The Design of Small Vehicles Based on Virtual Reality Technology

2012 ◽  
Vol 562-564 ◽  
pp. 1870-1873
Author(s):  
Bao Zhang ◽  
Zhi Feng Liu ◽  
Guang Fu Liu

Virtual Reality, Automobile Model, Ergonomics, Aesthetics Abstract. In the process of design development for vehicles, Virtual Reality (VR) technology is the inevitable trend in future. The paper explores the foundation of automobile model based on VR technology. The automobile ergonomic analysis in virtual environment and the aesthetic utilization of VR technology in automobile design are also discussed in paper.

2021 ◽  
pp. 1-13
Author(s):  
Jingfeng Shao ◽  
Zhigang Yang

Automobile styling design is an important part of the design chain. In the traditional automobile modeling evaluation, the process of project evaluation is more in-depth, and designers exchange ideas. Different designers have different evaluations of automobile styling. The evaluation process lasts a long time, which leads to the design cycle being too long and the efficiency of automobile modeling evaluation is greatly reduced. The introduction of virtual reality in automobile modeling evaluation can effectively optimize the evaluation process and promote the rapid adjustment of the model on the basis of development. From the virtual reality system based on mechanical engineering, we only need the parameters of the car model to observe the actual situation through VR technology, and use the measurement tools to directly and accurately evaluate the driver’s field of vision. Through the application of virtual reality technology in the automobile design stage, the interactive and network-based remote research on automobile modeling will also make the automobile design process more convenient, easier to communicate with designers, and reduce the development cycle and cost of automobile design.


Author(s):  
Wei Wu ◽  
C. B. Sivaparthipan ◽  
Ivan Sanz-Prieto

Automobile architecture is a crucial phase in the process of design. The model assessment process in the hybrid vehicle modeling assessment becomes more in-depth, and designers exchange ideas. The critical aspect of automotive modeling is that various models have varying views on vehicle styling. The evaluation process is long, complicated, and efficient in automotive simulation. The evaluation process takes time. Therefore, in the paper, an Automobile Modelling Optimization Design Based on Virtual Reality Technology (AMOD-VRT) is proposed to improve automobile modeling and design research to be more interactive. Computational Design Method is used to create and design the entire vehicle as well as its surrounding environment. An Integrated Virtual Analysis can enclose the models mentioned above and create a virtual environment in which the user can interact to design a model virtually by themselves. The paper provides complete virtual design modeling of an automobile, allowing the user to work more efficiently based on the results. By applying virtual reality technology in the automobile design phase, interactive and network-based remote research on automobile modeling can make the automobile design progression more appropriate, easier to communicate with designers and decrease automobile design’s development cost and cycle. The simulation analysis is performed based on safety, performance, and efficiency, proving the reliability of the proposed framework. Various parameters obtain the simulation results on automobile design as the automobile vehicle design performance ratio is 87.16%, increasing the visual effects in AMOD ratio is 88.77%, improving visual effects with optimized design ratio is 84.5%, interaction and collaboration of automobile modeling ratio are 82.26% and reduce vehicles accident using virtual reality ratio is 93.80%. The computer-based virtual reality technology in the automotive industry can effectively accelerate new product development in the future.


2021 ◽  
Vol 7 (1) ◽  
pp. 19-31
Author(s):  
Meilia Tika Ayu Ningrum ◽  
Agus Purnomo ◽  
Idris Idris

Android-based learning media for Social Studies (SS) might reduce boredom and accelerate student learning because it conveys attractive, creative, and innovative learning materials that support independent learning. This study aims to develop android-based learning media for SS about the Kingdom and Relics of Hindu-Buddhist. It employed Research and Development (R&D) with Analysis, Design, Development, Implementation, Evaluation (ADDIE) model. Validation by material experts and linguists stated that the learning media was feasible with 61.5% and 70%. Results show that the learning media is suitable to use by 88.2%. The product trials resulted in practical products by 100% from educational practitioners, and 80.2% from students. This finding indicates that the media is effective, as can be seen, that 26 out of 32 students scored above the minimum grade. It is suggested that SS learning media are developed through further research by utilizing virtual reality technology. This may accelerate student understanding as the use of videos and pictures, and virtual reality to images and objects help depict things clearly.


2007 ◽  
Author(s):  
Iain McCalman

Abstract In the autumn of 1781, shortly after being elected to the British Academy of Art as a landscape painter, Alsatian-born artist Philippe Jacques de Loutherbourg was hired by the wealthy young aesthete William Beckford to prepare a private birthday spectacle at his mansion in Wiltshire. De Loutherbourg, who was also chief scenographer at Drury Lane theatre and the inventor of a recent commercial “moving picture” entertainment called the Eidophusikon, promised to produce “a mysterious something that the eye has not seen nor the heart conceived.” Beckford wanted an Oriental spectacle that would completely ravish the senses of his guests, not least so that he could enjoy a sexual tryst with a thirteen year old boy, William Courtenay, and Louisa Beckford, his own cousin’s wife. The resulting three day party and spectacle staged over Christmas 1781 became one of the scandals of the day, and ultimately forced William Beckford into decades of exile in Europe to escape accusations of sodomy. However, this Oriental spectacle also had a special significance for the history of Romantic aesthetics and modern-day cinema. Loutherbourg and Beckford’s collaboration provided the inspiration for William to write his scintillating Gothic novel, Vathek, and impelled Philippe himself into revising his moving-picture program in dramatically new ways. Ultimately this saturnalian party of Christmas 1781 constituted a pioneering experiment in applying the aesthetic of the sublime to virtual reality technology. It also led Loutherbourg to anticipate the famous nineteenth-century “Phantasmagoria” of French showman, Gaspard Robertson, by producing in 1782 a miniature Gothic movie scene based on the Pandemonium episode in Milton’s Paradise Lost.


2013 ◽  
Vol 427-429 ◽  
pp. 2855-2858
Author(s):  
Yu Ping Qin

The virtual construction is achieved in the virtual environment, and the virtual reality technology is the core technology in the virtual construction system. The virtual reality technology is a high-tech information technology which integrates the artificial intelligence, the computer graphics, the man-machine interface technology, multi-media industrial architecture technology, the network technology, the electronics technology and the mechanical technology. The technology aims to utilize computer hardware, software and various sensors to create a virtual environment integrating vision, hearing, touch and smelling, which makes users immersive in the environment. The operators are immersive in the environment and interact with it, obtain sensory stimulation through various media, and gain clear and intuitional understanding of the problems to be solved.


Author(s):  
Nicolay Dudakov

Virtual reality technology (VR) is a comprehensive technology that allows you to immerse a person in an immersive virtual world using specialized devices (virtual reality helmets). Virtual reality provides a complete immersion in the computer environment surrounding the user and responding to his actions in a natural way, manipulating objects and programmable events in the virtual environment. Virtual reality constructs a new artificial world transmitted to man through his sensations: vision, hearing, touch and others. A person can interact with a 3D, computerized environment, as well as manipulate objects or perform specific tasks by gaining user experience. Virtual reality is an evolving technology for the transfer of user experience (User Experiment: UI) from person to person. Currently, at the stage of information systems design, the use of induced virtual environment technology in dynamic interaction systems leads to the need to analyze the effectiveness of visual perception and transfer to the human neocortex. Visual perception represents a fundamental scientific task and is studied in many areas of science: neurophysiology, psychophysics, psychology, computer graphics and virtual environment, computer vision, computer science theory.


Author(s):  
Amir Shakibamanesh ◽  
Mahshid Ghorbanian

A lot of scientific studies have investigated virtual reality, the technological phenomenon of the modern world. However, there is no comprehensive study about the practical use of this technology in the urban design field. The aim of this chapter is to investigate this subject. The first step is to outline the 3D digital models discussed as a context for the formation of virtual reality. Then summarizing experts view in the field of virtual reality technology; the study presents components, conditions and requirements necessary to create a virtual environment in its real scientific sense. Since the chapter aims at utilizing virtual reality in the context of urban design studies, it focuses on virtual reality applications in urban design projects, and advantages and limitations of this technique in this area. Finally, at the end of this chapter most common devices needed for equipping a VR Lab and experiencing the sense of presence in virtual environment have been studied in three main categories including non-immersive, immersive, and full-immersive.


Author(s):  
Amir Shakibamanesh ◽  
Mahshid Ghorbanian

A lot of scientific studies have investigated virtual reality, the technological phenomenon of the modern world. However, there is no comprehensive study about the practical use of this technology in the urban design field. The aim of this chapter is to investigate this subject. The first step is to outline the 3D digital models discussed as a context for the formation of virtual reality. Then summarizing experts view in the field of virtual reality technology; the study presents components, conditions and requirements necessary to create a virtual environment in its real scientific sense. Since the chapter aims at utilizing virtual reality in the context of urban design studies, it focuses on virtual reality applications in urban design projects, and advantages and limitations of this technique in this area. Finally, at the end of this chapter most common devices needed for equipping a VR Lab and experiencing the sense of presence in virtual environment have been studied in three main categories including non-immersive, immersive, and full-immersive.


Sign in / Sign up

Export Citation Format

Share Document