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Journal articles on the topic 'Virtual reality prototyping tool'

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1

Ranjan Sahu, Dr Ram. "USE OF AUGMENTED REALITY IN AUTOMOTIVE PROTOTYPING." International Journal of Engineering Applied Sciences and Technology 6, no. 10 (February 1, 2022): 106–10. http://dx.doi.org/10.33564/ijeast.2022.v06i10.012.

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Augmented reality (AR) is a technique to enhance the knowledge about an object. This knowledge is in digital format and available on handy gadgets. On the need basis anyone, anywhere, any object information can be obtained within no time using AR technique. This way one may not require expert physical presence to know about any object. This technique is being very well used in many areas like education, medical, aerospace etc. This technique can be extended in manufacturing process also. One important manufacturing process is the vehicle conversion through automotive proto building, where many
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Speicher, Maximilian, Katy Lewis, and Michael Nebeling. "Designers, the Stage Is Yours! Medium-Fidelity Prototyping of Augmented & Virtual Reality Interfaces with 360theater." Proceedings of the ACM on Human-Computer Interaction 5, EICS (May 27, 2021): 1–25. http://dx.doi.org/10.1145/3461727.

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While augmented and virtual reality technologies are becoming mainstream, it is still technically challenging and time-consuming to create new applications. Many designers draw from traditional low-fidelity prototyping methods that do not lend themselves well to designing in 3D. Developers use high-end programming frameworks such as Unity and Unreal which require significant hardware/software setups and coding skills. We see a gap in the medium-fidelity range where there is an opportunity for new tools to leverage the advantages of 360° content for AR/VR prototyping. Existing tools, however, h
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Novak-Marcincin, Jozef. "Selected Applications of Virtual Reality in Manufacturing." Journal for Technology of Plasticity 36, no. 1 (January 1, 2011): 25–34. http://dx.doi.org/10.2478/v10211-011-0002-3.

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Selected Applications of Virtual Reality in Manufacturing Virtual reality (VR) has become an important and useful tool in science and engineering. VR applications cover a wide range of industrial areas from product design to analysis, from product prototyping to manufacturing. The design and manufacturing of a product can be viewed, evaluated and improved in a virtual environment before its prototype is made, which is an enormous cost saving. Virtual Manufacturing (VM) is the use of computer models and simulations of manufacturing processes to aid in the design and production of manufactured p
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Joundi, J., Y. Christiaens, J. Saldien, P. Conradie, and L. De Marez. "AN EXPLORATIVE STUDY TOWARDS USING VR SKETCHING AS A TOOL FOR IDEATION AND PROTOTYPING IN PRODUCT DESIGN." Proceedings of the Design Society: DESIGN Conference 1 (May 2020): 225–34. http://dx.doi.org/10.1017/dsd.2020.61.

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AbstractThe advancements in the field of VR allow designers to use VR as a technology for sketching ideas in a virtual space. In this paper, Gravity Sketch (a VR sketching software) is used as an ideation sketching tool in the process of product styling. The goal of this research is to examine the advantages and points-of-pain when using virtual reality tools in the process of product styling. 29 Master students used the VR sketching tool in their design process and all of them had feedback and insights on the tool.
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Stadler, S., H. Cornet, D. Mazeas, J. R. Chardonnet, and F. Frenkler. "IMPRO: IMMERSIVE PROTOTYPING IN VIRTUAL ENVIRONMENTS FOR INDUSTRIAL DESIGNERS." Proceedings of the Design Society: DESIGN Conference 1 (May 2020): 1375–84. http://dx.doi.org/10.1017/dsd.2020.81.

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AbstractComputer-Aided Design (CAD) constitutes an important tool for industrial designers. Similarly, Virtual Reality (VR) has the capability to revolutionize how designers work with its increased sense of scale and perspective. However, existing VR CAD applications are limited in terms of functionality and intuitive control. Based on a comparison of VR CAD applications, ImPro, a new application for immersive prototyping for industrial designers was developed. The user evaluations and comparisons show that ImPro offers increased usability, functionality, and suitability for industrial designe
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Pfeiffer, Thies, and Nadine Pfeiffer-Leßmann. "Virtual Prototyping of Mixed Reality Interfaces with Internet of Things (IoT) Connectivity." i-com 17, no. 2 (August 28, 2018): 179–86. http://dx.doi.org/10.1515/icom-2018-0025.

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AbstractOne key aspect of the Internet of Things (IoT) is, that human machine interfaces are disentangled from the physicality of the devices. This provides designers with more freedom, but also may lead to more abstract interfaces, as they lack the natural context created by the presence of the machine. Mixed Reality (MR) on the other hand, is a key technology that enables designers to create user interfaces anywhere, either linked to a physical context (augmented reality, AR) or embedded in a virtual context (virtual reality, VR). Especially today, designing MR interfaces is a challenge, as
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Arrighi, Pierre-Antoine, and Céline Mougenot. "Towards user empowerment in product design: a mixed reality tool for interactive virtual prototyping." Journal of Intelligent Manufacturing 30, no. 2 (November 11, 2016): 743–54. http://dx.doi.org/10.1007/s10845-016-1276-0.

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Angster, Scott, and Sankar Jayaram. "Open Architecture Framework for Integrated Virtual Product Development Systems." International Journal of Virtual Reality 3, no. 1 (January 1, 1997): 1–26. http://dx.doi.org/10.20870/ijvr.1997.3.1.2618.

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In the current marketplace, products are required to proceed rapidly from conceptualization to production. This has put a great deal of pressure on the current state of computer software systems. These include computer-aided design and manufacturing systems, design for assembly systems, design for manufacture systems, and manufacturing simulation systems. Modern product development processes call for rapid designs and adapting designs to suit ever changing customer requirements. Virtual prototyping is allowing engineers to quickly create digital prototypes, allowing for quick evaluation of con
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Arrighi, Pierre-Antoine, and Céline Mougenot. "Erratum to: Towards user empowerment in product design: a mixed reality tool for interactive virtual prototyping." Journal of Intelligent Manufacturing 30, no. 2 (May 24, 2017): 755. http://dx.doi.org/10.1007/s10845-017-1330-6.

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Bordegoni, Monica. "KAEMaRT Group Labs." Journal on Interactive Systems 2, no. 2 (November 16, 2011): 1. http://dx.doi.org/10.5753/jis.2011.569.

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This paper presents the activities, projects and research results of the KAEMaRT group (Knowledge Aided Engineering Manufacturing and Related Technologies), which is located at the Department of Mechanical Engineering of Politecnico di Milano, Italy. The research topics mainly concern methods and tools for virtual prototyping of industrial products, multimodal interaction and haptics, Virtual and Augmented Reality applications.
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RUDOLF, Andreja, Andrej CUPAR, and Zoran STJEPANOVIČ. "SUPPORTING DIGITALIZATION IN GARMENT ENGINEERING THROUGH VIRTUAL PROTOTYPING." TEXTEH Proceedings 2019 (November 5, 2019): 10–14. http://dx.doi.org/10.35530/tt.2019.02.

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This contribution deals with the new trends related to the digitalization in garment engineering. More than ten years ago can be found complaints of clothing companies on the lack of effective CAD software to design garments directly in 3D and to provide pattern designer tools for shape modelling and simulation of cloth behavior. Today, with a mass customization, e-commerce, advances in virtual reality applications, the virtual garment development is strongly desired in order to optimize apparel industry’s design and development processes. To survive in global competitive market, garment manuf
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Wastyn, Gert, Steven Malliet, and Bart Geerts. "Painting With Light: Artistic Experiments into the use of Virtual Reality as an Animation Production Environment." International Journal of Film and Media Arts 6, no. 2 (December 17, 2021): 148–58. http://dx.doi.org/10.24140/ijfma.v6.n2.09.

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While many researchers have examined the technical characteristics of using VR as a production environment for animation, its artistic potential has only sporadically been investigated. We want to contribute to this line of thought through reflection on a number of expanded animation workshops organized in the context of the Painting With Light project. In this paper we use flow theory in order to discuss the experience of using VR as a 3D prototyping tool. Our findings suggest that this practice can add an improvisatory and co-creative dimension to animation.
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Zulkifli, Abdul Nasir, Nur Fadziana Faisal Mohamed, Mustafa Moosa Qasim, and Nur Afiqah Abu Bakar. "Prototyping and Usability Evaluation of Road Safety Education Courseware for Primary Schools in Malaysia." International Journal of Interactive Mobile Technologies (iJIM) 15, no. 06 (March 30, 2021): 32. http://dx.doi.org/10.3991/ijim.v15i06.20609.

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<p>The increasing number of road accidents and deaths among children in Malaysia is a concern. One of the main causes stems from lack of knowledge and skills in dealing with the complexity and condition of the road system. Recognizing the significance of road safety among students, road safety education has been introduced to primary schoolsby the Ministry of Education in 2008. Initially it was blended into the Malay language subject with the goal to equip the children withthe knowledge and skills about road safety.However, road safety teaching and learning still uses the conventional me
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FAVIER, PIERRE-ALEXANDRE, and PIERRE DE LOOR. "FROM DECISION TO ACTION: INTENTIONALITY, A GUIDE FOR THE SPECIFICATION OF INTELLIGENT AGENT'S BEHAVIOR." International Journal of Image and Graphics 06, no. 01 (January 2006): 87–99. http://dx.doi.org/10.1142/s0219467806002100.

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This article introduces a reflection about behavioral specification for interactive and participative agent-based simulation in virtual reality. Within this context, it is necessary to reach a high level of expressiveness in order to enforce interactions between the designer and the behavioral model during the in-line prototyping. It is required to consider the needs of semantic very early in the design process. The intentional agent model is exposed here as a possible answer. It relies on a mixed imperative and declarative approach which focuses on the link between decision and action. The de
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Šťastný, Jiří, David Procházka, Tomáš Koubek, and Jaromír Landa. "Augmented reality usage for prototyping speed up." Acta Universitatis Agriculturae et Silviculturae Mendelianae Brunensis 59, no. 2 (2011): 353–60. http://dx.doi.org/10.11118/actaun201159020353.

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The integral part of production process in many companies is prototyping. Although, these companies commonly have high quality visualization tools (large screen projections, virtual reality), prototyping was never abandoned. There is a number of reasons. The most important is the possibility of model observation from any angle without any physical constraints and its haptic feedback. The interactivity of model adjustments is important as well. The direct work with the model allows the designers to focus on the creative process more than work with a computer. There is still a problem with a dif
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Kadi, H., and J.-P. Perrin. "Knowledge-based Virtual Reconstruction of Museum Artifacts." Digital Presentation and Preservation of Cultural and Scientific Heritage 3 (September 30, 2013): 53–62. http://dx.doi.org/10.55630/dipp.2013.3.5.

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Within the framework of heritage preservation, 3D scanning and modeling for heritage documentation has increased significantly in recent years, mainly due to the evolution of laser and image-based techniques, modeling software, powerful computers and virtual reality. 3D laser acquisition constitutes a real development opportunity for 3D modeling based previously on theoretical data. The representation of the object information rely on the knowledge of its historic and theoretical frame to reconstitute a posteriori its previous states. This project proposes an approach dealing with data extract
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Ros, Alessandro, Matteo Giuliani, Giulia Scurati, Serena Graziosi, Francesco Ferrise, and Monica Bordegoni. "Participated Planning of Large Water Infrastructures through Virtual Prototyping Technologies." Technologies 6, no. 3 (July 28, 2018): 68. http://dx.doi.org/10.3390/technologies6030068.

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The design of large dams is a collaborative activity with relevant social and political implications. Planning such large infrastructures requires involving all the interested stakeholders, making shared decisions, tracing the design process. There are currently not many Virtual Prototyping tools to support this collaborative design process. In this paper, we propose a participated planning support system based on mobile and Augmented Reality technologies which allows different stakeholders to take part in the review of a large dam project through an application that automatically acquires inf
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Pratticò, Filippo Gabriele, Federico De Lorenzis, Davide Calandra, Alberto Cannavò, and Fabrizio Lamberti. "Exploring Simulation-Based Virtual Reality as a Mock-Up Tool to Support the Design of First Responders Training." Applied Sciences 11, no. 16 (August 17, 2021): 7527. http://dx.doi.org/10.3390/app11167527.

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Intervention by First Responders (FRs) is essential in disaster response, and their preparation greatly benefits from continuous updates. However, the design of effective training experiences targeted to FRs can be very demanding from the viewpoint of a Training Provisioner (TP). Virtual Reality (VR) may have a key role to play in enhancing and facilitating this task. In fact, VR technology has already proven to be very helpful in the field of emergency training, as well as its use as a powerful design and mock-up tool in many other contexts. In this work, the application of VR as a mock-up to
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Maurya, Santosh, Yukio Takeda, and Celine Mougenot. "Enabling Designers to Generate Concepts of Interactive Product Behaviours: A Mixed Reality Design Approach." Proceedings of the Design Society: International Conference on Engineering Design 1, no. 1 (July 2019): 1933–42. http://dx.doi.org/10.1017/dsi.2019.199.

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AbstractTo design interactive behaviours for their products designers/makers have to use high fidelity tools like ‘electronic prototyping kits’, involving sensors and programming to incorporate interactions in their products and are dependent on availability of hardware. Not every designer is comfortable using such tools to ideate and test their concept ideas, eventually slowing them down in the process. Thus, there is a need for a design tool that reduces dependence on complex components of such tools while exploring new concepts for product design at an early stage. In this work, we propose
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Torkashvanda, G., M. Li, and P. Vink. "Concept evaluation of a new aircraft passenger privacy bubble using virtual prototyping: A Human-Centered Design framework." Work 68, s1 (January 8, 2021): S231—S238. http://dx.doi.org/10.3233/wor-208020.

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BACKGROUND: The Human-Centered Design methodology advocates VR prototyping, as an effective tool to evaluate concepts in a cost-efficient, time-saving way. It is the question of whether it works in the development of a product intended to increase privacy while flying. OBJECTIVE: The current study aims at the application of virtual reality on the evaluation of a new privacy bubble called PRIVA for the passenger cabin. METHODS: An interactive VR was created and aligned with the HTC VIVE headset. 40 participants took part in the experiment as well as in the post-experiment survey. RESULTS: The c
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Jung Bae, Dae, and Choon Seong Leem. "A visual interactive method for service prototyping." Managing Service Quality 24, no. 4 (July 8, 2014): 339–62. http://dx.doi.org/10.1108/msq-12-2013-0281.

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Purpose – Despite the importance of the service design process, existing prototyping methods still have technical limitations, thus hampering the development of realistic service-experience simulations that can effectively reproduce service delivery situations and environments. In this study, a service-prototyping method based on 3D virtual reality (VR) technologies, the physical environment of a test bed, and related standard management procedures are described. In addition, a service-prototyping process for a servicescape is proposed based on a case study of an actual duty-free shop. The pap
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Konstantinova, A. A., V. I. Ivchenko, V. V. Bakhonka, M. V. Salauyeu, and V. N. Mаisei. "Methodological Basis of Virtual Reality Technology Application in Industrial Design." Science & Technique 20, no. 6 (December 2, 2021): 465–75. http://dx.doi.org/10.21122/2227-1031-2021-20-6-465-475.

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The paper is devoted to the development of methodological foundations for the application of virtual reality technologies (VR-technologies) at various stages of car design and their promotion on the market, in particular, when performing design, prototyping, development of educational and advertising products. The paper analyzes the main areas of application of virtual reality technologies in industrial design in mechanical engineering. An overview of the parameters of the specialized software Unreal Engine 4 and the HTC Vive hardware set used to create and demonstrate virtual projects is perf
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Abadiya, Shilki Dini, and Intan Dwi Fatmaningtyas. "PENERAPAN TEKNOLOGI AUGMENTED REALITY PADA MEDIA PROMOSI FASILITAS SMP BHAKTI MULIA JAKARTA TIMUR." INFORMATICS FOR EDUCATORS AND PROFESSIONAL : Journal of Informatics 5, no. 2 (July 29, 2021): 196. http://dx.doi.org/10.51211/itbi.v5i2.1549.

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Abstrak: Media promosi SMP Bhakti Mulya merupakan alat atau bentuk perantara yang dipakai untuk menyebarkan informasi. Biasanya media promosi SMP Bhakti Mulya yang paling banyak digunakan adalah media konvensional, seperti spanduk dan brosur. Akibatnya, daya tarik untuk para peminat disekolah SMP Bhakti Mulya menjadi berkurang dikarenakan informasi mengenai beberapa fasilitas yang terdapat di SMP Bhakti Mulya kurang tergambarkan dengan jelas untuk para calon siswa baru. Maka dibutuhkan suatu media promosi sekolah bagi calon siswa baru yang lebih kreatif dan menarik yang dapat memberikan gambar
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Morrissey, Mark. "Human-Centric Design." Mechanical Engineering 120, no. 07 (July 1, 1998): 60–62. http://dx.doi.org/10.1115/1.1998-jul-2.

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This article reviews that advances in manikin software have enabled engineers to consider a fuller spectrum of user interactions with virtual products. It has been 15 years since Sammie—a computer model of a human or manikin—emerged from the research labs of Nottingham University in the United Kingdom, promising human-factors (HF) engineers a supporting software tool to improve the study of human elements of product design. Although Sammie incorporated accurate anthropometric data and representative joint constraints, the software was very difficult to use, could not import models from a compu
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Deng, Shujie, Gavin Wheeler, Nicolas Toussaint, Lindsay Munroe, Suryava Bhattacharya, Gina Sajith, Ei Lin, et al. "A Virtual Reality System for Improved Image-Based Planning of Complex Cardiac Procedures." Journal of Imaging 7, no. 8 (August 19, 2021): 151. http://dx.doi.org/10.3390/jimaging7080151.

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The intricate nature of congenital heart disease requires understanding of the complex, patient-specific three-dimensional dynamic anatomy of the heart, from imaging data such as three-dimensional echocardiography for successful outcomes from surgical and interventional procedures. Conventional clinical systems use flat screens, and therefore, display remains two-dimensional, which undermines the full understanding of the three-dimensional dynamic data. Additionally, the control of three-dimensional visualisation with two-dimensional tools is often difficult, so used only by imaging specialist
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Frizziero, Leonardo, Christian Leon-Cardenas, Giulio Galiè, Giulia Alessandri, Lorenzo Iannarelli, Lisa Lucci, Sarah Merighi, and Pietro Polignano. "IDeS Method Applied to an Innovative Motorbike—Applying Topology Optimization and Augmented Reality." Inventions 7, no. 4 (October 10, 2022): 91. http://dx.doi.org/10.3390/inventions7040091.

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This study is on the conception of the DS700 HYBRID project by the application of the Industrial Design Structure method (IDeS), which applies different tools sourced from engineering and style departments, including QFD and SDE, used to create the concept of a hybrid motorbike that could reach the market in the near future. SDE is an engineering approach for the design and development of industrial design projects, and it finds important applications in the automotive sector. In addition, analysis tools such as QFD, comprising benchmarking and top-flop analysis are carried out to maximize the
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Garcia-Ruiz, Miguel, Pedro Cesar Santana-Mancilla, Laura Sanely Gaytan-Lugo, and Adriana Iniguez-Carrillo. "Participatory Design of Sonification Development for Learning about Molecular Structures in Virtual Reality." Multimodal Technologies and Interaction 6, no. 10 (October 12, 2022): 89. http://dx.doi.org/10.3390/mti6100089.

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Background: Chemistry and biology students often have difficulty understanding molecular structures. Sonification (the rendition of data into non-speech sounds that convey information) can be used to support molecular understanding by complementing scientific visualization. A proper sonification design is important for its effective educational use. This paper describes a participatory design (PD) approach to designing and developing the sonification of a molecular structure model to be used in an educational setting. Methods: Biology, music, and computer science students and specialists desig
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Bourgeois-Bougrine, Samira, Nathalie Bonnardel, Jean-Marie Burkhardt, Branden Thornhill-Miller, Farzaneh Pahlavan, Stéphanie Buisine, Jérôme Guegan, Nicolas Pichot, and Todd Lubart. "Immersive Virtual Environments’ Impact on Individual and Collective Creativity." European Psychologist 27, no. 3 (July 2022): 237–53. http://dx.doi.org/10.1027/1016-9040/a000481.

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Abstract. This paper explores the recent advances in research concerning the impact of immersive virtual environments affordances on the expression of users’ creativity at individual and team levels. While the top virtual reality (VR) application areas are entertainment and gaming, simulation and training for professionals, research in the domain of the psychology of creativity and VR is advancing rapidly in Europe. Indeed, between 2014 and 2021, 72% of publications in this domain resulted from European research in diverse fields such as engineering, design, music composition, art-making, and
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Scianna, A., G. F. Gaglio, and M. La Guardia. "AUGMENTED REALITY FOR CULTURAL HERITAGE: THE REBIRTH OF A HISTORICAL SQUARE." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W17 (November 29, 2019): 303–8. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w17-303-2019.

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Abstract. The case study, faced in this paper, arises in the context of Interreg Italia-Malta European project named I-Access, dedicated to the improvement of accessibility to Cultural Heritage (CH). Accessibility considered not only as the demolition of physical architectural barriers, but also as the possibility of fruition of CH through technological tools that can increase its perception and knowledge. Last achievements in photogrammetry and terrestrial laser scanner (TLS) technology offered new methods of data acquisition in the field of CH, giving the possibility of monitoring and proces
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Avadanei, M., A. Talpa, A. Curteza, D. Viziteu, and I. Dulgheriu. "THEORETICAL CONSIDERATIONS REGARDING VIRTUAL METHODS TO OBTAIN THE GARMENT PROTOTYPE (2D/3D AND 3D/2D)." TEXTEH Proceedings 2021 (October 22, 2021): 238–46. http://dx.doi.org/10.35530/tt.2021.47.

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With the progress and development of science and technology, virtual reality technology is becoming more and more present, its application in digital creations is becoming more and more widespread. Everything the user does is calculated by the computer and has real-time feedback, making this virtual environment more realistic and giving the user an immersive experience. This technology integrates the latest developments in computer science, computer simulation, artificial intelligence, recognition, display and online parallel processing. Virtual prototyping offers a new way to explore the desi
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Prati, Elisa, Valeria Villani, Margherita Peruzzini, and Lorenzo Sabattini. "An Approach Based on VR to Design Industrial Human-Robot Collaborative Workstations." Applied Sciences 11, no. 24 (December 11, 2021): 11773. http://dx.doi.org/10.3390/app112411773.

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This paper presents an integrated approach for the design of human-robot collaborative workstations in industrial shop floors. In particular, the paper presents how to use virtual reality (VR) technologies to support designers in the creation of interactive workstation prototypes and in early validation of design outcomes. VR allows designers to consider and evaluate in advance the overall user experience, adopting a user-centered perspective. The proposed approach relies on two levels: the first allows designers to have an automatic generation and organization of the workstation physical layo
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Yanaky, Richard, Darcy Tyler, and Catherine Guastavino. "City Ditty: An Immersive Soundscape Sketchpad for Professionals of the Built Environment." Applied Sciences 13, no. 3 (January 27, 2023): 1611. http://dx.doi.org/10.3390/app13031611.

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Soundscape planning remains a challenge to many urban practitioners due in part to a scarcity of soundscape design tools. While many sound planning tools exist, they are generally geared towards acousticians rather than professionals of the built environment (e.g., urban designers, planners, or landscape architects). This paper walks through the user-centered design process for the development and evaluation of a new soundscape design tool, City Ditty. A User-Centered Design approach was utilized to identify and develop functionalities that would benefit urban practitioners that do not current
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Cordero-Guridi, José-de-Jesús, Luis Cuautle-Gutiérrez, Ricardo-Iván Alvarez-Tamayo, and Santiago-Omar Caballero-Morales. "Design and Development of a I4.0 Engineering Education Laboratory with Virtual and Digital Technologies Based on ISO/IEC TR 23842-1 Standard Guidelines." Applied Sciences 12, no. 12 (June 13, 2022): 5993. http://dx.doi.org/10.3390/app12125993.

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Knowledge transfer associated with education in the automotive manufacturing and production fields is challenging due to the requirements of physical prototyping of mechanical components and laboratory-assisted testing. In this regard, aspects of Industry 4.0 such as virtual environments and enhanced human–computer interaction have been studied as important resources to improve teaching practices and achieve the equivalent Education 4.0 paradigm. Within the context of modern manufacturing techniques in the Industry 4.0 era and advanced tools for analysis and mechanical design, the present work
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Hong, Yan, Pascal Bruniaux, Xianyi Zeng, Kaixuan Liu, Yan Chen, and Min Dong. "Virtual reality-based collaborative design method for designing customized garment for disabled people with scoliosis." International Journal of Clothing Science and Technology 29, no. 2 (April 18, 2017): 226–37. http://dx.doi.org/10.1108/ijcst-07-2016-0077.

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Purpose The purpose of this paper is to present a new collaborative design-based method for designing customized garments, aimed at the physically disabled people with scoliosis. Design/methodology/approach The proposed method is based on the virtual human model created using a 3D body scanner, permitting to simulate the consumer’s morphological shape with atypical physical deformations. Next, customized 2D and 3D virtual garment prototyping tools will be used to create products through interactions between the consumer, designer and pattern maker. The general principle of the proposed design
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Kip, Hanneke, Saskia M. Kelders, Yvonne H. A. Bouman, and Lisette J. E. W. C. van Gemert-Pijnen. "The Importance of Systematically Reporting and Reflecting on eHealth Development: Participatory Development Process of a Virtual Reality Application for Forensic Mental Health Care." Journal of Medical Internet Research 21, no. 8 (August 19, 2019): e12972. http://dx.doi.org/10.2196/12972.

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BackgroundThe use of electronic health (eHealth) technologies in practice often is lower than expected, mostly because there is no optimal fit among a technology, the characteristics of prospective users, and their context. To improve this fit, a thorough systematic development process is recommended. However, more knowledge about suitable development methods is necessary to create a tool kit that guides researchers in choosing development methods that are appropriate for their context and users. In addition, there is a need for reflection on the existing frameworks for eHealth development to
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YAO, ALBERT W. L., S. A. KAO, and D. Y. LI. "INTEGRATED 3R AND VR TECHNOLOGIES FOR CREATIVE DESIGN AND MARKETING." Journal of Advanced Manufacturing Systems 01, no. 02 (December 2002): 189–99. http://dx.doi.org/10.1142/s0219686702000167.

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Owing to stiff competition globally, the business operation of traditional industries, like the mould and die industry in Taiwan, urgently needs to be modernized. A wide spectrum of IT-tools and a variety of different computer-aided systems are currently available to provide best-in-class solutions for executing manufacturing and marketing tasks. Our aim in this project is to integrate the technologies of reverse engineering (RE), rapid prototyping (RP), rapid tooling (RT) and virtual reality (VR) for mould and die industries to effectively improve the performance of creative design, rapid man
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Lee, Sangyoon, Tian Chen, Jongseo Kim, Gerard Jounghyun Kim, Sung Ho Han, and Zhigeng Pan. "Effects of Tactile Augmentation and Self-Body Visualization on Affective Property Evaluation of Virtual Mobile Phone Designs." Presence: Teleoperators and Virtual Environments 16, no. 1 (February 1, 2007): 45–64. http://dx.doi.org/10.1162/pres.16.1.45.

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Product design is an iterative process that involves, among other things, evaluation. In addition to the intended functionality of the product, its affective properties (or “Kansei”) have emerged as important evaluation criteria for the successful marketing of the product. Affective properties refer to consumers' psychological feelings about a product, and they can be mapped into perceptual design elements for possible design modification toward higher customer satisfaction. Affective properties of products in design can partially be assessed using the near photorealistic graphic rendering fea
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Durham, Joyce, and Ann Kenyon. "Mock-Ups: Using Experiential Simulation Models in the Healthcare Design Process." HERD: Health Environments Research & Design Journal 12, no. 2 (April 2019): 11–20. http://dx.doi.org/10.1177/1937586719848860.

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Purpose: The purpose of this article was to explore how different types of mock-ups are being used in the healthcare design process and present a methodology framework for the process. Background: Historically, physical mock-ups have been used in healthcare design primarily to test construction techniques. Although this historic use of mock-ups assisted the design team in decision-making, newer forms of mock-ups have evolved that expand the input provided into decision-making. These newer techniques, rapid prototyping, early build-out, virtual reality, and enhancements to the traditional physi
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Takeuchi, Yoshimi. "Special Issue on Emerging Technology in Manufacturing." Journal of Robotics and Mechatronics 9, no. 6 (December 20, 1997): 419. http://dx.doi.org/10.20965/jrm.1997.p0419.

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Manufacturing yields value from worthlessness. Thus, in recent years, manufacturing technologies have been undergoing rapid change in order to produce products of high quality, at a low cost and with short lead times. Improvements and innovations, with regard to manufacturing technologies, range from the fundamentals to large-scale systems. Therefore, the guest editor would like to introduce the new manufacturing technology, together with the latest research results. One of the most recent key technologies is the so-called rapid-prototyping technology. It shortens the development period of new
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Dermenci, Kamil Burak, Pradeep Kumar Dammala, Poonam Yadav, Anish Raj Kathribail, Joeri Van Mierlo, and Maitane Berecibar. "A Review on Digitalization Approaches for Battery Manufacturing Processes." ECS Meeting Abstracts MA2022-02, no. 6 (October 9, 2022): 601. http://dx.doi.org/10.1149/ma2022-026601mtgabs.

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Lithium ion batteries (LiBs) continue to be the most advanced technology in the battery systems as the world rushes to meet the diverse and expanding demands of the energy storage solutions. Research institutions, academia and industries requires a safer, high-performance and cheaper LiBs to accelerate the transition from oil-based to an electrical-based economy. Because of some interdependent electrochemical kinetics involved in the LiB chemistry, and time it takes for the fabrication process it became one of the challenging aspects in this modern day life as it is time consuming and needs to
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Boletsis, Costas. "Virtual Reality for Prototyping Service Journeys." Multimodal Technologies and Interaction 2, no. 2 (April 10, 2018): 14. http://dx.doi.org/10.3390/mti2020014.

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Indhumathi, C., Y. Y. Cai, C. R. Cao, B. F. Lu, and J. M. Zheng. "Virtual reality prototyping of bio-molecules." Virtual and Physical Prototyping 2, no. 1 (March 2007): 37–49. http://dx.doi.org/10.1080/17452750601170316.

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Aguayo, Claudio, Thomas Cochrane, Stephen Aiello, and Norm Wilkinson. "Enhancing Immersiveness in Paramedicine Education XR Simulation Design." Pacific Journal of Technology Enhanced Learning 3, no. 1 (February 16, 2021): 39–40. http://dx.doi.org/10.24135/pjtel.v3i1.103.

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The Multiple Environments Simulation Hub (MESH360) research cluster was established in 2016 to explore ways of making critical care simulation environments more authentic learning experiences for students (Cochrane et al., 2016). Since its establishment, three cycles of data collection have occurred exploring immersive mixed reality (XR) to enhance traditional clinical simulation methodologies in Paramedicine education (Aguayo et al., 2018; Cochrane et al., 2020). Using a design-based research (DBR) methodology focused on prototyping in practice to generate design principles (Cochrane et al.,
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Potecaşu, Octavian, Alexandra Bucur, and Florin Bogdan Marin. "Virtual Interactive Prototyping Based on Function-Behavior-Structure (FBS) Approach." Advanced Materials Research 1143 (February 2017): 188–93. http://dx.doi.org/10.4028/www.scientific.net/amr.1143.188.

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The topic of this paper focuses on the virtual interactive prototyping and augmented reality prototyping. The prototyping of the manufacturing systems is of utmost importance. The prototyping phase is also important for maintenance for manufacturing systems. The paper propose a new approach taking into account several key ideas concerning the manufacturing machine components. The overall objectives of this paper are to propose new models and techniques for virtual prototyping and augmented reality.
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Go, Gi-Nam, Se-Min Ryu, Kyoo-Won Suh, and Sang-Hun Nam. "Haptic Controller, Prototyping, Virtual Reality, Exterior Design." Journal of Next-generation Convergence Information Services Technology 7, no. 2 (December 31, 2018): 237–46. http://dx.doi.org/10.29056/jncist.2018.12.10.

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Wins, Peter, Aryabrata Basu, and Kyle Johnsen. "Do-It-Yourself Interface Device Prototyping for Virtual Reality." International Journal of Virtual Reality 11, no. 3 (January 1, 2012): 43–48. http://dx.doi.org/10.20870/ijvr.2012.11.3.2849.

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the off-the-shelf virtual reality community is well aware of the wide variety of inexpensive and robust tracking and display technologies that have emerged from the entertainment industry in recent years. Alongside these developments, there has also been a vast improvement in the accessibility and usability of hobbyist-grade electronics components, which make incorporating lower-level sensing and actuation components into virtual reality systems feasible for even novices in electronics. Combined, these developments have formed the foundation for a renaissance of do-it-yourself interface device
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Tanbour, Prof Dr Emad Y., and Prof Philip Rufe. "Effectiveness of Immersive Virtual Reality for Mechanical Engineering Capstone Courses." International Journal for Research in Applied Science and Engineering Technology 11, no. 1 (January 31, 2023): 1220–33. http://dx.doi.org/10.22214/ijraset.2023.48702.

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Abstract: This paper, a continuation paper to the work presented at a previous ASEE conference as a "Pilot" planned research [1], discusses the research results of integrating virtual reality (VR) in a Mechanical Engineering Senior Capstone Course. The paper discusses the layout of the VR lab, its CAD software and hardware integration components that facilitated the immersive experience of virtual prototyping, and the effectiveness of utilizing virtual prototyping as a substitute for rapid prototyping during early stages of engineering design. The paper also provides benefits and challenges of
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Seth, Abhishek, Judy M. Vance, and James H. Oliver. "Virtual reality for assembly methods prototyping: a review." Virtual Reality 15, no. 1 (January 22, 2010): 5–20. http://dx.doi.org/10.1007/s10055-009-0153-y.

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Wang, G. Gary. "Definition and Review of Virtual Prototyping." Journal of Computing and Information Science in Engineering 2, no. 3 (September 1, 2002): 232–36. http://dx.doi.org/10.1115/1.1526508.

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Virtual Prototyping (VP) technique has been interpreted in many different ways, which causes confusion and misunderstanding among researchers and practitioners. Based on a review of the current related research and application, this paper proposes a definition of VP as well as components of a virtual prototype. VP is then compared with and distinguished from virtual reality (VR), virtual environment (VE), and virtual manufacturing (VM) techniques. Given the proposed definition and review of VP, future VP related research topics are suggested.
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HAMDI, Mustapha, and Antoine FERREIRA. "PROTOTYPING PROTEIN BASED BIO-NANOROBOTIC SYSTEMS USING VIRTUAL REALITY." IFAC Proceedings Volumes 39, no. 16 (2006): 102–7. http://dx.doi.org/10.3182/20060912-3-de-2911.00021.

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