system designed to manage and manipulate this information is also described and analyzed.


2013 ◽  
Vol 765-767 ◽  
pp. 316-319 ◽  
Author(s):  
Qiang Chen ◽  
Yong Mei Yu

Existing 3D model retrieval techniques focus on the global feature more than local detailed feature are not applicable to 3D CAD models. This paper combines the local feature and global feature to satisfy the needs of mechanical design. We first analyze the limitations of Shape Description (SD) algorithm. Then propose an automatic feature extraction technology based on the local characteristics of the curvature distribution. Next we fuse the extracted feature using a novel method. Lastly, we design an improved K-nearest neighbor algorithm to retrieve models. Experimental results indicate the efficiency and feasibility of the proposed method.


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