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1.
The paper presents the results of a research project aimed at developing an innovative system for modeling industrial products based on haptic technology. The system consists of a Computer Aided Design (CAD) system enhanced with intuitive designer-oriented interaction tools and modalities. The system integrates innovative six degrees of freedom (DOF) haptic tools for modeling digital shapes, with sweep operators applied to class-A surfaces and force computation models based on chip formation models. The system aims at exploiting designers’ existing skills in modeling products, improving the products design process by reducing the necessity of building several physical models for evaluating and testing the product designs. The system requirements have been defined observing designers during their daily work and translating the way they model shapes using hands and craft tools into specifications for the modeling system and the haptic tool. The system prototype has been tested by designers who have found it intuitive and effective to use.  相似文献   

2.
X.  G.  J.  B.K.   《Computer aided design》2005,37(14):1447-1458
With traditional two-dimensional based interfaces, many CAD surface models are difficult to design and edit due to their 3D nature. This paper discusses a technique for the deformation of CAD surface models with haptic interaction based on shape control functions. With the technique, designers can use a haptic interface to directly touch a native B-rep CAD model, and deform it in real-time by pushing, pulling and dragging its surfaces in a natural 3D environment. The deformation is governed by shape control functions. By using the shape functions, designers can specify the area of deformation, and also have greater controls on the shape of deformation. This technique is numerically efficient, and can deform complex surface models involving several thousand control points in real-time. The haptic-based deforming approach gives designers greater flexibility for the manipulation of complex CAD surfaces.  相似文献   

3.
Modular fixture configuration design is a complicated task requiring strong professional background and practical experience. However, automated or semi-automated computer aided modular fixture systems based on CAD packages still are not well accepted by the manufacturing industry due to the lack of intuitive interaction and immediate feedback compared with traditional models such as paper and physical models. In this paper, a novel Virtual Reality-based system for interactive modular fixture configuration design is presented. We use a multi-view based modular fixture assembly model to assist information representation and management. In addition, the suggested strategy is compatible with the principles of virtual environment and it is easy to reutilize the element model. Based on geometric constraints, we propose a precise 3D manipulation approach to improve intuitive interaction and accurate 3D positioning of fixture components in virtual space. Thus, the modular fixture configuration design task can precisely be performed in virtual space.  相似文献   

4.
Over recent years a wide variety of interaction devices involving haptic feedback have been brought to the market, but they vary widely in terms of input measures recorded. These range from one dimensional input on a haptic feedback steering wheel to a six degree of freedom position and orientation device and further, to assemblies of such devices. On the surface most of the variations can be accommodated logically with standardized input models combining existing logical input devices and haptic feedback processes as acknowledgement/echos. However it is very uncertain whether such a model can adequately model the system requirements for effective haptic feedback. In this paper we review the input models that have developed over the past 20 years and ask “Is it the end of the road for the conceptual model of input incorporated into the early graphics standards and elaborated over the years?” In addition, to highlight the problems of implementation with haptic interaction, we describe a typical application, the simulation of a collision with a virtual wall.  相似文献   

5.
This paper presents an approach for the integration of Virtual Reality (VR) and Computer-Aided Design (CAD). Our general goal is to develop a VR-CAD framework making possible intuitive and direct 3D edition on CAD objects within Virtual Environments (VE). Such a framework can be applied to collaborative part design activities and to immersive project reviews. The cornerstone of our approach is a model that manages implicit editing of CAD objects. This model uses a naming technique of B-Rep components and a set of logical rules to provide straight access to the operators of Construction History Graphs (CHG). Another set of logical rules and the replay capacities of CHG make it possible to modify in real-time the parameters of these operators according to the user’s 3D interactions. A demonstrator of our model has been developed on the OpenCASCADE geometric kernel, but we explain how it can be applied to more standard CAD systems such as CATIA. We combined our VR-CAD framework with multimodal immersive interaction (using 6 DoF tracking, speech and gesture recognition systems) to gain direct and intuitive deformation of the objects’ shapes within a VE, thus avoiding explicit interactions with the CHG within a classical WIMP interface. In addition, we present several haptic paradigms specially conceptualized and evaluated to provide an accurate perception of B-Rep components and to help the user during his/her 3D interactions. Finally, we conclude on some issues for future researches in the field of VR-CAD integration.  相似文献   

6.
This paper presents a novel investigation of the effectiveness of haptic feedback for designing a class of interconnected multi-body systems such as passive mechanisms. The traditional application of haptic feedback in the design process has been in applications such as parts assembly or mold design. The design of the mechanism discussed in this paper is for applications where the user needs to manipulate the mechanism in order to interact with an environment. The objective of the design is to have the link ratios so that it can allow the user better movement control of the mechanism and thus give a better force amplification when there is a sudden change in the contact reaction force with the application environment. A haptic device is used as a design interface between the designer of such mechanisms and the virtual mechanism model. For this preliminary investigation, we used a four-bar mechanism. In our case study, we choose, as an example, to use the net distance travel of a tool when penetrating inside a model of a deformable surface as the design objective to minimize. The effects on the variation of this distance travelled can then be studied by adjusting some of the key design parameters used in the mechanism. To evaluate our proposed haptic-aided design environment, an informal preliminary user study was conducted, where each subject explored a sampled design space of the mechanism. The results of the user study suggest that the usage of a haptic device in the design of this class of mechanism can expedite the design process.  相似文献   

7.
In traditional CAD (computer-aided design) systems, the manipulation of points and lines is often difficult because designers manipulate virtual objects through their vision system. Nowadays, designers can explore and manipulate virtual objects in haptic-enabled CAD systems using haptic devices. Haptic devices can present force feedbacks to pull or push the users’ hands into desirable targets. Of course the intent is for the user to experience the same sensations in the virtual realm as they would in the real world. Thus, sub-threshold forces, which cannot be perceived by users, should be incorporated in the control of users’ movements. As a result, our attention is directed to study the effect of sub-threshold forces on the accuracy of movement in a haptic-enabled virtual reality (VR) system. In this study, our goal is to manipulate users’ hands using controlled forces such that users cannot notice the forces. With this in mind, we have constructed a haptic-enabled virtual environment (VE) to carry out a multi-modal Fitts’ type task. In the task, subjects could see the position of the haptic probe in the VE where forces were applied on their hands. Basically, the accuracy of subjects was measured using a performance index when the intensity and direction of forces changed. A psychophysical method was utilized to ensure that the forces were below the force threshold of the human force perception. Results indicate that the accuracy is affected by the intensity and direction of sub-threshold forces even when users are allowed to control their actions through visual feedbacks.  相似文献   

8.
9.
The assembly in Virtual Reality (VR) enables users to fit virtual parts into existing 3D models immersively. However, users cannot physically feel the haptic feedback when connecting the parts with the virtual model. This work presents a robot-enabled tangible interface that dynamically moves a physical structure with a robotic arm to provide physical feedback for holding a handheld proxy in VR. This enables the system to provide force feedback during virtual assembly. The cooperation between the physical support and the handheld proxy produces realistic physical force feedback, providing a tangible experience for various virtual parts in virtual assembly scenarios. We developed a prototype system that allowed the operator to place a virtual part onto other models in VR by placing the proxy onto the matched structure attached to a robotic arm. We conducted a user evaluation to explore user performance and system usability in a virtual assembly task. The results indicated that the robot-enabled tangible support increased the task completion time but significantly improved the system usability and sense of presence with a more realistic haptic experience.  相似文献   

10.
W. Akl  A. Baz 《Virtual Reality》2005,9(1):57-69
Abstract Efficient computational tools are developed to model, visualize, and feel the structural-acoustics of shells in a virtual reality environment. These tools aim at building the structural-acoustic models of shells from an array of basic building blocks including: beams, shells, and stiffeners. The concepts of finite element analysis, sub-structuring, model reduction, meta-modeling, and parallel computations form the main steps to be followed for building simplified computational models of complex shell systems. The resulting models are particularly suitable for the efficient application of multi-criteria optimization techniques in order to select the optimal design parameters of these complex shell systems. The developed integrated analysis tools enable the engineers to design complex systems in a cost effective and a timely manner. Furthermore, engineers will be immersed in an audio-visually coupled tele-operated environment whereby direct interaction and control of the design process can be achieved. In this manner, the behavior of synthetic models of shells can be monitored by literally walking through the shell and adjusting its design parameters as needed to ensure optimal performance while satisfying design and operational requirements. For example, engineers can move electronic wands to vary the number, size, type, and location of stiffeners in the shell, monitor the resulting structural-acoustic visually or by haptic feedback and simultaneously listen to the radiated sound pressure field. Such manipulations of the virtual shells in the scene are carried out while the engineer is navigating through and around the shell to ensure that the vibration and sound levels, at any critical locations, are within the acceptable limits. The developed integrated approach also serves as a means for virtual training of students and engineers on designing and operating complex smart structures on the site as well as through collaborative efforts with other virtual reality sites. Such unique capability will enable engineers to design prototypes of expensive vehicles without building them. Examples of these vehicles include aircraft, submersibles, torpedoes, and others that can share this virtual experience and can be profoundly impacted upon by the proposed approach. The presented optimal design approach is implemented in the Virtual Reality CAVE Laboratory at the University of Maryland that is controlled by an eight parallel processor Silicon Graphics Infinite Reality (ONYX2) computer.  相似文献   

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