The Application of Virtual Reality Technology in Teaching of Industrial Design − Outline of the Project for the Human-Computer Interactive Simulation of the Upper Limb Operations

2013 ◽  
Vol 464 ◽  
pp. 420-423 ◽  
Author(s):  
Gui Ping Nie ◽  
Guang Jie Ren

The virtual reality technology can help us to make more scientific and rational design, process more simple and optimized, and teaching more vivid and natural. This text, taking the human-computer interactive simulation of the upper limb operations for example, classifies a wide range of man-machine interfaces that related to the upper limb operations of human, and through the operations analysis and motion analysis of human to find a breakthrough point, so as to carry out the research of targeted countermeasures. The purpose of the research is to complete product platform to provide effective services for teaching and industry.

2021 ◽  
Vol 27 (1) ◽  
pp. 9-17
Author(s):  
V. P. Bui ◽  
◽  
S. S. Gavruishin ◽  
V. B. Phung ◽  
H. M. Dang ◽  
...  

A new technique is described, used by the authors to automate the design process of the main drive of a new generation machine intended for industrial washing of fruits and vegetables. To solve the problem of multi-criteria design, the original approach is proposed that uses interconnected mathematical models describing the dynamic behavior, strength reliability and functional characteristics of the machine in a unified information space. The generalized mathematical model includes 12 controlled parameters, 16 functional constraints, and 3 quality criteria. A genetic algorithm was used to find the space of Pareto-optimal solutions. The situational approach was used to select the final rational solution from a set of solutions belonging to the Pareto-optimal domain. The rational design of option the washer found using the proposed approach is compared with the existing ones. The proposed design methodology can be recommended for the design of a wide range of similar mechanical structures.


2021 ◽  
Vol 2021 ◽  
pp. 1-7
Author(s):  
Jing Chen

In order to make most patients recover most of their limb functions after rehabilitation training, virtual reality technology is an emerging human-computer interaction technology, which uses the computer and the corresponding application software to build the virtual reality environment. Completing the training tasks in the virtual environment attracts the patients to conduct repeated training in the game and task-based training mode and gradually realizes the rehabilitation training goals. For the rehabilitation population with certain exercise ability, the kinematics of human upper limbs is mainly analyzed, and the virtual reality system based on HTC VIVE is developed. The feasibility and work efficiency of the upper limb rehabilitation training system were verified by experiments. Adult volunteers who are healthy and need rehabilitation training to participate in the experiment were recruited, and experimental data were recorded. The virtual reality upper limb rehabilitation system was a questionnaire. By extracting the motion data, the system application effect is analyzed and evaluated by the simulation diagram. Follow-up results of rehabilitation training showed that the average score of healthy subjects was more than 4 points and 3.8 points per question. Therefore, it is feasible to perform upper limb rehabilitation training using the HTC VIVE virtual reality rehabilitation system.


2014 ◽  
Vol 933 ◽  
pp. 753-756
Author(s):  
Xian Qi Xu

Based on the analysis of power equipment disassembling and assembling situation, this paper puts forward establishing a training system of power equipment disassembling and assembling for the practical training teaching on the basis of virtual reality technology simulation. The system is issued on the internet for realizing remote teaching evaluation and sharing of resources.


2019 ◽  
Vol 82 (2) ◽  
pp. 470-483
Author(s):  
Brady D. Lund ◽  
Shari Scribner

Virtual reality has recently transformed from a complex and expensive technology that was not a practical educational tool for archives to one that is easily affordable and easy to use in a variety of archival and special collection situations. This case study discusses the use of virtual reality technology to make a special collection at Emporia State University accessible 24/7 to a global audience of classrooms and individuals. Without complex coding or high cost overhead, the design of high-quality virtual reality experiences is now accessible to any organization and can be carried out by a student assistant or intern without causing a great amount of additional work for the busy archivist. The article discusses the design process for Emporia State's virtual reality experience for the May Massee Collection, along with challenges faced and outcomes of the project.


2021 ◽  
Vol 275 ◽  
pp. 03067
Author(s):  
Yuan Ye ◽  
Lu Juan

With the continuous update and progress of computer technology, there are more and more display ways in public environment, and many high-tech ways such as virtual reality are also integrated into the display of public environment design. Its interactive, comprehensive and realistic features enhance the artistic sense of the whole design. Public art creation is a kind of diversified art design that includes different disciplines. Its main carrier is the display of environment and culture, which involves a wide range of fields and can better meet the people’s pursuit of sensory stimulation in modern society. Therefore, this paper will make an in-depth analysis of the application of virtual reality technology in public art creation, and briefly describe its design principle and its application mode, in order to provide some valuable opinions for future practice creation.


2021 ◽  
Vol 2 ◽  
Author(s):  
Mutian Niu ◽  
Cheng-Hung Lo ◽  
Zhiyuan Yu

As a new medium in modern education, virtual reality technology has stimulated the changes of pedagogical practice and added further opportunities for experiential learning. The immersive and interactive experience of VR fits seemingly well with practical subjects such as Creative Design. Design-related courses in secondary education usually appeal to the students with their practical elements, which also help in developing a student's creative and cognitive ability. The dual coding learning theory states that the learning process can be improved by using the symmetrical visual and language systems of the left and right hemispheres. This paper presents a novel teaching framework that combines classroom learning with VR technology. We devise the course structure based on Bloom’s Taxonomy and fill in knowledge and skills related to 3D Design. In collaboration with a local school, we implemented and delivered the proposed course to a group of students. After the course, we use questionnaires and interviews to collect and analyze the attendees’ feedback. The results show that the interactive experience in VR coincides better with the students’ perception of 3D conceptual design. The teaching methods are also well-received by them. Based on the findings, we suggest that immersive VR technology is a promising tool for developing practical courses such as product design and development.


2012 ◽  
Vol 532-533 ◽  
pp. 823-826
Author(s):  
You Xi Wang

During teaching of architectural design &construction, it is difficult for teacher shows building unit with 3-D characteristics in two-dimensional plane while students are little imagination. With the growth of virtual reality, the content of architectural design &construction become comprehensive and interactive which is understandable for students. The paper discusses the application of virtual reality in course and realizing method.


2015 ◽  
Vol 95 (3) ◽  
pp. 415-425 ◽  
Author(s):  
Mindy F. Levin ◽  
Patrice L. Weiss ◽  
Emily A. Keshner

The primary focus of rehabilitation for individuals with loss of upper limb movement as a result of acquired brain injury is the relearning of specific motor skills and daily tasks. This relearning is essential because the loss of upper limb movement often results in a reduced quality of life. Although rehabilitation strives to take advantage of neuroplastic processes during recovery, results of traditional approaches to upper limb rehabilitation have not entirely met this goal. In contrast, enriched training tasks, simulated with a wide range of low- to high-end virtual reality–based simulations, can be used to provide meaningful, repetitive practice together with salient feedback, thereby maximizing neuroplastic processes via motor learning and motor recovery. Such enriched virtual environments have the potential to optimize motor learning by manipulating practice conditions that explicitly engage motivational, cognitive, motor control, and sensory feedback–based learning mechanisms. The objectives of this article are to review motor control and motor learning principles, to discuss how they can be exploited by virtual reality training environments, and to provide evidence concerning current applications for upper limb motor recovery. The limitations of the current technologies with respect to their effectiveness and transfer of learning to daily life tasks also are discussed.


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