Academic literature on the topic 'Virtual reality prototyping tool'

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Journal articles on the topic "Virtual reality prototyping tool"

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Ranjan Sahu, Dr Ram. "USE OF AUGMENTED REALITY IN AUTOMOTIVE PROTOTYPING." International Journal of Engineering Applied Sciences and Technology 6, no. 10 (February 1, 2022): 106–10. http://dx.doi.org/10.33564/ijeast.2022.v06i10.012.

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Augmented reality (AR) is a technique to enhance the knowledge about an object. This knowledge is in digital format and available on handy gadgets. On the need basis anyone, anywhere, any object information can be obtained within no time using AR technique. This way one may not require expert physical presence to know about any object. This technique is being very well used in many areas like education, medical, aerospace etc. This technique can be extended in manufacturing process also. One important manufacturing process is the vehicle conversion through automotive proto building, where many parts are to undergo changes. This work require expert presence and his knowledge for assembly and disassembly sequence, appropriate tool usage, correct applications of force and torque, correct parts and their fitment. All these requirements are met with in lieu of time and money in terms of expert presence and manual convey of knowledge. All the above requirements can be addressed through application of digital capability of modern world and one of the application is Augmented Reality (AR) in virtual prototyping. This paper discusses about usage of AR technique in making automotive virtual prototype. The virtual prototype is a handy knowledge bank which help technicians and engineers to perform their job without anyone help & hence save money, reduces turnaround time and avoid errors in the process.
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Speicher, Maximilian, Katy Lewis, and Michael Nebeling. "Designers, the Stage Is Yours! Medium-Fidelity Prototyping of Augmented & Virtual Reality Interfaces with 360theater." Proceedings of the ACM on Human-Computer Interaction 5, EICS (May 27, 2021): 1–25. http://dx.doi.org/10.1145/3461727.

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While augmented and virtual reality technologies are becoming mainstream, it is still technically challenging and time-consuming to create new applications. Many designers draw from traditional low-fidelity prototyping methods that do not lend themselves well to designing in 3D. Developers use high-end programming frameworks such as Unity and Unreal which require significant hardware/software setups and coding skills. We see a gap in the medium-fidelity range where there is an opportunity for new tools to leverage the advantages of 360° content for AR/VR prototyping. Existing tools, however, have only limited support for 3D geometry, spatial and proxemic interactions, puppeteering, and storytelling. We present 360theater, a new method and a tool for rapid prototyping of AR/VR experiences, which takes dioramas into the virtual realm by enhancing 360° video capture with 3D geometry and simulating spatial interactions via Wizard of Oz. Our comparative evaluation of techniques with novice and experienced AR/VR designers shows that 360theater can close the gap and achieve a higher fidelity and more realistic AR/VR prototypes than comparable methods.
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Novak-Marcincin, Jozef. "Selected Applications of Virtual Reality in Manufacturing." Journal for Technology of Plasticity 36, no. 1 (January 1, 2011): 25–34. http://dx.doi.org/10.2478/v10211-011-0002-3.

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Selected Applications of Virtual Reality in Manufacturing Virtual reality (VR) has become an important and useful tool in science and engineering. VR applications cover a wide range of industrial areas from product design to analysis, from product prototyping to manufacturing. The design and manufacturing of a product can be viewed, evaluated and improved in a virtual environment before its prototype is made, which is an enormous cost saving. Virtual Manufacturing (VM) is the use of computer models and simulations of manufacturing processes to aid in the design and production of manufactured products. VM is the use of manufacturing-based simulations to optimize the design of product and processes for a specific manufacturing goal such as: design for assembly; quality; lean operations; and/or flexibility.
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Joundi, J., Y. Christiaens, J. Saldien, P. Conradie, and L. De Marez. "AN EXPLORATIVE STUDY TOWARDS USING VR SKETCHING AS A TOOL FOR IDEATION AND PROTOTYPING IN PRODUCT DESIGN." Proceedings of the Design Society: DESIGN Conference 1 (May 2020): 225–34. http://dx.doi.org/10.1017/dsd.2020.61.

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AbstractThe advancements in the field of VR allow designers to use VR as a technology for sketching ideas in a virtual space. In this paper, Gravity Sketch (a VR sketching software) is used as an ideation sketching tool in the process of product styling. The goal of this research is to examine the advantages and points-of-pain when using virtual reality tools in the process of product styling. 29 Master students used the VR sketching tool in their design process and all of them had feedback and insights on the tool.
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Stadler, S., H. Cornet, D. Mazeas, J. R. Chardonnet, and F. Frenkler. "IMPRO: IMMERSIVE PROTOTYPING IN VIRTUAL ENVIRONMENTS FOR INDUSTRIAL DESIGNERS." Proceedings of the Design Society: DESIGN Conference 1 (May 2020): 1375–84. http://dx.doi.org/10.1017/dsd.2020.81.

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AbstractComputer-Aided Design (CAD) constitutes an important tool for industrial designers. Similarly, Virtual Reality (VR) has the capability to revolutionize how designers work with its increased sense of scale and perspective. However, existing VR CAD applications are limited in terms of functionality and intuitive control. Based on a comparison of VR CAD applications, ImPro, a new application for immersive prototyping for industrial designers was developed. The user evaluations and comparisons show that ImPro offers increased usability, functionality, and suitability for industrial designers.
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Pfeiffer, Thies, and Nadine Pfeiffer-Leßmann. "Virtual Prototyping of Mixed Reality Interfaces with Internet of Things (IoT) Connectivity." i-com 17, no. 2 (August 28, 2018): 179–86. http://dx.doi.org/10.1515/icom-2018-0025.

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AbstractOne key aspect of the Internet of Things (IoT) is, that human machine interfaces are disentangled from the physicality of the devices. This provides designers with more freedom, but also may lead to more abstract interfaces, as they lack the natural context created by the presence of the machine. Mixed Reality (MR) on the other hand, is a key technology that enables designers to create user interfaces anywhere, either linked to a physical context (augmented reality, AR) or embedded in a virtual context (virtual reality, VR). Especially today, designing MR interfaces is a challenge, as there is not yet a common design language nor a set of standard functionalities or patterns. In addition to that, neither customers nor future users have substantial experiences in using MR interfaces.Prototypes can contribute to overcome this gap, as they continuously provide user experiences of increasing realism along the design process. We present ExProtoVAR, a tool that supports quick and lightweight prototyping of MR interfaces for IoT using VR technology.
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Arrighi, Pierre-Antoine, and Céline Mougenot. "Towards user empowerment in product design: a mixed reality tool for interactive virtual prototyping." Journal of Intelligent Manufacturing 30, no. 2 (November 11, 2016): 743–54. http://dx.doi.org/10.1007/s10845-016-1276-0.

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Angster, Scott, and Sankar Jayaram. "Open Architecture Framework for Integrated Virtual Product Development Systems." International Journal of Virtual Reality 3, no. 1 (January 1, 1997): 1–26. http://dx.doi.org/10.20870/ijvr.1997.3.1.2618.

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In the current marketplace, products are required to proceed rapidly from conceptualization to production. This has put a great deal of pressure on the current state of computer software systems. These include computer-aided design and manufacturing systems, design for assembly systems, design for manufacture systems, and manufacturing simulation systems. Modern product development processes call for rapid designs and adapting designs to suit ever changing customer requirements. Virtual prototyping is allowing engineers to quickly create digital prototypes, allowing for quick evaluation of conceptual designs. New technologies such as virtual reality are now being used to aid engineers in the area of virtual prototyping. Existing systems using virtual reality technology are limited in their expandability, customization, or usability with current design software systems. This paper discusses an expandable and customizable architecture aimed at integrating virtual product development tools.
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Arrighi, Pierre-Antoine, and Céline Mougenot. "Erratum to: Towards user empowerment in product design: a mixed reality tool for interactive virtual prototyping." Journal of Intelligent Manufacturing 30, no. 2 (May 24, 2017): 755. http://dx.doi.org/10.1007/s10845-017-1330-6.

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Bordegoni, Monica. "KAEMaRT Group Labs." Journal on Interactive Systems 2, no. 2 (November 16, 2011): 1. http://dx.doi.org/10.5753/jis.2011.569.

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This paper presents the activities, projects and research results of the KAEMaRT group (Knowledge Aided Engineering Manufacturing and Related Technologies), which is located at the Department of Mechanical Engineering of Politecnico di Milano, Italy. The research topics mainly concern methods and tools for virtual prototyping of industrial products, multimodal interaction and haptics, Virtual and Augmented Reality applications.
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Dissertations / Theses on the topic "Virtual reality prototyping tool"

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Aumeerally, Manisah, and n/a. "Analytic Model Derivation Of Microfluidic Flow For MEMS Virtual-Reality CAD." Griffith University. School of Information and Communication Technology, 2006. http://www4.gu.edu.au:8080/adt-root/public/adt-QGU20061106.095352.

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This thesis derives a first approximation model that will describe the flow of fluid in microfluidic devices such as in microchannels, microdiffusers and micronozzles using electrical network modelling. The important parameter that is of concern is the flow rates of these devices. The purpose of this work is to contribute to the physical component of our interactive Virtual Reality (VR)-prototyping tool for MEMS, with emphasis on fast calculations for interactive CAD design. Current calculations are too time consuming and not suitable for interactive CAD with dynamic animations. This work contributes to and fills the need for the development of MEMS dynamic visualisation, showing the movement of fluid within microdevices in time scale. Microfluidic MEMS devices are used in a wide range of applications, such as in chemical analysis, gene expression analysis, electronic cooling system and inkjet printers. Their success lies in their microdimensions, enabling the creation of systems that are considerably minute yet can contain many complex subsystems. With this reduction in size, the advantages of requiring less material for analysis, less power consumption, less wastage and an increase in portability becomes their selling point. Market size is in excess of US$50 billion in 2004, according to a study made by Nexus. New applications are constantly being developed leading to creation of new devices, such as the DNA and the protein chip. Applications are found in pharmaceuticals, diagnostic, biotechnology and the food industry. An example is the outcome of the mapping and sequencing of the human genome DNA in the late 1990's leading to greater understanding of our genetic makeup. Armed with this knowledge, doctors will be able to treat diseases that were deemed untreatable before, such as diabetes or cancer. Among the tools with which that can be achieved include the DNA chip which is used to analyse an individual's genetic makeup and the Gene chip used in the study of cancer. With this burgeoning influx of new devices and an increase in demand for them there is a need for better and more efficient designs. The MEMS design process is time consuming and costly. Many calculations rely on Finite Element Analysis, which has slow and time consuming algorithms, that make interactive CAD unworkable. This is because the iterative algorithms for calculating the animated images showing the ongoing proccess as they occur, are too slow. Faster computers do not solve the void of efficient algorithms, because with faster computer also comes the demand for a fasters response. A 40 - 90 minute FEA calculation will not be replaced by a faster computer in the next decades to an almost instant response. Efficient design tools are required to shorten this process. These interactive CAD tools need to be able to give quick yet accurate results. Current CAD tools involve time consuming numerical analysis technique which requires hours of numerous iterations for the device structure design followed by more calculations to achieve the required output specification. Although there is a need for a detailed analysis, especially in solving for a particular aspect of the design, having a tool to quickly get a first approximation will greatly shorten the guesswork involved in determining the overall requirement. The underlying theory for the fluid flow model is based on traditional continuum theory and the Navier-Stokes equation is used in the derivation of a layered flow model in which the flow region is segmented into layered sections, each having different flow rates. The flow characteristics of each sections are modeled as electrical components in an electrical circuit. Matlab 6.5 (MatlabTM) is used for the modelling aspect and Simulink is used for the simulation.
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Aumeerally, Manisah. "Analytic Model Derivation Of Microfluidic Flow For MEMS Virtual-Reality CAD." Thesis, Griffith University, 2006. http://hdl.handle.net/10072/367272.

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This thesis derives a first approximation model that will describe the flow of fluid in microfluidic devices such as in microchannels, microdiffusers and micronozzles using electrical network modelling. The important parameter that is of concern is the flow rates of these devices. The purpose of this work is to contribute to the physical component of our interactive Virtual Reality (VR)-prototyping tool for MEMS, with emphasis on fast calculations for interactive CAD design. Current calculations are too time consuming and not suitable for interactive CAD with dynamic animations. This work contributes to and fills the need for the development of MEMS dynamic visualisation, showing the movement of fluid within microdevices in time scale. Microfluidic MEMS devices are used in a wide range of applications, such as in chemical analysis, gene expression analysis, electronic cooling system and inkjet printers. Their success lies in their microdimensions, enabling the creation of systems that are considerably minute yet can contain many complex subsystems. With this reduction in size, the advantages of requiring less material for analysis, less power consumption, less wastage and an increase in portability becomes their selling point. Market size is in excess of US$50 billion in 2004, according to a study made by Nexus. New applications are constantly being developed leading to creation of new devices, such as the DNA and the protein chip. Applications are found in pharmaceuticals, diagnostic, biotechnology and the food industry. An example is the outcome of the mapping and sequencing of the human genome DNA in the late 1990's leading to greater understanding of our genetic makeup. Armed with this knowledge, doctors will be able to treat diseases that were deemed untreatable before, such as diabetes or cancer. Among the tools with which that can be achieved include the DNA chip which is used to analyse an individual's genetic makeup and the Gene chip used in the study of cancer. With this burgeoning influx of new devices and an increase in demand for them there is a need for better and more efficient designs. The MEMS design process is time consuming and costly. Many calculations rely on Finite Element Analysis, which has slow and time consuming algorithms, that make interactive CAD unworkable. This is because the iterative algorithms for calculating the animated images showing the ongoing proccess as they occur, are too slow. Faster computers do not solve the void of efficient algorithms, because with faster computer also comes the demand for a fasters response. A 40 - 90 minute FEA calculation will not be replaced by a faster computer in the next decades to an almost instant response. Efficient design tools are required to shorten this process. These interactive CAD tools need to be able to give quick yet accurate results. Current CAD tools involve time consuming numerical analysis technique which requires hours of numerous iterations for the device structure design followed by more calculations to achieve the required output specification. Although there is a need for a detailed analysis, especially in solving for a particular aspect of the design, having a tool to quickly get a first approximation will greatly shorten the guesswork involved in determining the overall requirement. The underlying theory for the fluid flow model is based on traditional continuum theory and the Navier-Stokes equation is used in the derivation of a layered flow model in which the flow region is segmented into layered sections, each having different flow rates. The flow characteristics of each sections are modeled as electrical components in an electrical circuit. Matlab 6.5 (MatlabTM) is used for the modelling aspect and Simulink is used for the simulation.
Thesis (PhD Doctorate)
Doctor of Philosophy (PhD)
School of Information and Communication Technology
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Vale, Heleno Murilo Campeão. "Prototipação virtual de plataforma agrícola móvel." Universidade de São Paulo, 2005. http://www.teses.usp.br/teses/disponiveis/18/18145/tde-08022017-105356/.

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A realidade virtual (RV) tem como principal área de aplicação o entretenimento. Porém, nos últimos anos, devido ao desenvolvimento acelerado do hardware de computadores, a RV se tornou mais acessível, sendo amplamente utilizada, também, nas áreas acadêmica e industrial. Uma parte da RV que, a cada dia, se torna mais importante para as áreas da engenharia é a prototipação virtual (PV). Normalmente, a prototipação física de um produto pode ser dispendiosa e inviável para determinados projetos. Nesses casos, a PV pode ser utilizada para evitar gastos desnecessários, alcançando resultados satisfatórios. Neste trabalho são descritos os passos referentes à implementação de um protótipo virtual, baseado no anteprojeto em desenvolvimento do projeto de pesquisa do Laboratório de Simulação e Controle de Sistemas Discretos do SEM-EESC, com auxílio pesquisa FAPESP processo: 2003/06582-0 \"Veículo agrícola autônomo (VAA): uma plataforma para desenvolvimento de tecnologias de navegação autônoma e para aquisição de dados em agricultura de precisão\". Além da descrição da implementação do protótipo virtual, neste trabalho são analisadas cinco ferramentas de desenvolvimento virtual disponíveis para testes no laboratório de simulação: 3Dcanvas Freeware, WorldUp, EON Studio 4.0, WEBOTS e EON Professional. Os critérios de avaliação das ferramentas foram baseados nas necessidades principais do projeto em questão, como implementação de centros de massa distribuídos, criação de terrenos não-estruturados (constituídos por morros, buracos etc.), controles de tração, torque, além de outras características físicas essenciais. A fase inicial da implementação foi desenvolvida em EON Studio 4.0. Devido à falta de recursos disponíveis nessa ferramenta, a fase final da implementação foi desenvolvida no software EON Professional. A análise do comportamento da plataforma em terrenos não-estruturados, a verificação dos ângulos de inclinação suportados e a análise da reconfiguração das laterais da plataforma são alguns dos resultados obtidos.
Virtual reality (VR) has entertainment as its main area of application. However, over the last few years, due to a fast-paced development of computers hardware, VR has become more accessible, being widely used both in the academic and industrial areas. A part of VR that is becoming more important for the engineering areas is virtual protoyping (VP). Normally, the physical prototyping of a product can be expensive and impracticable for some projects. In such cases, VP can be used to prevent unnecessary operating costs, reaching satisfactory results. In this paper, the steps of the implementation of a virtual prototype are described, based on the first draft in development of the research project of the Laboratory of Simulation and Control of Discrete Systems of SEM-EESC, with FAPESP support process: 2003/06582-0 \"Autonomous agricultural vehicle (AAV): a platform for development of technologies for independent navigation and for data acquisition in precision agriculture\". Besides the description of the virtual prototype implementation, in this paper five tools for virtual development, available for tests in the laboratory of simulation, are analyzed: 3Dcanvas Freeware, WorldUp, EON Studio 4.0, WEBOTS and EON Professional. The criteria of evaluation of the tools were based on the main necessities of the project, such as the implementation of distributed centers of mass, not-structuralized land creation (made up of hills, holes etc.), traction controls,torque, besides other essential physical characteristics. The initial stage of the implementation was developed at EON Studio 4.0. Due to the lack of available resources in this tool, the final stage of the implementation was developed in EON Professional software. The behavior analysis of the platform at non-structuralized lands, the verification of the supported inclination angles and the analysis of the platform laterals reconfiguration are some of the achieved results.
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Barnes, Evans Katie. "Beyond the Screen: Embedded Interfaces as Retail Wayfinding Tools." Kent State University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=kent1493251709396537.

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Boodé, Henrik. "Prototyping of a mobile, Augmented Reality assisted maintenance tool." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-105191.

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The purpose of this thesis work is to create a prototype for an augmented reality application that isaimed to support service technician when performing service and maintenance of machines andengines. The prototype will be used for investigating what technical limitations there is and toestablish basic usability for the user interface. The method that is used is user studies and analysis toevaluate use cases and user stories. An iterative work process is then applied for design and theprototype is continuously user tested.The resulting prototype uses a Samsung Galaxy Tab 2 running on Android operating system. Theframework used for augmented reality is NyARToolkit which handles marker recognition andconnections to Android. NyARToolkit uses OpenGL to visualize 3D models. The 3D models used isin the metasequoia fileformat. The application that implements the framework gets reasonableperformance on Galaxy Tab 2 and the visualization of 3D model is accomplished. A stabile markerrecognition is not attained.The usability has not been studied thoroughly, but it is designed based on the unofficial standard fordesign on mobile devices and for 3D manipulation on mobile devices. The graphical design is aimingfor an open workspace with as few interrupting objects as possible. Clear descriptions of objects are apart that has resulted from usertesting.Judging by the functionality that the prototype indicates it could be assumed that an application of thistype is possible in the given field, which is worked performed by a service technician. The testingequipment that has been used is not of the latest generation of mobile devices which can mean thatnewer models perform better than the ones used for testing. What seems to be limiting the use of themarker recognition is the quality of the video input. The device’s processing power affects howadvanced the 3D environment can be, which in turn can reduce performance when more complex 3Dmodels are used. Since there are several frameworks for the Android platform there is also severalsolutions to making a prototype with the sane functionality. Since I have only explored oneframework there is a possibility that another framework could have produced a more stabile prototypeThe user testing that has been performed points out that a distinct design is needed. Clearly describingtexts for different objects should be used to make the user less confused. An unofficial user designthat is generally used has to be implemented so that the users fell at home when handling theapplication on mobile devices.
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Cheung, Hoi-hoi. "A versatile multi-material virtual prototyping system." Click to view the E-thesis via HKUTO, 2007. http://sunzi.lib.hku.hk/hkuto/record/B3931988X.

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Cheung, Hoi-hoi, and 張凱凱. "A versatile multi-material virtual prototyping system." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2007. http://hub.hku.hk/bib/B3931988X.

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Bándi, Gergely. "Virtual living organism : a rapid prototyping tool to emulate biology." Thesis, Cranfield University, 2011. http://dspace.lib.cranfield.ac.uk/handle/1826/7230.

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Rapid prototyping tools exist in many fields of science and engineering, but are rare in biology especially not general tools that can handle the diversity and complexity of the many spatial and temporal scales in nature. In this thesis a general use, cell-based, middle-out biology emulation programming framework (outlining a programming paradigm) is presented, that enables biologists to emulate and use virtual biological systems of previously unimaginable complexity and potentially get results accurate enough to be used in research and ultimately, in clinical practice, such as diagnosis or operations. With this technology, virtual organisms can be created that are viable, fit and can be optimised for any task that arises. The tool, realised with a programming framework created for the C++ language is detailed and demonstrated through several examples of increasing complexity, namely several example organisms and a cancer emulation, showing both viable virtual organisms and usable experimental results.
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Paternesi, Claudio. "Virtual Reality Labelling Tool for 3D Semantic Segmentation." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2019.

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Durante gli ultimi anni nel campo della Computer Vision si sono susseguiti studi sempre più approfonditi sulla segmentazione semantica 3D, questi lavori richiedono spesso una enorme quantità di modelli 3D su cui fare le elaborazioni. Non sempre però, i dataset disponibili forniscono delle informazioni complete riguardanti anche la segmentazione dei modelli 3D. In questa tesi si propone uno strumento software con cui si possa creare, a partire da un modello 3D, la sua versione segmentata semanticamente, così da poter creare dei dataset completi da usare nelle fasi di training e test di modelli computazionali. Per garantire una buona usabilità e coinvolgere a pieno l’utente, il software è stato sviluppato tramite strumenti di realtà virtuale. Il tool è stato infine validato tramite dei test eseguiti su dei dataset già esistenti con l’obiettivo di valutare l’efficienza e l’accuratezza del software stesso.
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Chan, Mei-mei Amy. "An integrated system for virtual simulation and visualization of rapid prototyping /." Hong Kong : University of Hong Kong, 2002. http://sunzi.lib.hku.hk/hkuto/record.jsp?B23829655.

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Books on the topic "Virtual reality prototyping tool"

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Bubley, Dean. Virtual reality: Video games or business tool? London: Financial Times Business Information, 1994.

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IFIP WG 5.10 Workshop on Virtual Environments and their Applications (1994 Coimbra, Portugal). Virtual prototyping: Virtual environments and the product design process. London: Chapman & Hall on behalf of the International Federation for Information Processing (IFIP), 1995.

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Han, Sŭng-ho. Kasang sije kisul kaebal =: Development of virtual prototyping technology. [Seoul]: Kwahak Kisulbu, 2007.

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Han, Sŭng-ho. Kasang sije kisul kaebal =: Development of virtual prototyping technology. [Seoul]: Kwahak Kisulbu, 2007.

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NIST-ASME Industrial Virtual Reality Symposium (1999 Chicago, Ill.). Industrial virtual reality: Manufacturing and design tool for the next millennium : NIST-ASME Industrial Virtual Reality Symposium, Symposium on Virtual Environment for Manufacturing. Edited by Banerjee Pat, Kesavadas T, American Society of Mechanical Engineers. Materials Handling Engineering Division., American Society of Mechanical Engineers. Manufacturing Engineering Division., Symposium on Virtual Environment for Manufacturing (1999 : Nashville, Tenn.), and International Mechanical Engineering Congress and Exposition (1999 : Nashville, Tenn.). New York: American Society of Mechanical Engineers, 1999.

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Korves, Bernd. The development of a virtual reality assisted tool for detailed layout planning. Birmingham: University of Birmingham, 2003.

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Germany) Paderborner Workshop Augmented & Virtual Reality in der Produktentstehung (1st 2002 Paderborn. Augmented & virtual reality in der Produktentstehung: Grundlagen, Methoden und Werkzeuge ; virtual prototyping/digital mock up, digitale Fabrik ; Integration von AR/VR in industrielle Geschäftsprozesse. Paderborn: Heinz Nixdorf Institut, 2002.

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NIST-ASME, Industrial Virtual Reality Symposium (1999 Chicago Ill ). Industrial virtual reality: Manufacturing and design tool for the next millennium ... : presented at the Symposium on Industrial Virtual Reality, November 1-2, 1999, Chicago, Illinois and the 1999 ASME International Mechanical Engineering Congress and Exposition, November 14-19, 1999, Nashville, Tennessee. New York, N.Y: American Society of Mechanical Engineers, 1999.

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Mullen, Tony. Prototyping Augmented Reality. Wiley & Sons, Limited, John, 2011.

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Mullen, Tony. Prototyping Augmented Reality. Wiley & Sons, Limited, John, 2011.

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Book chapters on the topic "Virtual reality prototyping tool"

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Nam, Tek-Jin. "Collaborative Design Prototyping Tool for Hardware Software Integrated Information Appliances." In Virtual Reality, 504–13. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73335-5_55.

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de Sá, Antonino Gomes, and Joachim Rix. "Virtual Prototyping: The Integration of Design and Virtual Reality." In CAD Tools and Algorithms for Product Design, 128–50. Berlin, Heidelberg: Springer Berlin Heidelberg, 2000. http://dx.doi.org/10.1007/978-3-662-04123-9_9.

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Pfeiffer-Leßmann, Nadine, and Thies Pfeiffer. "ExProtoVAR: A Lightweight Tool for Experience-Focused Prototyping of Augmented Reality Applications Using Virtual Reality." In HCI International 2018 – Posters' Extended Abstracts, 311–18. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-92279-9_42.

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Grabowski, Andrzej. "Virtual Reality as a Training Tool." In Virtual Reality and Virtual Environments, 25–50. First edition. | Boca Raton, FL : CRC Press, 2020. | Series: Occupational safety, health, and ergonomics: CRC Press, 2020. http://dx.doi.org/10.1201/9781003048510-2.

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Savioja, Paula, Paula Järvinen, Tommi Karhela, Pekka Siltanen, and Charles Woodward. "Developing a Mobile, Service-Based Augmented Reality Tool for Modern Maintenance Work." In Virtual Reality, 554–63. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73335-5_60.

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Özkan, Ozan, and Özhan Tıngöy. "Collaborative Engineering and Virtual Prototyping Within Virtual Reality." In Encyclopedia of Computer Graphics and Games, 1–3. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-08234-9_171-1.

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Bauer, Wilhelm, Matthias Bues, and Oliver Riedel. "CIA-Tool: Kooperativinteraktives Planen in virtuellen Räumen." In Virtual Reality ’94, 81–97. Berlin, Heidelberg: Springer Berlin Heidelberg, 1994. http://dx.doi.org/10.1007/978-3-662-10795-9_7.

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Canepa, Gaetano. "Enhancing the Virtual Training Tool." In Virtual Reality, Training’s Future?, 53–63. Boston, MA: Springer US, 1997. http://dx.doi.org/10.1007/978-1-4899-0038-8_6.

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Cotton, Matthew. "Virtual Reality as Ethical Tool." In Virtual Reality, Empathy and Ethics, 93–112. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-72907-3_5.

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Drápal, L., P. Novotný, V. Píštěk, and R. Ambróz. "Virtual Prototyping as Tool for Powertrain Development." In Mechatronics, 3–7. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23244-2_1.

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Conference papers on the topic "Virtual reality prototyping tool"

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Netto, Antonio Valerio, and Maria Cristina Ferreira de Oliveira. "Virtual Reality for Machine Tool Prototyping." In ASME 2002 International Mechanical Engineering Congress and Exposition. ASMEDC, 2002. http://dx.doi.org/10.1115/imece2002-32394.

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We outline a procedure for implementing a virtual CNC lathe prototype using software for creating virtual environments. The prototype constructed focus on the lathe’s interlocking system (its functionality) and on its geometric model (its physical design). This project allowed us to identify the possibilities and limitations of applying current Virtual Reality technology for virtual prototyping of manufacturing machines, and evaluate the complexity associated to product prototyping in manufacturing or assembly. In additional, we suggest the possibility that this new approach can use for three areas: Training, Marketing/Sale and Product development.
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Ferreira, Victor Rogerio Sousa, Lisle Faray de Paiva, Anselmo Cardoso de Paiva, Regis Costa de Oliveira, Monica Sofia Santos Mendes, and Ivana Marcia Oliveira Maia. "Authoring and Visualization Tool for Augmented Scenic Performances Prototyping and Experience." In 2020 22nd Symposium on Virtual and Augmented Reality (SVR). IEEE, 2020. http://dx.doi.org/10.1109/svr51698.2020.00068.

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Geiger, Christian, Jo¨rg Sto¨cklein, Jan Berssenbru¨gge, and Volker Paelke. "Mixed Reality Design of Control Strategies." In ASME 2009 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2009. http://dx.doi.org/10.1115/detc2009-87350.

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Virtual prototyping has become an established design tool in complex interdisciplinary development processes. The use of functional models that enable real-time simulation as stand-ins for hardware components that are still under development has many benefits as an analysis and validation tool for developers and designers and as well as a presentation tools for communication with management and customers. Due to these benefits virtual prototyping has seen increasing acceptance in recent years, especially in the development of systems that involve complex interactions between components or require the integration of newly developed hardware. In this paper we demonstrate that the principles of virtual prototyping can also be effectively applied to the development of new user interfaces and control strategies. We describe how such an approach can be embedded into the framework of the mixed reality continuum and complement this with concrete development support through a system design pattern that extends the well established model-view-controller pattern from software engineering. The approach is demonstrated with the development of interaction techniques and the corresponding control strategies for an unmanned aerial vehicle.
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Aumeerally, Manisah, and Renate Sitte. "Design and modeling of microactuators in MEMS virtual reality prototyping CAD tool." In International Symposium on Microelectronics and MEMS, edited by Neil W. Bergmann, Derek Abbott, Alex Hariz, and Vijay K. Varadan. SPIE, 2001. http://dx.doi.org/10.1117/12.449146.

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De Kroon, Joseph P., and Bert Bras. "Practical Considerations and Lessons Learned in Setting up a Virtual Reality System for Industrial Virtual Prototyping." In ASME 2001 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2001. http://dx.doi.org/10.1115/detc2001/cie-21258.

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Abstract In this paper we present issues to be considered by those who are interested in setting up a practical Virtual Reality (VR) system for virtual prototyping. The considerations discussed in this paper are based on lessons learned in a virtual prototyping implementation project undertaken with an industrial partner. We propose a classification of virtual prototyping applications into two main categories, which provide the basis for a simple tool that, although subjective, can serve as a decision-making aid in selecting a VR system for particular tasks, or in determining which VR tasks to attempt with a given system.
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Bruno, Fabio, Agostino Angilica, Francesco Cosco, Loris Barbieri, and Maurizio Muzzupappa. "Comparing Different Visuo-Haptic Environments for Virtual Prototyping Applications." In ASME 2011 World Conference on Innovative Virtual Reality. ASMEDC, 2011. http://dx.doi.org/10.1115/winvr2011-5533.

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The use of haptic devices in Virtual Reality applications makes the interaction with the digital objects easier, by involving the sense of touch in the simulation. The most widespread devices are stylus-based, so the user interacts with the virtual world via either a tool or a stylus. These kinds of devices have been effectively used in several virtual prototyping applications, in order to allow the users to easily interact with the digital model of a product. Among the several open issues related to these applications, there is the choice of the set-up and of the techniques adopted to combine the visual and the haptic stimuli. This paper presents the comparison of three different solutions specifically studied for virtual prototyping applications and in particular for usability assessment. The first is a simple desktop configuration where the user looks at a screen, and visual and haptic stimuli are presented in a de-located manner. The second is a HMD based set-up where the user has a more natural first-person immersive interaction. The third requires a video-see-trough HMD in order to augment the virtual scene with the visualization of the real user’s hand. The test realized with the users on these three different setups have been finalized to study the effect of two different factors that are crucial for the effectiveness and the user-friendliness of the interaction. One is the perception of the visual and haptic stimuli in a collocated manner; the other is the visualization of his/her own hand during the interaction with the virtual product.
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Gowda, Sanjay, Sankar Jayaram, and Uma Jayaram. "Architectures for Internet-Based Collaborative Virtual Prototyping." In ASME 1999 Design Engineering Technical Conferences. American Society of Mechanical Engineers, 1999. http://dx.doi.org/10.1115/detc99/cie-9040.

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Abstract Virtual Prototyping (VP) is a relatively new technology which involves the use of Virtual Reality (VR) and other computer technologies to create digital prototypes. Recently, this rapidly expanding technology has matured enough to warrant serious consideration as part of the engineering design and manufacturing process. Virtual prototyping has extended beyond the specific use of virtual reality to now include the use of next-generation Computer Aided Engineering (CAE) technologies including advanced visualization systems, human modeling systems, and CAD/CAM systems. The emergence of these systems has raised significant concern regarding the integration and concurrent use of these tools. As the use of next-generation CAE systems becomes more prevalent, engineers will continue to grapple with how, when, and where to properly use these tools in the engineering design cycle. The abundance of data generated and used by these systems places considerable burden on the engineer, who often ends up spending more time on data and process management (e.g. transferring data from system to system, version control, system integration, etc.) rather than on the actual design problem. As these systems continue to become mainstream, the burden placed upon the engineer using these systems must be alleviated. The effective use of these tools in an integrated, synergistic fashion has not yet been realized. This paper discusses a number of distinct approaches for creating a collaborative, distributed architecture for virtual prototyping. The architectural philosophies discussed include: Product Development Approach, CAE Tool Integration Approach, User-session Approach, Functional Approach, and Black-box Approach. A final architecture, created from the value-added features of each of the discussed philosophies, was created. A prototype implementation of this architecture and its underlying technological infrastructure is briefly discussed.
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Flaig, Thomas, and Magnus Thor Thrainsson. "Virtual Prototyping: New Information Techniques in Product Design." In ASME 1996 Design Engineering Technical Conferences and Computers in Engineering Conference. American Society of Mechanical Engineers, 1996. http://dx.doi.org/10.1115/96-detc/dfm-1417.

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Abstract International competition is characterised by the reduce of the innovation time. Therefore the success of new products strongly depends on the necessary time for their development. Virtual Reality, a new 3D human-computer interface accelerates significantly the processes of creating and handling 3D data in 3D space for design and evaluation purposes. The paper outlines required system tools for the design and evaluation of new products based on Virtual Reality techniques. The goal of these tools is to enable interaction in an intuitive and easy way with a virtual product. Furthermore tools have been developed for the support of co-operative work in a virtual environment.
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Fonseca, Jose Roberto, Jader Abreu, Lucas Figueredo, Jose Gomes Neto, Veronica Teichrieb, Jonysberg P. Quintino, Fabio Q. B. da Silva, Andre L. M. Santos, and Helder Pinho. "Ginput: a tool for fast hi-fi prototyping of gestural interactions in virtual reality." In 2020 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct). IEEE, 2020. http://dx.doi.org/10.1109/ismar-adjunct51615.2020.00030.

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Freitas, Gabriel, Marcio Sarroglia Pinho, Milene Selbach Silveira, and Frank Maurer. "A Systematic Review of Rapid Prototyping Tools for Augmented Reality." In 2020 22nd Symposium on Virtual and Augmented Reality (SVR). IEEE, 2020. http://dx.doi.org/10.1109/svr51698.2020.00041.

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Reports on the topic "Virtual reality prototyping tool"

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Regian, Jr, Shebilske J. W., Monk Wayne L., and John M. A Preliminary Empirical Evaluation of Virtual Reality as a Training Tool for Visual-Spatial Tasks. Fort Belvoir, VA: Defense Technical Information Center, May 1993. http://dx.doi.org/10.21236/ada266110.

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Shyshkina, Mariya P., and Maiia V. Marienko. Augmented reality as a tool for open science platform by research collaboration in virtual teams. [б. в.], February 2020. http://dx.doi.org/10.31812/123456789/3755.

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The provision of open science is defined as a general policy aimed at overcoming the barriers that hinder the implementation of the European Research Area (ERA). An open science foundation seeks to capture all the elements needed for the functioning of ERA: research data, scientific instruments, ICT services (connections, calculations, platforms, and specific studies such as portals). Managing shared resources for the community of scholars maximizes the benefits to society. In the field of digital infrastructure, this has already demonstrated great benefits. It is expected that applying this principle to an open science process will improve management by funding organizations in collaboration with stakeholders through mechanisms such as public consultation. This will increase the perception of joint ownership of the infrastructure. It will also create clear and non-discriminatory access rules, along with a sense of joint ownership that stimulates a higher level of participation, collaboration and social reciprocity. The article deals with the concept of open science. The concept of the European cloud of open science and its structure are presented. According to the study, it has been shown that the structure of the cloud of open science includes an augmented reality as an open-science platform. An example of the practical application of this tool is the general description of MaxWhere, developed by Hungarian scientists, and is a platform of aggregates of individual 3D spaces.
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Morie, Jacquelyn F., Kumar Iyer, Donat-Pierre Luigi, Josh Williams, Aimee Dozois, and Albert Rizzo. Development of a Data Management Tool for Investigating Multivariate Space and Free Will Experiences in Virtual Reality. Fort Belvoir, VA: Defense Technical Information Center, January 2006. http://dx.doi.org/10.21236/ada459216.

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Yevtuch, Mykola B., Vasyl M. Fedorets, Oksana V. Klochko, Mariya P. Shyshkina, and Alla V. Dobryden. Development of the health-preserving competence of a physical education teacher on the basis of N. Bernstein's theory of movements construction using virtual reality technologies. CEUR Workshop Proceedings, July 2021. http://dx.doi.org/10.31812/123456789/4634.

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The article studies the results of the research aimed at the improvement of the methodology of develop- ment of the health-preserving competence of a Physical Education teacher in conditions of post-graduate education on the basis of Nikolai Bernstein’s theory of movement construction using virtual reality technologies. Based on the use of AR/VR technologies a software application “Virtual Model Illustrating Nikolai Bernstein’s Theory of Movement Construction” was developed. The stated model is one of the tools of the “Methodology of development of the health preserving competence of a Physical Educa- tion teacher on the basis of Nikolai Bernstein’s theory of the levels of movement construction”. The experimental study determines that the application of the virtual model within the stated methodology is an effective tool for the development of the health preserving competence of a Physical Education teacher. The application of the virtual model allows the actualization of the health preserving, conceptual, gnoseological, biomechanical, inclusive, corrective potentials of Nikolai Bernstein’s theory of movement construction. The use of the virtual model presents the ways of targeted and meaningful use of Nikolai Bernstein’s theory of the levels of movement construction by a Physical Education teacher and the improvement of physical and recreational technologies and concrete physical exercises and movement modes. Due to the application of virtual reality tools, health-preserving, preventative, corrective and developmental strategies are being formed among which the significant ones are: “Application of syner- gistic movements to adaptation to movement activity, and recreation”, “Application of spatial movements for actualization of the orientation and search activities and development of spatial thinking”, “Use of movements with a complicated algorithm for intellect development”.
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