Usó, Vanessa Ghiraldeli, Sandnes, Frode Eika, and Medola, Fausto Orsi
Usó, V.G., Sandnes, F.E. & Medola, F.O. (2020). Using virtual reality and rapid prototyping to co-create together with hospitalized children. In: M. Di Nicolantonio, E. Rossi & T. Alexander (Eds.). Advances in additive manufacturing, modeling systems and 3D prototyping: Proceedings of the AHFE 2019 International Conference on Additive Manufacturing, Modeling Systems and 3D Prototyping, 2020 (pp. 279-288) Cham: Springer
Keytar is a plucked guitar simulation mockup developed with Unity3D that provides auditory, visual, and haptic feedback to the player through a Phantom Omni robotic arm. Starting from a description of the implementation of the virtual instrument, we discuss our ongoing work. The ultimate goal is the creation of a set of software tools available for developing plucked instruments in Unity3D. Using such tools, sonic interaction designers can efficiently simulate plucked string prototypes and realize multisensory interactions with virtual instruments for unprecedented purposes, such as testing innovative plucked string interfaces or training machine learning algorithms with data about the dynamics of the performance, which are immediately accessible from the machine.
Multimodal Technologies and Interaction, Vol 2, Iss 2, p 14 (2018)
service design, service prototyping, service walkthrough, user experience, virtual reality, Technology, and Science
The use of virtual elements for developing new service prototyping environments and more realistic simulations has been suggested as a way to optimise the service prototyping process. This work examines the application of virtual reality (VR) in prototyping service journeys and it hypothesises that VR can recreate service journeys in a highly immersive, agile, and inexpensive manner, thus allowing users to have a representative service experience and enabling service designers to extract high-quality user feedback. To that end, a new service prototyping method, called VR service walkthrough, is presented and evaluated through an empirical comparative study. A VR service walkthrough is a virtual simulation of a service journey, representing how the service unfolds over space and time. A comparative study between the VR service walkthrough method and an adapted service walkthrough method evaluates the application of both methods using a location-based audio tour guide service as a case study. Two user groups (each with 21 users) were used to evaluate both methods based on two factors: the user experience they offered and the subjective meaningfulness and quality of feedback they produced. Results show that the VR service walkthrough method gave a performance similar to that of the service walkthrough method. It was also able to communicate the service concept in an immersive way and foster constructive feedback.
Journal of Library Administration. Oct2018, Vol. 58 Issue 7, p698-727. 30p. 1 Color Photograph.
PROTOTYPES, BEHAVIORAL research, TECHNOLOGY, DISCIPLINE, and SCHOLARS
How do researchers search for knowledge? What are their behaviors and habits, and what technologies do they use? This article proposes that three design shifts - involving more human senses, enabling comparative and simultaneous viewing, and allowing immediate access to full content - will create a more fruitful research process for scholars who conduct a literature review, learn about a new topic in a related discipline, or catch up on advances in their field. The three proposed designed shifts were tested with prototyping. The systematic prototyping procedure is a method that can be employed by others to advance this field. [ABSTRACT FROM AUTHOR]
The paper deals with prototyping strategies aimed at supporting engineers in the design of the multisensory experience of products. It is widely recognised that the most effective strategy to design it is to create working prototypes and analyse user's reactions when interacting with them. Starting from this consciousness, we will discuss of how virtual reality (VR) technologies can support engineers to build prototypes suitable to this aim. Furthermore we will demonstrate how VR-based prototypes do not only represent a valid alternative to physical prototypes, but also a step forward thanks to the possibility of simulating and rendering multisensory and real-time modifiable interactions between the user and the prototype. These characteristics of VR-based prototypes enable engineers to rapidly test with users different variants and to optimise the multisensory experience perceived by them during the interaction. The discussion is supported both by examples available in literature and by case studies we have developed over the years on this topic. Specifically, in our research we have concentrated on what happens in the physical contact between the user and the product. Such contact strongly influences the user's impression about the product. [ABSTRACT FROM AUTHOR]
Martínez, Jonatan, García, Arturo S., Oliver, Miguel, Molina, José P., and González, Pascual
International Journal of Human-Computer Interaction. Nov2014, Vol. 30 Issue 11, p855-871. 17p. 7 Color Photographs, 1 Diagram, 1 Chart, 5 Graphs.
HUMAN-computer interaction, USER interfaces (Computer systems), VIRTUAL prototypes, VIRTUAL reality, VIDEO games, and HAPTIC devices
The use of haptics in virtual reality and video games has received growing attention as a means of enhancing the sensation of immersion in these environments. The sensation of touching virtual objects not only augments the impression of reality but also can improve the performance. However, the design of haptic interactions is not an easy task, and it usually needs a great effort due to the absence of powerful prototyping toolkits. Thus, this article proposes a vibrotactile prototyping toolkit for Eccentric Rotating Mass actuators named VITAKI. The main objective of this platform is to facilitate the prototyping and testing procedures of new vibrotactile interaction techniques for Virtual Reality and video games. A detailed description of the design of the system is provided, presenting the hardware and software elements that make up the VITAKI toolkit. In addition, its application to two different examples to illustrate its use is provided. Finally, a preliminary evaluation of this toolkit is presented. This evaluation is divided into two main stages. On one hand, a study of Olsen’s criteria is performed to analyze its general capabilities. On the other hand, a comparison with previously presented proposals is included too. These two analyses, together with other experiments where the devices created with the toolkit were tested by end users, highlight its main features and its advantages over other proposals. [ABSTRACT FROM AUTHOR]
RAPID prototyping, WORLD Wide Web, TECHNOLOGICAL innovations, VIRTUAL reality, and COMPUTER-generated imagery
Coming from the 2D and 3D games that everybody is very familiar with, these days the world has been taken by storm with the introduction of virtual reality technology. In this paper I covered the essence of this new empowering technology through things like: a short representative definition and classification, the hardware requirements for stepping into the VR world, and the most important aspect which is the applicability of this technology in the society that we live in. Also, the main purpose of this paper was to identify which VR game engine a beginner should be using for their first project. Through the research that has been done in this article, I come to the conclusion that the most suitable game engine in this case is Unity. To further prove my statement, I developed a small project that consists of a 3D VR maze which shows how easy it is to learn and develop using Unity. [ABSTRACT FROM AUTHOR]
virtual reality, engineering design, product design, industrial design, virtual prototyping, 3D modelling, Electronics, and TK7800-8360
The research on the use of virtual reality (VR) in the design domain has been conducted in a fragmentary way so far, and some misalignments have emerged among scholars. In particular, the actual support of VR in early design phases and the diffusion of practices involving VR in creative design stages are argued. In the present paper, we reviewed VR applications in design and categorized each of the collected 86 sources into multiple classes. These range from supported design functions to employed VR technologies and the use of systems complementing VR. The identified design functions include not only design activities traditionally supported by VR, such as 3D modelling, virtual prototyping, and product evaluation, but also co-design and design education beyond the early design phases. The possibility to support early design phases by means of VR is mirrored by the attention on products that involve an emotional dimension beyond functional aspects, which are particularly focused on in virtual assemblies and prototypes. Relevant matches between VR technologies and specific design functions have been individuated, although a clear separation between VR devices and supported design tasks cannot be claimed.
The CoppeliaSim VR Toolbox provides a set of tools to experience CoppeliaSim robot simulation software in Virtual Reality and to return user interactions. Its primary focus is to create a platform that enables the fast prototyping and verification of robotic systems. Moreover, the generality of the toolbox ensures that it can be valuable in other contexts like robotics education, human–robot interaction or reinforcement learning. The software is designed to have a low entry threshold for moderately complex use cases, but can be extended to perform very complex visualizations for more experienced users.
RAPID prototyping, DESIGN services, VIRTUAL reality, COMPUTER simulation, and REALITY
The article reports on a virtual reality approach of plastics packaging tooling and design firm R&D/Leverage that allows clients to perform real-time prototyping. Topics discussed include remarks from employee Derek Scherer on their LEVR virtual reality system, information on rapid prototyping, and reason that LEVR virtual reality is being called real-time prototyping.
ALGORITHMS, MANUFACTURES, ENGINEERING, MANUFACTURING processes, NEW product development, BIOMEDICAL engineering, COMPUTER simulation, and VIRTUAL reality
This paper proposes a multi-material virtual prototyping (MMVP) system that integrates the virtual reality (VR) and the layered manufacturing (LM) technologies for digital fabrication of heterogeneous multi-material prototypes for advanced product development and biomedical engineering. The system consists mainly of two algorithms for sequential and concurrent multi-toolpath planning, and a virtual prototyping system. The algorithms adopt a topological hierarchy-sorting algorithm to establish the hierarchy relationship of multi-material slice contours for facilitating toolpath planning of multi-material layered manufacturing (MMLM). Subsequently, the sequential multi-toolpath planning algorithm generates sequential toolpaths that avoid redundant tool movements. To reduce build time further, the concurrent multi-toolpath planning algorithm generates collision-free concurrent toolpaths. Based on the hierarchy information, a bounding box can be adopted to approximate envelopes of contour families of the same material property to simplify detection of tool collisions. The algorithms are integrated to form the MMVP system for planning, stereoscopic simulation, and validation of multi-toolpaths for MMLM. [ABSTRACT FROM AUTHOR]
IEEE Computer Graphics and Applications. May 1995, Vol. 15 Issue 3, p8, 4 p. chart
Virtual reality, Computer graphics, and Interactive computer systems -- Research
A rapid prototyping environment, dubbed Alice, is being developed that can generate environments which will allow people without highly technical computer backgrounds to create programs for virtual reality (VR). Alice programs are written in Python, a simple language that novice programmers can use. Users can also manipulate GUI control panels and object within an already created virtual environment to create their won worlds. The programming concepts that went into creating Alice are discussed.
PROTOTYPES, MANUFACTURING processes, VIRTUAL reality, COMPUTER simulation, and STEREOSCOPIC views
This paper proposes a CAVE-based multi-material virtual prototyping (CMMVP) system for immersive stereoscopic visualisation and optimisation of multi-material layered manufacturing (MMLM) processes. The CMMVP system consists mainly of a suite of software packages for simulation of MMLM processes, integrated with a multi-screen CAVE-based virtual reality (VR) system, to create an immersive virtual environment for digital fabrication of multi-material product prototypes. In comparison with desktop-based or semi-immersive VR systems, the CMMVP system blocks out environmental disturbances such that designers can fully immerse in performing stereoscopic visualisation and quality analysis of the resulting multi-material prototypes for subsequent improvements of a product design. The CMMVP system facilitates advanced product design and helps reduce product development time and cost substantially. [ABSTRACT FROM AUTHOR]
IEEE Spectrum. Oct 1993, Vol. 30 Issue 10, p34, 6 p.
Virtual reality, Three-Dimensional Graphics, Computer-generated environments, Imaging Technology, High Technology, Prototype, Stereo Vision, Preview (CAD software) -- Design and construction, Virtual reality -- Usage, and Computer-generated environments -- Usage
NASA is using Lockheed Corp's Optical Design Group to design a virtual prototype for Corrective Optics Space Telescope Axial Replacement (Costar), a repair module for the Hubble Space Telescope. NASA wanted to find any deployment problems on the ground before Costar was in space. The design group developed Prevent Real Errors by Virtual Investigation of Engineering Worlds (Preview), a three-dimensional software program that simulated Costar's deployment. Preview found two problems with the initial Costar design. A portion of the incoming light creating the image was blocked by Costar's FOC-M1 arm and a hole in the optical controller cube was not large enough for the FOC-M1 to fully extend. Preview allows the user to take different viewing positions and change deployment characteristics.
RAPID prototyping, MATHEMATICAL models, COMPUTER algorithms, VIRTUAL reality, COMPUTERS in medicine, ROBUST control, DIGITAL image processing, and TOMOGRAPHY
This paper presents a framework for generating patient-specific, visually realistic anatomical models from medical scan images suitable for usage in a virtual environment. The goal is to design a robust and repeatable procedure for rapid preparation of anatomical models with minimal user intervention. The proposed framework is an integration of algorithmic components such as image processing and segmentation, 3D surface reconstruction, mesh decimation, remeshing and visualization. Based on this framework, we have successfully generated the anatomical models of the human liver and the gall bladder from real clinical CT scan data. Our proposed framework took less than 20 minutes for a typical CT scan of 70 slices, demonstrating that it is efficient for real clinical applications which demand rapid turnaround time, such as for pre-surgical virtual training. [ABSTRACT FROM AUTHOR]
This paper proposes a non-contact, low cost 3D scanning solution using laser striping. The solution is composed of two main parts: the hardware setup - used for acquiring the object's 3D surface information, and the software part - that processes the information and obtains the 3D model representation of the object. We propose two major improvements over the traditional scanning solutions: the 3D information acquisition is based on a reconfigurable hardware platform - a Xilinx Spartan 6 FPGA - which adds flexibility and scalability to the scanning process, while the 3D model reconstruction is remotely available "as a Service", by the means of a web interface that abstracts away the complexity of the underlying processes and improves the performance, while granting easy sharing between users. By separating data capture process from the 3D model reconstruction tasks the system gains in portability - a feature that is absent for most existing solutions. The service-oriented approach brings on a performance gain, since the computational intensive tasks are handled by dedicated servers and ease of use of the system, because the user does not have to bother managing and using the software tools locally.
BANDWIDTHS, FREQUENCY spectra, 5G networks, HIGH dynamic range imaging, and VIRTUAL reality
The article focuses on the importance of millimeter-wave (mmWave) spectrum in developing the Fifth Generation (5G) system. It talks about the the spectrum supporting bandwidth technology, ultra-high definition (UHD) systems and high dynamic range (HDR) videos. It tells about the developing virtual reality and augmented reality in the industry. It speaks about the application of the mmWave technology in telecommunications, bandwidth systems and the mobile phones.
Automotive Manufacturing Solutions. Jan/Feb2005, p48-48. 1/2p. 1 Color Photograph.
RAPID prototyping, ORIGINAL equipment manufacturers, AUTOMOBILE industry, SUPPLY & demand, and VIRTUAL reality
Focuses on the advantage of virtual reality for rapid prototyping of original equipment manufacturers in the automobile industry. Comment from Bruce Renfrew, managing director of Rapitypes, on the supply and demand of niche vehicles in the industry; Information on the production parts for air-induction systems; Discussion on the production of prototype parts in the industry.