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1.
The current application of virtual reality (VR) systems in the design process is limited mostly to design review. The reason for this limitation is the different data formats used for CAD and VR visualization. To use the benefits of VR during the design process, solutions for immersive design, the model manipulation inside the VE based on CAD data, are required. There are different approaches allowing VR systems to work as an active development platform. Three examples introduce the realization of the integration of CAD and VR software at different levels by the online coupling of complete applications or by integration of CAD core functionalities in VR systems.  相似文献   

2.
Computer aided design (CAD) systems have become today the basic tools used to design and develop products in the industry. In current CAD software most of the editing commands are issued with the aid of widgets and alphanumeric data input devices, while research community is proposing the use of virtual reality environments for CAD modelling. This paper presents an experimental study which compares the performance and usability of a multimodal immersive VR (virtual reality)-CAD system with a traditional CAD system. A comparative analysis was done for the modelling and the assembling process of 3D models. The results obtained from this investigation have shown that, in spite of the variety of interface devices in the virtual environment which provide a natural interaction to the user, the modelling time is about the same compared with a traditional desktop interface. The assembling time, however, is shown to be much smaller for multimodal system. Furthermore, the multimodal interface poses a higher physical stress factor, the hand movement distance being on average 1.6–2.3 times greater than the desktop interface for modelling process and assembling process, respectively. A post-experiment questionnaire shows that the multimodal system produce a great satisfaction for users in modelling and assembly processes.  相似文献   

3.
This paper presents a CAD transfer method to visualize thermal simulation results in a virtual environment in order to optimize building design determined by energy efficiency. As the goal is to present a more immersive thermal simulation and to project the calculation results in projective displays particularly in cave automatic virtual environment, the main idea of the method is to provide a workflow so that the thermal result can be visualized and simulated in the virtual environment (VE). The paper shows the experiment results conducted in an immersion room by some respondents. An evaluation of the method has demonstrated that it is possible to conduct a specific data workflow in order to represent building performance data and particularly thermal simulation results in virtual reality (VR). With this method, the data flow that starts from the design process is completely and accurately channeled to the VR system. CAD data in 3D mock-up models composed of basic geometry are usually designed and transferred to other tools particularly if intended for VR. However, CAD data needed for the VE is not simple, it needs to be structured in a workflow method. Challenges in data exchange and interoperability among design, simulation and VR tools used have become an important issue to investigate how the workflow works.  相似文献   

4.
Leveraging virtual reality (VR) technology to enhance engineering design reviews has been an area of significant interest for researchers since the advent of modern VR. The ability to interact meaningfully with 3D computer-aided engineering models in these VR design reviews is an important, though often neglected, capability due to the difficulty of performing data translation between native computer-aided design (CAD) data and VR compatible file formats. A bi-directional interface was developed between a VR design review environment and a commercial CAD package that streamlines the data translation process. Transmitting both geometric data and selected metadata from the CAD system enabled the development of enhanced model interaction tools in a VR design review application. User experiments were performed that compared the enhanced tools developed to a baseline toolset. Participants success using these toolsets was measured as they performed tasks related to design understanding and decision making, such as counting the number of gears in a gearbox or evaluating the feasibility of a proposed design change in a four-cylinder engine. The analysis of the data from these experiments showed a statistically significant improvement in participants ability to understand the geometry of the model correctly, confidently, and quickly, as well as in participants ability to correctly and confidently understand the implications of a proposed design change when using the Enhanced Toolset. We conclude that the bi-directional interface concept developed in this work can be extended to enable advanced interaction with a diversity of engineering data in VR.  相似文献   

5.
In the context of virtual reality (VR) and of computed aided design (CAD), haptic simulations are used to perform assembly tasks between 3D objects. To ensure the good assembly of those objects, we propose a new method of interactive assembly that uses both kinematic constraints and guiding virtual fixtures. Modelling a haptic assembly task as a combination of mechanical joints, we focus on the guidance of objects and on the activation cues of kinematic constraints in physical simulation. In this article, we first outline the difficulties related to the haptic-assembly of CAD objects in VR simulation. Introducing the virtual constraint guidance (VCG), we present a new method for haptic guidance that decomposes a task in two independent steps: a guiding step which use geometries as virtual fixtures to position objects, and a functional step which use kinematic constraints to perform the assembly task. We finally present a complete application of our method on a peg-in-hole insertion task.  相似文献   

6.
A new visualization method for an illustrative visualization of physical parameters in immersive workspaces is presented. Through the newly developed visualization pipeline, FEM results such as stress, temperature and resulting deformation, as well as the underlying constraints can be visualized in virtual and augmented reality applications. Special features are the use of 3D glyphs for mapping stress direction and gradient as well as data preparation and the resulting data format, which was especially developed for use with VR systems. This article demonstrates the current state of VR developments, which were done at the Virtual Reality Center Production Engineering of the Institute for Machine Tools and Production Processes, for improving the analysis of complex FE datasets, and gives an outlook to future research activities.  相似文献   

7.
Virtual reality (VR), even if it does not represent any more a novel technology, is one of the most powerful tool to help designers during the development of new projects. This is proved by very numerous research activities related to this field. In this research, we have studied a new way to approach the development of a product. We present the ongoing development of a system, called VirDe, acronym of virtual design, which can allow the designers to perform the whole design process, from the modelling phase to the finite element method (FEM) simulation analysis, in a virtual reality environment. This new method allows remarkable time and money saving in the overall product design process, but the most important contribution of VirDe is that, as far as we concerned, there is no known similar approach which has been studying the simultaneous combination of CAD, FEM and virtual environment (VE).  相似文献   

8.
The interaction metaphor, based on mouse, monitor and keyboard, presents evident limits in the engineering design review activities, when real and virtual models must be explored and compared, and also in “outside-the-office” environments, where the desk is not available. The presented research aims to explore a new generation of gesture-based interfaces, called “natural interfaces”, which promise an intuitive control using free hands and without the desk support. We present a novel natural design review workspace which acquires user motion using a combination of video and depth cameras and visualizes the CAD models using monitor-based augmented reality. We implemented a bimanual egocentric pointer paradigm by a virtual active surface in front of the user. We used a XML configurable approach to explore bimanual gesture commands to browse, select, dis/assembly and explode 3D complex models imported in standard STEP format. Our experiments demonstrated that the virtual active surface is able to effectively trigger a set of CAD specific commands and to improve technical navigation in non-desktop environments: e.g. shop floor maintenance, on site quality control, etc. We evaluated the feasibility and robustness of the interface and reported a high degree of acceptance from the users who preferred the presented interface to a unconstrained 3D manipulation.  相似文献   

9.
目的探讨三维虚拟现实导航技术(VR)对于胸腔镜下肺段切除术中及术后的影响。方法选取解放军总医院2016年10月至2017年2月中8例胸腔镜下肺段切除手术作为研究对象,随机分为VR辅助组和传统组,对比术中出血量、手术时间及术后恢复时间的差异。结果 VR组术中出血量较传统组明显减少(12.25±2.22 vs.60.25±9.74)ml,VR组手术时间较传统组显著缩短(84.50±5.57 vs.116.50±6.61)min;VR组术后恢复时间较传统组略有缩短(4.25±0.96 vs.8.00±0.82)d。(P0.05)。结论利用虚拟现实导航技术进行术前评估,详细制定手术计划,规划手术路线,术中实时导航,预显示重要解剖结构,切实减少了肺段切除手术的难度,对于肺段切除手术的普及具有重大意义。  相似文献   

10.
The OSCE is a reliable evaluation method to estimate the preclinical examination of dental students. The most ideal assessment for OSCE is used the augmented reality simulator to evaluate. This literature review investigated a recently developed in virtual reality (VR) and augmented reality (AR) starting of the dental history to the progress of the dental skill. As result of the lacking of technology, it needs to depend on other device increasing the success rate and decreasing the risk of the surgery. The development of tracking unit changed the surgical and educational way. Clinical surgery is based on mature education. VR and AR simultaneously affected the skill of the training lesson and navigation system. Widely, the VR and AR not only applied in the dental training lesson and surgery, but also improved all field in our life.  相似文献   

11.
3D image rendering for virtual reality HMDs is typically generated based on a set of parameters taken from the manufacturer-supplied specifications and an idealised perspective model. But actual displays may vary in build features that alter spatial perception. Moreover, the eye focusing effort is often ignored. The resulting visual discomfort and incorrect geometry perception has discouraged use of immersive virtual reality in industrial applications. This work addresses these issues and describes a system with per-device calibration and control of stereo perspective projections and focus. The ideas presented may improve the usefulness of VR in industrial training and visualization.  相似文献   

12.
Use of virtual reality (VR) technology to improve walking for people post-stroke has been studied for its clinical application since 2004. The hardware and software used to create these systems has varied but has predominantly been constituted by projected environments with users walking on treadmills. Transfer of training from the virtual environment to real-world walking has modest but positive research support. Translation of the research findings to clinical practice has been hampered by commercial availability and costs of the VR systems. Suggestions for how the work for individuals post-stroke might be applied and adapted for individuals with diabetes and other impaired ambulatory conditions include involvement of the target user groups (both practitioners and clients) early in the design and integration of activity and education into the systems.  相似文献   

13.
Background and aimsDuring COVID-19 pandemic, researchers are using innovative technologies for fast-tracking the development to end this menace. Virtual Reality (VR) also offers an imperative role for fighting this pandemic, through audiovisual-based virtual communication.MethodsA brief study on Virtual Reality and its applications for the COVID-19 pandemic is carried out by employing keywords as Virtual reality or VR and COVID-19 from the databases of SCOPUS, Google Scholar, PubMed, Web of science Academia and ResearchGate.ResultsVR is beneficial for remote sites for exploring telemedicine, planning, treatment, and controlling of the infections by providing proper awareness to the people regarding this disease.ConclusionsVR technology develops a platform to reduce the face to face interaction of doctors with the infected COVID-19 patients. Through live video streaming, it helps to improve surveillance systems on the ongoing situation.  相似文献   

14.
In this paper we present an innovative assembly cycle of railway vehicles that can improve the manufacturing process. The study was carry out using virtual reality (VR) technologies in the VR Laboratory of the Competence Regional Centre for the qualification of transportation systems set up by Campania Regional Authority. Using the developed simulation environment we were able to evaluate different workplaces layout configurations of the train assembly cycle. The best workplace layout configuration was detected in order to minimize the lead time in the production line and optimize the automation level and human component for each workplace.  相似文献   

15.
Nowadays, the adoption of virtual reality (VR) exhibits is increasingly common both in large and small museums because of their capability to enhance the communication of the cultural contents and to provide an engaging and fun experience to its visitors. The paper describes a user-centered design (UCD) approach for the development of a VR exhibit for the interactive exploitation of archaeological artefacts. In particular, this approach has been carried out for the development of a virtual exhibit hosted at the “Museum of the Bruttians and the Sea” of Cetraro (Italy). The main goal was to enrich the museum with a playful and educational VR exhibit able to make the visitors enjoy an immersive and attractive experience, allowing them to observe 3D archaeological artefacts in their original context of finding. The paper deals with several technical issues commonly related to the design of virtual museum exhibits that rely on off-the-shelf technologies. The proposed solutions, based on an UCD approach, can be efficiently adopted as guidelines for the development of similar VR exhibits, especially when very low budget and little free space are unavoidable design requirements.  相似文献   

16.
A few years ago it could take several hours to complete a 3D image using a 3D workstation. Thanks to advances in computer science, obtaining results of interest now requires only a few minutes. Many recent 3D workstations or multimedia computers are equipped with onboard 3D virtual patient modeling software, which enables patient‐specific preoperative assessment and virtual planning, navigation, and tool positioning. Although medical 3D imaging can now be conducted using various modalities, including computed tomography (CT), magnetic resonance imaging (MRI), positron emission tomography (PET), and ultrasonography (US) among others, the highest quality images are obtained using CT data, and CT images are now the most commonly used source of data for 3D simulation and navigation image. If the 2D source image is bad, no amount of 3D image manipulation in software will provide a quality 3D image. In this exhibition, the recent advances in CT imaging technique and 3D visualization of the hepatobiliary and pancreatic abnormalities are featured, including scan and image reconstruction technique, contrast‐enhanced techniques, new application of advanced CT scan techniques, and new virtual reality simulation and navigation imaging.  相似文献   

17.
Virtual reality (VR) provides a potentially powerful tool for researchers seeking to investigate eating and physical activity. Some unique conditions are necessary to ensure that the psychological processes that influence real eating behavior also influence behavior in VR environments. Accounting for these conditions is critical if VR-assisted research is to accurately reflect real-world situations. The current work discusses key considerations VR researchers must take into account to ensure similar psychological functioning in virtual and actual reality and does so by focusing on the process of spontaneous mental simulation. Spontaneous mental simulation is prevalent under real-world conditions but may be absent under VR conditions, potentially leading to differences in judgment and behavior between virtual and actual reality. For simulation to occur, the virtual environment must be perceived as being available for action. A useful chart is supplied as a reference to help researchers to investigate eating and physical activity more effectively.  相似文献   

18.
BackgroundVideo-assisted thoracoscopic surgery (VATS) has become a standard approach for the treatment of lung cancer. However, its minimally invasive nature limits the field of view and reduces tactile feedback. These limitations make it vital that surgeons thoroughly familiarize themselves with the patient’s anatomy preoperatively. We have developed a virtual reality (VR) surgical navigation system using head-mounted displays (HMD). The aim of this study was to investigate the potential utility of this VR simulation system in both preoperative planning and intraoperative assistance, including support during thoracoscopic sublobar resection.MethodsThree-dimensional (3D) polygon data derived from preoperative computed tomography data was loaded into BananaVision software developed at Colorado State University and displayed on an HMD. An interactive 3D reconstruction image was created, in which all the pulmonary structures could be individually imaged. Preoperative resection simulations were performed with patient-individualized reconstructed 3D images.ResultsThe 3D anatomic structure of pulmonary vessels and a clear vision into the space between the lesion and adjacent tissues were successfully appreciated during preoperative simulation. Surgeons could easily evaluate the real patient’s anatomy in preoperative simulations to improve the accuracy and safety of actual surgery. The VR software and HMD allowed surgeons to visualize and interact with real patient data in true 3D providing a unique perspective.ConclusionsThis initial experience suggests that a VR simulation with HMD facilitated preoperative simulation. Routine imaging modalities combined with VR systems could substantially improve preoperative planning and contribute to the safety and accuracy of anatomic resection.  相似文献   

19.
Virtual concepts and experiments to improve quality of train interiors   总被引:1,自引:0,他引:1  
The paper aims at providing a methodological contribution to the concept design of train interior in order to improve the quality perceived by users in compliance with railway standards. Indeed, the combined use of advanced CAD tools, experimental statistical methods and Virtual Reality tools allows developing, selecting and experimentally evaluating new concepts. The design cycle starts both from designers’ proposal and the identification of user’s needs; then, it makes use of datum-based CAD models in order to generate virtual concepts that satisfy railway standards; the cycle proceeds with the immersive evaluation of virtual prototypes, performed by potential and expert users in Virtual Reality. The identification of the optimal concept closes the design process. This procedure can be iterated in order to improve the quality of train interiors, evaluated thanks to the user’s involvement in the design cycle. In this work a case study on seat design of a regional train is presented, developed at the Virtual Reality laboratory, named VRTest, of the Regional Centre for the qualification of transportation systems set up by Campania Regional Authority.  相似文献   

20.
Design evaluation and modification plays a critical role in the design process to develop products that meet the user requirements. Physical prototypes are commonly used to evaluate a design and justify design changes. However, physical prototypes are costly and cannot be modified. Virtual prototypes have been used but it is difficult to simulate virtual prototypes accurately and contextualize them. In this paper, a gesture-based augmented reality design evaluation system (GARDE) is presented. Using AR, GARDE is able to enjoy the benefits of both physical and virtual prototyping in design evaluation. In addition, the use of hand gestures as the main interaction input allows for interactive and intuitive design evaluation. Through the use of an off-the-shelf CAD software API, modifications of the 3D models in an AR environment can be achieved. As design evaluation is conducted in a real environment, in-situ design can also be performed using GARDE. Two case studies have been carried to demonstrate the GARDE system and are described in this paper.  相似文献   

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