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]
PROTOTYPES, COMPUTER-aided design, CONCRETE construction, CONSTRUCTION materials, STEELWORK, and CONSTRUCTION
Hybrid concrete construction is a technologically advanced approach to frame construction. It utilizes an optimal mix of structural materials; eg, in situ concrete with precast concrete and steelwork. The process of selecting an hybrid-optimized solution, however, often requires several factors to be considered, eg, 'hard' criteria such as time and cost, and 'soft' criteria such as safety and aesthetics (to be considered simultaneously) - the complexities of which can often be a core barrier to implementation. This paper introduces the concept of hybrid concrete construction and presents a virtual prototyping tool to assist the decision-making process. This model is able to import computer aided design information into a central database - the details of which are then layered with additional information; eg, hard and soft performance criteria and so on. Solutions can be interrogated and demonstrated through an interactive virtual environment, in which multi-option scenarios can be evaluated against specific user-defined criteria. Findings have identified several core benefits, including the ability to: justify decisions corroborated with detailed data; evaluate options against each other; interrogate objects at a much greater detail than before; and see the effects of changes in a 'real-time' environment. [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]
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]
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]