Virtual Reality in Architecture, in Engineering and Beyond

Author(s):  
Nicoletta Sala

Virtual Reality (VR) is a technology which has various application fields (from video games to psychiatry). It is indispensable in critical simulation, for instance in military training, in surgical operation simulation, in creation of environments which could set off phobias (in psychiatry), or in realization of virtual prototypes, for instance in industrial design. The aim of this chapter is to present how the VR also finds excellent application fields in architecture and in engineering. For instance, in the teaching of the basic concepts, in techniques of graphic rebuilding for the building restoration, in realization of virtual visits inside buildings, and in urban generative processes simulated by computer. Another use of the virtual reality is in the introduction of a new kind of architecture: Virtual Architecture, strongly connected to the Information and Communication Technology (ITC), to the Internet, and in the virtual prototyping in engineering.

Author(s):  
Nicoletta Sala

Virtual reality (VR) is a technology which permits to create virtual objects and 3D virtual worlds which are hosted on the computer’s memories. It is indispensable in critical simulation, for instance in military training, in surgical operation simulation, in creation of environments which could set off phobias (in psychiatry), or in realization of virtual prototypes, for instance in industrial design. The aim of this paper is to present how VR technologies also find excellent application fields in architecture and in engineering. For instance, in the teaching of the basic concepts, in techniques of graphic rebuilding for the building restoration, in realization of virtual visits inside buildings, and in urban generative processes simulated by computer. Another use of the virtual reality is in the introduction of a new kind of architecture: Virtual Architecture, strongly connected to the Information and Communication Technology (ITC) and to the Internet, and in the virtual prototyping which connects engineering and architecture.


2001 ◽  
Vol 1 (2) ◽  
pp. 123-128 ◽  
Author(s):  
Sergei Volkov ◽  
Judy M. Vance

Virtual reality techniques provide a unique new way to interact with three-dimensional digital objects. Virtual prototyping refers to the use of virtual reality to obtain evaluations of designs while they are still in digital form before physical prototypes are built. While the state-of-the-art in virtual reality relies mainly on the use of stereo viewing and auditory feedback, commercial haptic devices have recently become available that can be integrated into the virtual environment to provide force feedback to the user. This paper outlines a study that was performed to determine whether the addition of force feedback to the virtual prototyping task improved the ability of the participants to make design decisions. Seventy-six people participated in the study. The specific task involved comparing the location and movement of two virtual parking brakes located in the virtual cockpit of an automobile. The results indicate that the addition of force feedback to the virtual environment did not increase the accuracy of the participants’ answers, but it did allow them to complete the task in a shorter time. This paper describes the purpose, methods, and results of the study.


Author(s):  
Sergei A. Volkov ◽  
Judy M. Vance

Abstract Virtual Reality techniques provide a unique new way to interact with three-dimensional digital objects. Virtual prototyping refers to the use of virtual reality to obtain evaluations of designs while they are still in digital form before physical prototypes are built. While the current state-of-the-art in virtual reality relies mainly on the use of stereo viewing and auditory feedback, commercial haptic devices have recently become available that can be integrated into the virtual environment to provide force feedback to the user. This paper outlines a study that was performed to determine whether the addition of force feedback to the virtual prototyping task improved the ability of the participants to make design decisions. The specific task involved comparing the location and movement of two virtual parking brakes located in the virtual cockpit of an automobile. The paper describes the purpose, methods and results of the study.


2018 ◽  
Vol 3 ◽  
Author(s):  
Jennifer Brade ◽  
Manuel Dudczig ◽  
Philipp Klimant

Innovative products are interacting with the users based on smart sensors and algorithms. Logistics as one example is changing when automated guided vehicles are integrated in the process, supporting or even replacing workers. The way these products are interacting with humans and how they react to certain situations, will determine usability and user experience and therefore the success of use. Developing such products is based on innovative concepts that need to be evaluated and refined at early project stages. Using virtual-reality based user scenarios is one adequate option to do so. This paper describes technical as well as study-based approaches on how potential concepts are realized as virtual prototypes and evaluated by real users. It concludes with the evaluation results of a pilot study but also with general limitations and benefits as best practice advice for this kind of virtual prototyping techniques.


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.


Author(s):  
Miguel Pérez-Ramírez ◽  
Benjamin Eddie Zayas-Pérez ◽  
José Alberto Hernández-Aguilar ◽  
Norma Josefina Ontiveros-Hernández

2000 ◽  
Vol 4 (4) ◽  
pp. 110-120 ◽  
Author(s):  
Chiyi Cheng ◽  
Mingmin Zhang ◽  
Zhigeng Pan

The benefits of multi-resolution modeling techniques in virtual reality are vast, but one essential component of this model is how it can be used to speedup the process of virtual design and virtual prototyping. In this paper we propose a new multi-resolution representation scheme called MRM, which can support efficient extraction of both fixed and variable resolution modeling data for handling multiple objects in the same scene. One important feature of the MRM scheme is that it supports unified selective simplifications and selective refinements over the mesh representation of the object. In addition, multi-resolution models may be used to support real-time geometric transmission of data in collaborative virtual design and prototyping applications. These key features in MRM, may be applied to a variety of VR applications.


The present work presents a research carried out with 6th and 7th grade students of Elementary School II at Escola Municipal Mon. Walfredo Gurgel Alto do Rodrigues/RN, aiming to encourage the use of materials such as Ruler and Square in Mathematics classes and to know your opinion about the use of Augmented Reality and Virtual Reality glasses. This aimed at a reflective analysis of how the inclusion of technologies in education can enhance learning when the use of multimedia resources that help in understanding mathematical concepts or that enable a dynamic visualization of the object of study are encouraged. She seeks to know what the contribution of this device to the teaching and learning process of Mathematics. Methodologically, the work is characterized as an exploratory research of qualitative and quantitative nature, with a bias towards a case study, with data collected through a semi-structured questionnaire with 102 students. We can count on an interdisciplinary planning to present the programmed contents with more meaning. The results were analyzed based on the research instruments and the testimonies of the students, in addition to a brief study on information and communication technologies applied to learning. Thus, the data are organized in graphs where the research findings are expressed.


Author(s):  
Jyun-Ming Chen ◽  
Chih-Chang Hsieh

Abstract The incorporation of VR (virtual reality) technology in the CAD/CAM community shows a promising future. Virtual prototyping uses VR techniques to simulate various functionalities of a candidate design. Downstream aspects of the product can be examined early at the design stage, saving the time and money required for repetitive design iterations. Real-time rendering is essential for interactive VR applications. This is especially challenging when dealing with complex geometric databases. Various methods have been proposed in the literature to tackle this problem. Level-of-details is a methodology that incorporates multiple representations of a model in the viewing environment. It reduces the rendering load by presenting the model in the most appropriate level of detail. However, these simplified representations often require laborious redesign efforts. In this paper, several model simplification techniques are reviewed. An automatic simplification procedure for CSG models is also devised. This method incorporates both the geometric simplification and the dimensional reduction schemes. Implemented on a non-manifold topological kernel, the system has been shown to produce promising results.


Author(s):  
Sankar Jayaram ◽  
Scott R. Angster ◽  
Sanjay Gowda ◽  
Uma Jayaram ◽  
Robert R. Kreitzer

Abstract Virtual prototyping is a relatively new field which is significantly changing the product development process. In many applications, virtual prototyping relies on virtual reality tools for analysis of designs. This paper presents an architecture for a virtual prototyping system which was created for the analysis of automotive interiors. This flexible and open architecture allows the integration of various virtual reality software and hardware tools with conventional state-of-the-art CAD/CAM tools to provide an integrated virtual prototyping environment. This architecture supports the automatic transfer of data from and to parametric CAD systems, human modeling for ergonomic evaluations (first person and third person perspectives), design modifications in the virtual environment, distributed evaluations of virtual prototypes, reverse transfer of design modifications to the CAD system, and preservation of design intent and assembly intent during modifications in the virtual environment.


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