1,721,145 research outputs found
Designing interaction with consumer products in a multisensory VR environment
In the domain of industrial product development, products have been traditionally communicated to final users by means of technical drawings, sketches and physical prototypes. Recently, companies have tended to develop digital versions of products, which can be used with the purpose of communicating a new product to users, and also with the aim of allowing users to evaluate the product and its variants before its physical construction. Virtual prototyping is a relatively recent practice used in various industrial domains, which aims at anticipating a product that does not exist in reality yet. This practice can be used for evaluating the aesthetic quality of a product, its functional features and also its ergonomic and usability aspects. Current virtual reality technology well supports the implementation of effective virtual prototypes. In fact, one can touch, move, manipulate, and operate the virtual prototypes of products, such as household appliances, electronic devices, etc., with a good degree of realism. In order to do this, the interaction with virtual prototypes is multimodal and multisensory, and is often based on the combination of visual, haptic and auditory modalities. This paper shows how virtual prototypes can be used instead of physical artefacts or mock-ups for the communication of a new product or of variants of an existing product, and for the preliminary evaluation of its usage. The effectiveness of this practice is proved by tests performed by users
Designing tactile tiles through virtual prototypes
The paper describes the development and the use of an application of virtual prototyping that enables industrial designers to create a multisensory experience involving the sense of touch when interacting with industrial products. The application is based on visual and haptic technologies. It has been tested on a case study provided by a design company interested in designing tactile tiles. This approach is proposed as an alternative to physical and rapid prototyping, because of the minor cost and major flexibility of virtual prototypes. The development and testing of the application are described and discussed in the paper
Prototyping strategies for multisensory product experience engineering
The paper deals with prototyping strategies aimed at supporting engineers in the design of the multisensory experience of products. It is widely recognised that the most effective strategy to design it is to create working prototypes and analyse user’s reactions when interacting with them. Starting from this consciousness, we will discuss of how virtual reality (VR) technologies can support engineers to build prototypes suitable to this aim. Furthermore we will demonstrate how VR-based prototypes do not only represent a valid alternative to physical prototypes, but also a step forward thanks to the possibility of simulating and rendering multisensory and real-time modifiable interactions between the user and the prototype. These characteristics of VR-based prototypes enable engineers to rapidly test with users different variants and to optimise the multisensory experience perceived by them during the interaction. The discussion is supported both by examples available in literature and by case studies we have developed over the years on this topic. Specifically, in our research we have concentrated on what happens in the physical contact between the user and the product. Such contact strongly influences the user’s impression about the product
Analysis of designers’ manual skills for the development of a tool for aesthetic shapes evaluation
Multimodal Training and Tele-Assistance systems for the Maintenance of Industrial Products
The paper describes an application based on Virtual and Augmented Reality technologies specifically developed to support maintenance operations of industrial products. Two scenarios have been proposed. In the first an operator learns how to perform a maintenance operation in a multimodal Virtual Reality environment that mixes a traditional instruction manual with the simulation, based on visual and haptic technologies, of the maintenance training task. In the second scenario, a skilled user operating in a multimodal Virtual Reality environment can remotely train another operator who sees the instructions about how the operations should be correctly performed, which are superimposed onto the real product. The paper presents the development of the application as well as its testing with users. Furthermore limits and potentialities of the use of Virtual and Augmented Reality technologies for training operators for product maintenance are discussed
Multimodal interaction with a household appliance based on haptic, audio and visualization
Mixed-Reality Environment based on Haptic Control System for a tractor cabin design review
Current trend in the automotive field tends to offer an increasing number of functionalities that are aimed at controlling the vehicle and the number of control devices and the kind of interaction becomes more complex. This could be responsible of drivers’ distraction caused by the time required to drivers to look at the information displayed. An approach to address these problems consists of minimizing the number of physical functional elements in favor of a single interactive graphical interface driven by few commands. In this paper we present a Mixed-Reality environment we have implemented for the validation of the re-design of a tractor cabin
Interactive Virtual Prototypes for testing the interaction with new products
Today, the tests of a new product in its conceptual and design stage can be performed by using digital models owning various levels of complexity. The level of complexity depends on the nature and on the accuracy of the tests that have to be performed. Besides, the tests can involve or not the interaction with humans. Particularly, this second aspect must be taken into account when developing the simulation model. In fact, this introduces a different kind of complexity with respect to simulations where humans are not involved. Simulation models used for numerical analyses of the behavior of the product (such as Finite Element Analysis, multi-body analysis, etc.) are typically named Digital Mock-Ups. Instead, simulations that are interactive in their nature, requiring humans-in-the-loop, are named interactive Virtual Prototypes. They cannot be intended as a simple upgrade of a CAD model of a product, but they are instead a combination of functional models, mapped into sensorial terms and then accessed through multisensory and multimodal interfaces. In this paper, the validity of this concept is demonstrated through some case studies where interactive Virtual Prototypes are used to substitute the corresponding physical ones during activities concerning the product conceptualization and design
Requirements for an enactive tool to support skilled designers in aesthetic surfaces definition
In common industrial practice the definition of shapes of styling products is performed by product designers by handcrafting scale models made of clay while exploiting their manual skills. Several Computer-Aided Styling tools have been introduced in years with the aim of allowing the creation of product shapes in digital. But the low interest of developers to provide designers with a natural interface that would allow them to continue to use their learned manual skills, has led them to continue to work on clay materials and produce expensive physical prototypes. Enactive Interfaces have been demonstrated to be effective to support the exploitation of human skills including the manual skill of industrial designers. The paper describes an Enactive Interface that has been conceived to support designers in the evaluation of aesthetic shapes, which consists of a combination of an active manual and visual exploration of the shape. The Enactive Interface is the combination of visuo-haptic technologies and has been implemented on the basis of observations of the shape evaluation activity performed by manually skilled designers. In the paper we describe the testing sessions performed to capture the designers’ manual skill, the working principles of the enactive interface and finally the results of the subsequent testing activities specifically carried out to evaluate the effectiveness of the interface
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