Software-Agent Supported Virtual Experimental Environment for Virtual Prototypes of Mechatronic Systems

Author(s):  
Rafael Radkowski ◽  
Helene Waßmann

This paper presents a virtual experimental environment for testing virtual prototypes of intelligent mechatronic systems. A virtual prototype is a computer internal model of a real product. Virtual environments are used to verify the functionality of these virtual prototypes during the product development process. But normally, the virtual environments are composed manually. Engineers model the set of virtual prototypes and the relations between them manually. Furthermore, a lack of formal test methods exists for testing virtual prototypes of mechatronic systems. This paper presents software agents, which detect relations between virtual prototypes in a virtual environment, automatically. The concept of the agent-supported virtual environment is presented as well as the data needed by the agents for identifying relations between the virtual prototypes. The concept has been tested. One of the examples is described.

2002 ◽  
Vol 11 (5) ◽  
pp. 493-507 ◽  
Author(s):  
Nadine E. Miner ◽  
Thomas P. Caudell

This paper describes a new technique for synthesizing realistic sounds for virtual environments. The four-phase technique described uses wavelet analysis to create a sound model. Parameters are extracted from the model to provide dynamic sound synthesis control from a virtual environment simulation. Sounds can be synthesized in real time using the fast inverse wavelet transform. Perceptual experiment validation is an integral part of the model development process. This paper describes the four-phase process for creating the parameterized sound models. Several developed models and perceptual experiments for validating the sound synthesis veracity are described. The developed models and results demonstrate proof of the concept and illustrate the potential of this approach.


2021 ◽  
pp. 002188632110538
Author(s):  
Ignacio Pavez ◽  
Ernesto Neves

At the beginning of 2020, the operations of the Finance Hub of the Americas (FHoA) at pharmaceutical company GlaxoSmithKline (GSK) were suddenly forced to shift entirely from face-to-face to remote work. To handle this challenge, an FHoA team started a team development process aimed at strengthening teamwork in virtual environments. The intervention was grounded in the principles of generative leadership and dialogic organization development. Through a scholar-practitioner collaboration that focused on identifying the drivers of the successful transition to remote work, we build a three-step process of team development using the metaphor of organic growth: (1) sowing, (2) nurturing, and (3) flourishing. Using GSK's example, we illustrate how this process became a simple but powerful strategy to help teams thrive in a virtual environment. The core of the process uses generative questions to configure a structured but adaptable process that can be easily implemented in different contexts and situations.


Author(s):  
Stephan Husung ◽  
Antje Siegel ◽  
Christian Weber

Product development is dominated by reducing time and costs, which is often contradictory to the required high quality of product properties. Therefore, the demand for efficient tools, which support the product development process, is rising. Virtual Reality (VR) can be used as such a tool. The interactive presentation of simulation results using (extended) VR technologies is very helpful — especially if both the simulation tools and the VR presentation are multimodal. Due to the increasing importance of acoustics and the expectation of an improving presence in VR environments the sense of perception should be extended. For this a special audio-visual VR-system and audio-visual models are necessary. For the current investigations a spatial, interactive auralisation-system is used. The main focus of the paper lies on the state dependent reproduction of the acoustical behavior using a real-time capable, network-based sound-server. The developed methods are explained in the paper by an automotive example.


Author(s):  
Matthew D. Bauer ◽  
David W. Rosen

Abstract With the introduction of virtual prototyping into the product development process, simultaneous product/process design is enabled. The research reported in this paper illustrates an integration of product and disassembly process design via virtual prototyping. In this context, a virtual prototype is an information model consisting of a product model and one or more process models. Virtual prototype generation is a hybrid process consisting of both automated and interactive tasks. Simultaneous product/process design is accomplished by formulating the integrated product/process design problem as a multiobjective optimization problem in which product/process requirements are evaluated via virtual prototyping. Solution of the integrated product/process design problems is achieved through the application of the MORPS algorithm. Application of the use of virtual prototypes is presented in the simultaneous product/process design of an automotive center console.


Author(s):  
Andreas M. Kunz ◽  
Adrian Burri

Abstract Virtual Reality becomes more and more important within the product development process. It enables the engineer to realize constraints or mistakes in the product design at a very early stage by viewing the digital geometric prototype. Beside viewing the design of a product, additional functionalities like simulation of assembling, the physically correct behavior of a machine or the machine control come into focus of interest. Therefore, the interaction modality of haptic feedback gains more and more importance for simulation tasks in virtual environments. However there are only a few portable haptic interfaces with which the user can experience in a natural way the sensation of force feedback. The scope of this paper is to present a new passive haptic interface that is lightweight and easy to use. Furthermore it has no constraints in the workspace and applies high forces to the fingertips of the user by blocking the natural grasping.


Author(s):  
Thomas Klar ◽  
Miranda Baladi ◽  
George Fadel ◽  
Mathias Almer

Virtual Reality (VR) applications will become increasingly important as the need to link several locations in the product development process arises. This motivates research in advanced techniques for the visualization of remotely located participants within a computer-generated environment. This research ports an existing application, which allows the assembly of predefined objects, into a virtual environment (VE). A further extension allows the user’s hands to be filmed and superimposed onto the computer-generated VE. To create this effect, live video was combined with a projection display and the “blue-box” technique. This combination enabled the texture of the hands to be untied from the background without the effort of putting up blue walls. The image is sent over the network to a high-end graphics computer generating the VE. The knowledge gained in this research will be the basis for future work on distributed multi-user access to a shared VE.


Author(s):  
Andrea CAPRA ◽  
Ana BERGER ◽  
Daniela SZABLUK ◽  
Manuela OLIVEIRA

An accurate understanding of users' needs is essential for the development of innovative products. This article presents an exploratory method of user centered research in the context of the design process of technological products, conceived from the demands of a large information technology company. The method is oriented - but not restricted - to the initial stages of the product development process, and uses low-resolution prototypes and simulations of interactions, allowing users to imagine themselves in a future context through fictitious environments and scenarios in the ambit of ideation. The method is effective in identifying the requirements of the experience related to the product’s usage and allows rapid iteration on existing assumptions and greater exploration of design concepts that emerge throughout the investigation.


2016 ◽  
Vol 8 ◽  
pp. 46-52 ◽  
Author(s):  
Justyna Starostka

There are many roles that design can play in organisations. It can be source of good marketing strategy, and designer by himself can be a promotional tool for a company. Thanks to those actions companies can gain publicity, media attention and good PR.On the second level, design can be perceived as ‘process of making things better’. In this case companies can achieve more effective product development process, new tools and technologies.On the third level we have the situation when designer work alongside with company managers with the whole business concept. At this level, designers’ work looks more like a brand consultant, a strategist. In this approach design should be reflecting certain brand name and brand values.As our study presented, Swedish companies operate on those two, higher levels, while Polish still limit the scope of design. We strongly believe, that Polish companies, as they gain more experience with design activities, will be more likely to perceive design in this more mature approach. In the meantime, presenting best practices from companies from other, more mature countries could be a good way of promoting design as a strategic asset rather than promotional tool. We believe that in order to fasten this process, Polish companies should as follows:1. Work more often with external and foreign designers;2. Expand the area of designer responsibilities in companies;3. Place the responsibility for design in hands of professional design managers.


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