Virtual Reality in der Montageplanung/Virtual Reality in assembly planning – Determining the target time of manual assembly processes using virtual reality

2021 ◽  
Vol 111 (09) ◽  
pp. 587-590
Author(s):  
Christoph S. Zoller ◽  
Lars Harkemper ◽  
Wladimir Rempel

Der Prozess der Sollzeitermittlung von Montageprozessen sollte möglichst effizient gestaltet werden und eine genaue Abbildung der realen Montagezeit erlauben. Neueste Technologien werden bereits ergänzend zu klassischen Methoden genutzt. Dieser Beitrag zeigt auf, dass Virtual Reality eine Möglichkeit zur Sollzeitermittlung ist. Dazu wurde ein Montageprozess in Virtual Reality nachgebildet und die gemessenen Zeiten denen der MTM-1-Methode gegenübergestellt.   The process of determining the target time of assembly processes should be designed as efficiently as possible and enable an exact representation of the real assembly time. Advanced technologies are already being used to complement classic methods. This article shows that virtual reality is one way to determine target times. For this purpose, a manual small equipment assembly process was simulated in virtual reality and the measured times were compared with those of the MTM-1 method.

Information ◽  
2020 ◽  
Vol 12 (1) ◽  
pp. 10
Author(s):  
Stavroula Tzima ◽  
Georgios Styliaras ◽  
Athanasios Bassounas

Escape Rooms are presently considered a very popular social entertainment activity, with increasing popularity in education field, since they are considered capable of stimulating the interest of players/students and enhancing learning. The combined game mechanics have led to blended forms of Escape Rooms, the Serious Escape Games (SEGs) and the hybrid type of Escape Rooms that uses Augmented Reality (AR)/Virtual Reality technology, a type that is expected to be widely used in the future. In the current study, the MillSecret is presented, a multi-player Serious Escape Game about local cultural heritage, where the players must solve a riddle about the cultural asset of watermills. MillSecret uses AR technology and it was designed to be conducted in the real-physical environment and in an informal educational context. The paper describes the game, its implementation, the playing process, and its evaluation, which aimed to study the feasibility of game conduction in outdoor settings and the views and experience of players with the game, the local cultural heritage and local history. Evaluation results reveal, among other findings, a very positive first feedback from players that allows us to further evolve the development of the game.


Author(s):  
Rahul Renu ◽  
Matthew Peterson ◽  
Gregory Mocko ◽  
Joshua Summers

Assembly process sheets are formal documents used extensively within automotive original equipment manufacturers (OEMs) to document and communicate assembly procedure, required tooling, contingency plans, and time study results. These sheets are authored throughout the vehicle life-cycle. Further, various customers use these sheets for training, analyzing the process, and line-balancing. In this research, the primary focus is the time studies analysis that is completed using knowledge contained within the assembly process sheets. In this research, a method and software tool are developed to utilize coupling between part descriptions and process descriptions for assembly time studies. The method is realized through the development of a standardized vocabulary for describing work instructions, a mapping from work instructions to MTM codes, and a tool for extracting relevant part information from CAD models. The approach enables process planners to establish part-process coupling, author work instructions using the controlled vocabulary, to estimate assembly time. A prototype system is developed and tested using examples from an automotive OEM.


2010 ◽  
Vol 156-157 ◽  
pp. 496-499
Author(s):  
Wen Lei Sun ◽  
Yu Shan Cao ◽  
Wei Sun

This paper took the roller of a new cotton picker as the example, drew its various parts and assemblyed overally in the three-dimensional mapping software environment of UG, imported the models into the virtual reality assembly platform by the interface between UG and VAPlatform, added the virtual hand and carried through the virtual assembly in the virtual scene based on the certain assembly restriction in UG. The paper realized the visualization of the assembly path, offered the foundation for the feasible assembly path, and finally obtained the reasonable assembly process, provided a set of reasonable operation guide for the workers to assemble the cotton pickers.


2011 ◽  
Vol 2 (4) ◽  
pp. 59 ◽  
Author(s):  
Sorin Hermon ◽  
Loukas Kalisperis

<p>The paper discusses two uses of 3D Visualization and Virtual Reality (hereafter VR) of Cultural Heritage (CH) assets: a less used one, in the archaeological / historical research and a more frequent one, as a communication medium in CH museums. While technological effort has been mainly invested in improving the “accuracy” of VR (determined as how truthfully it reproduces the “CH reality”), issues related to scientific requirements, (data transparency, separation between “real” and “virtual”, etc.), are largely neglected, or at least not directly related to the 3D outcome, which may explain why, after more than twenty years of producing VR models, they are still rarely used in the archaeological research. The paper will present a proposal for developing VR tools as such as to be meaningful CH research tools as well as a methodology for designing VR outcomes to be used as a communication medium in CH museums.</p>


2020 ◽  
Author(s):  
Paola Araiza-Alba ◽  
Therese Keane ◽  
Jennifer L Beaudry ◽  
Jordy Kaufman

In recent years, immersive virtual reality technology (IVR) has seen a substantial improvement in its quality, affordability, and ability to simulate the real world. Virtual reality in psychology can be used for three basic purposes: immersion, simulation, and a combination of both. While the psychological implementations of IVR have been predominately used with adults, this review seeks to update our knowledge about the uses and effectiveness of IVR with children. Specifically, its use as a tool for pain distraction, neuropsychological assessment, and skills training. Results showed that IVR is a useful tool when it is used either for immersive or simulative purposes (e.g., pain distraction, neuropsychological assessment), but when its use requires both simulation (of the real world) and immersion (e.g., a vivid environment), it is trickier to implement effectively.


2020 ◽  
Vol 1 (1) ◽  
pp. 1-14
Author(s):  
Adhe Pandhu Dwi Prayogha ◽  
Mudafiq Riyan Pratama

The purpose of virtual reality is to enable a motor and cognitive sensor activity ofsomeone in the artificial world created digitally to become imaginary, symbolic orsimulate certain aspects in the real world [1]. This technology is applied to the mediaintroduction of the solar system using the Luther method. The Luther Method consistsof 6 stages, namely Concept, Design, Material Collecting, Assembly, Testing, andDistribution. Luther method has advantages compared to other methods because thereare stages of material collecting which is an important stage in the development ofmultimedia and this Luther method can be done in parallel or can go back to theprevious stage [2]. At the Assembly stage the implementation uses the Unity Engineand Google VR SDK for Unity, the result is a virtual reality application that can displaythe solar system with 3-dimensional objects and an explanation is available on eachobject. While testing the blackbox on a variety of Android devices with differentspecifications. From the results of the application of the Luther method, it is verystructured and can run well in the development of multimedia applications, while theresults of testing, this Android-based virtual reality application cannot run on devicesthat do not have Gyroscope sensors and can run on devices with a minimumspecification of 1GB RAM will but the rendering process on 3D objects is slow.


2021 ◽  
Author(s):  
◽  
Gerrit Jacobus van Rooyen

<p>Writing for and designing a methodology for Virtual Reality (VR) can be difficult as the technology around this medium grows at a fast pace. Many game designers and directors of VR experiences still claim to make things up as they go along, with no definitive methodology for content and interaction design existing yet. So far, some guidelines have been set to help prevent discomfort, but clearly not enough has been done to look at how and why we should design for VR specifically. As VR is a very immersive medium that can allow the user to potentially use their entire body as they would in the real world to interact with an experience, we need to take precedents from real world interaction when designing VR experiences. This thesis focuses specifically on game design and content generation by looking at board and table top elements as the realworld precedent. To demonstrate my findings, I have created an experience named My VRchive. Much like a sketchbook an animator uses to save ideas for later use, My VRchive will house small experiences created from my research, into content and interaction design, in a format that can be added to and shared. At the finalisation of this thesis three experiences were created. My theory is that if more designers adopt this strategy, we can all add to this growing methodology of how to develop immersive content and interaction for VR gaming and experiences.</p>


2021 ◽  
Vol 11 (21) ◽  
pp. 10198
Author(s):  
Song Li ◽  
Roman Schlieper ◽  
Aly Tobbala ◽  
Jürgen Peissig

A headphone-based virtual sound image can not be perceived as perfectly externalized if the acoustic of the synthesized room does not match that of the real listening environment. This effect has been well explored and is known as the room divergence effect (RDE). The RDE is important for perceived externalization of virtual sounds if listeners are aware of the room-related auditory information provided by the listening environment. In the case of virtual reality (VR) applications, users get a visual impression of the virtual room, but may not be aware of the auditory information of this room. It is unknown whether the acoustic congruence between the synthesized (binaurally rendered) room and the visual-only virtual listening environment is important for externalization. VR-based psychoacoustic experiments were performed and the results reveal that perceived externalization of virtual sounds depends on listeners’ expectations of the acoustic of the visual-only virtual room. The virtual sound images can be perceived as externalized, although there is an acoustic divergence between the binaurally synthesized room and the visual-only virtual listening environment. However, the “correct” room information in binaural sounds may lead to degraded externalization if the acoustic properties of the room do not match listeners’ expectations.


Disputatio ◽  
2017 ◽  
Vol 9 (46) ◽  
pp. 309-352 ◽  
Author(s):  
David J. Chalmers

Abstract I argue that virtual reality is a sort of genuine reality. In particular, I argue for virtual digitalism, on which virtual objects are real digital objects, and against virtual fictionalism, on which virtual objects are fictional objects. I also argue that perception in virtual reality need not be illusory, and that life in virtual worlds can have roughly the same sort of value as life in non-virtual worlds.


Author(s):  
R. Mantripragada ◽  
D. E. Whitney

Abstract In order to be able to lay out, analyze, outsource, assemble, and debug complex assemblies, we need ways to capture their fundamental structure in a top-down design process, including the designer’s strategy for kinematically constraining and locating the parts accurately with respect to each other. We describe a concept called the “Datum Flow Chain” to capture this logic. The DFC relates the datum logic explicitly to the product’s key characteristics, assembly sequences, and choice of mating features, and provides the information needed for tolerance analyses. Two types of assemblies are addressed: Type-1 where the assembly process puts parts together at their prefabricated mating features, and Type-2 where the assembly process can incorporate in-process adjustments to redistribute variation. Two types of assembly joints are defined: mates that pass dimensional constraint from part to part, and contacts that merely provide support. The scope of DFC in assembly planning is presented using several examples. Analysis tools to evaluate different DFCs and select the ones of interest are also presented.


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