Virtual Reality as a support for the product prototyping, configuration and validation: a case study
Contributo in Atti di convegno
Data di Pubblicazione:
2002
Abstract:
One of the research fields and applications of
Virtual Reality (VR) is the virtual prototyping. Many big
manufacturers of various goods have just started to use
immersive systems for the visualization, the presentation
and the analysis of their ideas, projects and products, for
customers and industrial partners and also for private
use in the product development. In this context the
stereoscopic visualization, the visual simulation, the
immersion and the interaction are powerful and relevant
characteristics to improve the user examination, the
aesthetic verification and the functional validation of the
products. In this paper, ITIA - CNR aims to present a
research project, in partnership with Electrolux-Zanussi,
about a system for supporting the design process of
whitegoods.
The design's life cycle can be briefly summarized as:
concept, details design, configuration, validation. Virtual
reality can be used at the concept level to check the new
ideas as well at the aesthetic and ergonomic validation
level. The details designing is still a competency of a
Computer Aided Design system.
In the project hereafter presented, the VR is utilized as a
support tool for the product configuration stage in order
to perform aesthetic and ergonomic verifications: the
main idea is to save times and costs related to the
prototyping phase. To achieve these tasks a virtual
environment has been conceived to allow the designer
team to validate all the possible configurations of a
specific product (different shapes of the control panel, of
the buttons, different colours etc.) and, once the various
product's classes has been identified, to start the
ergonomic and usability validations, mainly for testing
products interfaces and functionalities. The mechanical
and dynamical checks are performed in a further phase
using more proper and specialized tools.
The virtual interface with which, in a first phase, the user
decides the typology of the machine (configuration
environment) by using tools like pencils, pens, erasers
etc., then it becomes the environment for checking the
performances, where the user can interact with a virtual,
but working, model.
In order to create this kind of interaction it has been
important to design both an opportune interface inside
the virtual world as well a different working place for the
user/team that will use the application. A particular care
it has been taken on the design and development of a
driver to link the virtual product with the software (SW)
embedded in the control panel of the real one so the
virtual product works exactly like the real one.
Two relevant aspects are presented in the paper: the SW
design and the study of the ergonomy, human factors and
usability, both of the VR environment as well of the user
interface devices.
The SW design manages the world's rules, the SW
modules for the virtual hands, the objects, the navigation
and the virtual tools. And more, it handles also the
modeling of three-dimensional objects, the polygons
reduction, the use of textures, of environment mapping
and of bump mapping for graphics enhancement of
graphics.
The second aspect is the psychological aspect since it
deals with the intellectual and sensorial human-machine
interfacing aspects and methods.
For the HW setup, the user is interfaced to the system
with shutter glasses or with a Head Mounted Display,
and he uses a dataglove and position trackers.
A washing machine is the product used as an example to
check the efficiency of the environment.
Tipologia CRIS:
04.01 Contributo in Atti di convegno
Keywords:
Virtual Reality; Virtual Prototyping; White goods
Elenco autori:
Boer, Claudio; Sacco, Marco; Mottura, Stefano; Vigano', GIOVANNI PAOLO
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