scholarly journals Usability Studies In Virtual And Traditional Computer Aided Design Environments For Navigation

Author(s):  
Syed Adeel Ahmed ◽  
Kurt M. Satter

A usability study was used to measure user performance and user preferences for a CAVETM immersive stereoscopic virtual environment with wand interfaces compared directly with a workstation non-stereoscopic traditional CAD interface with keyboard and mouse. In both the CAVETM and the adaptable technology environments, crystal eye glasses are used to produce a stereoscopic view. An ascension flock of birds tracking system is used for tracking the users head and wand pointing device positions in 3D space. It is argued that with these immersive technologies, including the use of gestures and hand movements, a more natural interface in immersive virtual environments is possible. Such an interface allows a more rapid and efficient set of actions to recognize geometry, interaction within a spatial environment, the ability to find errors, and navigate through a virtual environment. The wand interface provides a significantly improved means of interaction. This study quantitatively measures the differences in interaction when compared with traditional human computer interfaces. This paper provides analysis via usability study methods for navigation termed as Benchmark 1. During testing, testers are given some time to play around with the CAVETM environment for familiarity before undertaking a specific exercise. The testers are then instructed regarding tasks to be completed, and are asked to work quickly without sacrificing accuracy. The research team timed each task, and recorded activity on evaluation sheets for Navigation Test. At the completion of the testing scenario involving navigation, the subject/testers were given a survey document and asked to respond by checking boxes to communicate their subjective opinions.

Energies ◽  
2021 ◽  
Vol 14 (3) ◽  
pp. 535
Author(s):  
Cătălin Alexandru

The article deals with the optimization of the azimuthal tracking mechanism for a photovoltaic (PV) platform, which uses linear actuators as actuation elements for both movements (diurnal and elevation). In the case of diurnal movement, where the platform’s angular field of orientation is large, a mechanism with a relatively simple structure is used for amplifying the actuator’s stroke and avoiding the risk of the system locking itself (by limiting the values of the transmission angle). The optimization study targets the mechanical device, the control device, and the bi-axial tracking program (embodied by the laws of motion in time for the platform’s diurnal and elevation angles) with the purpose of obtaining a high input of solar radiation, with a minimal energy consumption to achieve tracking. The study is carried out by using a virtual prototyping platform, which includes Computer Aided Design (CAD), Multi-Body Systems (MBS), and Design for Control (DFC) computer applications. The mechanical and control devices of the solar tracker are integrated and tested in mechatronic concept. The simulations’ results, which were performed for a set of representative days throughout the year, prove the effectiveness of the proposed design.


2012 ◽  
Vol 21 (4) ◽  
pp. 452-469 ◽  
Author(s):  
Jun Lee ◽  
Mingyu Lim ◽  
HyungSeok Kim ◽  
Jee‐In Kim

A concurrency control mechanism for a networked virtual environment is a key element in many collaborative computer-aided design applications. However, conventional object-based locking mechanisms restrict the behaviors of nonowners, and an attribute-based locking mechanism may produce another problem called task-surprise, which disturbs users' collaboration. In this paper, we propose a hybrid concurrency control mechanism that reduces restrictions of nonowners' behaviors and task-surprises in a networked virtual environment. The proposed method consists of two concurrency control approaches: task-based concurrency control and personal workspaces. The task-based concurrency control approach allows nonowners to do some tasks if they do not conflict with the tasks of the owner of the shared object. The personal workspaces approach provides an independent workspace where a user can manipulate copies of the shared objects. The proposed method was applied to a collaborative level design for a large-scale online game as a case study. We evaluated its performance by experiments and user studies to check acceptance and usability of the proposed method.


Author(s):  
Stéphane M. Morvan ◽  
Georges M. Fadel

Abstract The current trends towards fully integrated digital design processes depend on the use of physical mockups. Free Form Fabrication extracts data from Computer Aided Design software and transforms them into a tangible reality. Virtual Reality (VR) provides a remarkable complement to these techniques. The system presented responds to the needs to ensure accurate data and quick prototyping by providing visualization and edition of Computer Aided Design files in a Virtual Environment. This paper expands on the use of VR to virtually prototype artifacts represented by .STL files. It describes different techniques to interact with the object in the VE. Besides manipulating the object, various methods to display the triangles generated by tessellation are detailed and ways to correct the files are illustrated.


Author(s):  
Douglas Maxwell ◽  
Rob King ◽  
Alley Butler

Abstract Traditional computer-aided design/engineering (CAD/CAE) is performed in a two-dimensional (2D) environment. Through the CAD system demonstration described in this paper, an alternative to the existing 2D technology for design of products is described. This alternative in which design synthesis is accomplished in a stereoscopic or immersive environment is called the Design Synthesis Virtual Environment or DSVE. Stereoscopic vision permits depth perception and provides perception of “real world” 3D existence. This DSVE technology, as defined in this paper, provides a virtual or immersive environment, computer-generated, but seemingly real. The authors argue that significant advantages are possible when an immersive environment such as the DSVE is used for design synthesis. In the Design Synthesis Virtual Environment a gestural interface is used, and it is further argued that designers can perform design activities intuitively by using a more natural gestural interface within the design environment, allowing more rapid, efficient actions to create and/or modify product geometry. As evidence, this paper reports on a demonstration conducted in a Design Synthesis Virtual Environment. Operation of the DSVE is explained, and two example problems are worked. Conclusions are drawn about the effectiveness of the DSVE and the potential for further development.


MRS Advances ◽  
2017 ◽  
Vol 2 (16) ◽  
pp. 913-920 ◽  
Author(s):  
Reece D. Gately ◽  
Stephen Beirne ◽  
Geoff Latimer ◽  
Matthew Shirlaw ◽  
Buyung Kosasih ◽  
...  

ABSTRACTWe demonstrate that Additive Manufacturing (3D printing) is a viable approach to rapidly prototype personalised fins for surfboards. Surfing is an iconic sport that is extremely popular in coastal regions around the world. We use computer aided design and 3D printing of a wide range of composite materials to print fins for surfboards, e.g. ABS, carbon fibre, fibre glass and amorphous thermoplastic poly(etherimide) resins. The mechanical characteristics of our 3D printed fins were found to be comparable to commercial fins. Computational fluid dynamics was employed to calculate longitudinal (drag) and tangential (turning) forces, which are important for surfboard maneuverability, stability and speed. A commercial tracking system was used to evaluate the performance of 3D printed fins under real-world conditions (i.e. surfing waves). These data showed that the surfing performance of surfboards with 3D printed fins is similar to that of surfboards with commercial fins.


2016 ◽  
Vol 10 (3) ◽  
pp. 438-446 ◽  
Author(s):  
Ren-Jung Chang ◽  
◽  
Jia-Cheng Jau ◽  

Augmented-reality (AR) technology was implemented for vision-based microassembly operations. A computer aided design (CAD) model for a virtual microassembly system was generated and calibrated using data from a real system to simulate the same image features in a virtual environment. By employing static AR, a hidden feature of a mating hole in a rod was reconstructed in an image. In real-time operation, a dynamic AR system was implemented to handle the issue of difference in velocities of a moving object between the virtual environment and real system. By utilizing the image from the AR system, the performance in manual and automatic assembly was experimentally tested. The assembly time and failure rate in automation were compared with those obtained in a visual servo without utilizing AR. The advantages of employing AR for the peg-in-hole microassembly were identified.


2015 ◽  
Vol 137 (7) ◽  
Author(s):  
Anders Häggman ◽  
Geoff Tsai ◽  
Catherine Elsen ◽  
Tomonori Honda ◽  
Maria C. Yang

Gathering user feedback on provisional design concepts early in the design process has the potential to reduce time-to-market and create more satisfying products. Among the parameters that shape user response to a product, this paper investigates how design experts use sketches, physical prototypes, and computer-aided design (CAD) to generate and represent ideas, as well as how these tools are linked to design attributes and multiple measures of design quality. Eighteen expert designers individually addressed a 2 hr design task using only sketches, foam prototypes, or CAD. It was found that prototyped designs were generated more quickly than those created using sketches or CAD. Analysis of 406 crowdsourced responses to the resulting designs showed that those created as prototypes were perceived as more novel, more aesthetically pleasing, and more comfortable to use. It was also found that designs perceived as more novel tended to fare poorly on all other measured qualities.


Author(s):  
Chih-Hsing Chu

This paper investigates the number of degrees of freedom for geometric design of developable Be´zier surfaces. The conditions for developability are derived geometrically from the de Casteljau algorithm and expressed as a set of equations that must be fulfilled by the Be´zier control points. This set of equations enables us to infer important properties of developable Be´zier patches that characterize the patch design and simplify its solution process. With one boundary curve freely specified in 3D space, five more degrees of freedom are available for the second boundary curve of the same degree. Imposing parametric or geometric continuities across the boundary of two adjacent developable Be´zier patches results in a composite developable Be´zier surface that has fewer degrees of freedom. This work provides the foundation for a systematic implementation of a computer-aided design system for developable Be´zier surfaces.


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