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Hands are the sensors and actuators for many design tasks. While several tools exist to capture human interaction and pose, many are expensive and require intrusive measurement devices to be placed on participants and often takes them out of the natural working environment. This paper reports a novel workflow that combines computer vision, several Machine Learning algorithms, and geometric transformations to provide a low-cost non-intrusive means of spatially tracking hands. A ±3mm position accuracy was attained across a series of 3-dimensional follow the path studies.
Nowadays, there is a pressing need to incorporate sustainable practices and promote environmental awareness. The fashion industry, characterized by resource-intensive consumption, significantly contributes to global sustainability threats. The authors proposed the adoption of Virtual Reality (VR) to design and develop the Fashion Footprint application, an experience aimed at enhancing sustainability awareness and fostering behavioral change. The findings suggest that VR technology is valuable in promoting sustainability awareness and driving positive behavioral shifts in the fashion industry.
Virtual reality plays an increasingly important role in design education. However, a holistic view, starting with the didactic concept, the selection of a VR tool suitable for the learning task and a final reflective evaluation of the learning experience, rarely takes place. In this paper, the authors present an approach for a VR didactics toolkit that covers and takes into account all three points as a whole. The application and research environment here was the bachelor's degree module Ergonomics and Industrial Design at the Ostfalia University of Applied Sciences.
In design education, integrating digital tools has revolutionized pedagogical approaches. This study examines the impact of VR HMDs and PC screens on learning ancient Chinese architecture using a virtual tour. Involving 22 students, it assessed simulator sickness, user experience, and spatial awareness. Results show VR had a more positive spatial learning experience but the same learning outcomes. VR enhances presence but increases simulator sickness. The study underscores VR's potential and limitations in ancient Chinese architectural education, suggesting future research directions.
Various industries use computer simulation for verifying product properties in early phases of development. Traditionally, such properties include the stability of mechanical structures or the efficiency of aircraft turbines. More recently, research also focuses on the mountability of industrial products using virtual assembly. While research on virtual assembly already started in the mid-1990s, the applicability in different industries remains largely unclear today. To advance the state-of-the-art, in this paper we present learnings from developing a virtual assembly environment for cooling cabinets.
Underpinning much work on the use of Virtual Reality technologies in design prototyping, is the need to reliably track the 3D position of a physical object in real space, then allowing synchronisation with a digital counterpart. With many tracking methods requiring changes to object geometry, this work develops and benchmarks four minimally invasiveness 6 DoF tracking approaches, before discussing their use in a prototyping context. Results show that using AI and point cloud methods, accuracies of 20mm at 20Hz are achievable on low-end hardware with no alterations to the prototype needed.
With recent advancements in Virtual reality (VR), 3D design in VR has gained significant interest from both academia and industries. However, the development of these VR CAD tools is either skewed towards the creative industry or simply mimicking conventional CAD. This paper presents three different tools, analyzes them, and compares their capabilities over various performance parameters. The paper finally suggests where these tools can be used in the design process and some critical pathways for developing VR-based CAD modeling software for practical use in the engineering design industry.
Immersive reality (XR) technologies, particularly Mixed Reality (MR), offer promising opportunities for enhancing design prototyping. While recent studies often focus on Virtual Reality this work explores the application of MR, where focus lies on interlinking both the physical and digital to maximise benefit. Following a review of XR in design, a descriptive framework is presented to characterise MR prototyping. Two case studies are then presented to highlight the value of bridging the physical and digitalf worlds, before directions for further research in MR-based prototyping are outlined.
This research proposes a virtual environment (VE) for co-designing in early childhood education and care settings using a social VR platform with 3D-scanned childcare rooms. Co-design workshops were analyzed focusing on perceived presence and experience and workshop outcomes. The results indicate a high level of presence in the VE, with unique advantages like facilitating 3D prototyping. However, challenges such as unbalanced prototyping tools distribution were also noted. The study highlights the potential of VEs with 3D scanned rooms in co-design.
We present a new spatial skills assessment tool, the Virtual Reality Mental Rotation Assessment. Results suggest that the gamified immersive experience enabled increased levels of engagement and motivation and the instrument was likely not biased in favor or people with past virtual reality (VR) experience. Using VR did not appear to introduce additional problems beyond those present in a traditional spatial test, as moving one's body to change perspective did not correlate with improved performance. Our findings have implications for training and assessing spatial skills in engineering.
This Element argues for the importance of extended reality as an innovative force that changes the understanding of theatre and Shakespeare. It shows how the inclusion of augmented and virtual realities in performance can reconfigure the senses of the experiencers, enabling them to engage with technology actively. Such engagements can, in turn, result in new forms of presence, embodiment, eventfulness, and interaction. In drawing on Shakespeare's dramas as source material, this Element recognises the growing practice of staging them in an extended reality mode, and their potential to advance the development of extended reality. Given Shakespeare's emphasis on metatheatre, his works can inspire the layering of environments and the experiences of transition between the environments both features that distinguish extended reality. The author's examination of selected works in this Element unveils creative convergences between Shakespeare's dramaturgy and digital technology.
Low self-confidence in patients with psychosis is common. This can lead to higher symptom severity, withdrawal from activities, and low psychological well-being. There are effective psychological techniques to improve positive self-beliefs but these are seldom provided in psychosis services. With young people with lived experience of psychosis we developed a scalable automated VR therapy to enhance positive-self beliefs.
Aims:
The aim was to conduct a proof of concept clinical test of whether the new VR self-confidence therapy (Phoenix) may increase positive self-beliefs and psychological well-being.
Method:
Twelve young patients with non-affective psychosis and with low levels of positive self-beliefs participated. Over 6 weeks, patients were provided with a stand-alone VR headset so that they could use Phoenix at home and were offered weekly psychologist meetings. The outcome measures were the Oxford Positive Self Scale (OxPos), Brief Core Schema Scale, and Warwick-Edinburgh Well-being Scale (WEMWBS). Satisfaction, adverse events and side-effects were assessed.
Results:
Eleven patients provided outcome data. There were very large end-of-treatment improvements in positive self-beliefs (OxPos mean difference = 32.3; 95% CI: 17.3, 47.3; Cohen’s d=3.0) and psychological well-being (WEMWBS mean difference = 11.2; 95% CI: 8.0, 14.3; Cohen’s d=1.5). Patients rated the quality of the VR therapy as: excellent (n=9), good (n=2), fair (n=0), poor (n=0). An average of 5.3 (SD=1.4) appointments were attended.
Conclusions:
Uptake of the VR intervention was high, satisfaction was high, and side-effects extremely few. There were promising indications of large improvements in positive self-beliefs and psychological well-being. A randomized controlled clinical evaluation is warranted.
Immersive technologies have an increasing use in professional training. However, the usability of applications has limits due to a lack of consideration of end users in the design of these new supports. This paper reviews the literature and discovers that few approaches offer to include different collaborators' work, or the end user, in the design process. This study proposes a conceptual framework design for immersive professional training (IPT) and its application in the textile industry.
The paper explores the differences between immersive and non-immersive collaborative virtual environments (CVEs) during design reviews. Based on ten reviews with one designer and two reviewers, the study shows that CVEs affect verbal communication structure. More specifically, teams usually talked less, and reviewers exchanged significantly more turn sequences in immersive than in non-immersive CVEs. Regardless of the environment, most turn sequences were related to the designer, who usually talked the most. These findings contribute to the understanding of CVEs in virtual teams.
Design fixation refers to the designers’ inability to avoid becoming stuck with preexisting ideas in order to generate new ones. With the recent fast advancements and developments, XR has emerged as a powerful promising technology that can shed new light on this issue. Consequently, this paper aims at: (1) investigating the underlying mechanisms of design fixation as reported in literature; (2) exploring the state-of-art in the use of XR technology in design; and (3) identifying ways to mitigate design fixation by employing XR technology.
The aim of the present work is to show possibilities with which 3D models in virtual reality (VR) can be created and exported. First an overview of the existing hard- and software is given. Subsequently, existing solution concepts are analysed which, however, are not used in product development. Based on these knowledge a concept for the creation of 3D models in VR and the export of these models is developed.
The automotive community has found to design and test autonomous systems, traditional CAE tools are not enough. The number of sensors and controls involved makes it very difficult to predict all the possible scenarios and system reactions to them. An approach to provide input to all the sensors and control systems is to use gaming engines. They are used “headless”, and in other cases with multiple users in the environment. In this paper we will highlight one case on how they are changing how the Army designs, tests, and sets requirements for autonomous ground systems.
A testbed was developed aiming to contribute to further knowledge on what is required from a VR application in order to be useful for planning of assembly tasks. In a pilot study the testbed was tested on students. The focus of the study was to explore the users’ behaviour, and to gain a better understanding of their experience using VR. The students experienced a gap between the real world and VR, which confirms theories that VR is not a copy or twin of an object or environment.
This paper suggests that analysing the effect of visualisation technologies during design reviews should include variables related to design reviewers’ expertise and focus on the process variables rather than the outcomes. The experiment showed better averages in terms of design understanding for groups in desktop interface than for groups in virtual reality. However, the observed difference might also be due to experience with the technology. Finally, regardless of the visualisation technology, higher expertise group showed consistently better design understanding than lower expertise groups.
Engineering work is mostly done in 3D CAD software throughout the engineering process from conceptual design and layout of products. Physics-Based Virtual Prototypes are very valuable addition on Computer Aided Engineering enabling product development simulators, training simulators and digital twin concept in product lift-cycle process. In this work, we present a framework, how such virtual prototypes can be developed from 3D CAD models with meaningful effort.