Development of multipurpose virtual-reality dynamic simulator with a force-reflection joystick

Author(s):  
C-F Hsu ◽  
C-T Lin ◽  
T-Y Huang ◽  
K-Y Young

The objective of this paper is to develop a multipurpose virtual-reality (VR) dynamic simulation system to meet the requirements of public security in the training of human operators. In this way, the operator can feel that he or she is controlling a real machine or vehicle to achieve the objective of real training. The developed VR dynamical simulation system in this paper mainly consists of three elements: a six-degree-of-freedom motion platform (Stewart platform), a force-reflection joystick, and an interactive VR scene. In the developed VR dynamic simulation system, the operator could sit on a Stewart platform to feel the velocity and orientation of motion, and could handle a force-reflection joystick to transfer the commands to the VR scene. Then, the operator will receive the force feedback from the Stewart platform and the joystick. Finally, a flight simulation scene is applied to illustrate the effectiveness of the developed VR dynamical simulation system. Experimental results demonstrate that the evaluation of the VR dynamical simulation system is comparatively good.

2021 ◽  
Author(s):  
C. Genova ◽  
E. Biffi ◽  
S. Arlati ◽  
D. F. Redaelli ◽  
A. Prini ◽  
...  

AbstractA large number of people in the world need to use a wheelchair because of different disabilities. Driving a wheelchair requires complex physical and cognitive abilities which need to be trained. Virtual training helps users acquire driving skills in a safe environment. The aim of this paper is to describe and technically validate simulation models for both manual (MW) and powered wheelchairs (PW) based on immersive virtual reality CAVE (VR). As VR system, the Gait Real-time Analysis Interactive Lab (GRAIL) was used, a CAVE equipped with a motion platform with two degrees of freedom and an optoelectronic motion capture system. A real wheelchair was positioned onto the motion platform with rear wheels free to turn in MW modality, and a commercial joystick was installed on an armrest to simulate the PW modality. Passive markers were used to track the wheel rotation, the joystick and the user hand motion. Custom D-flow applications were developed to manage virtual scene response to user actions. Overground tests, based on single wheel rotation, were performed to verify the simulation model reliability. Quantitative results demonstrated that the MW simulator kinematics was consistent with a real wheelchair overground in the absence of wheel slip and inertia (median error for MW 0.40 °, no systematic bias p = 0.943, high correlation rho > 0.999, p < 0.01). The proposed solution is flexible and adaptable to different wheelchairs, joysticks and optoelectronic systems. The main limitation is the absence of force feedback. Nevertheless, it is a reliable prototype that can be used to validate new virtual scenarios as well as for wheelchair training. The next steps include the system validation with real end users and assessment of the simulator effectiveness as a training tool.


Author(s):  
Xiaobo Peng ◽  
Xiaoyi Chi ◽  
Jorge A. Ochoa ◽  
Ming C. Leu

Precise bone preparation is a key element for the successful long-term fixation of orthopaedic implants. Initial stability leading to reduced micromotion and direct apposition of the bone against the implant are mainly responsible for proper load transfer and bone remodeling. The fit and fill of the implant is created by shaping and sizing a cavity within the bone to accommodate the implant, which is usually accomplished by standard machining operations such as broaching, milling and drilling. This paper presents our initial study of developing a bone drilling simulation system, with the goal of guiding a novice surgeon to practice the bone drilling operation. A virtual reality approach is taken to provide force feedback, in order to make the simulation system more intuitive and interactive. Octree is used to organize and manipulate the volumetric data representing the bone model. Adaptive surface rendering is chosen as the graphics display algorithm. Multithreading is used to address the different update rates required in the real-time graphic and haptic displays.


2014 ◽  
Vol 568-570 ◽  
pp. 1020-1025
Author(s):  
Zhuo Wei Jiang ◽  
Chun Ming Gao

In view of badly transplanting of analog filter and low cost performance of digital filter for the washing out signal methods used by dynamic simulator, this paper proposed a computer intelligent time domain method. We decompose signal with the computer intelligence in the time domain, and convert the signal into the corresponding movement form respectively, then get the final result by overlaying them. The experimental results show that this method not only can achieve the effect of the traditional methods, better portability and faster computation speed, but also can be achieved directly on general computers.


2018 ◽  
Vol 35 (2) ◽  
pp. 149-160 ◽  
Author(s):  
Mustufa H. Abidi ◽  
Abdulrahman M. Al-Ahmari ◽  
Ali Ahmad ◽  
Saber Darmoul ◽  
Wadea Ameen

AbstractThe design and verification of assembly operations is essential for planning product production operations. Recently, virtual prototyping has witnessed tremendous progress, and has reached a stage where current environments enable rich and multi-modal interaction between designers and models through stereoscopic visuals, surround sound, and haptic feedback. The benefits of building and using Virtual Reality (VR) models in assembly process verification are discussed in this paper. In this paper, we present the virtual assembly (VA) of an aircraft turbine engine. The assembly parts and sequences are explained using a virtual reality design system. The system enables stereoscopic visuals, surround sounds, and ample and intuitive interaction with developed models. A special software architecture is suggested to describe the assembly parts and assembly sequence in VR. A collision detection mechanism is employed that provides visual feedback to check the interference between components. The system is tested for virtual prototype and assembly sequencing of a turbine engine. We show that the developed system is comprehensive in terms of VR feedback mechanisms, which include visual, auditory, tactile, as well as force feedback. The system is shown to be effective and efficient for validating the design of assembly, part design, and operations planning.


Author(s):  
Huiping Guo ◽  
Lin Zhu ◽  
Fengxin Yan

The web teaching platform based on virtual reality technique is a challenge to the traditional teaching mode and a necessity with the development and maturity of information technologies. Based on the easily made and operated VR techniques with its immersion and interactivity, this paper combined resources about the enginery knowledge and information to build the overall platform. It significantly improves users’ feeling about and understanding of the part models. It can be visually perceived and is flexible and convenient, providing users with operating experience which makes virtual reality and the real world consistent with each other. Eventually, both people and models can dynamically interact and perceptively communicate with each other.


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