Evaluation of Product Preference Using Virtual Prototyping: Case Study of an Automobile Interior

Author(s):  
Chul Woo Kim ◽  
Jungchul Park ◽  
Myung Hwan Yun ◽  
Sung H. Han ◽  
Hee-Dong Ko

The objective of this study was to develop a product evaluation method applicable to virtual prototypes and to apply the method to automobile interior design. Considering that virtual reality-based product prototypes could represent design alternatives comparable to physical prototypes, prototypes developed in virtual reality environments were employed as design alternatives. After a procedure to evaluate virtual prototypes was developed specifically for a virtual reality environment, the procedure was applied to the problem of automobile interior design. 34 subjects evaluated 32 different virtual prototypes generated from the combination of design element variations. Four categories of subjective impression were used to evaluate the 32 virtual prototypes: luxuriousness, comfort, harmoniousness, and controllability. ANOVA and multiple linear regression analysis were performed to specify design elements critical to customer preference and to interpret the relationship between design elements and subjective impressions. As the result, the shapes of frontal area including crash pad and center fascia, door trim and steering wheel were selected as important variables related to subjective impressions. The proposed evaluation method for virtual prototypes could be utilized as an alternative way of identifying the relationship between subjective impressions and design elements.

2019 ◽  
Vol 2019 ◽  
pp. 1-9
Author(s):  
Yan-pu Yang ◽  
Hong-liang Tian ◽  
Sheng-jie Jiao

Product evaluation practices spread throughout from initial creative stages to final products before communicating them to the market. They emphasize on assessing design alternatives against specified criteria, which can help promote design process, ensure design quality, and diminish design risk before making a decision. However, how to identify and improve the reliability of product evaluation opinions toward design alternatives has an important role in adding additional insurance and reducing uncertainty to successful product design. Aiming at this issue, this study employs a consensus model by integrating network analysis and analytic hierarchy process (AHP) method. The consensus model is constructed to measure the consistency of evaluators’ preferences and determine the rounds of evaluation. Complex network theory is integrated into the product evaluation process for network analysis of evaluators’ opinions, which can help determine evaluators’ weights in each evaluation round dynamically by changing the network topology. To obtain the weight of product evaluation indices, the AHP method is applied to avoid subjectivity given by evaluators. The process of the proposed method is presented, and the details are illustrated using a product evaluation example. The case study demonstrates that the proposed method is promising for improving the consensus level of evaluators’ opinions, reducing the influence of subjectivity, and finally improving the quality of design decision-making.


2011 ◽  
Vol 71-78 ◽  
pp. 5074-5079
Author(s):  
Shu Lan Yu ◽  
Liu Chen

The rationality of spatial environment design and operational parts’ layout design in ATC (All Terrain Crane) cab needs to provide a quantitative basis through objective evaluation and analysis. In this paper, 3-D space model of ATC cab is constructed in accordance with data provided by a new type of ATC in a famous domestic crane enterprise, and the Chinese human database is established based on Human Dimensions of Chinese Adults(GB10000-88). Besides, the interior design ergonomic evaluation system of ATC cab is created by customizing specific toolbars and dialog boxes with VB language secondary development on CATIA software platform. This system can evaluate comfortable areas and reaching scopes of joystick, seat, pedal, steering wheel and other operating devices and give the evaluation conclusions. This provides a feasible and effective design evaluation method for computer-aided interior design of ATC cab.


2019 ◽  
Vol 14 (51) ◽  
pp. 764-779
Author(s):  
Hassan Metwally ◽  
Ahmed El Sayed ◽  
Hanan Ashraf Kamal El- Ashmawy

2021 ◽  
Author(s):  
Tibor Guzsvinecz ◽  
Éva Orbán-Mihálykó ◽  
Cecília Sik-Lányi ◽  
Erika Perge

AbstractThe interaction time of students who did spatial ability tests in a virtual reality environment is analyzed. The spatial ability test completion times of 240 and 61 students were measured. A desktop display as well as the Gear VR were used by the former group and by the latter one, respectively. Logistic regression analysis was used to investigate the relationship between the probability of correct answers and completion times, while linear regression was used to evaluate effects and interactions of following factors on test completion times: the users’ gender and primary hand, test type and device used. The findings were that while the completion times are not significantly affected by the users’ primary hand, other factors have significant effects on them: they are decreased by the male gender in itself, while they are increased by solving Mental Rotation Tests or by using the Gear VR. The largest significant increment in interaction time in virtual reality during spatial ability tests is when Mental Rotation Tests are accomplished by males with the Gear VR, while the largest significant decrease in interaction time is when Mental Cutting Tests are completed with a desktop display.


2021 ◽  
Vol 1 (1) ◽  
pp. 48-67
Author(s):  
Dylan Yamada-Rice

This article reports on one stage of a project that considered twenty 8–12-years-olds use of Virtual Reality (VR) for entertainment. The entire project considered this in relation to interaction and engagement, health and safety and how VR play fitted into children’s everyday home lives. The specific focus of this article is solely on children’s interaction and engagement with a range of VR content on both a low-end and high-end head mounted display (HMD). The data were analysed using novel multimodal methods that included stop-motion animation and graphic narratives to develop multimodal means for analysis within the context of VR. The data highlighted core design elements in VR content that promoted or inhibited children’s storytelling in virtual worlds. These are visual style, movement and sound which are described in relation to three core points of the user’s journey through the virtual story; (1) entering the virtual environment, (2) being in the virtual story world, and (3) affecting the story through interactive objects. The findings offer research-based design implications for the improvement of virtual content for children, specifically in relation to creating content that promotes creativity and storytelling, thereby extending the benefits that have previously been highlighted in the field of interactive storytelling with other digital media.


2019 ◽  
Vol 26 (13) ◽  
pp. 4397-4404 ◽  
Author(s):  
Hester C. van Wyk ◽  
Antonia Roseweir ◽  
Peter Alexander ◽  
James H. Park ◽  
Paul G. Horgan ◽  
...  

Abstract Background Tumor budding is an independent prognostic factor in colorectal cancer (CRC) and has recently been well-defined by the International Tumour Budding Consensus Conference (ITBCC). Objective The aim of the present study was to use the ITBCC budding evaluation method to examine the relationship between tumor budding, tumor factors, tumor microenvironment, and survival in patients with primary operable CRC. Methods Hematoxylin and eosin-stained slides of 952 CRC patients diagnosed between 1997 and 2007 were evaluated for tumor budding according to the ITBCC criteria. The tumor microenvironment was evaluated using tumor stroma percentage (TSP) and Klintrup–Makinen (KM) grade to assess the tumor inflammatory cell infiltrate. Results High budding (n = 268, 28%) was significantly associated with TNM stage (p < 0.001), competent mismatch repair (MMR; p < 0.05), venous invasion (p < 0.001), weak KM grade (p < 0.001), high TSP (p < 0.001), and reduced cancer-specific survival (CSS) (hazard ratio 8.68, 95% confidence interval 6.30–11.97; p < 0.001). Tumor budding effectively stratifies CSS stage T1 through to T4 (all p < 0.05) independent of associated factors. Conclusions Tumor budding effectively stratifies patients’ survival in primary operable CRC independent of other phenotypic features. In particular, the combination of T stage and budding should form the basis of a new staging system for primary operable CRC.


2020 ◽  
Vol 23 (3) ◽  
pp. 353-367
Author(s):  
Yuanyuan Zhou ◽  
Bin Tian ◽  
Tingting Mo ◽  
Zhuoying Fei

Previous research has mainly focused on the determinants of consumers’ complaint channel choices. Little attention has been paid to the behavioral consequences of different complaint channels, particularly different complaint devices. Drawing on spatial crowding perception theory, this study finds that in an online complaint context, consumers’ complaint intensity is shaped by complaint devices that differ in screen size. Crowding perception produced by visually restrictive tension mediates the relationship between the screen size of the complaint device and the complaint intensity. The results of secondary data confirm that consumers’ complaint intensity is higher while complaining through a small-screen device (as opposed to a large-screen one). Three scenario-based experiments are conducted to examine the role of perceived spatial crowding in producing a more intense complaint behavior when complaints are submitted through smaller screen devices (as opposed to larger screen devices). The fourth experiment reveals that crowding perception can be lessened by adjusting certain design elements of the interface, ultimately mitigating the intensity of the complaint submitted through a small-screen device. Our research identifies the specific causality and underlying mechanism of the influence of device type on consumers’ postconsumption behavior, thus contributing to clarify some ambiguities in the literature.


2012 ◽  
Vol 215-216 ◽  
pp. 399-406
Author(s):  
Xiao Ming Du ◽  
Jin Dong Ren ◽  
Yong Qing Liu ◽  
Zhong Xian Chen ◽  
Shi Hai Li ◽  
...  

Ergonomics is an important validation content in vehicle product development. The traditional evaluation method of ergonomics adopts physical mockups or prototypes, which is very costly, and is inconvenient to modify, and usually cause prolonged development cycle-time. In this paper, in conjunction with enterprise’s requirements, an ergonomic validation equipment system, which has adjustable main parts, was developed. Firstly, requirements were analyzed, and target model cars ranges were determined, and ergonomic contents which can be validated using this equipment were clarified. The packaging characteristic of the passenger car was analyzed, and the reference fiducial marks system used for packaging design were determined. Based on the requirement of occupant accommodation, anthropometries of target population were statistically analyzed. By using revised SAE J1517 H-Point curves models, the drivers’ seating space was designed, as well as the requirement of the driver seat track travel. Based on the analysis of packaging data of passenger cars, and considering the possible changes, controls such as steering wheel, pedals, sticks, etc., were packaged.


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