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Virtual Reality And Product Design Essay Research

Virtual Reality And Product Design Essay, Research Paper


Introduction


In the not so distant past, all mechanical drawings and


blueprints were created by hand. Models of the parts were


then made, also by hand. Mistakes could cost a great deal of


time and money. Then the design world was revolutionized by


computer aided drafting. This new tool, along with the


addition of rapid prototyping, has saved industry a countless


amount of hours and money.


As efficient as the part modeling systems of today are,


a new tool is developing that may once again change the part


modeling process for good. Virtual reality systems can allow


a person to “walk” through a new building or examine a new


part before a mock up or model is ever made, allowing changes


to be implemented before anything is ever built. Although


only considered to be in its infancy stages, virtual reality


will soon become an integral part of the design process.


Virtual Reality Background


The term virtual reality describes a computer program


that stimulates some or all of the five senses in order to


create an “illusion of being somewhere or doing something”


(Bates 53). It can consist of programs that allow the user


to “fly through” a design, or it can be a room complete with


three dimensional graphics, sound, and the sense of touch.


In the world of virtual reality, there are six degrees-of-


freedom, or in other words, six different types of movement.


In addition to the normal up/down and left/right movements,


the user can also pitch up or down, angle left or right, move


forward or backward and rotate left or right. A normal


drawing from CAD can become a virtual environment that can


almost be percepted as real (Teschler 60).


Virtual Reality Applications


Numerous virtual reality applications are available on


the market, ranging from a price of several hundred dollars


to millions of dollars. As mentioned above, the simplest of


the virtual reality programs is the fly through program.


This type of application can be run from a personal computer


without the need of expensive hardware. Some of these


programs, such as ADAMS form Mechanical Dynamics and Working


Model from Knowledge Revolution allow designs to be subjected


to a kinematic analysis in order to see how parts will


perform. These types of applications are used extensively in


the automotive industry (Puttre 21).


Three Dimensional Graphics


The next step up is to make the virtual environment


three dimensional. This is done using a 3-D graphics


generator such as stereographic goggles, also known as head


mounted displays (HMD’s) (Derra 46). A simple movement of


the head will change the perspective seen through the


goggles, just as in real life.


Although the use of a HMD can provide a totally unique


perspective it increased cost must be considered. For


complicated, 3-D virtual systems, a graphics accelerator and


a six degree-of-freedom mouse are needed (Teschler 62).


These items coupled with the cost of the HMD can drive the


price up to around 130,000 dollars (Derra 46).


Virtual Touch


In addition to sight, virtual reality can also include


the sense of touch. Cybernet Systems Corporation has


developed a hand held system that will give the user a sense


of pressure when obstructions in the virtual room are


reached (Schut 23). Prosolvia Clarus of Sweden has developed


a pair of cybergloves that will produce a feeling of


restraint when trying to penetrate a barrier and a feeling


of weight when holding an object (Bates 54).


Advanced Virtual Reality Applications


The majority of virtual reality programs in industry


today are the fly through programs used with either normal


computer screens or goggles. However there are some advanced


virtual reality systems in use on a small scale. The two


systems in use today are the Cave Automatic Virtual


Environment (Cave) and Simulation Based Design (SBD) system.


These two cutting edge systems are very expensive

and in use


mainly at universities and in the automotive and aerospace


industries.


The Cave system at the Argonne National Laboratory in


Argonne, Illinois is typical of most Cave systems. “Images


are projected onto the floor and on stretched Mylar screens


forming the front and two side walls for 180 (degree) of


immersed visualization” (Bates 55). Users wear special


goggles that cause depth perception, and the system is


controlled by mouse and joystick controls (Bates 55).


The Cave system is also employed at Caterpillar in


Peoria, Illinois. The virtual reality environment is created


by importing drawings from the Pro/Engineer CAD system. The


Cave system is equipped with a steering wheel, shifter, seat


and other controls so the imported design can actually be


“driven” (Teschler 62). Different environments, such as a


cornfield or a landfill, can be utilized during the


simulation. Managers of the new Caterpillar technology


believe that the device has significantly reduced product


development time (Bates 56).


Simulation Based Design (SBD) was started by the Defense


Advanced Research Projects Agency, in conjunction with


several private defense contractors. SBD combines CAD with


virtual reality and kinematic analysis to produce realistic


simulations. Using a SBD program, Lockheed Martin had


successfully produced simulations of Navy ship deck gun


firing arcs. As SBD technology continues to progress, design


times will decrease, physical prototypes will be eliminated,


and initial design quality will be improved (Puttre 22).


Although Cave and SBD systems are available, they are


not in use by many companies yet. Most companies refrain


from such a large system because of its high cost. The


initial cave system can cost around $400,000, and the


computers to run the graphic displays can cost an additional


$30,000 to $300,000 (Derra 46). It is not widely believed


that the benefits of these systems outweigh the initial costs


at this point in time.


Conclusion


Every new technology requires time before general


acceptance is achieved. Virtual reality technology has not


been around for long, so wide acceptance has generally not


been seen. However, as the technology continues to improve


and the cost decreases, virtual reality will find a home in


industry. In the not so distant future, virtual reality


simulations will be the norm and prototypes will be a thing


of the past.


Abstract


Virtual Reality technology is in the beginning stages,


but will soon have a large impact on product development.


Several different types of virtual technologies are available


today. The basic systems operate on normal computers. Three


dimensional systems are available, and some even offer the


sense of touch. Cave systems and SBD systems offer the most


options and best effects, but are costly and not in wide use.


More applications for virtual reality technology will seen as


the technology evolves.


Works Cited


Bates, Charles A. “Come on in, the VR is fine.” American


Machinist. v. 141, 1997. pp. 53-6.


Derra, Skip. “Virtual reality: development tool or research


toy?.” R & D Magazine. v. 40, 1998. pp. 45-50.


Dvorak, Paul. “Engineering puts virtual reality to work.”


Machine Design 29 Feb 1997. pp. 69-73.


Puttre, Michael. “Simulation-based design puts the virtual


world to work.” Design News v. 53, 1998. pp. 21-25.


Schut, Jan H. “Autofact showcases low-cost, high-function


software and the first touchy-feely CAD.” Plastics World


Jan 1997. pp. 22-26.


Teschler, Leland. “Walk-through realism slashes development


time.” Machine Design 25 May 1995. pp. 60-64.


Table of Contents


Abstract 1


Introduction 2


Virtual Reality Background 3


Virtual Reality Applications 3


Three Dimensional Graphics 3


Virtual Touch 4


Advanced Virtual Reality Applications 4


Conclusion 6


Works Cited 7


Appendix 8

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