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IPROD Sofia Meeting Topic: VR in Product Development 1 Augmenting Product Development with Virtual Reality © 2014 Prof. Stoyan Maleshkov Faculty of German Engineering and Industrial Management Education TECHNICAL UNIVERSITY OF SOFIA

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Page 1: Augmenting Product Development with Virtual Realityiprod.masfak.ni.ac.rs/.../VR-in-ProductDevelopment-2014ppt.pdf · Augmenting Product Development with Virtual ... Display) Topic:

IPROD Sofia Meeting Topic: VR in Product Development 1

Augmenting Product

Development with Virtual

Reality

© 2014 Prof. Stoyan Maleshkov

Faculty of German Engineering and Industrial

Management Education

TECHNICAL UNIVERSITY OF SOFIA

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IPROD Sofia Meeting Topic: VR in Product Development 2

Presentation Outline

1. What is Virtual Reality? 2. VR – historical overview. 3. Structure and basic principles of VR systems. 4. Types of VR systems. 5. Main application areas of VR systems. 6. VR application projects at the VR lab of the

technical university of Sofia. 7. VR in product design education at the Faculty

of German Engineering and Industrial Management Education, TU - Sofia.

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What is Virtual Reality?

«French Higher School L’École de design

Nantes Atlantique offers master program

Virtual Reality

Courses are presented in English

Virtual Reality (VR) is an environment that is simulated by a computer, trying to imitate the real space. •Most virtual reality environments are primarily visual experiences: –Displayed either on a computer screen, through special stereoscopic displays or other displays –Sound through speakers or headphones •Some simulations include additional sensory information –Limited tactile feedback etc.

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VR Definition

Commonly it could be referred to “a high-end user-computer

interface that involves real-time simulation and interactions

through multiple sensorial channels” [Burdea, 2003].

VR is based on so called 3 “I’s”:

1. Immersion,

2. Interaction, and

3. Imagination.

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VR Main Elements

1. Immersion - VR applications give users a sense of immersion into some sort of virtual space. This space can model physically existing reality, or be something entirely fictitious.

( vrca.rwth-aachen.de)

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VR Main Elements

2. Interaction – the virtual objects in the virtual environment can be selected and manipulated in a manner equal or very close to those in an natural environment. 3. Imagination – the computer generated environment stimulates the imagination of the user – the VR system can be considered as some sort of CAI equipment (CAI stands not for Computer Aided Instruction but rather for Computer aided Imagination)

(www.bmw.de)

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IPROD Sofia Meeting Topic: VR in Product Development 7

VR Definition

•Virtual Reality (VR) is an environment that is simulated by a

computer, trying to imitate the real surroundings – to create a

realistic-looking world, a believable computer-generated

experience.

•Engage multiple channels and stimulate several senses:

– Visual presentation, displayed either on a computer screen,

through special stereoscopic displays or other displays

– Sound through speakers or headphones

– Some simulations include additional sensory information

–Limited tactile feedback etc.

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Traditional work with computer

Test of Bill Buxton: Draw

in 15 sec computer

About 80 % draw screen,

keyboard and mouse.

The user implements the

computer basically through

input/output technologies.

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Development of the computer Hardware

Moore‘s Low

Double the performance

every 18 months

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Development of the potentials of the

human’s brain

constant

Need to improve the

interface

HCI

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Standard HCI (Human – Computer

Interface)

Unchanged during the last 25

years

Based on Windows, Icons, Menus

and Pointers.

WIMP (Windows, Icons, Menus

and Pointers)

Only screen resolution increases –

the basic principle remains

unchanged.

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Standard HCI (Human – Computer

Interface)

Technology for people with:

• one eye

• one ear

• one hand

• one finger

• without mouth

• without body

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VR – New challenges

How to develop HCI?

Not only WIMP .

Immersion – be in the

environment – increase

this feeling through

additional sensorial

channels.

(www.w2vr.com)

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VR

Basic features:

• Virtual content

• Immersion

•Real time feedback

•Interaction

•Imagination

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VR Main Advantage

Old China’s proverb:

Hear – Forget

See – Memorize

Examine – Understand

老子 Laozi

6 BC.

Virtual Environment makes it possible to examine the

simulated environment and to test and to verify its

properties in near-to-natural conditions.

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Augmented Reality

Real environment enriched with

computer generated objects

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Augmented Reality - Technologyies

Two basic principles:

•optical seethrough - left

• video seethrough - right

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Augmented Reality - Applications

Virtual commercial – Text

“Pacific Bell” и

“Pennsylvania Lottery” is AR.

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VR - Historical Overview

First Generation: 1960 -1985 Morton Heilig Sensorama (1962)

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VR - Historical Overview

First Generation: 1960 -1985

– Ivan Sutherland,

Ultimate Display

(1970)

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Presentation Outline

1. What is Virtual Reality? 2. VR – historical overview. 3. Structure and basic principles of VR systems. 4. Types of VR systems. 5. Main application areas of VR systems. 6. VR application projects at the VR lab of the

technical university of Sofia. 7. VR in product design education at the Faculty

of German Engineering and Industrial Management Education, TU - Sofia.

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VR - Historical Overview

Second Generation: 1985 -1995

– Scott Fisher,VIEW

(1985)

First Commercial

Systems

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VR - Historical Overview

Second Generation: 1985 -1995

First Applications –

Game with Data

glove and HMD

(Head Mounted

Display)

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VR - Historical Overview

Second Generation: 1985 -1995

First Applications –

Virtual walk-through

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VR - Historical Overview

Second Generation: 1985 -1995

First Applications –

Surgery simulations

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VR - Historical Overview

Third Generation: 1995 - 2000

Summary:

-Graphics

supercomputers SGI

- Immersive Projection

Technology - IPT

-Industrial Applications

• Example: CAVE

(Cave automatic virtual

environment)

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VR - Historical Overview

Third Generation: 1995 - 2000 • Stereoscopic projection • Workbench

• CAVE (Cave Automatic Virtual Environment)

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VR - Historical Overview

Third Generation: 1995 - 2000 • Marker based AR System

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VR - Historical Overview

Forth Generation : 2000 - today

Summary:

- Mobile AR system.

- Various, but expensive

Software tools.

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VR - Historical Overview

Fourth Generation: 2000 - today

Summary:

- Hardware components

are available: PC clusters,

stereoscopic visualization,

sensors

-Missing standards

-Missing standard workflow

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The 4DX Technology – old idea in a new

implementation

Developed by CJ 4DPLEX, functionality quite close to “Sensorama”

( cj4dx.com)

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Presentation Outline

1. What is Virtual Reality? 2. VR – historical overview. 3. Structure and basic principles of VR systems. 4. Types of VR systems. 5. Main application areas of VR systems. 6. VR application projects at the VR lab of the

technical university of Sofia. 7. VR in product design education at the Faculty

of German Engineering and Industrial Management Education, TU - Sofia.

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VR Structure

Traditional structure – [Burdea and Coiffet ]

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Conceptual model of VR system

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Conceptual model of VR system

Virtual world – description, storage and representation of the virtual world, mainly in the form of the so-called Scene Graph.

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Conceptual model of VR system

Simulation processor – simulates the behavior of the objects in the virtual

world – usually scripts, describing the behavior are activated when some

event occurs.

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Conceptual model of VR system

Input processor – signals acquisition and processing.

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Conceptual model of VR system

Output processor – calculating of all output signals (rendering): the scene

graph is traversed and all output signals are calculated, generated and

transferred to the output displays.

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VR Structure

The VR system is a multimodal (multisensory) system.

The VR system stimulates user senses for:

Vision – stereoscopic image (the user can estimate the 3-

rd dimension – the depth)

Hearing – space sound (taking into account reflection and

absorption of the sound waves by objects in the virtual

scene)

Touching – with and without force feedback

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Stereoscopic image – the basic principle

Our brain combines:

2 slightly different images,

delivered to the brain by the

left and the right eye

respectively

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Stereoscop

Basic principle: to show 2

slightly different images

separately to both eyes of the

user

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Stereoscopic basics

Parallax: an apparent displacement or difference in the

apparent position of an object viewed along two different lines

of sight.

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Stereoscopic basics

Parallax: an apparent displacement or difference in the

apparent position of an object viewed along two different lines

of sight.

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Stereoscopic basics

Parallax and convergence (angle between optical axes of both

eyes – this information is processed by our brain and the depth

(the distance to the observed object) is estimated

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Stereoscopic basics

The differences in the two retinal images are called horizontal

disparity, retinal disparity, or binocular disparity

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Stereoscopic clues

Motion Parallax

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Adding Sound

Three Stages: Modeling, Propagation, Rendering

Modeling

Acoustic Geometry -- surface simplification

Source Modeling -- area source

-- emitting characteristics

-- sound signal

Acoustic Material -- absorption coefficient

-- scattering coefficient

Propagation

Diffraction

Refraction

Doppler Effect

Attenuation

Specular Reflection

Scattering

Interference

3D Audio

Rendering

Personalized HRTFs

for 3D sound

Late Reverberation

Digital Signal Processing

Interpolation for

Dynamic Scenes

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Adding Sound

Three Stages: Modeling, Propagation, Rendering

Visual Geometry Acoustic Geometry

Modeling materials and sound

sources

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Adding Sound

Three Stages: Modeling, Propagation, Rendering

Sound in computer games:

Obstructions: Direct path is muffled,

Reflections are clear

Occlusion: Direct path is muffled,

Reflections are muffled

Exclusions: Direct path is clear,

Reflections are muffled

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Adding Sound

Three Stages: Modeling, Propagation, Rendering

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Haptics

Haptic devices : with and without force feedback

Phantom desktop haptics

device - 6DOF

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Haptics

Haptic devices : with and without force feedback

CyberTouch

data input device

from Virtual Technologies

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Presentation Outline

1. What is Virtual Reality? 2. VR – historical overview. 3. Structure and basic principles of VR systems. 4. Types of VR systems. 5. Main application areas of VR systems. 6. VR application projects at the VR lab of the

technical university of Sofia. 7. VR in product design education at the Faculty

of German Engineering and Industrial Management Education, TU - Sofia.

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Stereoscopic projection

Three different technologies are mainly used to achieve this:

•Active 3D stereo

•Passive 3D stereo

•Autostereoscopic projection

The first two approaches use glasses (active or passive)

and can be exploited for multiuser applications while the

third requires no glasses, but for the most part is limited

to present the content in stereo to one user only. In the

following slides we describe briefly the principles of

these technologies and give implementation examples.

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Stereoscopic projection

Two slightly different images are shown to both eyes – Different

principles

Active – Images are shown in a sequence (shutter glasses – 120

Hz)

Passive – images for the left and right eyes are shown

simultaneously: how to divide: а) color filters, b) polarization

filters.

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Stereoscopic projection

Passive Stereo – images for the left and right eyes are shown

simultaneously: how to divide: а) color filters, b) polarization

filters.

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Stereoscopic projection

Anaglyph Stereo – images for the left and right eyes are shown

simultaneously. How to divide: color filters.

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Stereoscopic projection

Anaglyph Stereo – Example.

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Stereoscopic projection

Polarization Stereo – images for the left and right eyes are

shown simultaneously. How to divide: polarization filters.

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Stereoscopic projection

Passive Stereo – Basic Principle The benefits of passive 3D stereo include: simple and cost effective system, best channel splitting, it does not put stress on the observer’s eyes.

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Stereoscopic projection

Shutter Glasses – basic principle.

Display

IR Transmitter

IR Light

3D Glasses

Observer

1 Frame 1 Frame 1 Frame

Left Sub-

frame

Left Sub-

frame

Right Sub-

frame

Right Sub-

frame

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Stereoscopic projection

Shutter Glasses – Example.

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Stereoscopic projection

Active 3D stereo example: NVidia 3D Vision Technology

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VR Demo:

Visual Decision Platform VDP - Review (IC:IDO www.icido.de)

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VR Demo:

Visual Decision Platform VDP - Package

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VR Demo:

Visual Decision Platform VDP - Ergonomics

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VR Demo:

Visual Decision Platform VDP - Reflect

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Presentation Outline

1. What is Virtual Reality? 2. VR – historical overview. 3. Structure and basic principles of VR systems. 4. Types of VR systems. 5. Main application areas of VR systems. 6. VR application projects at the VR lab of the

technical university of Sofia. 7. VR in product design education at the Faculty

of German Engineering and Industrial Management Education, TU - Sofia.

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VR Main Application Areas

Common features:

• VR is a tool for presenting information in the 3-

dimentional space, which can be manipulated by specialized

interface devices.

• What's why every task which requires for presentation

in a 3-dimentional space is expected to be able to take

advantage of the VR technology. This is also true for

multidimensional tasks, which can be reduced to some kind

of 3-dimentional presentation.

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VR Main Application Areas

Common features:

• Usually the VR applications are

linked to the task of creation of a

computer model of some object or event.

If this computer model can be created

without implementing significant

resources then a successful application

can be developed using VR methods and

tools

•Example: Object 3D representation as

Scene graph and resulting visualization.

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VR Main Application Areas

1. Virtual prototyping:

• The main advantage of this technology is time saving and reduced time-to-market, but also simplified process of document creation and management.

( LESC, KIT)

• The Virtual Prototype represent close enough not only the geometry, but using various simulation approaches also important features of the designed product. The virtual prototype can be explored, tested and verified from different points of view, e.g. proper design or ergonomic features or simple assembly and disassembly of the components etc.

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Main advantages

• Reduced number of physical prototypes (approximately by 20%), • Reduced number of design errors, which are removed at earlier stages of product development, •Reduced time-to-market, • Increased product quality •Better communication, especially in interdisciplinary teams, •Easier verification of different product versions at a lower price. •Better presentation of the design results

( IFIP, RWTH, Aachen)

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VR Main Application Areas

2. Visualization:

• Evaluation and extracting information

from big data sets

•Example: Visualization of CFD data

(cfdthermo.hut.fi)

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VR Main Application Areas

3. Education

• Various types of simulators: flight, car, truck etc.

Flight simulator

( www.virtualflight3d.com)

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VR Main Application Areas

3. Education

• Clear metaphor for

representing the real 3-

dimentianal world.

Virtual welding simulator

( FCS Control Systems, Netherlands)

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VR Main Application Areas

3. Education

• Train the crew how to react in dangerous situations.

( www.tradekorea.com)

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VR Main Application Areas

4. … Entertainment, movies, virtual museums … ( www.googleartproject.com)

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Presentation Outline

1. What is Virtual Reality? 2. VR – historical overview. 3. Structure and basic principles of VR systems. 4. Types of VR systems. 5. Main application areas of VR systems. 6. VR application projects at the VR lab of the

technical university of Sofia. 7. VR in product design education at the Faculty

of German Engineering and Industrial Management Education, TU - Sofia.

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VR in Bulgaria

•VR Laboratory at the Technical

University of Sofia

•Established 2008

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Virtual reality Lab at the Technical

University of Sofia

• In cooperation with LESC KIT, Germany

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Virtual reality Lab at the Technical

University of Sofia

• Hardware

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Virtual reality Lab at the Technical

University of Sofia

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Virtual reality Lab at the Technical

University of Sofia

• Software

COVISE-Basis

COVISE Work-

Flow-GUI

COVISE CFD

COVISE VR

COVISE-VRML

COVISE-DEV

In-house developed VR software

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Virtual reality Lab at the Technical

University of Sofia

• Workflow

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Automated workflow: CAD –> VR

Major steps in the developed

procedure:

• CAD model export in a format

supported by both systems (e.g.

VRML),

• Activating a batch process for model

file transfer to the VR system and

launch of the VR application,

•All steps are fulfilled in the CAD

environment.

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Automated workflow: CAD –> VR

• Presentation in VR system • CAD model

VR Lab, TU - Sofia

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Import

modules

from

catalog

Place and

arrange

modules

Customize

modules

Check

order

details

Send

order

Open web

page

Projects: Virtual Product Configurator

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Projects: Virtual Product Configurator

• Web • VR

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VR Product Validation

• investigate

Properties of

Car instruments

in VR

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Create and manipulate Objects through

Gestures

• VR • Diagramm

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VR Product Validation

• Compare features

of real and virtual

objects

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VR applications – integrating Wii Remote as interface

device in a VR system

• VR system •Wii Remote

VR Lab, TU - Sofia

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VR applications – exploring surface roughness with

force feedback haptic device

• Настолна VR система

VR Lab, TU - Sofia

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VR applications – marker-based Augmented reality

system

• Visualization of the object linked to the marker, captured with the camera

VR Lab, TU - Sofia

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При VR applications – marker-based Augmented

reality system on mobile device

• AR mobile application

VR Lab, TU - Sofia

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VR applications – presentation and exploration of

CAE results in VR system

• Physical prototype of the product

• Modeling and FEM analysis of a gas heater

VR Lab, TU - Sofia

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VR applications – presentation and

exploration of CAE results in VR system

• FEM model

• Modeling and FEM analysis of a gas heater

VR Lab, TU - Sofia

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VR applications – presentation and exploration of

CAE results in VR system

• Presentation of the results: temperature distribution is presented

with color coding

• Modeling and FEM analysis of a gas heater

VR Lab, TU - Sofia

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VR applications – presentation and exploration of

CAE results in VR system

• Multimodal presentation of FEM results: simultaneous (visual and

acoustic) presentation of temperature distribution and strength.

• Modeling and FEM analysis of a gas heater

VR Lab, TU - Sofia

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Presentation Outline

1. What is Virtual Reality? 2. VR – historical overview. 3. Structure and basic principles of VR systems. 4. Types of VR systems. 5. Main application areas of VR systems. 6. VR application projects at the VR lab of the

technical university of Sofia. 7. VR in product design education at the Faculty

of German Engineering and Industrial Management Education, TU - Sofia.

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VR in Product Design Education at FDIBA

Course “Virtual Engineering” at bachelor level (3-rd year),

for both specialties:

• Mechanical Engineering

• Computer Systems and Technologies

Curriculum (2 lecture hours, 2 practical exercises)

• Introduction and main concepts,

• PLM (Product life-cycle management),

• CAD models,

• CAM/CAE,

• VR systems and technology - Emphasize: how to

implement this approach as a tool for solving product

design problems.

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VR Books

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Summary

•VR and AR are currently affordable also under limited budget

and provide for a new way human-computer interaction;

•VR technologies allow us to explore virtual worlds in a a new

way, not possible in real life;

•VR is very interdisciplinary (both applications & technology),

it is not an isolated island;

•VR will be applied in many fields, but not only in the ways as

we may think currently;

•Expand our mind and creativity;

•Give us new ideas and perspectives.

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References:

•Brooks,F., What's real about virtual reality? IEEE Computer Graphics and Applications, 6/1999, pp. 16-27 •Burdea C. and Coiffet, P., Virtual Reality Technology, Wiley-IEEE Press, 2 edition, ISBN-10: 0471360899, 2003. •SIGGRAPH 2004 Course Notes: Seeing, hearing, and touching: putting it all together. •SIGGRAPH 2008, Class Notes: Don’t be a WIMP (http://www.not-for-wimps.org). •SIGGRAPH 2009, Class Notes: Interactive Sound Rendering, (http://www.gamma.cs.unc.edu/SOUND09/). •SIGGRAPH 2009 Course Notes: Interaction - interfaces, algorithms, and applications. •Craig A., W. Sherman and J. Will. Developing Virtual Reality Applications. Elsevier Inc. 2009. •Малешков С., Д. Чотров, А. Бъчваров, К. Камберов, Мултимодално представяне на резултати от FEM анализ в среда на виртуална реалност, International Scientific Conference FIT`2012, ISBN 978-954-438-854-6, 18-20 October 2012, TU-Sofia, Bulgaria, pp. 301-306. •Малешков С., Методи и средства на виртуалната реалност за решаване на технически инженерни задачи , ISBN 978-619-167-052-9, Издателство на ТУ – София, 2013. •Maleshkov S., Conceptual Model of Virtual Reality System, Information, Communication and Control Systems and Technologies, ISSN 1314-7455, Year 2, No. 1/2013, pp. 50-53. •Maleshkov S., D. Chotrov, Post-processing of Engineering Analysis Results for Visualization in VR System, International Journal of Computer Science Issues, ISSN 1694-0784 Vol. 10, Issue 2, No 2, March 2013, pp. 258-263.

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Questions?