Academic literature on the topic 'VR-CAD system'

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Journal articles on the topic "VR-CAD system"

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Chu, Chi-Cheng, Jianzhong Mo, and Rajit Gadh. "A Quantitative Analysis on Virtual Reality-Based Computer Aided Design System Interfaces." Journal of Computing and Information Science in Engineering 2, no. 3 (September 1, 2002): 216–23. http://dx.doi.org/10.1115/1.1518265.

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In this paper, a series of interface tests on interaction approach for the generation of geometric shape designs via multi-sensory user interface of a Virtual Reality (VR) based System is presented. The goal of these interface tests is to identify an effective user interface for VR based Computer-Aided Design (CAD) system. The intuitiveness of the VR based interaction approach arises from the use of natural hand movements/gestures, and voice commands that emulate the way in which human beings discuss geometric shapes in reality. In order to evaluate the proposed interaction approach, a prototypical VR-CAD system is implemented. A series of interface tests were performed on the prototypical systems to determine the relative efficiency of a set of potential interaction approach with respect to specific fundamental design tasks. The interface test and its results are presented in this paper.
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O’B Holt, P., J. M. Ritchie ,, P. N. Day ,, J. E. L. Simmons ,, G. Robinson ,, G. T. Russell ,, and F. M. Ng. "Immersive Virtual Reality In Cable and Pipe Routing: Design Metaphors and Cognitive Ergonomics." Journal of Computing and Information Science in Engineering 4, no. 3 (September 1, 2004): 161–70. http://dx.doi.org/10.1115/1.1759696.

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In recent years there have been moves in industrial engineering towards greater automation through intelligent systems and this has resulted in replacing human expertise. In many cases the potential of intelligent systems has yet to be realised. This paper presents and discusses an alternative technological approach, which uses immersive virtual reality (VR) to support engineering design tasks. The approach focuses on the human engineer and acknowledges the importance of human input to the design process. The development of a metaphor based VR system is reported along with initial field trials, which compare VR with conventional CAD systems. The results show advantages of using VR over CAD and these are discussed along with strengths, weaknesses and future work.
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Kim, Sun-Hee, and Hong-Chul Lee. "Fast hologram generation method for interactive holographic VR-CAD system." Optik 122, no. 20 (October 2011): 1814–20. http://dx.doi.org/10.1016/j.ijleo.2010.09.046.

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Barreto Junior, Camilo de Lellis, Alexandre Cardoso, Edgard Afonso Lamounier Júnior, Paulo Camargos Silva, and Alexandre Carvalho Silva. "Designing Virtual Reality Environments through an Authoring System Based on CAD Floor Plans: A Methodology and Case Study Applied to Electric Power Substations for Supervision." Energies 14, no. 21 (November 8, 2021): 7435. http://dx.doi.org/10.3390/en14217435.

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The adoption of Virtual Reality (RV) technologies in prototype design and process revision has contributed to multiple industry areas. Nonetheless, the development of VR systems for engineering is a complex task, as it involves specialized teams handling low-level code development. Given these problems, the goal of this study is presenting a methodology for designing VR, through an Authoring System based on Computer-Aided Design (CAD). The presented methodology provides an easy integration of electric power substation floor plans and Virtual Reality software (VRS), as well as three-dimensional and symbol modeling conventions. Centralized software architecture was developed, composed of the CAD Editor, input manager and VRS. The methodology was evaluated through a case study applied to the conception (elaboration) of electric power substations (EPS) as part of a Research and Development (R&D) project for training and field assets supervision. The results demonstrated visual precision and high integrity in elaboration of a VR environment from the CAD floor plan. This work also presents a comparative analysis between manual conception and the Authoring System.
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Toro, Carlos, Jorge Posada, Stefan Wundrak, and André Stork. "Improving Virtual Reality Applications in CAD through Semantics." International Journal of Virtual Reality 5, no. 4 (April 5, 2020): 39–46. http://dx.doi.org/10.20870/ijvr.2006.5.4.3243.

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In this article we propose an architecture for the inclusion and exploitation of semantic aspects in a CAD environment. Our schema focuses on the enhancement and improvement of a commercial (general purpose) CAD system on its Virtual Reality (VR) capabilities. There is a need in combining CAD and semantics in the new generation of computer assisted engineering systems. Usually semantic aspects in traditional CAD applications relay on the user’s tacit knowledge, a fact that slows the learning curve while the user is getting trained with a new tool, no matter if he is an expert in others. Moreover, current CAD programs offer a myriad of options to the designer, but their limited integration of the non geometric information (e.g. PDM systems), and in general the semantics of the design process, can still be improved for the current needs of the industry. We argue that the use of semantics could improve the workflow and capabilities of the software and would benefit a new user (non experienced one) in order to produce better results in shorter times. In this paper our main focus is the enhancement of the visualization and VR capabilities in generic CAD applications. Our semantic CAD framework uses ontology modeling as well as engineering standards in order to conceptualize and exploit the information contained in a CAD model. To show some benefits of our proposed schema, we present two cases in different engineering domains (plant design and Steel detailing design), where the inclusion of semantics empowers a VR experience.
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Gîrbacia, Florin. "Evaluation of CAD Model Manipulation in Desktop and Multimodal Immersive Interface." Applied Mechanics and Materials 325-326 (June 2013): 289–93. http://dx.doi.org/10.4028/www.scientific.net/amm.325-326.289.

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In this paper is presented an evaluation study regarding the manipulation of 3D CAD models using multimodal Virtual Reality (VR) interface and traditional desktop environment. A multimodal interface based on VR technologies that offers direct access to the space model by using several sensorial channels (visual, tactile, verbal) is described. Users can manipulate 3D objects using 6DOF tracking device, gestures and visualize the design status in an immersive CAVE - like system. The results of the evaluation study illustrate that using VR technologies as an alternative to replace WIMP CAD software interface is viable and brings more advantages.
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Deng, Yilin, Sang-Yun Han, Jianyi Li, Jinjin Rong, Wenyu Fan, and Tiancong Sun. "The design of tourism product CAD three-dimensional modeling system using VR technology." PLOS ONE 15, no. 12 (December 28, 2020): e0244205. http://dx.doi.org/10.1371/journal.pone.0244205.

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In view of the high homogeneity of tourism products all over the country, an attempt is made to design virtual visit tourism products with cultural experience background, which can reflect the characteristics of culture + tourism in different scenic spots, so that tourists can deeply experience the local culture. Combined with computer aided design (CAD), the virtual three-dimensional (3D) modeling system of scenic spots is designed, and VR real scene visit interactive tourism products suitable for different scenic spots are designed. 360° VR panoramic display technology is used for 360° VR panoramic video shooting and visiting system display production of Elephant Trunk Hill park scenery. A total of 157 images are collected and 720 cloud panoramic interactive H5 tool is selected to produce a display system suitable for 360° VR panoramic display of scenic spots. Meanwhile, based on single view RGB-D image, the latest convolutional neural network (CNN) algorithm and point cloud processing algorithm are used to design the indoor 3D scene reconstruction algorithm based on semantic understanding. Experiments show that the pixel accuracy and mean intersection over union of the indoor scene layout segmentation network segmentation results are 89.5% and 60.9%, respectively, that is, it has high accuracy. The VR real scene visit interactive tourism product can make tourists have a more immersive sense of interaction and experience before, during and after the tour.
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Hsu, Quang Cherng. "Prototyping of Image-Based Inspection Mechanisms by CAD and Virtual Reality Technology." Materials Science Forum 594 (August 2008): 15–21. http://dx.doi.org/10.4028/www.scientific.net/msf.594.15.

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Image-processing technology is widely used in industry for automatic inspection and measurement through the capturing of object images by CCD (Charge-Couple Device) cameras and the built-in algorithms. VR (Virtual Reality) is a high-end user interface that involves real-time simulation and interactions through multiple sensorial channels. Three important characteristics of VR are: immersion, interaction, and imagination which enable the users more direct and useful communications with manufacturing prototyping systems. In this paper, an image processing system was developed for measuring small parts such as 3C rivets automatically. If using optical sensors to measure such small parts, the mechanism is complicate. However, if using image process technology, the mechanism is simple and the measurement is efficient. All we have to do are to develop measuring algorithms as well as computer programs. A VR-based image processing system was also developed by importing 3D CAD objects and applying the relationships between these objects. Therefore, the image processing algorithms as well as the layout of the measurement system can be tested by using the proposed VR system without any real machine such as transfer mechanism, CCD camera, and computer with image processing program.
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Yang, Jian Yu, Gang Li, Jun Cheng, and Wan Shan Wang. "TBM Motion Simulation: System Configuration, Motion Analysis and OpenGL Performer Based Realization." Applied Mechanics and Materials 16-19 (October 2009): 856–61. http://dx.doi.org/10.4028/www.scientific.net/amm.16-19.856.

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It’s necessary to apply numerical prototype technology in developing processes of a TBM, and the application of VR system can enormously enhance the simulation effect. In the article, hardware configuration of a VR system for TBM motion simulation was discussed and the module function was analyzed. According to the practical working condition, motion analysis of TBM key components was carried out, and motion model was formulated. A model processing method using Deep Exploration and Creator was introduced, for transforming numerical models from CAD software to VR environment, and for dealing with the accompanying data loss. The article also discussed scene graph constructing method based on OpenGL Performer and developed a TBM motion simulation program.
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Piepereit, R., A. Beuster, M. von der Gruen, U. Voß, M. Pries, and U. Wagner. "TOWARDS WIND-SIMULATION OF VIRTUAL 3D CITY MODELS IN A COLLABORATIVE VR ENVIRONMENT." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-4/W15 (September 23, 2019): 61–66. http://dx.doi.org/10.5194/isprs-archives-xlii-4-w15-61-2019.

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<p><strong>Abstract.</strong> Virtual reality (VR) technologies are used more and more in product development processes and are upcoming in urban planning systems as well. They help to visualize big amounts of data in self-explanatory way and improve people’s interpretation of results. In this paper we demonstrate the process of visualizing a city model together with wind simulation results in a collaborative VR system. In order to make this kind of visualization possible a considerable amount of preliminary work is necessary: healing and simplification of building models, conversion of these data into an appropriate CAD-format and numerical simulation of wind flow around the buildings. The data obtained from these procedures are visualized in a collaborative VR-System. In our approach CityGML models in the LoD (Level of Detail) 1, 2 and 3 can be used as an input. They are converted into the STEP format, commonly used in CAD for simulation and representation. For this publication we use an exemplary LoD1 model from the district Stöckach-Stuttgart. After preprocessing the model, the results are combined with those of an air flow simulation and afterwards depicted in a VR system with a HTC Vive as well as in a CAVE and a Powerwall. This provides researchers, city planners and technicians with the means to flexibly and interactively exchange simulation results in a virtual environment.</p>
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Dissertations / Theses on the topic "VR-CAD system"

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Li, Zhaoyi, and n/a. "Analysis and Design of Virtual Reality Visualization for a Micro Electro Mechanical Systems (MEMS) CAD Tool." Griffith University. School of Information and Communication Technology, 2005. http://www4.gu.edu.au:8080/adt-root/public/adt-QGU20060731.121340.

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Since the proliferation of CAD tools, visualizations have gained importance.. They provide invaluable visual feedback at the time of design, regardless whether it is fbi civil engineering or electronic circuit design-layout. Typically dynamic visualizations are produced in a two phase process: the calculation of positions and rendering of the image and its presentation as an animated video clip. This is a slow process that is unsuitable fbr interactive CAD visualizations, because the former two require finite element analysis Faster hardware eases the problem, but does not overcome it, because the algorithms are still too slow. Our MEMS CAD project works towards methods and techniques that are suitable for interactive design, with faster methods. The purpose of this PhD thesis is to contribute to the design of an interactive virtual prototyping of Micro Electro Mechanical Systems (MEMS) This research comprises the analysis of the visualization techniques that are appropriate for these tasks and identifying the difficulties that need to be overcome to be able to offer a MEMS design engineer a meaningful and interactive CAD design environment Such a VR-CAD system is being built in our research group with many participants in the team. Two particular problems are being addressed by presenting algorithms for truthful VR visualization methods: one is for displaying objects that are different in size on the computer screen. The other is modelling unsynchronized motion dynamics, that is different objects moving simultaneously at very high and vety low speed, by proposing stroboscopic simulation to present their dynamics on the screen They require specific size scaling and time scaling and filtering. It is these issues and challenges which make the design of a MEMS CAD tool different from other CAD tools. In the thesis I present algorithms for displaying animated virtual reality for MEMS virtual prototyping in a physically truthful way by using the simulated stroboscopic illumination to filter animated images to make it possible to show unsynchronized motion.. A scaling method was used to show or hide objects which cannot be shown simultaneously on the computer screen because of their large difference in size. The visualization of objects being designed and their animations is done with much consideration of visual perception and computer capability, which is rising attention, but not too often mentioned in the visualization domain.
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Li, Zhaoyi. "Analysis and Design of Virtual Reality Visualization for a Micro Electro Mechanical Systems (MEMS) CAD Tool." Thesis, Griffith University, 2005. http://hdl.handle.net/10072/366361.

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Since the proliferation of CAD tools, visualizations have gained importance.. They provide invaluable visual feedback at the time of design, regardless whether it is fbi civil engineering or electronic circuit design-layout. Typically dynamic visualizations are produced in a two phase process: the calculation of positions and rendering of the image and its presentation as an animated video clip. This is a slow process that is unsuitable fbr interactive CAD visualizations, because the former two require finite element analysis Faster hardware eases the problem, but does not overcome it, because the algorithms are still too slow. Our MEMS CAD project works towards methods and techniques that are suitable for interactive design, with faster methods. The purpose of this PhD thesis is to contribute to the design of an interactive virtual prototyping of Micro Electro Mechanical Systems (MEMS) This research comprises the analysis of the visualization techniques that are appropriate for these tasks and identifying the difficulties that need to be overcome to be able to offer a MEMS design engineer a meaningful and interactive CAD design environment Such a VR-CAD system is being built in our research group with many participants in the team. Two particular problems are being addressed by presenting algorithms for truthful VR visualization methods: one is for displaying objects that are different in size on the computer screen. The other is modelling unsynchronized motion dynamics, that is different objects moving simultaneously at very high and vety low speed, by proposing stroboscopic simulation to present their dynamics on the screen They require specific size scaling and time scaling and filtering. It is these issues and challenges which make the design of a MEMS CAD tool different from other CAD tools. In the thesis I present algorithms for displaying animated virtual reality for MEMS virtual prototyping in a physically truthful way by using the simulated stroboscopic illumination to filter animated images to make it possible to show unsynchronized motion.. A scaling method was used to show or hide objects which cannot be shown simultaneously on the computer screen because of their large difference in size. The visualization of objects being designed and their animations is done with much consideration of visual perception and computer capability, which is rising attention, but not too often mentioned in the visualization domain.
Thesis (PhD Doctorate)
Doctor of Philosophy (PhD)
School of Information and Communication Technology
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Stelzer, Ralph H., Wolfgang Steger, and Dirk Petermann. "Virtual Reality als zentrale Komponente einer PLM-Strategie – Herausforderungen und Umsetzungskonzepte." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2017. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-228158.

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PLM-Strategien stehen heute vor der Herausforderung, immer größere und vor allem auch immer komplexer vernetzte Informationen über Produkte nicht nur, wie im Rahmen von klassischen PDM-Lösungen üblich, weitgehend auf mechanische Komponenten beschränkt für die Produktentwicklung zu verwalten, sondern Lösungen für den gesamten Produktlebenszyklus bereitzustellen. Dabei müssen zum einen vielfältige mechatronische Komponenten (Mechanik, Elektrik, Elektronik und Software), große Komponentenzahlen, tiefe Strukturen, große Variantenvielfalt sowie z.B. auch servicebezogene Informationen abgebildet werden. Zum anderen sind diese Informationen im Kontext einer verteilten Nutzung (collaborative engineering) von der Anforderungsdefinition über die frühen Entwicklungsphasen (front loading) bis zur Wartungsunterstützung bereitzustellen.
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Fechter, Marius, and Sandro Wartzack. "Konzept für ein VR-System zur intuitiven Modellierung durch natürliche Interaktion." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2016. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-215233.

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Aus der Einführung "Kreative Ideen sind die Grundlage für Unternehmen, um eigene Produkte an sich verändernde Marktbedingungen anzupassen, neue Möglichkeiten zu nutzen und auf dem Markt zu bestehen (Shalley et al. 2004). Organisationen versuchen deshalb, kreativitätsfördernde Arbeitsbedingungen zu schaffen, indem die Unternehmenskultur und Arbeitsumgebungen entsprechend gestaltet oder spezielle Werkzeuge zur Verfügung gestellt werden. Ein im Produktentwicklungsprozess häufig eingesetztes Werkzeug ist das parametrisch assoziative CAD-System (Computer-Aided Design). Die effiziente Bedienung einer umfangreichen WIMP (Window, Icon, Menu, Pointing)- basierten Software muss durch umfangreiche Schulungen erlernt und regelmäßig angewendet werden, um die Modellierfähigkeiten zu erhalten. Die zur Bedienung erforderliche kognitive Leistung führt häufig zur Beeinträchtigung der Kreativität eines Konstruktionsingenieurs (Chandrasegaran et al. 2013), v. a. bei wenig geübten Nutzergruppen. Am Übergang zwischen Konzeptphase und der frühen Entwurfsphase (Arbeitsabschnitt 5 der VDI 2221) wird deshalb vorwiegend mit Skizzen und noch nicht im parametrischen CAD-System gearbeitet (VDI 2223 2004). Für die Erstellung der Vorentwürfe wäre es im Sinne des „Frontloading“ jedoch wünschenswert, früh erste rechnergestützte Methoden zur Gestaltung einsetzen zu können. Durch den Einsatz von virtueller Realität (VR) eröffnet sich die Möglichkeit zur Entwicklung intuitiver Interaktionsmethoden, die eventuell neue Modellierstrategien ermöglichen. Diese erlauben dem Produktentwickler, natürlich mit den virtuellen Modellen umzugehen. Durch die im Vergleich zum parametrisch assoziativen CAD-System intuitive Bedienung würde die Kreativität bei der groben Gestaltung der Vorentwürfe weniger eingeschränkt. ..."
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Okuya, Yujiro. "CAD Modification Techniques for Design Reviews on Heterogeneous Interactive Systems." Thesis, Université Paris-Saclay (ComUE), 2019. http://www.theses.fr/2019SACLS450.

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Les revues de design industriel bénéficient des nouvelles technologies interactives pour devenir plus réalistes, immersives et collaboratives. Toutefois, la modification des données de conception (CAO) est toujours effectuées depuis un espace de travail traditionnel par des ingénieurs qualifiés. Des problèmes de communication entre les différents experts peuvent apparaitre lors des réunions de revue de projet et engendrer des erreurs d’interprétation des modifications. J’estime que les processus actuels de révision de la conception impliquant itérativement des discussions sur la conception et un ajustement des modèles 3d devraient fusionner. Cela pourrait réduire le nombre d’itérations de correction sur les modèles durant le cycle de développement en facilitant lesdiscussions et en permettant à des utilisateurs non spécialistes CAO de modifier les données. Dans cette thèse, j’ai commencé par interviewer des ingénieurs de l‘industrie et j’ai esquissé un scénario de revue de conception dans lequel tous les membres d’un même projet peuvent générer et comparer plusieurs alternatives de conception depuis des systèmes interactifs adaptés pour répondre aux besoins de leurs différents expertises. J’ai d’abord conçu un système de couplage entre un environnement interactif temps réel et des données de CAO (RV-CAO) capable de modifier et de mettre à jour au format CAO natif. J’ai ensuite proposé des techniques d’interaction pour permettre à des utilisateurs non experts en CAO de modifier les données CAO paramétriques en utilisant des systèmes depuis un système CAVE et un mur d’image. Pour le système CAVE, j’ai créé ShapeGuide, une métaphore d’interaction basée forme permettant aux utilisateurs de générer et de choisir parmi des alternatives de conception en agissant indirectement sur les valeurs des paramètres d’un modèle CAO. J’ai étudié comment ShapeGuide peut affecter la qualité d’une tâche de modification de données CAO par rapport à un réglage de valeur de paramètre basée sur un défilement unidimensionnel. Les résultats ont montré que ShapeGuide permettait une modification plus rapide, plus efficace et préférée par les utilisateurs. Pour l’interaction depuis un mur d’images, j’ai créé ShapeCompare, qui permet à plusieurs utilisateurs de générer et de comparer plusieurs alternatives de design. J’ai étudié comment ShapeCompare affecte la collaboration entre experts par rapport à une technique de visualisation adaptée aux écrans standard. Les résultats ont montré qu’avec ShapeCompare, des paires de participants effectuaient plus rapidement une tâche de résolution de contraintes multiples et utilisaient plus d’instructions déictiques. Les résultats présentés décrivent des propositions de nouvelles pratiques de révision de conception, se basant sur l’utilisation d’interactions immersives et de murs d’images, qui permettent la modification directe des données de conception d’origine par tous les membres du projet quelle que soit leur expertise en CAO
Industrial design reviews benefit from emerging interactive technologies to become more Realistic, Immersive and Collaborative. However, the modification of design data is still managed in traditional workspace–Computer-Aided Design (CAD) systems on a workstation. As only engineers can apply modifications in such a workspace after the design review meeting, miscommunication between various experts could occur, resulting in unnecessary iterations. I argue that current processes of design reviews–design discussion and design adjustment– should merge. It could reduce the iterations, facilitate discussions and empower non-CAD experts to modify CAD data. In this dissertation, I started by interviewing engineers at an automotive industry and drew a new design review scenario in which project members can generate and compare several design alternatives in heterogeneous systems that can support needs from various experts. Based on the scenario, I firstly designed a VR-CAD system that can update the native format of CAD data in highly configurable interactive systems. I then explored interaction techniques for non-CAD experts to modify parametric CAD data with 3D and 2D interactive systems: a CAVE system and a wall-sized display. For the CAVE system, I created ShapeGuide, which allows users to generate and switch design alternatives of CAD data with a shape-based 3D interaction. I investigated how ShapeGuide affects a CAD data modification task compared to a standard one-dimensional scroll for parameter manipulation. Results showed that ShapeGuide was faster, more efficient and preferred by the users than the scroll technique. For the wall-sized display, I created ShapeCompare, which allows users to generate and distribute multiple design alternatives of CAD data using touch interaction. I investigated how ShapeCompare affects the collaboration among experts compared to a visualization technique suitable for standard screens. Results showed that pairs of participants performed a constraint solving task faster and used more deictic instructions with Shape- Compare. The presented findings for new design review practices using immersive systems and a wallsized display, allowing direct modification of the original CAD data by all project members regardless of their CAD expertise
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Books on the topic "VR-CAD system"

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Peddie, Jon. The History of Visual Magic in Computers: How Beautiful Images are Made in CAD, 3D, VR and AR. London: Springer London, 2013.

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The History Of Visual Magic In Computers How Beautiful Images Are Made In Cad 3d Vr And Ar. Springer London Ltd, 2013.

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Peddie, Jon. The History of Visual Magic in Computers: How Beautiful Images are Made in CAD, 3D, VR and AR. Springer, 2013.

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Book chapters on the topic "VR-CAD system"

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Zheng, J. M., K. W. Chan, and I. Gibson. "A VR-based CAD System." In Global Engineering, Manufacturing and Enterprise Networks, 264–74. Boston, MA: Springer US, 2001. http://dx.doi.org/10.1007/978-0-387-35412-5_31.

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Beisheim, Nicolai, Markus Kiesel, Markus Linde, and Tobias Ott. "Evaluation and Development of Digital Collaboration Techniques for Interdisciplinary Collaboration." In Advances in Transdisciplinary Engineering. IOS Press, 2020. http://dx.doi.org/10.3233/atde200101.

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In innovative industrial companies, collaboration techniques and laboratories have been in use for years. What historically started with teleconferencing instead of business trips has now reached the status of normal tools for interdisciplinary cooperation in these companies with advances in technologies such as PCs and data broadband as well as software such as Computer Aided Design (CAD), Virtual Reality (VR) and Augmented Reality (AR). But the collaboration techniques are often installed in extra rooms, e.g. video conferencing facilities and large VR laboratories. Other technologies such as chat programs can be used by any employee directly at his workplace. Without the use of these techniques, the short development times required today in many industrial sectors cannot be achieved and even remote maintenance of machines at the customer’s would be impossible for machine manufacturers. Within a research project, digital collaboration techniques are inspected and evaluated regarding their suitability for interdisciplinary cooperation in various applications. Collaboration techniques include special hardware for graphic simulations and head-mounted displays for 360∘ visualization of digital objects. Additionally different software for cooperation with graphics, video and conference programs distributed over several locations is tested, evaluated and partly newly developed. The application cases are processes from engineering and for planning of buildings. Based on the requirements determined during the tests, a new user-friendly mobile collaboration environment was developed. This collaboration environment integrates the different technologies of graphic simulation as well as already established methods such as video transmission or video conferencing and chat programs in a suitcase system.
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Conference papers on the topic "VR-CAD system"

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Chu, Chi-Cheng, and Rajit Gadh. "A Quantitive Analysis on Virtual Reality-Based Computer Aided Design System Interfaces." In ASME 2002 International Mechanical Engineering Congress and Exposition. ASMEDC, 2002. http://dx.doi.org/10.1115/imece2002-32465.

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In this paper, a series of interface tests on interaction approach for the generation of geometric shape designs via multi-sensory user interface of a Virtual Reality (VR) based System is presented. The goal of these interface tests is to identify an effective user interface for VR based Computer-Aided Design (CAD) system. The intuitiveness of the VR based interaction approach arises from the use of natural hand movements/gestures, and voice commands that emulate the way in which human beings discuss geometric shapes in reality. The focus of this paper is on determining a set of effective interaction approaches by using the combinations of auditory, tactile, and visual sensory modalities to accomplish typical CAD tasks. In order to evaluate the proposed interaction approach, a prototypical VR-CAD system is implemented. A series of interface tests were performed on the prototypical systems to determine the relative efficiency of a set of potential interaction approach with respect to specific fundamental design tasks. The interface test and its results are presented in this paper.
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Zheng, J. M., K. W. Chan, and I. Gibson. "A VR Based 3D Graphics User Interface for CAD Modeling System." In ASME 1999 Design Engineering Technical Conferences. American Society of Mechanical Engineers, 1999. http://dx.doi.org/10.1115/detc99/dac-8627.

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Abstract With the advancement of computer techniques, a greater emphasis has been placed on intuitive human-computer interactions (HCIs). Virtual Reality systems can offer a novel way for users to interact with the objects in the computer generated environment (the so called Virtual Environment, VE). Through VR technology, we have the ability to replace the traditional input device, such as keyboard and mouse, with other modes such as speech and gesture. In our research project, we use a CyberGlove, developed by Virtual Technology Inc., as an input device to develop a desktop CAD modeling system for conceptual designers. We elaborate the limitations of the Dataglove and use gestures to support intuitive human-computer interface. To develop this gesture interface, we emphasize that conceptual designers are allowed full-freedom to use different kinds of gestures to conduct various geometric shape operations instead of depending solely on keyboard and 2D mouse. The designers can indicate objects or directions simply by pointing with the hand, and manipulate the position and orientation of an object by grasping and turning. The “virtual tools” can be used for shaping, cutting, and joining objects. We employ the 3D GUIs for enhancing the gesture interface. In the VE, the 3D menu and “virtual hand” float over the objects rather than being part of the scene. Various 3D cursors can be used to select menu or manipulate the object.
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Joshi, Hrishikesh, Sankar Jayaram, Uma Jayaram, and Larry Varoz. "An Open Architecture for Embedding VR-Based Mechanical Tools Into CAD Applications." In ASME 2008 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2008. http://dx.doi.org/10.1115/detc2008-50138.

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Virtual Reality (VR)-based assembly and disassembly analysis systems have been in use for several years. There have also been various efforts at creating bi-directional integration between CAD systems and VR-based assembly systems. The next step in this integration is to provide the capabilities of CAD and the immersive systems under one umbrella. This paper presents an open/extensible architecture for embedding VR-based mechanical tools within CAD systems to assist in assembly and disassembly analyses. The goal is to allow the user to perform immersive assembly/disassembly evaluations entirely within the CAD system. The architecture discussed in this paper is designed to leverage the inherent visualization and modeling capabilities provided by any commercial CAD system, while allowing the user to use any level of immersion ranging from simple tracking and stereo visualization to complete haptics devices. The focus is on providing assembly and disassembly capabilities using mechanical tools (e.g. wrenches, screwdrivers, etc.). The architecture is designed to be open (generic) for easy adaptation with any CAD system (through the API of the CAD system) and any haptic device (through the API of the haptic device). It provides a template consisting of modules and classes, which are relevant irrespective of the choice of the CAD system or the haptics system. The architecture is also designed to be extensible to include advanced interactions and simulations beyond the basic capabilities implemented in the system described in this paper. The CAD model library structure is leveraged for managing virtual tools and fasteners available to the user. The proposed architecture has been implemented to provide virtual assembly functionality within CATIA V5 using the VirtualHand™ Toolkit from Immersion Corporation. Examples of this implementation using threaded fasteners and tools are also presented. The extensibility of the architecture was tested by implementing a different suite of mechanical tools for a different simulation purpose.
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Kang, Leen-Seok, Hyoun-Seok Moon, Seo-Young Park, Hyoun-Seong Kim, and Chang-Hak Kim. "Application of VR Technology Linked with 4D CAD System for Construction Project." In 2009 International Conference on New Trends in Information and Service Science (NISS). IEEE, 2009. http://dx.doi.org/10.1109/niss.2009.139.

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Ma, Si-Qun, and Zhi-Li Gao. "A Solution to Integrate CAD/CAE System and VR for Complex Product Design Processes." In 2009 Second International Conference on Information and Computing Science. IEEE, 2009. http://dx.doi.org/10.1109/icic.2009.394.

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Darnall, Nathan D., Vinay Mishra, Sankar Jayaram, and Uma Jayaram. "VR-SMART: A Virtual Reality System for Smart Home Environments." In ASME 2011 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2011. http://dx.doi.org/10.1115/detc2011-48585.

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Virtual reality (VR) technologies and systems have the potential to play a key role in assisting disabled inhabitants of smart home environments with instrumental activities of daily living (IADLs). While immersive environments have useful applications in the fields of gaming, simulation, and manufacturing, their capabilities have been largely untapped in smart home environments. We have developed an integrated CAD and virtual reality system which assists a smart home resident in locating and navigating to objects in the home. Using the methods presented in this paper, a room modeled in a CAD system is imported into a virtual environment, which is linked to an audio query-response interface. The user’s head and room objects are fitted with the sensors which are part of a six DOF motion tracking system. Methods have been created to allow the inhabitant to move objects around in the room and then later issue an audio query for the location of the object. The system generates an audio response with the object’s position relative to the person’s current position and orientation. As he approaches the object, information is derived from the virtual models of both the room and the objects within the room to provide better guidance. The ability of the VR-SMART system to guide a resident to an object was tested by mounting a head mounted display (HMD) on a user located in a room. This allowed the user to navigate through the virtual world that simulated the room he occupied, thereby providing a way to test the positional accuracy of the virtual system. Results of the testing in the immersive environment showed that although the overall system shows promise at a 30% success rate, the success of the system depends on the accuracy and calibration of the tracking system. In order to improve the success of the system, we explored the precision of a second motion capture system, with more accurate results. Results confirmed that the VR-SMART system could significantly improve the assistance of disabled people in finding objects easily in the room when implemented only as an assistive system without the head-mounted display.
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Dani, Tushar H., and Rajit Gadh. "A Framework for Designing Component Shapes in a Virtual Reality Environment." In ASME 1997 Design Engineering Technical Conferences. American Society of Mechanical Engineers, 1997. http://dx.doi.org/10.1115/detc97/dfm-4372.

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Abstract Despite advances in Computer-Aided Design (CAD) and the evolution of the graphical user interfaces, rapid creation, editing and visualization of three-dimensional (3D) shapes remains a tedious task. Though the availability of Virtual Reality (VR)-based systems allows enhanced three-dimensional interaction and visualization, the use of VR for ab initio shape design, as opposed to ‘importing’ models from existing CAD systems, is a relatively new area of research. Of interest are computer-human interaction issues and the design and geometric tools for shape modeling in a Virtual Environment (VE). The focus of this paper is on the latter i.e. in defining the geometric tools required for a VR-CAD system and in describing a framework that meets those requirements. This framework, the Virtual Design Software Framework (VDSF) consists of the interaction and design tools, and an underlying geometric engine that provides the representation and algorithms required by these tools. The geometric engine called the Virtual Modeler uses a graph-based representation (Shape-Graph) for modeling the shapes created by the user. The Shape-Graph facilitates interactive editing by localizing the effect of editing operations and in addition provides constraint-based design and editing mechanisms that are useful in a 3D interactive virtual environment. The paper concludes with a description of the prototype system, called the Virtual Design Studio (VDS), that is currently being implemented.1.
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Wan, Jian, and Nanxin Wang. "A Method of Motion-Based Immersive Design System for Vehicle Occupant Package." In ASME 2018 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2018. http://dx.doi.org/10.1115/detc2018-85054.

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Assessing user experience on a new vehicle design objectively is critical for an automotive company to improve customer satisfactory of its products. The technology of motion capture and digital human modeling has been utilized in many recent studies to assist in the design process of a new product. Motions of human interacting with a new product are captured or simulated. The human body trajectory and swept volumes of the motion are overlaid with the product geometry in CAD, providing a guidance for the direction of new design changes. However, a CAD system generally requires some training to be efficiently used to review a design. A more intuitive and easier approach is preferred. In recent years, Virtual and Augmented Reality (VR/AR) are taking root in engineering area. The technology provide great advantages to the applications of design review, process simulation, maintenance, and training, etc., by expanding the physical world with virtual components or helpful information. This paper presents a new method of motion-based immersive design system for vehicle occupant package that integrates the technologies of VR/AR and digital human modeling. The method incorporates human motions captured or simulated along with the new geometry of a vehicle compartment inside a VR/AR environment. Through this, the designer is able to not only immersively experience the new design, but also observe the behavior of different users interacting with the design in the 3D environment. It provides a systematic and intuitive approach for a designer to quickly iterate through the test-review-revise design cycle and achieve a more accommodating and occupant friendly vehicle compartment design.
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Seth, Abhishek, Hai-Jun Su, and Judy M. Vance. "A Desktop Networked Haptic VR Interface for Mechanical Assembly." In ASME 2005 International Mechanical Engineering Congress and Exposition. ASMEDC, 2005. http://dx.doi.org/10.1115/imece2005-81873.

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This paper presents the development of a PC-based 3D human computer interface for virtual assembly applications. This system is capable of importing complex CAD (Computer Aided Design) models, rendering them in stereo, and implementing haptic force feedback for realistic part interaction in virtual environments. Such an application will facilitate wider acceptance of the use of a VR interface for prototyping assembly tasks. This interface provides both visual and haptic feedback to the user, while allowing assembly tasks to be performed on a desktop virtual environment. The network module has the ability to communicate with multiple VR systems (such as CAVE etc.) at geographically dispersed locations using a non-dedicated network channel. The potential benefits of such a system include identification of assembly issues early in the design process where changes can be made easily, resulting in a more efficient and less costly product design process.
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Zhong, Yongmin, and Wolfgang Mu¨ller-Wittig. "Solid Modelling Through Constraint-Based Manipulations in a Virtual Reality Environment." In ASME 2002 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2002. http://dx.doi.org/10.1115/detc2002/cie-34386.

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Virtual Reality (VR) technology is a natural extension of 3D computer graphics with advanced input and output devices and brings a completely new environment to the CAD community. However, with today’s VR systems, it is difficult to directly and precisely create and modify objects in a VR environment. This paper presents an efficient approach for solid modelling in a VR environment. Solid modelling in the VR environment is precisely performed in an intuitive manner through precise constraint-based manipulations. Constraint-based manipulations are accompanied with automatic constraint recognition and precise constraint satisfaction for establishing the hierarchically structured constraint-based data model and are realized by allowable motions for precise 3D interactions in the VR environment. The allowable motions are represented as a mathematical matrix for conveniently deriving the allowable motions from constraints. A procedure-based degree-of-freedom incorporation method for 3D constraint solving is presented for deriving the allowable motions. A rule-based constraint recognition engine is developed for automatic constraint recognition. A prototype system has been developed for solid modelling in the VR environment, where the user can create solid models in an intuitive manner through precise constraint-based manipulations.
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