In recent years, the use of virtual prototyping (VP) has increased in industry. Nevertheless, the potential of VP in product development has still not been fully achieved in practice. Companies do not necessary know how to use VP technologies and for that reason they are not able to achieve all the benefits. This publication presents the work that has been done by VTT, mainly in the research project called LEFA "New Generation Human-Centered Design Simulators for Life Cycle Efficient Mobile Machines", addressing VP in human-machine interaction design. The purpose is to describe what VP means, what benefits can be achieved, and how companies can use VP in practice. This publication improves the understanding of VP and can be used as a guideline by companies.
Airplanes are assemblies of a great number of complex mechanical and electrical subsystems. Designing a new
model, therefore, is a major undertaking.
A virtual prototype is built from CAD (computer-aided design) drawings of separate assemblies that are gradually placed into the whole.
The design and manufacture of the Boeing 777 was a milestone in the development of virtual prototyping. This presentation will discuss the design project and what's next.
Understand the important aspects of digital design and digital manufacturing, what technologies are available, and how to embed rapid prototyping technologies to fast track your development program.
Rapid Product Development | Rapid Prototyping
Overview
Concept
Goals of Rapid Product Development
Virtual Prototyping and Testing Technology
Physical Prototyping and Rapid Manufacturing Technologies
Synergic Integration Technologies
Advantages of Rapid Product Development
Disadvantages of Rapid Product Development
References
Design Faster and Lighter:Applications of Topology Optimization in Additive M...Altair
The use of 3D printing makes it possible to produce very complex structures, which were hitherto either impossible to make or required tremendous effort and significant cost using traditional production methods. To fully exploit the potential of 3D printing, it is important to optimize component designs for the freedom of the additive manufacturing process in the earliest concept development stages.
Additive manufacturing (AM) or 3D printing is maturing rapidly as a viable solution of make optimized parts for “real engineering” applications. The freedom of design that is achievable using AM process is un parallel in terms of reducing structural weight, reducing material cost, generating complex shapes and connections and introducing directional properties in a component. However, understanding of AM process and utilizing process parameters to optimize a design comes with many challenges. Currently, one of the emphasize is to use physics based realistic simulation to replicate the AM process numerically and relate process parameters to the concept of functional generative design that relates design with manufacturing process.
Current work, through a typical build example, discusses an integrated numerical solution on a digital platform that involves the following.
Generative Design involving topology optimization that creates parts in context of the manufacturing process and automatically generate variants of conceptual and detailed organic shapes that helps make informed business decisions based on physics-based analytic tools. Process planning that defines and customizes manufacturing environment including nesting parts automatically on the build tray, designing and generating optimal support structures, and creating machine specific slicing and scan path which is ready for print. Process simulation that automatically includes machine inputs for energy, material and supports into the simulation at layer, part and build levels for any additive manufacturing process and accurately predicts part distortions, residual stresses and as-built material behavior. Finally, the platform involves post processing to perform shape optimization where simulation is used to guide support-structure strategy for enhanced build yield, compensate distortion effects without the need to redesign the product tooling, produce high-quality morphed surface geometry with unchanged topology, and perform final in-service performance validations of manufactured part.
Airplanes are assemblies of a great number of complex mechanical and electrical subsystems. Designing a new
model, therefore, is a major undertaking.
A virtual prototype is built from CAD (computer-aided design) drawings of separate assemblies that are gradually placed into the whole.
The design and manufacture of the Boeing 777 was a milestone in the development of virtual prototyping. This presentation will discuss the design project and what's next.
Understand the important aspects of digital design and digital manufacturing, what technologies are available, and how to embed rapid prototyping technologies to fast track your development program.
Rapid Product Development | Rapid Prototyping
Overview
Concept
Goals of Rapid Product Development
Virtual Prototyping and Testing Technology
Physical Prototyping and Rapid Manufacturing Technologies
Synergic Integration Technologies
Advantages of Rapid Product Development
Disadvantages of Rapid Product Development
References
Design Faster and Lighter:Applications of Topology Optimization in Additive M...Altair
The use of 3D printing makes it possible to produce very complex structures, which were hitherto either impossible to make or required tremendous effort and significant cost using traditional production methods. To fully exploit the potential of 3D printing, it is important to optimize component designs for the freedom of the additive manufacturing process in the earliest concept development stages.
Additive manufacturing (AM) or 3D printing is maturing rapidly as a viable solution of make optimized parts for “real engineering” applications. The freedom of design that is achievable using AM process is un parallel in terms of reducing structural weight, reducing material cost, generating complex shapes and connections and introducing directional properties in a component. However, understanding of AM process and utilizing process parameters to optimize a design comes with many challenges. Currently, one of the emphasize is to use physics based realistic simulation to replicate the AM process numerically and relate process parameters to the concept of functional generative design that relates design with manufacturing process.
Current work, through a typical build example, discusses an integrated numerical solution on a digital platform that involves the following.
Generative Design involving topology optimization that creates parts in context of the manufacturing process and automatically generate variants of conceptual and detailed organic shapes that helps make informed business decisions based on physics-based analytic tools. Process planning that defines and customizes manufacturing environment including nesting parts automatically on the build tray, designing and generating optimal support structures, and creating machine specific slicing and scan path which is ready for print. Process simulation that automatically includes machine inputs for energy, material and supports into the simulation at layer, part and build levels for any additive manufacturing process and accurately predicts part distortions, residual stresses and as-built material behavior. Finally, the platform involves post processing to perform shape optimization where simulation is used to guide support-structure strategy for enhanced build yield, compensate distortion effects without the need to redesign the product tooling, produce high-quality morphed surface geometry with unchanged topology, and perform final in-service performance validations of manufactured part.
additive manufacturing introduction presentation
only for educational purposes
should not be published without permission
Biblography-Wikipedia,Slideshare,Google Search,ReseachGATE
This was a presentation for the participants for the Core Relief workshop, October 3, on the island of Lesvos, Greece. It is intended as an introduction to the state of the art in 3d printing for a general public of professionals in the field of Humanitarian Aid. It contains tips, tricks and a lot of examples.
Green VTT has commitment to develop technologies for the bio-economy to benefit society through prosperity through less environmental burden. Industrial biomaterials spearhead program is targeting new value added applications on non-food related biomass in the fields of marked industrial importance, such as packaging, composites and appliances. The development is based on long research activity in the fields of biomass fractionation and converting as well deep expertise on the material sciences, converting technologies and application.
This Research Highlights focuses on novel biopolymers from forest industry side-streams that have been developed for bio-packing applications, like oxygen and grease barrier materials for fibre webs. Development of translucent and mouldable fibre based packaging and modification and regeneration of cellulose enabled new openings. The main achievement is, however, the nanocellulose development that has progressed to the international top level, enabling VTT partners to move to the industrial scale test runs and pilot decisions. Research and development in the area of industrial biomaterials has a positive impact on chemical, forest and packing industry.
VTT:n mukaan ICT:n seuraava murros muuttaa suuresti taloutta ja elämäämme. Jokapaikan tietotekniikka ja esineiden ja asioiden internet ovat voimakkaassa kasvussa. Tämän vaikutuksia on nähtävissä yhä enemmän kaikkialla, niin asumisessa, liikenteessä, terveydenhuollossa, vähittäiskaupassa kuin turvallisuus- ja energia-aloilla.
Luonnonvarojen kestävää käyttöä voidaan edesauttaa aineen kiertokulun eri vaiheissa. Avainasemassa on valmistava teollisuus, niin resurssien käyttäjänä kuin uusien ratkaisujen kehittäjänä. VTT:n tutkimusjohtajan Erja Turusen mukaan ekotehokkuuden kannalta olennaista on pyrkiä hallitsemaan tuotteen koko elinkaarta. VTT:n ekodesign-konsepti on työkalupakki, joka sitoo yhteen digitaaliseen suunnitteluketjuun niin materiaalivirrat, uudet materiaaliratkaisut, valmistusteknologiat kuin tuotteen käytön ja kierrätyksen.
VTT:n asiantuntijat ovat arvioineet, millaiset mahdollisuudet Suomella on saavuttaa 80 %:n kasvihuonekaasupäästötavoitteet. EU:n tavoite on, että vuonna 2050 EU:n päästöt ovat 80 % pienemmät kuin vuonna 1990. Hankkeellaan VTT haluaa avata keskustelun Suomen teknologiakehityksen mahdollisuuksista niin kotimarkkinoilla kuin cleantech-viennille.
A tutorial about what makes an experience prototype in comparison to normal prototyping.
Further we elaborated some examples and prototyped them with a tool we developed. The Contextual Interaction Framework. http://cif.hciunit.org
Green Solutions for Water and Waste is one of VTT’s Spearhead Programmes that has been running since 2011. This publication presents some of the research highlights from the first half of the programme. Focal areas of this programme have been water treatment technologies and waste management. In water treatment the research has focused in enzyme and membrane technologies and membrane surface treatment methods, water monitoring technologies, and sludge treatment. Regarding waste treatment methods and technologies the focus has been in refining organic waste and conceptualising new business on valorisation of waste streams.
additive manufacturing introduction presentation
only for educational purposes
should not be published without permission
Biblography-Wikipedia,Slideshare,Google Search,ReseachGATE
This was a presentation for the participants for the Core Relief workshop, October 3, on the island of Lesvos, Greece. It is intended as an introduction to the state of the art in 3d printing for a general public of professionals in the field of Humanitarian Aid. It contains tips, tricks and a lot of examples.
Green VTT has commitment to develop technologies for the bio-economy to benefit society through prosperity through less environmental burden. Industrial biomaterials spearhead program is targeting new value added applications on non-food related biomass in the fields of marked industrial importance, such as packaging, composites and appliances. The development is based on long research activity in the fields of biomass fractionation and converting as well deep expertise on the material sciences, converting technologies and application.
This Research Highlights focuses on novel biopolymers from forest industry side-streams that have been developed for bio-packing applications, like oxygen and grease barrier materials for fibre webs. Development of translucent and mouldable fibre based packaging and modification and regeneration of cellulose enabled new openings. The main achievement is, however, the nanocellulose development that has progressed to the international top level, enabling VTT partners to move to the industrial scale test runs and pilot decisions. Research and development in the area of industrial biomaterials has a positive impact on chemical, forest and packing industry.
VTT:n mukaan ICT:n seuraava murros muuttaa suuresti taloutta ja elämäämme. Jokapaikan tietotekniikka ja esineiden ja asioiden internet ovat voimakkaassa kasvussa. Tämän vaikutuksia on nähtävissä yhä enemmän kaikkialla, niin asumisessa, liikenteessä, terveydenhuollossa, vähittäiskaupassa kuin turvallisuus- ja energia-aloilla.
Luonnonvarojen kestävää käyttöä voidaan edesauttaa aineen kiertokulun eri vaiheissa. Avainasemassa on valmistava teollisuus, niin resurssien käyttäjänä kuin uusien ratkaisujen kehittäjänä. VTT:n tutkimusjohtajan Erja Turusen mukaan ekotehokkuuden kannalta olennaista on pyrkiä hallitsemaan tuotteen koko elinkaarta. VTT:n ekodesign-konsepti on työkalupakki, joka sitoo yhteen digitaaliseen suunnitteluketjuun niin materiaalivirrat, uudet materiaaliratkaisut, valmistusteknologiat kuin tuotteen käytön ja kierrätyksen.
VTT:n asiantuntijat ovat arvioineet, millaiset mahdollisuudet Suomella on saavuttaa 80 %:n kasvihuonekaasupäästötavoitteet. EU:n tavoite on, että vuonna 2050 EU:n päästöt ovat 80 % pienemmät kuin vuonna 1990. Hankkeellaan VTT haluaa avata keskustelun Suomen teknologiakehityksen mahdollisuuksista niin kotimarkkinoilla kuin cleantech-viennille.
A tutorial about what makes an experience prototype in comparison to normal prototyping.
Further we elaborated some examples and prototyped them with a tool we developed. The Contextual Interaction Framework. http://cif.hciunit.org
Green Solutions for Water and Waste is one of VTT’s Spearhead Programmes that has been running since 2011. This publication presents some of the research highlights from the first half of the programme. Focal areas of this programme have been water treatment technologies and waste management. In water treatment the research has focused in enzyme and membrane technologies and membrane surface treatment methods, water monitoring technologies, and sludge treatment. Regarding waste treatment methods and technologies the focus has been in refining organic waste and conceptualising new business on valorisation of waste streams.
Cloud Computing clearly represents a significant change in how digital services are delivered, consumed, and produced. There are many examples of current services and solutions implemented with the power of Cloud technology – take for example, Google’s search, Spotify’s music or Elisa’s TV service.
The Cloud Software consortia has achieved great results and generated real business value for many companies. Some of the examples are presented in this book. In addition, we believe that the CSW partners have formed a unique innovative and collaborative ecosystem in Finland. This signals companies to venture forth into a new digital economy where they can create and capture new value in fresh ways, spark new products, services, processes
and businesses and most importantly, create new rules and opportunities for competitive advantage and breakthrough outcomes.
This collection of highlights from VTT safety and security research brings to light the vast diversity of the field. In the past, safety and security was all about protecting individuals from threats and dangers in their immediate surroundings. Today, the concept has evolved to encompass entire living environments and the whole of society. Safety and security needs are constantly changing – and the science of safety is evolving accordingly, from reactively studying why things go wrong to proactively learning what makes things go right.
Globalisation has enabled the beneficial free movement of many things, but it has also brought new risks and dangers. Emerging technologies, and their potential for misuse, also present significant new threats. These changes have transformed the basic nature of safety and security, from protection and control of losses to holistic cultivation of operations and resilient facilities and structures. While technology alone cannot assure safety or security, they are unattainable without its support. Many factors contribute to creating and improving safety and security – including their perception in the eye of the user.
Policies aimed at bringing universities closer together have always been (and still are) sensitive political issues.
Ascertaining the position and weight of UTC in a COMUE* alongside two major French Universities (Paris 4
(Sorbonne) and University of Paris 6 (Pierre & Marie Curie, or UPMC) has been no simple matter. Among the issues
is the place for technology in a world of traditional ‘pure’ science. Another is the pedagogical contribution of the
arts and humanities that have been an integral factor for UTC, in both teaching and research since the beginning.
Project number: 247765
Project acronym: VERITAS
Project full title: Virtual and Augmented Environments and Realistic User Interactions To achieve Embedded Accessibility DesignS
Starting date: 1 January 2010
Duration: 48 Months
VERITAS is an Integrated Project (IP) within the 7th Framework Programme, Theme FP7-ICT-2009.7.2, Accessible and Assistive ICT
http://veritas-project.eu/
The Human Touch | UPPS - Ultra-Personalised Products and Services
Due to increased access to digital manufacture and computational support, Ultra Personalised Products and related serivices are here to stay. This year, we want to highlight the diversity and feasibility of personalisation. Furthermore, we will officially launch the Smart Industry research project on this topic: Next UPPS
Moderator: Jouke Verlinden
Introducing Next UPPS
Together with representatives from TU Delft/ Eindhoven/Twente, we will briefly introduce this session with regard to the promise and challenges of ultra-personalisation.
Speakers: Jouke Verlinden, Tom Vaneker, Stephan Wensveen
Ultimaker 2 Go - Packaging for the maker community
The customizable packaging for Ultimaker’s 2Go 3D-printer is an inspiring example of a solution that leverages the creative power of the online maker community. In this talk, Mark tells about the design process of this unique project and explains the crucial role the packaging plays in a customer journey that unfolds both online and offline.
Speaker: Mark Assies
Personalised shoes
Solemaker is an ultra personalised platform for generating
shoes uniquely made for the user.
Speaker: Troy Nachtigall
Personalised Headphones
Great sounding headphones that you can build, upgrade & repair yourself. The headphones were launched on kickstarter a year ago.
Speaker: Patrick Schuur
Personalised 3D printing
Printing for the human dimension
Speaker: Joris van Tubergen
Closing discussion and connecting to FieldLab(s)
Our research aims to propose a global approach for specification, design and verification of context awareness Human Computer Interface (HCI). This is a Model Based Design approach (MBD). This methodology describes the ubiquitous environment by ontologies. OWL is the standard used for this purpose. The specification and modeling of Human-Computer Interaction are based on Petri nets (PN). This raises the question of representation of Petri nets with XML. We use for this purpose, the standard of modeling PNML. In this paper, we propose an extension of this standard for specification, generation and verification of HCI. This extension is a methodological approach for the construction of PNML with Petri nets. The design principle uses the concept of composition of elementary structures of Petri nets as PNML Modular. The objective is to obtain a valid interface through verification of properties of elementary Petri nets represented with PNML.
Monitoring and Visualisation Approach for Collaboration Production Line Envir...Waqas Tariq
In this paper, a tool, called SPMonitor, to monitor and visualize of run-time execution productive processes is proposed. SPMonitor enables dynamically visualizing and monitoring workflows running in a system. It displays versatile information about currently executed workflows providing better understanding about processes and the general functionality of the domain. Moreover, SPMonitor enhances cooperation between different stakeholders by offering extensive communication and problem solving features that allow actors concerned to react more efficiently to different anomalies that may occur during a workflow execution. The ideas discussed are validated through the study of real case related to airbus assembly lines.
Tollan xicocotitlan a reconstructed city by augmented reality ( extended )ijdms
Work In Terminal presents the analysis, design, implementation and results of Reconstruction Xicocotitlan
Tollan-through augmented reality (Extended), which will release information about the Toltec capital
supplemented by presenting an overview of the main premises of the Xicocotitlan Tollan city supported
dimensional models based on the augmented reality technique showing the user a virtual representation of
buildings in Tollan phase.
Project number: 247765
Project acronym: VERITAS
Project full title: Virtual and Augmented Environments and Realistic User Interactions To achieve Embedded Accessibility DesignS
Starting date: 1 January 2010
Duration: 48 Months
VERITAS is an Integrated Project (IP) within the 7th Framework Programme, Theme FP7-ICT-2009.7.2, Accessible and Assistive ICT
http://veritas-project.eu/
fsdfgList of Course Work Subjects
S.NO SEM SUBJECT CODE SUBJECT TITLE ELECTIVE/CORE CREDIT
1 1 22MC202 MACHINE LEARNING
TECHNIQUES CORE 3
2 1 22PRM01
RESEARCH METHODOLOGY AND
IPR CORE 3
3 1 22MC302
ADVANCED ARTIFICIAL
INTELLIGENCE ELECTIVE 3
4 3 22MC209 ADVANCED INTERNET OF THINGS CORE 3
5 3
22PVD30 SYSTEM LEVEL HARDWARE SOFTWARE CODESIGN ELECTIVE 3
6 3 22MC324
INFORMATION RETRIEVAL
TECHNIQUES ELECTIVE 3
22MC202 MACHINE LEARNING TECHNIQUES
Course Objective 1. To introduce students to the basic concepts and techniques of Machine Learning.
2. To have a thorough understanding of the Supervised and Unsupervised learning techniques
3. To implement linear and non-linear learning models
4. To implement distance-based clustering techniques
5. To understand graphical models of machine learning algorithms
Unit I FUNDAMENTALS OF MACHINE LEARNING 9
Learning – Types of Machine Learning – Supervised Learning – The Brain and the Neuron – Design a Learning System – Perspectives and Issues in Machine Learning – Concept Learning Task – Concept Learning as Search – Finding a Maximally Specific Hypothesis – Version Spaces and the Candidate Elimination Algorithm – Linear Discriminants – Perceptron – Linear Separability – Linear regression.
Unit II LINEAR MODELS 9
Multi-layer Perceptron – Going Forwards – Going Backwards: Back Propagation Error – Multi-layer Perceptron in Practice – Examples of using the MLP – Overview – Deriving Back-Propagation – Radial Basis Functions and Splines – Concepts – RBF Network – Curse of Dimensionality – Interpolations and Basis Functions – Support Vector Machines
Unit III DISTANCE-BASED MODELS 9
Nearest neighbor models – K-means – clustering around medoids – silhouettes – hierarchical clustering
– Density based methods- Grid based methods- Advanced cluster analysis- k-d trees – locality sensitive hashing – non-parametric regression – bagging and random forests – boosting – meta learning
Unit IV
TREE AND RULE MODELS
9
Decision trees – learning decision trees – ranking and probability estimation trees – regression trees
– clustering trees – learning ordered rule lists – learning unordered rule lists – descriptive rule
learning – Mining Frequent patterns, Association and Correlations, advanced association rule techniques-first order rule learning
Unit V
REINFORCEMENT LEARNING AND GRAPHICAL MODELS
9
Reinforcement Learning – Overview – Getting Lost Example – Markov Decision Process, Markov Chain Monte Carlo Methods – Sampling – Proposal Distribution – Markov Chain Monte Carlo – Graphical Models – Bayesian Networks – Markov Random Fields – Hidden Markov Models –
Tracking Methods.
TOTAL HOURS: 45 PERIODS
CO1 Understanding distinguish between, supervised, unsupervised and semi- supervised learning
CO2 Apply the appropriate machine learning strategy for any given problem
Course Outcome
CO3 Suggestion of using supervised, unsupervised or semi-superv
Simulation Modelling Practice and Theory 47 (2014) 28–45Cont.docxedgar6wallace88877
Simulation Modelling Practice and Theory 47 (2014) 28–45
Contents lists available at ScienceDirect
Simulation Modelling Practice and Theory
j o u r n a l h o m e p a g e : w w w . e l s e v i e r . c o m / l o c a t e / s i m p a t
Insight Maker: A general-purpose tool for web-based modeling
& simulation
http://dx.doi.org/10.1016/j.simpat.2014.03.013
1569-190X/� 2014 The Author. Published by Elsevier B.V.
This is an open access article under the CC BY license (http://creativecommons.org/licenses/by/3.0/).
E-mail address: [email protected]
1 The exact search query used was ‘’’modeling tool’’ OR ‘‘simulation tool’’’ in the Topic field.
Scott Fortmann-Roe
University of California, Berkeley, Department of Environmental Science, Policy, and Management, 130 Mulford Hall, Berkeley, CA 94720-3114, United States
a r t i c l e i n f o a b s t r a c t
Article history:
Received 29 April 2013
Received in revised form 23 March 2014
Accepted 26 March 2014
Available online 14 June 2014
Keywords:
Modeling
Simulation
Web-based technologies
System Dynamics
Agent-Based Modeling
A web-based, general-purpose simulation and modeling tool is presented in this paper. The
tool, Insight Maker, has been designed to make modeling and simulation accessible to a
wider audience of users. Insight Maker integrates three general modeling approaches –
System Dynamics, Agent-Based Modeling, and imperative programming – in a unified
modeling framework. The environment provides a graphical model construction interface
that is implemented purely in client-side code that runs on users’ machines. Advanced fea-
tures, such as model scripting and an optimization tool, are also described. Insight Maker,
under development for several years, has gained significant adoption with currently more
than 20,000 registered users. In addition to detailing the tool and its guiding philosophy,
this first paper on Insight Maker describes lessons learned from the development of a com-
plex web-based simulation and modeling tool.
� 2014 The Author. Published by Elsevier B.V. This is an open access article under the CC BY
license (http://creativecommons.org/licenses/by/3.0/).
1. Introduction
The field of modeling and simulation tools is diverse and emergent. General-purpose modeling tools (e.g. MATLAB’s
Simulink or the Modelica language [1]) sit beside highly focused and domain-specific applications (e.g. [2] for modeling
network control systems, [3] for simulating the behavior of wireless network routing protocols, or [4] for the simulation
and control of turbines). Interest in and published works on such tools has grown over time. The ISI Web of Knowledge
reports a substantial growth in papers published on modeling or simulation tools with 299 such papers published in the span
of 1985–1989, 1482 published from 1995 to 1999, and 3727 published from 2005 to 2009.1
For end-users, simulation and modeling tools are generally designed as executables to be run on a consumer operating
system such as W.
Development Prototype Design of Virtual Assembly Application-Based Leap MotionIJAEMSJORNAL
Innovation in design engineering practice is very important in the world of manufacturing in the increasingly competitive global market. Prototyping and evaluation measures are inseparable from the design process in the manufacture of a product. And made one of many physical prototypes require very expensive and time consuming, so the technology of Virtual Reality (VR) is needed, so the industry can quickly and precisely in the decision. VR technology combines a human being with a computer environment visually, touch and hearing, so that the user as if into the virtual world. The goal is that users with hand movements can interact with what is displayed on the computer screen or the user can interact with the environment is unreal to be added into the real world. VR is required for simulations that require a lot of interaction such as prototype assembly methods, or better known as the Virtual Assembly. Virtual Assembly concept which was developed as the ability to assemble a real representation of the physical model, the 3D models in CAD software by simulating the natural movement of the human hand. Leap Motion (accuracy of 0.01mm) was used to replace Microsoft's Kinect (accuracy of 1.5cm) and Motion Glove with flex sensors (accuracy of 1°) in several previous research. Leap mot ion controller is a device that captures every movement of the hand to then be processed and integrated with 3D models in CAD software. And simulation of assembly process virtually in CA D software with hand gestures detected by the leap mot ion, assembly parts can be driven either in translation or rotation, zooming and adding the assembly constraint. It also can perform mouse functions (such as left-click, middle-click, right-click and move the mouse cursor position) to a virtual assembly process simulation on CAD software.
Presentation made for the event "Digital transformation in France and Germany: Consequences for industry, society & higher education" organized by the French-German University in cooperation with Institut Mines-Télécom https://www.dfh-ufa.org/fr/digital-transformation-in-france-and-germany/
EU:n muoviroskan vähentämistä ja kiertotalouden edistämistä koskevat tavoitteet edellyttävät muutoksia ruokapakkaamisessa. Nämä tavoitteet tuovat suomalaisille ruuan tuotannon, vähittäiskaupan ja pakkausteollisuuden toimijoille sekä uusia vaatimuksia että kasvumahdollisuuksia. Esittelemme sekä poliittisen että yrityksien päätöksenteon tueksi kuusi kestävän ruokapakkaamisen kriteeriä sekä niiden väliset jännitteet. Lisäksi suosittelemme päätöksentekijöille toimenpiteitä kestävää ruokapakkaamista edistävän innovaatioyhteistyön tehostamiseksi.
VTT made flatbreads from African gluten-free crops and applied different bioprocessing and thermo-mechanical treatments. These treatments were shown modify both flavour and texture properties of the flatbreads.
VTT's Eeva Rantala presented the results of four nudge experiments that demonstrated how the so-called nudge approach can support healthier food choices in various eating contexts.
VTT's Eeva Rantala presented the results of a national project that examined the current status of the food environment of Finnish children and adolescents and provided policy recommendations for developing a food environment supportive of wellbeing and health
NIZO Plant Protein Functionality Conference on October 21-22 gathered around 450 attendees to discuss the recent findings and innovations on plant proteins. Research team leader Emilia Nordlund gave a keynote presentation on bioprocessing technologies to improve the plant protein functionality.
AOCS Plant Protein Science and Technology Forum ((https://plantprotein.aocs.org/) organized a series of virtual events during October 2020 to provide solution insight for the global protein challenge. Research Professor Nesli Sözer’s keynote presentation “Oats as an Alternative Protein Source” was part of the Plant Protein Science and Technology Forum's first session, "Processing and Utilization Technologies." The presentation's learning objectives were: opportunities and challenges of using oats as a protein source; fractionation and further modification technologies to improve oat protein functionality and oat protein-based meat and dairy alternative food examples.
NIZO Plant Protein Functionality Conference on October 21-22 gathered around 450 attendees to discuss the recent findings and innovations on plant proteins. Research scientist Pia Silventoinen introduced the possibility to use dry fractionation technology to produce high value hybrid ingredients from cereal side streams.
HTM Solutions enables improving well-being, safety, and security of people with a scalable Human Thermal Model (HTM) software technology – whenever thermal satisfaction is an issue.
Koko ruokaketjun toimintaympäristö on parhaillaan teknologisessa murroksessa, mikä avaa myös uusia ansaintamahdollisuuksia. Maitotiloilla digitalisaatio näkyy jo nyt erilaisina tuotantoa mittaavina sensoreina ja antureina, jotka tarjoavat ajantasaista ja tärkeää tietoa. Toisaalta vielä on paljon myös käyttämättömiä mahdollisuuksia. / Kirjoittaja: Mikko Utriainen/ VTT
SmartHealth Ecosystem Event 12.6.2019, Ville Salaspuro presentation on Data driven solutions in the point of care - how to improve cost-effectiveness and integration of care
SmartHealth Ecosystem Event 12.6.2019, Tatu Laurila presentation on How to make best out of Finnish health data for future global innovation and precision medicine?
More from VTT Technical Research Centre of Finland Ltd (20)
Observability Concepts EVERY Developer Should Know -- DeveloperWeek Europe.pdfPaige Cruz
Monitoring and observability aren’t traditionally found in software curriculums and many of us cobble this knowledge together from whatever vendor or ecosystem we were first introduced to and whatever is a part of your current company’s observability stack.
While the dev and ops silo continues to crumble….many organizations still relegate monitoring & observability as the purview of ops, infra and SRE teams. This is a mistake - achieving a highly observable system requires collaboration up and down the stack.
I, a former op, would like to extend an invitation to all application developers to join the observability party will share these foundational concepts to build on:
UiPath Test Automation using UiPath Test Suite series, part 4DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 4. In this session, we will cover Test Manager overview along with SAP heatmap.
The UiPath Test Manager overview with SAP heatmap webinar offers a concise yet comprehensive exploration of the role of a Test Manager within SAP environments, coupled with the utilization of heatmaps for effective testing strategies.
Participants will gain insights into the responsibilities, challenges, and best practices associated with test management in SAP projects. Additionally, the webinar delves into the significance of heatmaps as a visual aid for identifying testing priorities, areas of risk, and resource allocation within SAP landscapes. Through this session, attendees can expect to enhance their understanding of test management principles while learning practical approaches to optimize testing processes in SAP environments using heatmap visualization techniques
What will you get from this session?
1. Insights into SAP testing best practices
2. Heatmap utilization for testing
3. Optimization of testing processes
4. Demo
Topics covered:
Execution from the test manager
Orchestrator execution result
Defect reporting
SAP heatmap example with demo
Speaker:
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5. Preface
This publication is part of the EFFIMA-LEFA research project under FIMECC (Finn-ish
Metals and Engineering Competence Cluster) (2009–2014) funded by Tekes –
the Finnish Funding Agency for Innovation. The main target of the project was to
take a significant step towards user-centred R&D of mobile machines. User-centred
R&D is made possible in particular by developing real-time virtual environments and
simulators. User-centred R&D improvements enable usability, safety and life cycle
efficiency to be achieved.
The research partners were Lappeenranta University of Technology/Lab of Intelli-gent
Machines (project leader), VTT Technical Research Centre of Finland and
Tampere University of Technology/EDE. Industry partners were Sandvik Mining and
Construction Oyj, Cargotec Finland Oyj, MeVEA Oy and Savant Simulators.
This publication is based on VTT’s research work with Sandvik and Cargotec dur-ing
the project. Some material has also been collected in the projects ManuVAR
“Manual work support throughout system life cycle by exploiting virtual and aug-mented
reality” in the European Commission's Seventh Framework Programme
FP7/2007–2013 under grant agreement 211548 and COFEX “Cabin of the future –
user experience” in the eEngineering programme funded by VTT.
3
6. Contents
Preface ................................................................................................................. 3
1. Introduction .................................................................................................... 5
2. Virtual prototyping framework ....................................................................... 6
3. Benefits of virtual prototyping ....................................................................... 8
3.1 Case example: Time savings by using virtual prototyping ........................... 9
3.2 Case example: Human factors and ergonomic improvements by using
virtual prototyping ................................................................................... 11
3.3 Case example: Enhancing the designer experience by using virtual
prototyping ............................................................................................. 11
4. Virtual prototyping implementation to company use .................................. 12
4.1 Case example: A company’s maturity level .............................................. 14
5. Virtual prototyping in design review ............................................................ 15
5.1 Case example: Challenges in virtual prototyping design review
preparation ............................................................................................. 17
Acknowledgements ........................................................................................... 20
References ......................................................................................................... 21
4
7. 1. Introduction
In recent years the use of virtual prototyping (VP) has increased in the product
development process. The understanding of the advantages of VP, especially in
human-machine interaction design, has initialised efforts made by companies. In
addition, virtual prototyping technologies (software and hardware) are easily avail-able
and the prices have come down. Nevertheless, there is a need for a better
understanding of what VP really is, how it is used, how it changes the production
processes and how it differs from physical prototyping, for example. Companies
do not necessary know how to use VP technologies effectively, and for that reason
they don’t gain the full potential from VP.
This publication presents the work that has been done by VTT in the research
project called LEFA “New Generation Human-Centered Design Simulators for Life
Cycle Efficient Mobile Machines”. The work was funded by Tekes – the Finnish
Funding Agency for Innovation and was carried out under FIMECC (Finnish Met-als
and Engineering Competence Cluster). In addition, some prior material was
collected in the ManuVAR project, “Manual work support throughout system lifecy-cle
by exploiting virtual and augmented reality”, part of the European Commis-sion’s
Seventh Framework Programme FP7/2007–2013 under grant agreement
211548, and the COFEX project, “Cabin of the future – user experience”, part of
the eEngineering programme funded by VTT.
The publication unites and concludes the research carried out about VP during
the LEFA project. A small part of the material has been published during this pro-ject
in conferences (see references) and a major part of the material is un-published
as such. Initially, the VP framework is described. Next the advantages
and benefits that are acknowledged to have come from VP are presented. Thirdly,
VP implementation into company use is illustrated; and finally, the application of
VP during the design review is represented (see Figure 1).
Figure 1. Structure of the publication.
5
8. 2. Virtual prototyping framework
This chapter presents the terminology
that is used in our research when
discussing virtual environments and
virtual prototyping, and our proposal
for the virtual prototyping framework.
The research in the area of the reali-ty-
virtuality continuum lacks sufficient
standardisation. For that reason there
are many different specifications and
definitions regarding virtual prototyp-ing.
6
The definition used in this paper
is based on Wang’s (2002) definition:
“A virtual prototype, or digital mock-up,
is a computer simulation of a
physical product that can be presented, analysed and tested by concerned prod-uct
life cycle aspects such as design/engineering, manufacturing, service, and
recycling as if a real physical model. The construction and testing of a virtual pro-totype
is called virtual prototyping.” Our research into VP is focused on the area of
human-machine interaction design. Therefore, this publication does not consider
VP without human interaction, e.g. the simulation of multi-body system dynamics.
We propose a framework for virtual prototyping in human-machine interaction
design to be able to systematically construct and test virtual prototypes. The VP
framework (Figure 2) is based on theories, literature review and our previous re-search
work. The main theory applied was Engeström’s activity theory (1987;
2000; & Toiviainen 2011), based on the cultural-historical activity theory research
by Vygotsky (1978) and Leont’ev (1978). Activity theory is most often used to
describe actions in a socio-technical system through six related elements: object,
subject, community, tools, division of labour and rules. In the framework, the sub-ject
is human, tools (or mediated artefacts) are the interface (virtual environment
and virtual reality), and the object is the system model (Figure 2). In addition,
theories such as domain theory (Andreasen, 1992), theory of technical systems
(Hubka & Eder, 1988), and the VE definition by Kalawsky (1993) were used as
background knowledge. Moreover, other attempts to define and structure the use
of virtual prototypes in human-centred design have been made (Wang, 2002;
9. Ferrise et al., 2012; Mahdjoub et al., 2013; Ordaz-Hernandez et al., 2007). These
approaches have some differences but what is common in these papers is that
there is a need to have interaction/interface modules defined when using VP.
Wang (2002) refers to this as “a human-product interaction model”.
Figure 2. The framework for virtual prototyping in human-machine interaction is a
combination of human, interface and system model elements. The human inter-acts
with the system model through the interface. In addition, the test model ele-ment
evaluates the design.
The structure of the virtual prototyping framework is based on the human, inter-face
and system model elements (Figure 2). Humans have needs, goals, tasks
and activities when interacting with the machine. In real life, humans have direct
interaction with an object or a product. In VP, the human has indirect interaction
with the system model through the mediated artefacts or tools, which are referred
to here as the interface. In the interface element, the virtual environment (VE)
uses virtual reality (VR) technologies to provide human with the means of
manipulation and sensory modalities (Kalawsky, 1993). In practice, it means that
humans are able to navigate in the VE (e.g. move from one place to another),
manipulate objects (e.g. steer the steering wheel) and get sensory feedback (e.g.
visual or audio). The system model does not illustrate only the model of the
product but it also includes other related models such as the environment and
digital human models (avatars). Models have static characteristics (e.g. walls,
colours) and dynamic characteristics (e.g. moving parts). There are relationships
between the system model’s static and dynamic characteristics with the interface’s
means of manipulation and sensory modalities, e.g. a human can pick up the part
and move it in the VE by using a dataglove. In addition, test-related models (e.g.
recording time, measuring distances) are needed in VP for the evaluation of the
design.
7
10. 3. Benefits of virtual prototyping
How are products best designed that users accept well and are willing to use?
How do we make products that are better than those of our competitors? Virtual
prototyping is one approach to improving design engineering and products. Ac-cording
to Ma et al. (2011) and Bordegoni et al. (2009), VP is particularly useful in
the assessment of interaction systems used by users. The main benefits of VP are
the reduced time-to-market, reduced costs, knowledge sharing and user participa-tion
(Aromaa et al., 2012; Aromaa et al., 2013a). The advantages and benefits of
VP from three different beneficiary points of view – company/business, manag-ers/
designers and users/operators – are listed in Table 1.
Table 1. Advantages and benefits of virtual prototyping categorised by beneficiaries.
Beneficiaries Advantages and benefits of the virtual prototyping
Company/Business x Reduced costs
x Reduced time-to-market
x Reduced number of physical prototypes
x Increased productivity
x Better quality and customer satisfaction
x Improved competitiveness
x Efficient product process
Managers/Designers x Better PLM/PDM management
x Information and knowledge sharing
x Understanding of complex product data
x Enhancement of designers’ experience
x Design decision-making and learning
x Easy design fault recognition
x Early testing and analysis
x Easy to consider features in different life cycle phases
x Possible to conduct futuristic concept tests
x Easy to evaluate safety critical tasks
Users/Operators x User participation
x Better user requirements definition
x Realistic experience by visualisation and immersion
x Natural interaction
x Better user acceptance
x Improved operator safety and comfort
x Improved usability and ergonomics
8
11. Companies can benefit from virtual prototyping in terms of reduced costs, time-to-market
and number of physical prototypes. Fewer physical prototypes mean less
time and money spent on ordering and buying parts for the prototypes. In addition,
VP can also increase productivity, quality and customer satisfaction, and therefore
improve competitiveness.
Managers, designers and other stakeholders in the company can benefit from
VP in the form of more efficient processes and better PLM/PDM management. By
using illustrative VP, it makes it easier to share information and knowledge, and
therefore also improve the understanding of complex product data. In addition, it
can enhance the designer’s experience of product design, and improve decision-making
and early design fault recognition. The use of VP makes it easy to consid-er
different life cycle phases in the early product design phase (e.g. it is possible to
evaluate, with the same virtual prototype, the assembly worker’s task, the opera-tor’s
task and the maintenance worker’s task). Moreover, virtual prototyping is a
safe environment to test critical tasks or to illustrate futuristic concept ideas that do
not exist yet.
Users/operators are one group that benefits from the use of VP. It allows users
to participate and validate their product design as early as in the initial phases and
it can help in the user requirements gathering phase. Because of the visual and
immersive nature of VP, it is easier for the user to interact with and test proto-types.
Due to this user participation during the design process, it is possible to
achieve better products (e.g. usability, ergonomics, safety, comfort) and user
acceptance.
3.1 Case example: Time savings by using virtual prototyping
In this case, VP was used for the testing and analysis assembly task (Figure 3).
The test session revealed that an assembly worker did not have enough space to
assemble an engine. In the initial plan, the first step in the assembly order was to
put the tank into its place as early as possible. This would cause the worker to
perform the assembly in a limited space between the tank and the engine. By
changing the assembly order and adding a simple supportive structure, it was
possible to give the assembly worker more working space (Aromaa et al., 2012).
9
12. Figure 3. Using virtual prototyping for testing and analysing an assembly task.
Figure 4 illustrates this case example, where the use of virtual simulators rather
than traditional engineering shifts the actual, physical system towards an earlier
commercial product launch. It enables earlier and better decision-making based
on earlier evaluation and validation of user and other stakeholder requirements,
and verification of combined multidisciplinary design solutions with fewer engineer-ing
changes during product development and, therefore, faster time-to-market.
Experiences from our partners show that the impacts are real.
Figure 4. The amount of physical prototypes can be decreased by using virtual
prototyping.
10
13. 3.2 Case example: Human factors and ergonomic
improvements by using virtual prototyping
To carry out a human factors and ergonomics (HFE) assessment, a VP design
review meeting was held. The purpose of the study was to review a cab design
from the following perspectives: operator’s field of view, safety bars outside the
front window, and controls in the driving position. During the design review, the
model of the cab was provided in the VE. People from areas such as design,
maintenance, safety and usability were represented. One person acted as an
operator while others could observe the operator and the cab model in the
screens. Some visibility, layout and space issues were detected, and one of the
safety bar solutions was selected. (Aromaa et al., 2014.)
3.3 Case example: Enhancing the designer experience by
11
using virtual prototyping
In this case, the goal was to compare the user’s field of view and task visibility in
crane cab design. Different design solutions were tested, such as different cab
locations and the use of different camera views. A designer with driving experi-ence
sat on a chair on top of the motion platform with shutter glasses on and per-formed
the task. His levels of visibility were exactly the same as what the user
would have. Other participating stakeholders were able to see the broader angle
of events on the screens and they could also observe the designer performing the
task. The company made their decisions about the design based on discussions
and findings. (Aromaa & Helin, 2011.)
14. 4. Virtual prototyping implementation to
12
company use
The potential of virtual prototyping in product design has still not been fully adopt-ed
in practice in industry, especially in the context of socio-technical system de-sign.
Based on a literature review (Leino & Riitahuhta, 2012) the main gaps relate
to a lack of practical and adapted implementations of human-centred design, the
integration of virtual engineering into product processes, bi-directional data and
information flows between virtual engineering applications and data management
systems (product data management [PDM]/product life cycle management [PLM]),
and a lack of sufficient methods, tools and infrastructure for managing company
content and knowledge (Aromaa et al., 2013b).
During the LEFA project, many challenges occurred in the implementation of
VP. Users’ attitudes towards VR technology can be negative because they have
fears and resistance towards new technologies, and the benefits are not always
visible to them. Therefore, they do not accept the technology. In addition, there
might be a lack of resources in implementing the VP. Challenges can also derive
from the technology itself, such as the fact that model updates are not easy to do,
the fidelity of VP, and the use of new interaction technologies (e.g. head-mounted
display, haptics). It might be that a company does not have a sufficiently systemat-ic
approach to apply concept design and it does not have a clear plan on how to
implement VP from the very early stages (Aromaa et al., 2013b).
A maturity model was constructed in the LEFA project to improve VP implemen-tation
in companies (Aromaa et al., 2013b). The categories described in the ma-turity
model (Table 2) are based on the company cases that resulted from the
project, our previous experience, findings from the literature, approaches/theories
such as Porter’s value chain model (1985) and Hubka and Eder’s design theory
(1988), and relevant guidelines from systems engineering (ISO/IEC 15288, 2008).
Moreover, Ameri’s and Dutta’s (2005) definition of PLM as a business solution that
integrates organisations, processes, methods, models, IT tools and product-related
information was used. The maturity model includes eight VP implementa-tion
categories and five maturity levels, from which the optimal level is illustrated in
Table 2.
15. Table 2. Virtual prototyping implementation categories.
13
Virtual prototyping implementation
categories (Aromaa et al., 2013b)
Optimal maturity level
Management understands the
business impacts and
opportunities
x Benefits and business impacts from virtual
prototyping are fully known
x Value of virtual prototyping for business is
recognised
Definition of product process,
including life cycle
x Processes are defined in detail and
implemented in company use
x Methods and tools for processes are defined
x Processes are refined and iterated to the level of
best practice
Description of virtual prototyping in
the product process
x The use of virtual prototyping as part of the
processes is managed
x The methods and tools of virtual prototyping are
embedded in daily practices
Level of virtual prototyping
technology used
x Flexible virtual prototyping system that supports
several design purposes and design needs
Data flow and quality x Implemented efficient bi-directional model
pipeline
x Includes information modelling and integration
with PDM/PLM
Support from enterprise
infrastructure
x Dynamic infrastructure perfect for virtual
prototyping
x Dedicated facilities for virtual prototyping
Human resources for virtual
prototyping technology
management
x Nominated persons are responsible for the
system’s use
x The whole company knows the system at a
general level and how it can be used in their
work
Attitudes and motivations in
enterprise culture and organisation
x The whole company sees the potential and
benefits of VP use
x Active organisation culture of knowledge
creation around VP
x Company promotes use externally
x The value network model is defined
The first category in the maturity model contains the company and management
understanding of the business impact and opportunities that the use of VP can
create. Companies need to have product processes described and implemented,
and VP described as a part of those processes. The level and fidelity of the tech-nology
should be at such a level that it supports the VP purposes. Managing data
flows and quality is also important: efficient bi-directional model pipeline, infor-mation
modelling and integration with PDM/PLM. Proper infrastructure and dedi-cated
facilities enable the use of VP. Human resources for managing the use of
VP and the use of technologies is also required. In addition, the organisation’s
16. culture should support the VP approach (e.g. attitudes and motivations towards
the VP) (Aromaa et al., 2013b).
4.1 Case example: A company’s maturity level
Figure 5 presents an example of an assessed maturity level of a company that
uses the VP maturity model categories listed in Table 2. Maturity was assessed in
the machine manufacturer company during the workshop. Categories are evaluat-ed
using a five-step scale, where five is the optimal level and one is the lowest
14
level of maturity.
Figure 5. Illustrative figure depicting the virtual prototyping maturity level of the
company.
The company had a good level of maturity for implementing VP at the product
process level because it was adopted in the PLM implementation. It had also
invested in VP technology and therefore it was also at a good level with this. The
maturity of human resources, enterprise infrastructure and enterprise culture and
organisation were at a medium level. Understanding of the business impacts and
opportunities and VP processes were at a lower level. After the maturity assess-ment,
the company was able make a plan as to how to develop VP in the future
and decide on the checkpoints at which to assess the maturity again. In Figure 5
there are only seven categories due to the fact that the data flow and quality cate-gory
was added to the maturity model after the case (cf. Table 2).
17. 5. Virtual prototyping in design review
Design reviews facilitate the assessment of the status of the design against the
input requirements; provide recommendations for improving the product or pro-cess,
and guide towards appropriate actions. It is primarily intended to provide
verification of the work of the design development team and thus design reviews
should be considered as a confirmation and refining procedure and not a creative
one. (IEC 61160, 2005.)
The objectives of a design review include (IEC 61160, 2005):
x Assessing whether the proposed solution meets the design input require-ments
x Assessing whether the proposed solution is the most robust, efficient and
effective solution to achieve the product requirements
x Providing recommendations as required for achieving the design input re-quirements
x Assessing the status of the design in terms of the completeness of the
15
drawings and specifications
x Assessing the evidence to support the verification of the design performance
x Proposing improvements.
According to Seth et al. (2011), in human-machine interaction design expert as-sembly
planners typically use traditional approaches in which the three-dimensional
(3D) CAD models of the parts to be assembled are examined on two-dimensional
(2D) computer screens in order to assess part geometry and deter-mine
assembly sequences. There is often a lack of demonstrative and interactive
interface between the reviewers and the design model, in order to be able to test
the human-machine interaction in a natural way. Huet et al. (2007) and Verlinden
et al. (2009) say that the organisation of the procedures for gathering, recording
and sharing knowledge are usually not well organised or arranged because the
importance of the reviews for the quality, usability, manufacturing and costs of the
final product is not clearly seen.
As stated earlier, the preparation of the VP design review session (Figure 6) is
different to the use of the physical prototype: there is a need for the preparation
18. and development of the interface element (Figure 2). Therefore, the VP design
review preparation procedure to support this process was developed during this
research project. The approach was based on the research that was performed
before and theoretical backgrounds such as domain theory (Andreasen, 1992),
theory of technical systems (Hubka & Eder, 1988), activity theory (Vygotsky, 1978)
and VE definition by Kalawsky (1993). In addition, other literature and material
such as “Review of complex system lifecycle design” (Granholm et al., 2013) and
systems engineering V-model were used.
Figure 6. Virtual prototyping design review session with design team and other
stakeholders.
The preparation procedure for a virtual prototyping design review includes the
stages shown in Figure 7. First there is a need to have an understanding of the
product development project phase and maturity of the design (e.g. concept phase
vs. detailed design phase). Next it is important to have a goal defined for the de-sign
review. System model content includes information about the models such as
the product model and the environment model, and the activities that these should
perform. Model characteristics refer to a model’s dynamic and static characteris-tics.
Interface characteristics are sensory modalities and means of manipulation
within VE. Test-related models include methods and tools to evaluate the design.
Several actors are needed to prepare and attend the VP design review, so it is
important that there is a common share of understanding and information all the
way through this process.
16
19. Figure 7. Process for the virtual prototyping design review preparation.
5.1 Case example: Challenges in virtual prototyping design
17
review preparation
This section describes one example of the VP design review that was successful
at a general level. Nevertheless, it lacked good communication in terms of sharing
the common understanding during the preparation phase. The case example is
from the machine cab design, where the visibility and control layouts were evalu-ated.
A designer provided the 3D CAD model of the machine cab to the VR expert,
who processed it and prepared the model for the design review. In the design
review, eleven people from different responsibility areas such as design, mainte-nance,
safety and usability were in attendance. In general, the design review pro-vided
many development suggestions and supported decision-making, but with
more organised and effective practices, better results could have been gained.
Table 3 describes the shortfalls and consequences resulting from the poor
preparation in this case. These are categorised based on the steps (Figure 7). The
main reason for the inefficient preparation was the lack of sufficient communica-tion.
There was communication during the case but not enough to achieve a
common understanding about the goals and models. The main consequences
were waste of time and the lack of high-grade design decisions based on the best
possible facts.
20. Table 3. Case example of challenges occurred during the virtual prototyping de-sign
review preparation. Challenges are categorised based on the virtual prototyp-ing
design review preparation procedure.
18
Preparation
steps
Lack in preparation Consequence
Project phase
and design
maturity
Current project
phase was not
discussed in detail
Not understanding the
maturity of the model
e.g. which things are
still changeable in the
model
Waste of time due
to unproductive
discussions
Goal of the
design review
Understanding of the
goal at a detailed
level was not
achieved
Not all the aspects that
affect visibility were
defined in detail e.g. the
seating height
No facts for the
visibility decisions
System model
content
The context of the
use was not fully
understood
Not understanding the
importance of visibility
of the operator’s whole
body in the VE, only
legs or hands were
provided
Operator was not
able to see his body
well enough in the
VE when evaluating
legroom and reach-ability.
No facts for the
decision on the
amount of legroom
Model
characteristics
Model’s dynamic and
static characteristics
were not discussed
in detail. There were
not enough discus-sions
between differ-ent
people
There were no pre-defined
places for some
model parts in VE e.g.
for the two different
seat locations
Waste of time due
to changing chair
position manually
No decision based
on facts, because
the chair was not
necessarily in the
right position
Some visual feed-back
was missing
from the system
model
Part of the machine
model was missing
Visibility was not
able to be evaluat-ed
in that direction
where part of ma-chine
was missing
Interface
characteristics
No modalities ap-plied
other than
visuals, e.g. haptics
was not included
Not able to sense
where the cab walls
and controls are
without haptics
It was not possible
to evaluate available
space accurately
Test-related
models
Special test-related
model was not pre-pared
Not understanding the
importance of the
measuring distances
when evaluating leg-room
or controls layout
It was not possible
to measure
distances in VE
easily and quickly
Successful and
efficient design
review
Within these goals the review was successful only insofar as giving
some rough estimates on how things currently are with product design.
21. The project phase and design maturities of different design items are important for
knowledge sharing during the design review. In addition, this step reveals deci-sions
that have already been made, e.g. the size of the touchscreen that cannot
be changed anymore. In this case the discussion on the screen size was useless
and a waste of time because the screen had already been selected. The screen
was blocking the visibility but the only solution was to move and rotate it to im-prove
19
the field of view.
The definition of the virtual prototyping design review goal allows all participants
to get into the right state of mind when they prepare themselves and attend the
meeting. Everyone knows why they are attending and what is expected of them. In
addition, this affects the preparation of the model and the virtual environment for
the design review. If the goal is a little unclear it directly affects the system model
content definition, such as if the user wants to test the legroom and reachability, a
human model needs to be provided or at least related body parts are needed. In
this case it was not possible to evaluate the legroom properly.
It is important to prepare a model’s dynamic and static characteristics before
the design review. In addition, the level of system model details needs to be
known to be able to fulfil the goals of the design review. In this case there were not
enough discussions with the VR expert who was preparing the system model for
the VE. One specific issue was that the operator needed to sit in two different
locations in the cab during the operations. Nevertheless, there were no pre-defined
places for the two seat locations and time was wasted due to changing the
seat position manually during the design review. In addition, it was difficult to en-sure
that the seat was in the correct position.
In this case there were not many requirements for interaction with the model.
The goal was more to visually evaluate the machine model, but the lack of sensory
feedback did affect the evaluation of the cab space and control layout. Without the
haptics, the user was not able to accurately evaluate the available space.
Because the review was carried out based on the visual experience test, related
models were not build. Even so, there could have been some test models for the
visibility evaluation and for the measuring distances, e.g. measuring tape for the
layout of the controls and for the legroom when changing the control panel location.
22. Acknowledgements
The main work was funded by Tekes – the Finnish Funding Agency for Innovation
and VTT, and carried out under the EFFIMA-LEFA research project under
FIMECC (Finnish Metals and Engineering Competence Cluster). Some results
from the ManuVAR project in the European Commission’s Seventh Framework
Programme FP7/2007–2013 under grant agreement 211548 were also represent-ed.
The authors are grateful to all researchers and company representatives who
have contributed to and supported the work presented in this publication.
20
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26.
27. Series title and number
VTT Technology 185
Title Virtual prototyping in human-machine interaction
design
Author(s) Susanna Aromaa, Simo-Pekka Leino & Juhani Viitaniemi
Abstract In recent years, the use of virtual prototyping (VP) has increased in industry.
Nevertheless, the potential of VP in product development has still not been fully
achieved in practice. Companies do not necessary know how to use VP
technologies and for that reason they are not able to achieve all the benefits. This
publication presents the work that has been done by VTT, mainly in the research
project called LEFA "New Generation Human-Centered Design Simulators for
Life Cycle Efficient Mobile Machines", addressing VP in human-machine
interaction design. The purpose is to describe what VP means, what benefits can
be achieved, and how companies can use VP in practice. This publication
improves the understanding of VP and can be used as a guideline by companies.
ISBN, ISSN ISBN 978-951-38-8155-9 (Soft back ed.)
ISBN 978-951-38-8156-6 (URL: http://www.vtt.fi/publications/index.jsp)
ISSN-L 2242-1211
ISSN 2242-1211 (Print)
ISSN 2242-122X (Online)
Date September 2014
Language English, Finnish abstract
Pages 23+ p.
Name of the project LEFA New Generation Human-Centered Design Simulators for Life Cycle
Efficient Mobile Machines
Commissioned by Fimecc (EFFIMA program), Tekes
Keywords virtual prototyping, human-machine interaction, design
Publisher VTT Technical Research Centre of Finland
P.O. Box 1000, FI-02044 VTT, Finland, Tel. 020 722 111
28.
29. Julkaisun sarja ja numero
VTT Technology 185
Nimeke Virtuaaliprototypointi ihminen-kone
–vuorovaikutuksen suunnittelussa
Alaotsikko
Tekijä(t) Susanna Aromaa, Simo-Pekka Leino & Juhani Viitaniemi
Tiivistelmä Virtuaaliprototypoinnin (VP) käyttö on lisääntynyt viime vuosina teollisuudessa.
Siitä huolimatta
kaikkea hyötyä VP:n käytöstä ei ole pystytty saavuttamaan. Tässä julkaisussa
esitellään
VTT:n projektissa LEFA "New Generation Human-Centered Design Simulators for
Life Cycle Efficient Mobile Machines" tekemää tutkimustyötä ja johtopäätöksiä.
Tutkimustyössä on keskitytty erityisesti VP:n käyttöön ihminen–kone-vuorovaikutuksessa.
Tarkoituksena on kuvata, mitä VP tarkoittaa, mitä potentiaalisia hyötyjä VP:stä
voidaan saavuttaa ja kuinka sitä voidaan hyödyntää käytännössä. Julkaisu lisää
ymmärrystä VP:n käytöstä, ja yritykset voivat hyödyntää sitä ohjeena.
ISBN, ISSN ISBN 978-951-38-8155-9 (nid.)
ISBN 978-951-38-8156-6 (URL: http://www.vtt.fi/publications/index.jsp)
ISSN-L 2242-1211
ISSN 2242-1211 (Painettu)
ISSN 2242-122X (Verkkojulkaisu)
Julkaisuaika Syyskuu 2014
Kieli Englanti, suomenkielinen tiivistelmä
Sivumäärä 23+ s.
Projektin nimi LEFA New Generation Human-Centered Design Simulators for Life Cycle
Efficient Mobile Machines
Rahoittajat Fimecc (EFFIMA program), Tekes
Avainsanat virtual prototyping, human-machine interaction, design
Julkaisija VTT
PL 1000, 02044 VTT, puh. 020 722 111