Journal articles on the topic 'Virtual reality prototyping tool'

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1

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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RUDOLF, Andreja, Andrej CUPAR, and Zoran STJEPANOVIČ. "SUPPORTING DIGITALIZATION IN GARMENT ENGINEERING THROUGH VIRTUAL PROTOTYPING." TEXTEH Proceedings 2019 (November 5, 2019): 10–14. http://dx.doi.org/10.35530/tt.2019.02.

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This contribution deals with the new trends related to the digitalization in garment engineering. More than ten years ago can be found complaints of clothing companies on the lack of effective CAD software to design garments directly in 3D and to provide pattern designer tools for shape modelling and simulation of cloth behavior. Today, with a mass customization, e-commerce, advances in virtual reality applications, the virtual garment development is strongly desired in order to optimize apparel industry’s design and development processes. To survive in global competitive market, garment manufacturers are forced to transform their manufacturing processes toward, having a more flexible production system to meet the rapid changes in the global market, and started the transition to a new technological level through digitalization advances and challenges of Industry 4.0. Described are the possibilities for exploiting advances in digitization in garment engineering through virtual prototyping and production of smart clothing.
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Wastyn, Gert, Steven Malliet, and Bart Geerts. "Painting With Light: Artistic Experiments into the use of Virtual Reality as an Animation Production Environment." International Journal of Film and Media Arts 6, no. 2 (December 17, 2021): 148–58. http://dx.doi.org/10.24140/ijfma.v6.n2.09.

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While many researchers have examined the technical characteristics of using VR as a production environment for animation, its artistic potential has only sporadically been investigated. We want to contribute to this line of thought through reflection on a number of expanded animation workshops organized in the context of the Painting With Light project. In this paper we use flow theory in order to discuss the experience of using VR as a 3D prototyping tool. Our findings suggest that this practice can add an improvisatory and co-creative dimension to animation.
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Zulkifli, Abdul Nasir, Nur Fadziana Faisal Mohamed, Mustafa Moosa Qasim, and Nur Afiqah Abu Bakar. "Prototyping and Usability Evaluation of Road Safety Education Courseware for Primary Schools in Malaysia." International Journal of Interactive Mobile Technologies (iJIM) 15, no. 06 (March 30, 2021): 32. http://dx.doi.org/10.3991/ijim.v15i06.20609.

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<p>The increasing number of road accidents and deaths among children in Malaysia is a concern. One of the main causes stems from lack of knowledge and skills in dealing with the complexity and condition of the road system. Recognizing the significance of road safety among students, road safety education has been introduced to primary schoolsby the Ministry of Education in 2008. Initially it was blended into the Malay language subject with the goal to equip the children withthe knowledge and skills about road safety.However, road safety teaching and learning still uses the conventional methods without the use of specialized tools. This paper introduces ROSE courseware, a specialized learning tool developed to meet the needs of the Malaysian primary school curriculum for road safety education. Its learning environment is a blend of virtual reality, augmented reality and interactive multimedia, which enables children to understand and acquire skills related to road safety through interactive, real-time and immersive learning tool. In order to receive the children’s feedbacks pertaining to their experience in interacting with the ROSE courseware, a usability evaluation was conducted. The results show that the children strongly agreed on the usefulness, information quality and interface quality of the ROSE courseware.<strong></strong></p>
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FAVIER, PIERRE-ALEXANDRE, and PIERRE DE LOOR. "FROM DECISION TO ACTION: INTENTIONALITY, A GUIDE FOR THE SPECIFICATION OF INTELLIGENT AGENT'S BEHAVIOR." International Journal of Image and Graphics 06, no. 01 (January 2006): 87–99. http://dx.doi.org/10.1142/s0219467806002100.

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This article introduces a reflection about behavioral specification for interactive and participative agent-based simulation in virtual reality. Within this context, it is necessary to reach a high level of expressiveness in order to enforce interactions between the designer and the behavioral model during the in-line prototyping. It is required to consider the needs of semantic very early in the design process. The intentional agent model is exposed here as a possible answer. It relies on a mixed imperative and declarative approach which focuses on the link between decision and action. The design of a tool able to simulate virtual environment implying agents based on this model is discussed.
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Šťastný, Jiří, David Procházka, Tomáš Koubek, and Jaromír Landa. "Augmented reality usage for prototyping speed up." Acta Universitatis Agriculturae et Silviculturae Mendelianae Brunensis 59, no. 2 (2011): 353–60. http://dx.doi.org/10.11118/actaun201159020353.

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The integral part of production process in many companies is prototyping. Although, these companies commonly have high quality visualization tools (large screen projections, virtual reality), prototyping was never abandoned. There is a number of reasons. The most important is the possibility of model observation from any angle without any physical constraints and its haptic feedback. The interactivity of model adjustments is important as well. The direct work with the model allows the designers to focus on the creative process more than work with a computer. There is still a problem with a difficult adjustability of the model. More significant changes demand completely new prototype or at least longer time for its realization.The first part of the article describes our approach for solution of this problem by means of Augmented Reality. The merging of the real world model and digital objects allows streamline the work with the model and speed up the whole production phase significantly. The main advantage of augmented reality is the possibility of direct manipulation with the scene using a portable digital camera. Also adding digital objects into the scene could be done using identification markers placed on the surface of the model. Therefore it is not necessary to work with special input devices and lose the contact with the real world model. Adjustments are done directly on the model. The key problem of outlined solution is the ability of identification of an object within the camera picture and its replacement with the digital object. The second part of the article is focused especially on the identification of exact position and orientation of the marker within the picture. The identification marker is generalized into the triple of points which represents a general plane in space. There is discussed the space identification of these points and the description of representation of their position and orientation be means of transformation matrix. This matrix is used for rendering of the graphical objects (e. g. in OpenGL and Direct3D).
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Kadi, H., and J.-P. Perrin. "Knowledge-based Virtual Reconstruction of Museum Artifacts." Digital Presentation and Preservation of Cultural and Scientific Heritage 3 (September 30, 2013): 53–62. http://dx.doi.org/10.55630/dipp.2013.3.5.

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Within the framework of heritage preservation, 3D scanning and modeling for heritage documentation has increased significantly in recent years, mainly due to the evolution of laser and image-based techniques, modeling software, powerful computers and virtual reality. 3D laser acquisition constitutes a real development opportunity for 3D modeling based previously on theoretical data. The representation of the object information rely on the knowledge of its historic and theoretical frame to reconstitute a posteriori its previous states. This project proposes an approach dealing with data extraction based on architectural knowledge and Laser statement informing measurements, the whole leading to 3D reconstruction. The experimented Khmer objects are exposed at Guimet museum in Paris. The purpose of this digital modeling meets the need of exploitable models for simulation projects, prototyping, exhibitions, promoting cultural tourism and particularly for archiving against any likely disaster and as an aided tool for the formulation of virtual museum concept.
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Ros, Alessandro, Matteo Giuliani, Giulia Scurati, Serena Graziosi, Francesco Ferrise, and Monica Bordegoni. "Participated Planning of Large Water Infrastructures through Virtual Prototyping Technologies." Technologies 6, no. 3 (July 28, 2018): 68. http://dx.doi.org/10.3390/technologies6030068.

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The design of large dams is a collaborative activity with relevant social and political implications. Planning such large infrastructures requires involving all the interested stakeholders, making shared decisions, tracing the design process. There are currently not many Virtual Prototyping tools to support this collaborative design process. In this paper, we propose a participated planning support system based on mobile and Augmented Reality technologies which allows different stakeholders to take part in the review of a large dam project through an application that automatically acquires information available online, allows all stakeholders to share information, and finally records everything for a subsequent analysis. The development of the application, as well as its use in two case studies and a user study, are described in the paper.
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Pratticò, Filippo Gabriele, Federico De Lorenzis, Davide Calandra, Alberto Cannavò, and Fabrizio Lamberti. "Exploring Simulation-Based Virtual Reality as a Mock-Up Tool to Support the Design of First Responders Training." Applied Sciences 11, no. 16 (August 17, 2021): 7527. http://dx.doi.org/10.3390/app11167527.

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Intervention by First Responders (FRs) is essential in disaster response, and their preparation greatly benefits from continuous updates. However, the design of effective training experiences targeted to FRs can be very demanding from the viewpoint of a Training Provisioner (TP). Virtual Reality (VR) may have a key role to play in enhancing and facilitating this task. In fact, VR technology has already proven to be very helpful in the field of emergency training, as well as its use as a powerful design and mock-up tool in many other contexts. In this work, the application of VR as a mock-up tool supporting TPs in the arrangement and validation of a training experience, either real or virtual, is explored. In particular, a case study is considered concerning the training of an FR for hydro-geological risks. Within this context, the proposed approach is compared against dramaturgy prototyping, a method commonly used for the design of experiential courses. Results indicate that the adoption of a VR-based mock-up tool (VRMT) can provide TPs with good insights on the arrangement of the training and precious indications on how to actually map this information onto real-world exercises.
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Maurya, Santosh, Yukio Takeda, and Celine Mougenot. "Enabling Designers to Generate Concepts of Interactive Product Behaviours: A Mixed Reality Design Approach." Proceedings of the Design Society: International Conference on Engineering Design 1, no. 1 (July 2019): 1933–42. http://dx.doi.org/10.1017/dsi.2019.199.

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AbstractTo design interactive behaviours for their products designers/makers have to use high fidelity tools like ‘electronic prototyping kits’, involving sensors and programming to incorporate interactions in their products and are dependent on availability of hardware. Not every designer is comfortable using such tools to ideate and test their concept ideas, eventually slowing them down in the process. Thus, there is a need for a design tool that reduces dependence on complex components of such tools while exploring new concepts for product design at an early stage. In this work, we propose a Mixed Reality system that we developed to simulate interactive behaviours of products using designed visual interaction blocks. The system is implemented in three stages: idea generation, creating interactions and revision of interactive behaviours. The implemented virtual scenario showed to elicit high motivation and appeal among users resulting in inventive and creative design experience at the same time. As a result, designers will be able to create and revise their interaction-behavioural design concepts virtually with relative ease, resulting in higher concept generation and their validation.
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Torkashvanda, G., M. Li, and P. Vink. "Concept evaluation of a new aircraft passenger privacy bubble using virtual prototyping: A Human-Centered Design framework." Work 68, s1 (January 8, 2021): S231—S238. http://dx.doi.org/10.3233/wor-208020.

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BACKGROUND: The Human-Centered Design methodology advocates VR prototyping, as an effective tool to evaluate concepts in a cost-efficient, time-saving way. It is the question of whether it works in the development of a product intended to increase privacy while flying. OBJECTIVE: The current study aims at the application of virtual reality on the evaluation of a new privacy bubble called PRIVA for the passenger cabin. METHODS: An interactive VR was created and aligned with the HTC VIVE headset. 40 participants took part in the experiment as well as in the post-experiment survey. RESULTS: The concept was in overall, desirable as it was perceived to be more private, comfortable, satisfactory, effective, and appealing to participants compared to the current seat experiences. It was also perceived as more satisfactory with regards to the activities. CONCLUSIONS: The VR was effective, although there are limitations, the product seems promising and should be developed further.
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Jung Bae, Dae, and Choon Seong Leem. "A visual interactive method for service prototyping." Managing Service Quality 24, no. 4 (July 8, 2014): 339–62. http://dx.doi.org/10.1108/msq-12-2013-0281.

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Purpose – Despite the importance of the service design process, existing prototyping methods still have technical limitations, thus hampering the development of realistic service-experience simulations that can effectively reproduce service delivery situations and environments. In this study, a service-prototyping method based on 3D virtual reality (VR) technologies, the physical environment of a test bed, and related standard management procedures are described. In addition, a service-prototyping process for a servicescape is proposed based on a case study of an actual duty-free shop. The paper aims to discuss these issues. Design/methodology/approach – The study adopts a qualitative approach, using case studies to undertake a design and improvement plans for brand guidance structures for the brand observation convenience of customers in a duty-free shop. Findings – The findings of the study suggested environmental components and concept of 3D VR based test bed as an effective tool at the stage of service prototyping the core of new service development (NSD), and introduced practical methods for service prototyping in actual duty-free shop. The case study is significant due to the fact that it proved validity and practicality of the methods applied to service prototyping topic derivation and test process through target service analysis rather than optimal alternative selection. Practical implications – This study emphasizes the importance of prototyping during NSD and the value of the service prototyping test bed for practical use. It also proposes guidelines for the establishment and management of the test bed. Originality/value – In terms of service design research, this study also presented detailed operating procedures and methods through the new concept and in-depth case study of service prototyping using 3D VR technology.
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Konstantinova, A. A., V. I. Ivchenko, V. V. Bakhonka, M. V. Salauyeu, and V. N. Mаisei. "Methodological Basis of Virtual Reality Technology Application in Industrial Design." Science & Technique 20, no. 6 (December 2, 2021): 465–75. http://dx.doi.org/10.21122/2227-1031-2021-20-6-465-475.

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The paper is devoted to the development of methodological foundations for the application of virtual reality technologies (VR-technologies) at various stages of car design and their promotion on the market, in particular, when performing design, prototyping, development of educational and advertising products. The paper analyzes the main areas of application of virtual reality technologies in industrial design in mechanical engineering. An overview of the parameters of the specialized software Unreal Engine 4 and the HTC Vive hardware set used to create and demonstrate virtual projects is performed. System requirements for computer software and hardware for creating virtual projects have been formed. A generalization of our own experience of using virtual reality technologies in the design of an electric vehicle with a frame-panel structure is carried out. The technique of using virtual reality tools in order to create virtual projects for demonstration of design solutions and functionality of mechanical engineering products is described. The issues of choosing software and hardware, their characteristics are considered, as well as a description of the stages of creating a virtual project is given. The process of developing a virtual project is divided into the stages of preparing and transforming a three-dimensional computer model of the demonstrated product into its virtual digital prototype, creating a virtual environment for it, assigning materials and textures with the necessary properties to the environment and the object, setting lighting, navigation parameters and animated actions, optimizing the display of shadows and finalizing the project. The main results of approbation of the developed methodology are presented on the example of creating virtual projects for demonstrating an electric vehicle: in an urban virtual environment and in a virtual pavilion.
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Abadiya, Shilki Dini, and Intan Dwi Fatmaningtyas. "PENERAPAN TEKNOLOGI AUGMENTED REALITY PADA MEDIA PROMOSI FASILITAS SMP BHAKTI MULIA JAKARTA TIMUR." INFORMATICS FOR EDUCATORS AND PROFESSIONAL : Journal of Informatics 5, no. 2 (July 29, 2021): 196. http://dx.doi.org/10.51211/itbi.v5i2.1549.

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Abstrak: Media promosi SMP Bhakti Mulya merupakan alat atau bentuk perantara yang dipakai untuk menyebarkan informasi. Biasanya media promosi SMP Bhakti Mulya yang paling banyak digunakan adalah media konvensional, seperti spanduk dan brosur. Akibatnya, daya tarik untuk para peminat disekolah SMP Bhakti Mulya menjadi berkurang dikarenakan informasi mengenai beberapa fasilitas yang terdapat di SMP Bhakti Mulya kurang tergambarkan dengan jelas untuk para calon siswa baru. Maka dibutuhkan suatu media promosi sekolah bagi calon siswa baru yang lebih kreatif dan menarik yang dapat memberikan gambaran visualisasi 3D dengan menggunakan teknologi augmented reality. Augmented Reality (AR) adalah suatu lingkungan yang memasukkan objek virtual 3D kedalam lingkungan nyata secara real-time karena dalam hal ini dikarenakan perpaduan dari script pemrograman serta seni 3 Dimensi yang diwujudkan kedalam sebuah aplikasi secara bersamaan. Aplikasi augmented reality yang dibangun berjalan pada platform mobile, dimana kamera bekerja sebagai sumber input dengan cara membaca dan melacak marker (penanda) dengan sistem tracking. Untuk penggunaan perancangan aplikasi, maka digunakan perangkat lunak seperti Unity 3D, Vuforia, Adobe Illustrator, Visual Studio. Dengan hal ini menggunakan model pengembangan yaitu metode Prototyping dengan tipe requirement prototype karena dalam impelementasi akan menjadi mudah dan untuk pengguna sistem sudah mempunyai gambaran tentang sistem. Dengan adanya, media promosi fasilitas dengan menggunakan teknologi augmented reality ini diharapkan para calon siswa baru akan mendapatkan informasi yang lengkap mengenai sarana dan prasarana yang tersedia di SMP Bhakti Mulya. Kata kunci: Media Promosi, Augmented Reality, Prototyping, Unity 3D, Vuforia. Abstract: Promotional media for SMP Bhakti Mulya is a tool or form of intermediary used to disseminate information. Usually the promotional media for SMP Bhakti Mulya that are most widely used are conventional media, such as banners and brochures. As a result, the attraction for enthusiasts at the Bhakti Mulya Middle School is reduced because information about some of the facilities available at Bhakti Mulya Junior High School is not clearly described for prospective new students. So we need a school promotion media for prospective new students who are more creative and interesting who can provide a 3D visualization picture using augmented reality technology. Augmented Reality (AR) is an environment that inserts 3D virtual objects into a real environment in real-time because in this case it is due to a combination of programming scripts and 3D art that are realized into an application simultaneously. The augmented reality application that is built runs on a mobile platform, where the camera works as an input source by reading and tracking markers with a tracking system. For application design use, software such as Unity 3D, Vuforia, Adobe Illustrator, Visual Studio are used. In this case, using a development model, namely the Prototyping method with the requirement prototype type because the implementation will be easy and for system users already have an overview of the system. With the existence of this media promotion of facilities using augmented reality technology, it is hoped that prospective new students will get complete information about the facilities and infrastructure available at SMP Bhakti Mulya. Keywords: Promotional Media, Augmented Reality, Prototyping, Unity 3D, Vuforia.
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Morrissey, Mark. "Human-Centric Design." Mechanical Engineering 120, no. 07 (July 1, 1998): 60–62. http://dx.doi.org/10.1115/1.1998-jul-2.

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This article reviews that advances in manikin software have enabled engineers to consider a fuller spectrum of user interactions with virtual products. It has been 15 years since Sammie—a computer model of a human or manikin—emerged from the research labs of Nottingham University in the United Kingdom, promising human-factors (HF) engineers a supporting software tool to improve the study of human elements of product design. Although Sammie incorporated accurate anthropometric data and representative joint constraints, the software was very difficult to use, could not import models from a computer-aided-design (CAD) system, and was not dynamic. After phase 1 of the collaborative project, Rolls-Royce and VSEL expanded their study to evaluate the use of virtual reality for the design and layout of larger and more complex machinery spaces. This second collaborative effort had several objectives: to understand how virtual-prototyping technology could help designers better visualize complex designs, design for ease of assembly and maintenance much earlier, train maintenance engineers, and enhance communications between disparate project teams, customers, and suppliers.
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Deng, Shujie, Gavin Wheeler, Nicolas Toussaint, Lindsay Munroe, Suryava Bhattacharya, Gina Sajith, Ei Lin, et al. "A Virtual Reality System for Improved Image-Based Planning of Complex Cardiac Procedures." Journal of Imaging 7, no. 8 (August 19, 2021): 151. http://dx.doi.org/10.3390/jimaging7080151.

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The intricate nature of congenital heart disease requires understanding of the complex, patient-specific three-dimensional dynamic anatomy of the heart, from imaging data such as three-dimensional echocardiography for successful outcomes from surgical and interventional procedures. Conventional clinical systems use flat screens, and therefore, display remains two-dimensional, which undermines the full understanding of the three-dimensional dynamic data. Additionally, the control of three-dimensional visualisation with two-dimensional tools is often difficult, so used only by imaging specialists. In this paper, we describe a virtual reality system for immersive surgery planning using dynamic three-dimensional echocardiography, which enables fast prototyping for visualisation such as volume rendering, multiplanar reformatting, flow visualisation and advanced interaction such as three-dimensional cropping, windowing, measurement, haptic feedback, automatic image orientation and multiuser interactions. The available features were evaluated by imaging and nonimaging clinicians, showing that the virtual reality system can help improve the understanding and communication of three-dimensional echocardiography imaging and potentially benefit congenital heart disease treatment.
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Frizziero, Leonardo, Christian Leon-Cardenas, Giulio Galiè, Giulia Alessandri, Lorenzo Iannarelli, Lisa Lucci, Sarah Merighi, and Pietro Polignano. "IDeS Method Applied to an Innovative Motorbike—Applying Topology Optimization and Augmented Reality." Inventions 7, no. 4 (October 10, 2022): 91. http://dx.doi.org/10.3390/inventions7040091.

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This study is on the conception of the DS700 HYBRID project by the application of the Industrial Design Structure method (IDeS), which applies different tools sourced from engineering and style departments, including QFD and SDE, used to create the concept of a hybrid motorbike that could reach the market in the near future. SDE is an engineering approach for the design and development of industrial design projects, and it finds important applications in the automotive sector. In addition, analysis tools such as QFD, comprising benchmarking and top-flop analysis are carried out to maximize the creative process. The key characteristics of the bike and the degree of innovation are identified and outlined, the market segment is identified, and the stylistic trends that are most suitable for a naked motorbike of the future are analyzed. In the second part the styling of each superstructure and of all the components of the vehicle is carried out. Afterwards the aesthetics and engineering perspectives are accounted for to complete the project. This is achieved with modelling and computing tools such as 3D CAD, visual renderings, and FEM simulations, and virtual prototyping thanks to augmented reality (AR), and finally physical prototyping with the use of additive manufacturing (AM). The result is a product conception able to compete in the present challenging market, with a design that is technically feasible and also reaches new lightness targets for efficiency.
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Garcia-Ruiz, Miguel, Pedro Cesar Santana-Mancilla, Laura Sanely Gaytan-Lugo, and Adriana Iniguez-Carrillo. "Participatory Design of Sonification Development for Learning about Molecular Structures in Virtual Reality." Multimodal Technologies and Interaction 6, no. 10 (October 12, 2022): 89. http://dx.doi.org/10.3390/mti6100089.

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Background: Chemistry and biology students often have difficulty understanding molecular structures. Sonification (the rendition of data into non-speech sounds that convey information) can be used to support molecular understanding by complementing scientific visualization. A proper sonification design is important for its effective educational use. This paper describes a participatory design (PD) approach to designing and developing the sonification of a molecular structure model to be used in an educational setting. Methods: Biology, music, and computer science students and specialists designed a sonification of a model of an insulin molecule, following Spinuzzi’s PD methodology and involving evolutionary prototyping. The sonification was developed using open-source software tools used in digital music composition. Results and Conclusions: We tested our sonification played on a virtual reality headset with 15 computer science students. Questionnaire and observational results showed that multidisciplinary PD was useful and effective for developing an educational scientific sonification. PD allowed for speeding up and improving our sonification design and development. Making a usable (effective, efficient, and pleasant to use) sonification of molecular information requires the multidisciplinary participation of people with music, computer science, and molecular biology backgrounds.
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Bourgeois-Bougrine, Samira, Nathalie Bonnardel, Jean-Marie Burkhardt, Branden Thornhill-Miller, Farzaneh Pahlavan, Stéphanie Buisine, Jérôme Guegan, Nicolas Pichot, and Todd Lubart. "Immersive Virtual Environments’ Impact on Individual and Collective Creativity." European Psychologist 27, no. 3 (July 2022): 237–53. http://dx.doi.org/10.1027/1016-9040/a000481.

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Abstract. This paper explores the recent advances in research concerning the impact of immersive virtual environments affordances on the expression of users’ creativity at individual and team levels. While the top virtual reality (VR) application areas are entertainment and gaming, simulation and training for professionals, research in the domain of the psychology of creativity and VR is advancing rapidly in Europe. Indeed, between 2014 and 2021, 72% of publications in this domain resulted from European research in diverse fields such as engineering, design, music composition, art-making, and so forth. These studies took advantage of advanced VR affordances, such as head and hand motion trackers to synchronize an avatar in real-time, live streaming of a video into a VR headset screen to create artwork, etc. Four main topics were explored: (a) new creativity techniques involving a virtual upgrade of traditionally used techniques, virtual sketching and prototyping, as well as sophisticated interactive virtual menus and motion tracking systems, (b) the right digital self-representation for enhancing creativity and the degree to which users identify with the “persona avatar” in the context of user-centered innovations, (c) the impact of physical and social virtual contextual cues on creative performance, and (d) the perception of virtual reality by creativity and innovation professionals. Our review confirms that VR supports greater creative performance at individual and collaborative levels as well as enjoyment and fun. However, as rich and varied as this literature has become, it presents major methodological limitations that should be addressed in future research.
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Scianna, A., G. F. Gaglio, and M. La Guardia. "AUGMENTED REALITY FOR CULTURAL HERITAGE: THE REBIRTH OF A HISTORICAL SQUARE." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W17 (November 29, 2019): 303–8. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w17-303-2019.

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Abstract. The case study, faced in this paper, arises in the context of Interreg Italia-Malta European project named I-Access, dedicated to the improvement of accessibility to Cultural Heritage (CH). Accessibility considered not only as the demolition of physical architectural barriers, but also as the possibility of fruition of CH through technological tools that can increase its perception and knowledge. Last achievements in photogrammetry and terrestrial laser scanner (TLS) technology offered new methods of data acquisition in the field of CH, giving the possibility of monitoring and processing big data, in the form of point clouds. Ever in this field, reverse engineering techniques and computer graphics are even more used for involving visitors to discover CH, with navigation into 3D reconstructions, empowering the real visualization adding further 3D information through the Augmented Reality (AR). At the same time, recent advances on rapid prototyping technologies grant the automated 3D printing of scaled 3D model reconstructions of real CH elements allowing the tactile fruition of visitors that suffer from visual defects and the connection with 3D AR visualizations. The presented work shows how these technologies could revive an historical square, the Piazza Garraffo in Palermo (Italy), with the virtual insertion of its baroque fountain, originally placed there. The final products of this work are an indoor and an outdoor AR mobile application, that allow the visualization of the historical original asset of the square. This study case shows how the mixing of AR and the rapid prototyping technologies could be useful for the improvement of the fruition of CH. This work could be considered a multidisciplinary experimentation, where different technologies, today still in development, contribute to the same goal aimed at improving the accessibility of the monument for enhancing the fruition of CH.
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Avadanei, M., A. Talpa, A. Curteza, D. Viziteu, and I. Dulgheriu. "THEORETICAL CONSIDERATIONS REGARDING VIRTUAL METHODS TO OBTAIN THE GARMENT PROTOTYPE (2D/3D AND 3D/2D)." TEXTEH Proceedings 2021 (October 22, 2021): 238–46. http://dx.doi.org/10.35530/tt.2021.47.

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With the progress and development of science and technology, virtual reality technology is becoming more and more present, its application in digital creations is becoming more and more widespread. Everything the user does is calculated by the computer and has real-time feedback, making this virtual environment more realistic and giving the user an immersive experience. This technology integrates the latest developments in computer science, computer simulation, artificial intelligence, recognition, display and online parallel processing. Virtual prototyping offers a new way to explore the design and subsequent changes that need to be made to the product before it is manufactured in larger quantities or put into production. The development of new product models using virtual tools requires a certain level of training of the designer; he/she must have skills in understanding and using the specific tools for CAD systems (2D and 3D) and technical knowledge regarding the ways of conceptual product development. This paper presents the methodology of the virtual development process for an apparel product model, using the tools of the 2D and 3D digital environments. The first solution is to design the 2D patterns of the components of an apparel product, followed by a 3D simulation that verifies the aforementioned solution. The second solution is to design the 3D components using the tools of the 3D digital environment (the software used is Clo3D) and then extract the 2D parts required for the classical manufacturing process.
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Prati, Elisa, Valeria Villani, Margherita Peruzzini, and Lorenzo Sabattini. "An Approach Based on VR to Design Industrial Human-Robot Collaborative Workstations." Applied Sciences 11, no. 24 (December 11, 2021): 11773. http://dx.doi.org/10.3390/app112411773.

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This paper presents an integrated approach for the design of human-robot collaborative workstations in industrial shop floors. In particular, the paper presents how to use virtual reality (VR) technologies to support designers in the creation of interactive workstation prototypes and in early validation of design outcomes. VR allows designers to consider and evaluate in advance the overall user experience, adopting a user-centered perspective. The proposed approach relies on two levels: the first allows designers to have an automatic generation and organization of the workstation physical layout in VR, starting from a conceptual description of its functionalities and required tools; the second aims at supporting designers during the design of Human-Machine Interfaces (HMIs) by interaction mapping, HMI prototyping and testing in VR. The proposed approach has been applied on two realistic industrial case studies related to the design of an intensive warehouse and a collaborative assembly workstation for automotive industry, respectively. The two case studies demonstrate how the approach is suited for early prototyping of complex environments and human-machine interactions by taking into account the user experience from the early phases of design.
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Yanaky, Richard, Darcy Tyler, and Catherine Guastavino. "City Ditty: An Immersive Soundscape Sketchpad for Professionals of the Built Environment." Applied Sciences 13, no. 3 (January 27, 2023): 1611. http://dx.doi.org/10.3390/app13031611.

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Soundscape planning remains a challenge to many urban practitioners due in part to a scarcity of soundscape design tools. While many sound planning tools exist, they are generally geared towards acousticians rather than professionals of the built environment (e.g., urban designers, planners, or landscape architects). This paper walks through the user-centered design process for the development and evaluation of a new soundscape design tool, City Ditty. A User-Centered Design approach was utilized to identify and develop functionalities that would benefit urban practitioners that do not currently specialize in sound. This began with a literature review of existing soundscape tools, followed by a user needs assessment with professionals of the built environment, consisting of a workshop including focus groups, tech demos, and a collaborative soundscape design exercise. These results funneled into the development of City Ditty: an immersive soundscape sketchpad that facilitates rapid audio-visual prototyping of urban soundscapes. To make City Ditty accessible to users with no expertise in sound, we developed a sound awareness session that walks the user through 36 tasks. These hands-on tasks illustrate soundscape design principles while serving as instructions on how to use the many functions of City Ditty, e.g., listen to the city soundscape at different times of the day, pedestrianize the city centre, modify permissible construction times, and add birdfeeders to attract sounds of nature. A usability study was conducted with six participants to evaluate the tool using Desktop Virtual Reality, determine new functionalities, and determine how to best facilitate user engagement in order to encourage adoption by practitioners. The direction of future soundscape tools is discussed.
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Cordero-Guridi, José-de-Jesús, Luis Cuautle-Gutiérrez, Ricardo-Iván Alvarez-Tamayo, and Santiago-Omar Caballero-Morales. "Design and Development of a I4.0 Engineering Education Laboratory with Virtual and Digital Technologies Based on ISO/IEC TR 23842-1 Standard Guidelines." Applied Sciences 12, no. 12 (June 13, 2022): 5993. http://dx.doi.org/10.3390/app12125993.

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Knowledge transfer associated with education in the automotive manufacturing and production fields is challenging due to the requirements of physical prototyping of mechanical components and laboratory-assisted testing. In this regard, aspects of Industry 4.0 such as virtual environments and enhanced human–computer interaction have been studied as important resources to improve teaching practices and achieve the equivalent Education 4.0 paradigm. Within the context of modern manufacturing techniques in the Industry 4.0 era and advanced tools for analysis and mechanical design, the present work describes the development of a virtual/augmented reality (VR/AR) laboratory to support learning, training, and collaborative ventures related to additive manufacturing for the automotive industry. The development was performed in accordance with the guidelines of the ISO/IEC TR 23842-1 standard, to ensure that the academic programs and the conditions of use of the laboratory were optimal. Experiences with students through the development of industry-related automotive projects support confidence in the suitability of the laboratory and the expectation of positive outcomes for future developments.
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Hong, Yan, Pascal Bruniaux, Xianyi Zeng, Kaixuan Liu, Yan Chen, and Min Dong. "Virtual reality-based collaborative design method for designing customized garment for disabled people with scoliosis." International Journal of Clothing Science and Technology 29, no. 2 (April 18, 2017): 226–37. http://dx.doi.org/10.1108/ijcst-07-2016-0077.

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Purpose The purpose of this paper is to present a new collaborative design-based method for designing customized garments, aimed at the physically disabled people with scoliosis. Design/methodology/approach The proposed method is based on the virtual human model created using a 3D body scanner, permitting to simulate the consumer’s morphological shape with atypical physical deformations. Next, customized 2D and 3D virtual garment prototyping tools will be used to create products through interactions between the consumer, designer and pattern maker. The general principle of the proposed design method is based on the following sequence: design-display-evaluation-adjustment. After running the sequence for a number of times, the final design solution, which will be approved by both the designer and consumer, can be easily identified. Findings Design knowledge, which is already applied to normal body shapes successfully can be applied to 3D garment design using the concept which is based on collaborative design. Through this process, the classical 2D garment design knowledge, especially 2D patterns and design rules, can be modified and applied according to a normalized virtual garment sensory evaluation procedure quantitatively. This evaluation procedure, interactively performed by the designer and consumer, can permit to adapt the finished product to disabled people afflicted with severe scoliosis. The proposed method is also validated to be more advanced compared to 2D-to-3D virtual CAD design method, especially for atypical morphologies. Originality/value As a co-design method, 3D virtual draping and sensory evaluation can fully satisfy the interaction between the garment design technical space and perceptual space of the finished garments ensuring desired 3D garment fit effect by adjustment of technical parameters. 3D scanning technology is used to generate a complete digitalized 3D human model, permitting to extract the main features of body shapes without accurate measurements. As a knowledge-based design process, both the fashion design knowledge and the pattern making knowledge will be extracted to provide inspirations and references. Successful design solutions will be incorporated into the fashion design knowledge base in order to generate new design rules and enhance professional design knowledge.
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Kip, Hanneke, Saskia M. Kelders, Yvonne H. A. Bouman, and Lisette J. E. W. C. van Gemert-Pijnen. "The Importance of Systematically Reporting and Reflecting on eHealth Development: Participatory Development Process of a Virtual Reality Application for Forensic Mental Health Care." Journal of Medical Internet Research 21, no. 8 (August 19, 2019): e12972. http://dx.doi.org/10.2196/12972.

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BackgroundThe use of electronic health (eHealth) technologies in practice often is lower than expected, mostly because there is no optimal fit among a technology, the characteristics of prospective users, and their context. To improve this fit, a thorough systematic development process is recommended. However, more knowledge about suitable development methods is necessary to create a tool kit that guides researchers in choosing development methods that are appropriate for their context and users. In addition, there is a need for reflection on the existing frameworks for eHealth development to be able to constantly improve them.ObjectiveThe two main objectives of this case study were to present and reflect on the (1) methods used in the development process of a virtual reality application for forensic mental health care and (2) development model that was used: the CeHRes Roadmap (the Centre for eHealth Research Roadmap).MethodsIn the development process, multiple methods were used to operationalize the first 2 phases of the CeHRes Roadmap: the contextual inquiry and value specification. To summarize the most relevant information for the goals of this study, the following information was extracted per method: (1) research goal, (2) explanation of the method used, (3) main results, (4) main conclusions, and (5) lessons learned about the method.ResultsInformation on 10 methods used is presented in a structured manner. These 10 methods were stakeholder identification, project team composition, focus groups, literature study, semistructured interviews, idea generation with scenarios, Web-based questionnaire, value specification, idea generation with prototyping, and a second round of interviews. The lessons learned showed that although each method added new insights to the development process, not every method appeared to be the most appropriate for each research goal.ConclusionsReflection on the methods used pointed out that brief methods with concrete examples or scenarios fit the forensic psychiatric patients the best, among other things, because of difficulties with abstract reasoning and low motivation to invest much time in participating in research. Formulating clear research questions based on a model’s underlying principles and composing a multidisciplinary project team with prospective end users appeared to be important in this study. The research questions supported the project team in keeping the complex development processes structured and prevented tunnel vision. With regard to the CeHRes Roadmap, continuous stakeholder involvement and formative evaluations were evaluated as strong points. A suggestion to further improve the Roadmap is to explicitly integrate the use of domain-specific theories and models. To create a tool kit with a broad range of methods for eHealth development and further improve development models, studies that report and reflect on development processes in a consistent and structured manner are needed.
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YAO, ALBERT W. L., S. A. KAO, and D. Y. LI. "INTEGRATED 3R AND VR TECHNOLOGIES FOR CREATIVE DESIGN AND MARKETING." Journal of Advanced Manufacturing Systems 01, no. 02 (December 2002): 189–99. http://dx.doi.org/10.1142/s0219686702000167.

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Owing to stiff competition globally, the business operation of traditional industries, like the mould and die industry in Taiwan, urgently needs to be modernized. A wide spectrum of IT-tools and a variety of different computer-aided systems are currently available to provide best-in-class solutions for executing manufacturing and marketing tasks. Our aim in this project is to integrate the technologies of reverse engineering (RE), rapid prototyping (RP), rapid tooling (RT) and virtual reality (VR) for mould and die industries to effectively improve the performance of creative design, rapid manufacturing, training and marketing. The integration of RE/RP/RT technologies is known as 3R technology. From the reports, 3R technologies are capable of improving conceptual design quickly and effectively. With the improvement of computer and Internet technologies, the interaction of webbed VR has recently become an important business means to promote creative training and marketing. We call the integration of 3R and VR techniques 4R technology. This present methodology can help enterprises improve their capability for global competition.
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Lee, Sangyoon, Tian Chen, Jongseo Kim, Gerard Jounghyun Kim, Sung Ho Han, and Zhigeng Pan. "Effects of Tactile Augmentation and Self-Body Visualization on Affective Property Evaluation of Virtual Mobile Phone Designs." Presence: Teleoperators and Virtual Environments 16, no. 1 (February 1, 2007): 45–64. http://dx.doi.org/10.1162/pres.16.1.45.

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Product design is an iterative process that involves, among other things, evaluation. In addition to the intended functionality of the product, its affective properties (or “Kansei”) have emerged as important evaluation criteria for the successful marketing of the product. Affective properties refer to consumers' psychological feelings about a product, and they can be mapped into perceptual design elements for possible design modification toward higher customer satisfaction. Affective properties of products in design can partially be assessed using the near photorealistic graphic rendering feature of the desktop computer-aided design tools, or rapid prototyping tools that can produce physical mock-ups. Recently, immersive virtual reality systems have been suggested as an ideal platform for affective analysis of an evolving design because of, among other things, the natural style of interaction they offer when examining the product, such as the use of direct and proprioceptive interaction, head tracking and first-person viewpoint, and multimodality. In this paper, the effects of tactile augmentation and self-body visualization on the evaluation of the affective property are investigated by comparing three types of virtual environments for evaluating the affective properties of mobile phones. Each virtual environment offers different degrees of tactile and self-body realism. The effectiveness of these virtual environments is evaluated, compared to a control condition: the affective assessment of using the real product. The experiment has shown that the virtual affective evaluation results from the three systems correlated very highly with that of the real product, and no statistically significant differences could be found among the three systems. This finding indicates that tactile augmentation and the high-fidelity self-body visualization had no effect on the evaluation of the affective property. Nevertheless, the experimental results have indicated the importance of enhanced interaction with tactile augmentation for evaluating the property of texture, and have shown that VR systems have the potential for use as affective evaluation platforms.
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Durham, Joyce, and Ann Kenyon. "Mock-Ups: Using Experiential Simulation Models in the Healthcare Design Process." HERD: Health Environments Research & Design Journal 12, no. 2 (April 2019): 11–20. http://dx.doi.org/10.1177/1937586719848860.

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Purpose: The purpose of this article was to explore how different types of mock-ups are being used in the healthcare design process and present a methodology framework for the process. Background: Historically, physical mock-ups have been used in healthcare design primarily to test construction techniques. Although this historic use of mock-ups assisted the design team in decision-making, newer forms of mock-ups have evolved that expand the input provided into decision-making. These newer techniques, rapid prototyping, early build-out, virtual reality, and enhancements to the traditional physical mock-up focus more on challenging the functionality of the space, testing new operational concepts, and increasing user input. Method: This methodology article utilized five case studies in which different types and combinations of mock-ups were used in the design process and then, the methodology compares the realism, immersion, and testability of each mock-up technique. Results: For each mock-up type, the case studies described the purpose of the technique, the advantages and disadvantages, the most appropriate phase for its use in the design process, the estimated cost, and the process logistics. These components are compared to assist in developing a methodology for a variety of design situations. Conclusions: The findings related to different mock-up techniques are a valuable tool for healthcare design teams to use in selecting the most appropriate mock-up technique and the proposed methodology will assist in executing the mock-up process.
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Takeuchi, Yoshimi. "Special Issue on Emerging Technology in Manufacturing." Journal of Robotics and Mechatronics 9, no. 6 (December 20, 1997): 419. http://dx.doi.org/10.20965/jrm.1997.p0419.

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Manufacturing yields value from worthlessness. Thus, in recent years, manufacturing technologies have been undergoing rapid change in order to produce products of high quality, at a low cost and with short lead times. Improvements and innovations, with regard to manufacturing technologies, range from the fundamentals to large-scale systems. Therefore, the guest editor would like to introduce the new manufacturing technology, together with the latest research results. One of the most recent key technologies is the so-called rapid-prototyping technology. It shortens the development period of new products from the design stage. Many rapid-prototyping technologies are being developed concurrently. In this issue, the state of the art is explained clearly by an expert in the field. For mechanical products, manufacturing capabilities are highly dependent upon machine tools. In this issue, there is a research paper concerned with a design method for multi-purpose machine tools that can fabricate a variety of products. Machining efficiency is strongly influenced by the positioning accuracy and feed velocity of the axis movement of the machine tools. A control algorithm that can achieve high speed and accuracy is proposed in a paper in this issue. In order to make the most of NC machine tools, it is essential to provide NC data rapidly However, it is difficult to generate NC data, especially for multi-axis control machine tools capable of machining workpieces with complicated shapes. The development of 6-axis control CAM software for creating sculpted surfaces is reviewed in the issue. Another paper deals with NC data generation for sculpted surface processing using virtual reality. In FA systems, the nature of the programming/execution environment is shifting from a concentrated one to a distributed one, and a worker-friendly manufacturing environment is required for the workers. Two papers are presented for realizing such environments. Recently, ultra-precision machining and micro-machining technologies have been attracting great interest as a result of their ability to produce micro-mechanisms and micro-robots. One paper describes production of a prototypical tiny part with a sculpted surface using an ultra-precision milling machine. Another is related to simulation of an atomic level cutting mechanism that applies molecular dynamics. Manufacturing technology is making tremendous progress, and is putting promising new technologies into use toward the goal of realizing intelligent manufacturing systems, IMS. The guest editor heartily hopes that this issue aids in comprehension of the emerging technology in the manufacturing field.
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Dermenci, Kamil Burak, Pradeep Kumar Dammala, Poonam Yadav, Anish Raj Kathribail, Joeri Van Mierlo, and Maitane Berecibar. "A Review on Digitalization Approaches for Battery Manufacturing Processes." ECS Meeting Abstracts MA2022-02, no. 6 (October 9, 2022): 601. http://dx.doi.org/10.1149/ma2022-026601mtgabs.

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Lithium ion batteries (LiBs) continue to be the most advanced technology in the battery systems as the world rushes to meet the diverse and expanding demands of the energy storage solutions. Research institutions, academia and industries requires a safer, high-performance and cheaper LiBs to accelerate the transition from oil-based to an electrical-based economy. Because of some interdependent electrochemical kinetics involved in the LiB chemistry, and time it takes for the fabrication process it became one of the challenging aspects in this modern day life as it is time consuming and needs to be updated with upcoming materials and methodologies[1]. To overcome these challenges quickly, introduction of digital tools [2] which can optimize the parameters of making LiBs are being researched and are trying to implement them in the battery manufacturing industry. Typically, the state of art manufacturing of batteries is a sequence of intermittent steps like slurry preparation, coating and drying, electrode cutting, calendaring, stacking pouch cell formation, electrolyte filling, sealing and mechanical and electrochemical testing which have to be precisely controlled and optimize each dependent parameters carefully and reorganize them for the fabrication to adopt to new systems which takes a lot of effort and machine handling for new innovative battery technologies. Automation of this manufacturing process with Artificial Intelligence (AI), Machine learning(ML) or Internet of Things (IoT) is the new way of approach [3]. These approaches can help the research and battery manufacturing plants to meet the demands of cost effectiveness, sustainability, time needs and scalability. Digitalization of these techniques on one hand can reduce the time to market and provide a profitable manufacturing and on the other hand it can guide the cell prototyping and advanced cell chemistry to the new manufacturing tools in the virtual way. Thus the designing tools cost, prototyping cost also can be reduced. The abstract reviews both experimental and computational approach to undergo smooth transition in the battery manufacturing process. References Witt, D. et al. Myth and Reality of a Universal Lithium-Ion Battery Electrode Design Optimum: A Perspective and Case Study. Energy Technol. 9, (2021). Ramakrishna, S., Khong, T. C. & Leong, T. K. Smart Manufacturing. Procedia Manuf. 12, 128–131 (2017). dos Reis, G., Strange, C., Yadav, M. & Li, S. Lithium-ion battery data and where to find it. Energy AI 5, (2021).
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Boletsis, Costas. "Virtual Reality for Prototyping Service Journeys." Multimodal Technologies and Interaction 2, no. 2 (April 10, 2018): 14. http://dx.doi.org/10.3390/mti2020014.

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Indhumathi, C., Y. Y. Cai, C. R. Cao, B. F. Lu, and J. M. Zheng. "Virtual reality prototyping of bio-molecules." Virtual and Physical Prototyping 2, no. 1 (March 2007): 37–49. http://dx.doi.org/10.1080/17452750601170316.

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Aguayo, Claudio, Thomas Cochrane, Stephen Aiello, and Norm Wilkinson. "Enhancing Immersiveness in Paramedicine Education XR Simulation Design." Pacific Journal of Technology Enhanced Learning 3, no. 1 (February 16, 2021): 39–40. http://dx.doi.org/10.24135/pjtel.v3i1.103.

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The Multiple Environments Simulation Hub (MESH360) research cluster was established in 2016 to explore ways of making critical care simulation environments more authentic learning experiences for students (Cochrane et al., 2016). Since its establishment, three cycles of data collection have occurred exploring immersive mixed reality (XR) to enhance traditional clinical simulation methodologies in Paramedicine education (Aguayo et al., 2018; Cochrane et al., 2020). Using a design-based research (DBR) methodology focused on prototyping in practice to generate design principles (Cochrane et al., 2017; McKenney & Reeves, 2019), along with a mixed-methods and multimodal approach to data collection and analysis in educational research (Cohen, Manion & Morrison, 2011; Lahat, Adali & Jutten, 2015), led the MESH360 team to develop a framework for designing immersive reality enhanced clinical simulation (Cochrane et al., 2020). Building upon this work, a set of design principles permitted to augment the immersive experience of participants through a case study involving an XR enhanced rescue helicopter simulation experience. Two key components of this enhanced simulation are: (1) a focus on combining XR design principles merging real environment elements with digital affordances (possibilities offered by digital tools and platforms) to provide a range of ‘learning points’ for different types of learners (i.e., from novice to experienced participants) (Aguayo, Eames & Cochrane, 2020); and (2) a focus on the embodiment of the experience (Aguayo et al., 2018) to maximize the interactivity, authenticity, and realism of the enhanced immersive reality through a sequence of experiences including virtual reality (VR) helicopter ride, simulated manikin work, and critical environmental soundscapes. Findings from the third cycle indicate an increase in spatial and context awareness across all types of participants, in relation to the authenticity of the XR environment when compared to traditional Paramedicine simulation training. Furthermore, participants also reported an enhanced realism of the ‘emergency response’ helicopter VR ride, as the sequence of experiences permitted participants to plan their response based on audio cues and information updates while virtually ‘traveling to the scene’. This iterative research work has led the MESH360 project to validate the set of transferable design principles and implementation framework for the design of authentic critical care simulation environments in Paramedicine education. Here we present and discuss a series of implications and benefits from the third MESH360 cycle in Paramedicine education emerging from the framework for designing XR enhanced clinical simulation. Anecdotic yet relevant data in relation to participant demographics and VR anxiety has led the MESH360 team to explore culturally-responsive practice in XR simulation in Paramedicine education (see Aiello et al., 2021). Future directions and transferability to other health and medical contexts are also discussed.
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Potecaşu, Octavian, Alexandra Bucur, and Florin Bogdan Marin. "Virtual Interactive Prototyping Based on Function-Behavior-Structure (FBS) Approach." Advanced Materials Research 1143 (February 2017): 188–93. http://dx.doi.org/10.4028/www.scientific.net/amr.1143.188.

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The topic of this paper focuses on the virtual interactive prototyping and augmented reality prototyping. The prototyping of the manufacturing systems is of utmost importance. The prototyping phase is also important for maintenance for manufacturing systems. The paper propose a new approach taking into account several key ideas concerning the manufacturing machine components. The overall objectives of this paper are to propose new models and techniques for virtual prototyping and augmented reality.
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45

Go, Gi-Nam, Se-Min Ryu, Kyoo-Won Suh, and Sang-Hun Nam. "Haptic Controller, Prototyping, Virtual Reality, Exterior Design." Journal of Next-generation Convergence Information Services Technology 7, no. 2 (December 31, 2018): 237–46. http://dx.doi.org/10.29056/jncist.2018.12.10.

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46

Wins, Peter, Aryabrata Basu, and Kyle Johnsen. "Do-It-Yourself Interface Device Prototyping for Virtual Reality." International Journal of Virtual Reality 11, no. 3 (January 1, 2012): 43–48. http://dx.doi.org/10.20870/ijvr.2012.11.3.2849.

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the off-the-shelf virtual reality community is well aware of the wide variety of inexpensive and robust tracking and display technologies that have emerged from the entertainment industry in recent years. Alongside these developments, there has also been a vast improvement in the accessibility and usability of hobbyist-grade electronics components, which make incorporating lower-level sensing and actuation components into virtual reality systems feasible for even novices in electronics. Combined, these developments have formed the foundation for a renaissance of do-it-yourself interface device prototyping. Development of novel virtual reality interface devices has been simplified to the point that it can be commonplace in virtual reality system design, rather than an exception. This article discusses a variety of ways in which off-the-shelf electronics and devices can be leveraged and combined in virtual reality experiences, and the knowledge required to begin exploring possibilities, through case studies in prototyping virtual reality experiences.
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47

Tanbour, Prof Dr Emad Y., and Prof Philip Rufe. "Effectiveness of Immersive Virtual Reality for Mechanical Engineering Capstone Courses." International Journal for Research in Applied Science and Engineering Technology 11, no. 1 (January 31, 2023): 1220–33. http://dx.doi.org/10.22214/ijraset.2023.48702.

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Abstract: This paper, a continuation paper to the work presented at a previous ASEE conference as a "Pilot" planned research [1], discusses the research results of integrating virtual reality (VR) in a Mechanical Engineering Senior Capstone Course. The paper discusses the layout of the VR lab, its CAD software and hardware integration components that facilitated the immersive experience of virtual prototyping, and the effectiveness of utilizing virtual prototyping as a substitute for rapid prototyping during early stages of engineering design. The paper also provides benefits and challenges of using VR technology and recommendations for its successful implementation in a capstone engineering design class.
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48

Seth, Abhishek, Judy M. Vance, and James H. Oliver. "Virtual reality for assembly methods prototyping: a review." Virtual Reality 15, no. 1 (January 22, 2010): 5–20. http://dx.doi.org/10.1007/s10055-009-0153-y.

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49

Wang, G. Gary. "Definition and Review of Virtual Prototyping." Journal of Computing and Information Science in Engineering 2, no. 3 (September 1, 2002): 232–36. http://dx.doi.org/10.1115/1.1526508.

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Virtual Prototyping (VP) technique has been interpreted in many different ways, which causes confusion and misunderstanding among researchers and practitioners. Based on a review of the current related research and application, this paper proposes a definition of VP as well as components of a virtual prototype. VP is then compared with and distinguished from virtual reality (VR), virtual environment (VE), and virtual manufacturing (VM) techniques. Given the proposed definition and review of VP, future VP related research topics are suggested.
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HAMDI, Mustapha, and Antoine FERREIRA. "PROTOTYPING PROTEIN BASED BIO-NANOROBOTIC SYSTEMS USING VIRTUAL REALITY." IFAC Proceedings Volumes 39, no. 16 (2006): 102–7. http://dx.doi.org/10.3182/20060912-3-de-2911.00021.

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