Professional Documents
Culture Documents
Keynote Papers
Presented a t the Opening Session
Virtual and Augmented Reality Technologies
for Product Realization
S. C-Y. Lu (2)', M.Shpitalni (1l2, Rajit Gadh3,
'The IMPACT Laboratory, University of Southern California, USA
*R. Bar-Or, CAD Laboratory, Mechanical Engineering, TECHNION, ISRAEL
T h e I-CARVE Laboratory, University of Wisconsin-Madison, USA
Abstract
Our society expects engineers to develop products that are affordable, functional and sustainable. Effective product
realization methods and tools are the answers to these societal expectations. In this paper, a new type of CAE tools, called
virtual and augmented reality technologies, is introduced, reviewed and examined to reveal their great potentials in product
realization. Specific areas where these emerging technologies can make a big difference are highlighted to illustrate the
possible new paradigms of product realization. Subjects that require continuing R&D efforts to mature the technologies for
real-world engineering applications are also identified. Both product development engineers and virtual reality researchers
should find this paper valuable to guide their efforts in developing a common road map for joint explorations. It is anticipated
that the results from these joint explorations will enable engineers to deliver new products to the society across the time,
space and other boundaries with high efficiency and great ease in the future.
Keywords: Design and Manufacturing, Product development and realization, Virtual and augmented realities.
1
INTRODUCTION
Product realization is one of the ultimate challenges in the
engineering profession, which is largely responsible for the
creation of wealth in our society. As society develops, the
complexity of product realization tasks in terms of their
overall quality, costs and lead-time also increases rapidly.
Meanwhile, our society has evolved into a more holistic
and life cycle oriented view toward the environmentally
sustainable creation, usage and recycling of engineered
products. All these new societal trends have added to the
high demands on constantly searching for better methods
and tools to support product realization tasks in the
engineering profession.
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"I
Producc flow
P Informationflow
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different disciplines.
This gap creates many
communication difficulties, and results in a large number
of time delays and wasteful changes in product realization
practice. Therefore, there exists a need for tools that can
help to overcome this disciplinary gap by facilitating
effective interaction and collaboration between engineers
from multiple specialties who are trying to achieve
competing goals during product realization.
2.2
Geographical Challenges
In the global market of today, the different stages of the
product development process do not always take place at
a given central location. Rather, they are more often
performed by perhaps a designer at one place, with
collaborating manufacturing and process planning person
located at yet another location. The complexity of global
logistics requires different stages of product realization to
be carried out at different locations so that the parties can
better utilize local resources. However, by not being
located at the same place, collaborators within the product
design team often miss important subtle signals, body
languages, voice intonations, and many other implicit
expressions, that are available when collaborating face-toface. This distance separation, which is the norm in
product realization practice today, poses major challenges
to the engineering community in terms of product
development quality, lead-time and costs.
Computer
tools that enable the tele-presence of remote participants
can help to overcome this geographical gap, and hence
increase the productivity of product development teams.
Temporal Challenges
Not every disciplinary expertise required for different
stages of product realization will be available at the same
place at the same time when they are most needed.
Achieving collaborative product realization in today's
setting requires much synchronized coordination of
activities between companies and their suppliers, which
are often distributed globally across different time zones.
For example, a combustion engineer in Detroit, USA,
working on the design of a new automotive engine may
have to collaborate simultaneously with a structure
designer in Stuttgart, Germany, working on the hood
design of the car. However, because the two designers
do not work at the same time zone, the result could be
difficulties in real-time on-line communication, interaction,
discussion, etc. An immediate consultation between the
engine designer, who needs to make a critical design
decision at work at that moment, with the structural expert,
who is off work at his local time, would make a big
difference in design, possibly eliminating much wasteful
iteration downstream. The CAD and e-mail systems of
today are not well suited to overcome the asynchronous
transfer of information and knowledge caused by design
being performed in different time zones. Better
communication tools with much higher fidelity and
bandwidths are needed to Overcome the temporal gaps in
product realization. As will be explained later, if properly
developed and effectively utilized, these tools could
transform this temporal difference between product teams
from a hindrance into a benefit.
2.3
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3.2
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3.2.1
Immersion and presence in virtual realify
In a practical sense, if a user cannot tell which reality is
"real" and which one is 'virtual", then the computergenerated environment is totally immersive. A high
degree of immersion is equivalent to a realistic or
believable virtual environment from the users' point of
view. The degree of immersion experienced is affected by
several factors. First, feedback lag due to tracking and
rendering delays is the main reason for users to feel a
less-than-complete immersion. Second, narrow fields-ofview, which produce "tunnel visions", and mono-scopic
views, which lack range depth, degrade the immersion
effects in visual feedback. Immersioncan be enhanced by
adding audio, tactile and force feedback.
3.2.2
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3.3
Augmented Reality Technology
As explained above, augmented reality (AR) is a variation
of virtual reality (VR). The components of AR systems are
similar to those of VR systems. AR systems, however, are
not aimed at immersion of the users in a virtual
environment. Rather, the goal of AR systems is to
superimpose (i.e., augment) computer-generated graphics
over real objects in the user's field of view as if they
appear in the real world. Thus, a STD (see through
device) is used by the user, which eliminates the need to
model the environment. This saves not only a lot of
modeling effort but also reduces by factors the information
needed to be generated and transferred in real time
(which is the main technological drawback of VR).
Therefore, AR systems exhibit more application potentials
than do VR systems at the present time.
2. The VE does not exist (i.e., does not have its realworld counterpart yet), but is otherwise fairly realistic.
It might have existed in the past (e.g., the re-creation
of Titanic), or it might exist in the future (e.g., an
automobile under design). With this type of VR
systems, the user manipulates non-existent objects
directly. For example, a design can examine the
interior of a future car design, and a manufacturing
engineer can visualize the fabrication processes
being planned. Such VR systems are commonly
used as virtual prototyping tools in product realization.
3.3.1
Characteristicsof augmented reality technology
Augmenting necessary information can enhance the
user's perception and improve his interaction with the real
world by supplying him with necessary diagrams, step-bystep instruction, real-time animations, and other data that
is essential for his work. These augmentations should be
correctly aligned (registered) with the real objects they
represent. Due to the relatively simple graphics displayed
in AR systems, a complete 3-D model of all objects in the
field of view is not necessary as in the case of VR
systems. Some objects might be modeled in detail, while
others appear only as a wire-frame. Typically, most of the
user's view would be from the real world. For this reason,
AR systems do not need to be driven by the same graphic
engine used in a VR system in order to supply a sufficient
frame rate. 3-D manipulation of smaller models can be
handled by much cheaper equipment in AR systems.
With AR systems, the physical model also requires less
computational power, since only a few entities might need
modeling. However, since the user can see both the
graphics and the real environment at the same time, it is
quite easy to sense any slight misalignment between the
two. This is because misalignmentscreate a visual - visual
conflict. which is much stronger than other human sensory
conflict [ I q . If the computer-generated graphics are not
properly placed with respect to the real world, or if they
appear to "swim' around the real world objects, the
augmentation may be useless and confusing, as the
human visual system is sensitive enough to pick up even
small misalignments.
Entertain
-ment
Not Existing
Existing
Functional
simulation
Telepresence
Training
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Monitor
splay
-'-*2
I
Head
-Monitors
Combiners
Figure 2. The display event flow of an AR system
The user's head location is measured by some tracking
devices and then fed into the system's computer. The
system software calculates the required transformations
and generates the new 3-D graphic display, as it should
be viewed from the current head position. The new images
are then rendered in the HMD's monitors. This procedure
is repeated at a rate sufficient to create a smooth flowing
image at a standard video frame rate.
Types of augmentedreality systems
Several methods can be used to achieve augmentation of
computer-generated graphics over real world images.
These methods divide AR systems into two main
categories: optical AR and video AR [15].
3.3.2
Optical Auamentation
Probably the most well known optical AR system is the
head-up display (HUD) used in military jet fighters. In a
HUD system, the 'pilot views the world through a semitransparent semi-reflective glass called a 'combiner". A
monitor is placed under the combiner, which in turn is
positioned at an angle that gives the pilot both a view of
the real world and a reflection of the monitor graphics. An
aircraft's HUD is an example of fixed AR systems, also
known as monitor-based AR.
Another possible version is portable AR, using an HMD
(Helmet Mounted Display). The technology used by HMDs
is similar to that of the HUD. except that the combiners
and monitors are placed in the helmet directly in front of
the user's eyes. Advantages of these optical systems
include:
0
Video Auamentation
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BACKGROUNDOFWRTUALANDAUGMENTED
REALITY SYSTEMS
Having been introduced to the general concepts of VR
and AR technologies, the reader needs to be equipped
with some background of VAR hardware and software in
order to appreciate the application potentials of these new
technologies in product realization.
This section is
provided as an introductory ovenriew for those readers
who are unfamiliar with the subject.
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4.1.4
High fiderity output system
During actual operations, a high-fidelity output system is
the critical linkage among all other VAR components
outlined above. The general requirements of VAR output
systems are similar to those of input devices, namely
immersive, interactive, intuitive, real-time, multi-sensory,
viewer-centered arid 3-D. They must offer realistic
graphical, audio andlor tactile feedback of human
interactions with the virtual world that generated by
computer simulations in a highly interactive manner.
Here, high fidelity refers to the ability of VR systems to
provide a high degree of human sensation in terms of
interactivity and realism.
For graphical feedback, this
requires a high quality 3-D display device that can render
photo-realistic images in real-time. For auditory sensation,
3-D sounds that center on user movements are required.
For tactile feedback, it needs output devices to exhibit
force, vibration, or even textural feedback from the
system.
All these requirements are beyond the
capabilities of traditional computer output systems that are
mostly graphically based.
4.2.1
VAR graphics computers
VAR computers come with all different processing powers
and storage sizes, ranging from desktop PCs to graphical
workstations to supercomputers.
Their processing
limitations, however, ultimately determine the scope and
complexity of VAR applicationsthey can support.
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4.2.3
VAR input devices
A VAR input device must be able to measure all six
degree-of-freedom (DOF) movements in space in order to
completely control the position (i.e., X. Y. Z
displacements) and orientation (i.e., pitch, roll and yaw
angles) of virtual objects during interaction and navigation.
The input devices commonly used in VR systems are 3-D
mouse and data-glove, as shown in Figure 4 (a) and (b).
Other more advanced input methods, such as gesture
recognition, remain as experimental research tools to
date.
Display technologies, ranging from 3-D screens, headmounted displays (HMD), BOOM displays, CAVES, virtual
tables and panoramic screens, are central to any VR
system. They offer users different degrees of immersion
experiences, and hence have their different application
focuses. 3-D screens often require users to wear a pair of
polarized glasses to see a sequence of corresponding left
and right views of a scene. A typical HMD contains two
LCD screens, one for each eye, viewed through infinity
optics (i.e.. they are collimated to infinity). Since users are
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4.
5.
4.3.2
Implications for VAR technologies
In a way, VAR systems attempt to use digital devices to
trick, fool and cheat human senses. As can be expected,
such artificial manipulations of human senses could result
in some negative impacts on human physiology,
psychology, and even sociology. The effects of these
impacts can become more serious as users become more
detached from the real world and completely immersed in
the virtual world. While researchers have just begun to
look into the psychological and sociological effects of VAR
systems, physiological impacts on human are known from
application experiences.
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Planning/Manufacturing
Planning for manufacturing
using VPR involves virtual manufacturing process plan
generation, virtual assembly planning, virtual factory floor
planning, virtual cost analysis, etc. The challenges in
virtual planninglmanufacturing involve acquisition and
modeling of manufacturing knowledge from the
manufacturing shops, acquiring knowledge of assembly,
acquiring knowledge of cost, performing market research,
so as to input all sets of knowledge with the VAR systems.
Delivery - This involves planning through information
systems, delivery of the product through salespersons and
finally to the customers. The challenge here is largely a
database and data distribution issue.
Servicing - Ensuring that the product is serviceable
requires ensuring that the product is easily
dismantled/disassembled, is easy to put together again
(re-assemblable), is made of material that can be easily
handled, etc. VPR for servicing involves disassembly, reassembly, etc. of product designs, and such analysis can
typically be performed in a VAR-based environment.
Virtual servicing involves bringing in a large variety of such
software tods into the VAR environment.
Recycling - A product is easy to recycle if it can be
disassembled and its material can be reused. Virtual
recycling is a significant challenge up front at the product
design stage. Challenges involve creating sufficient
knowledge bases of materials that interact with the
product shapeidefinition to affect recyding.
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5.2.1
Helping to bridge the disciplinary gaps
Conventional product realization has often relied on
specialization and full separation of the various individual
functional units within manufacturing organizations.
Designers who create designs typically do not have
sufficient information about the downstream manufacturing
and assembly needs, and therefore, have less-thansufficient concern about such downstream consequences.
This results in designs being thrown over the wall from
design to manufacturing, from manufacturingto assembly,
etc. In addition, this also leads to the product designed
being returned to the design table for redesign - resulting
in a great deal of time wasted and delays from the product
conception stage to the final product definition.
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spline-basedtml
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6.4
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6.5
Maintenance Planning
Product maintenance requires the removal of certain
components in the assembly for in-place or replacement
maintenancehepair. Hence, evaluating those components
for disassembly can greatly facilitate efficient product
maintenance. Assembly evaluation provides the user with
information regarding the feasibility of disassembling the
components for maintenance, and in turn the designer
may perform design changes to facilitate the ease-ofdisassembly for maintenance. As the overall product life
cycle costs play an increasingly important role in product
realization, engineers have become more aware of the
need for incorporating an effective maintenance plan while
designing the product.
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6.6
Networked Virtual Collaborative Design
With the growing availability and widespread use of high
bandwidth networking, there has been increasing interest
in network-based collaboration in product realization
activities. One such example is the development of tools
that permit designers, planners and manufacturers to
collectively participate in the design of products and
artifacts. Given the increasing trend in which designers,
planners and manufacturers are often at different physical
locations, it is important to develop tools that facilitate
collaboration during all stages of design. A networked
virtual environment provides such a tool for all users at
many distributed sites to interact with each other and with
the share data, geometric models, and design activities in
a many-to-many session from within a common virtual
design space.
In collaborative Internet-based CAD [84], a group of
people who are involved in the design process, such as
designers, manufacturers. and environmentalists, must be
able to share data and knowledge in a minimal amount of
time. In this scenario the designers need to integrate
different components of the product model using a variety
of design and analysis programs that can be accessed
though the Internet. Minimizing the product design and
manufacture lead-time is necessary so that collaborators
can rapidly prototype, manufacture and sell the product at
a competitive cost. Such hllaboration between both the
firms designing and manufacturing products is becoming
increasingly important because firms must perform
This
specialized activities to remain competitive.
collaboration involves activities such as creation, analysis
and assembly of components.
The Internet offers great potential to VAR-based
collaboration between a large manufacturer and its various
suppliers (Ter-I, Tier-2, etc.).
The applications of
collaboration can, for example, be in a situation where a
EXAMPLE INDUSTRIALAPPLICATIONS OF
AUGMENTED REALITY IN PRODUCT
REALIZATION
As explained before, AR shares similar principles with VR
but has a less stringent requirement on computing
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7.3
Guided Maintenance
The primary benefit of AR-based engineering maintenance
procedures is the option to guide a maintenance person
through the precise maintenance procedure sequence in
operation and/or training. After the maintained device has
been identified and positioned with respect to the
techniaan, the AR computer guides the person by
providing text and voice instructions while highlighting
relevant internal parts and sometimes animating the
required operation. It is clear that this type of augmented
on-the-job training (OJT) will significantly reduce training
time as well as simplify maintenance-related updates and
warnings in dangerous and varying working conditions. An
additional important capability relevant to AR-based
maintenance is the ability to see hidden parts, such as
electric wires or water pipes, as shown in Figure 13.
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7.5
7.4
Reverse Engineering
In geometrical reverse engineering, the geometry of a
three-dimensional object is modeled by sampling the
existing geometry and fitting curves and surfaces to the
raw data. It is often difficult to estimate the quality of the
current model with respect to the source and to determine
whether and where additional samples are required.
Using AR engineering techniques, it is possible to
reconstruct the object incrementally and point at regions of
the artifact that require further reconstruction refinement.
Furthermore, the overall quality of the reconstruction could
be inspected by overlaying the reconstructed computer
model onto the original part so that it appears to reside on
top of the existing source geometry. Any mismatch, error
or severe deviation will immediately be apparent.
7.6
Augmented TraininglSimulation
Engineering training and simulation can greatly benefit
from the ability to merge a virtual object with real
surroundings. For example, in a simulated manufacturing
process, it is possible to place virtual raw material in a
milling machine and run the milling sequence. As the
simulation progresses, virtual raw material will be removed
from the raw object until the final part is obtained. Thus,
the correctness of the NC program can be verified on the
real machine without the danger and cost of using real
material. For training purposes, an operator can use a real
milling machine to cut virtual material.
The ability to augment a viewed scene also has potential
in educational applications. AR technologies can be used
to annotate real scenes, such as naming cities and places
in a birds eye view of some area or naming mechanical
parts in an inspected engine. In addition, important parts
of an image can be emphasized, or a student can be
guided through a sequence of operations.
7.7
Augmented Quality Assurance
Quality assurance (QA) is becoming increasingly
important in product realization in todays competitive
market. During typical QA procedures, an engineer places
a product onto a test bench and executes a series of
measurements. The results are compared with product
specifications and the part is either accepted or rejected.
AR can assist these QA procedures in several ways. The
required QA form can be overlaid onto the real product,
making any inconsistencies immediately apparent. Critical
dimensions can be overlaid on the product, thus facilitating
the measurement process. As dimensions are measured,
the resulting data can be checked and the result displayed
on the product itself, thus eliminating the need to refer to
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8.2
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8.3
Data Representation
Over the last 25 years, CAD representation has been
mostly based on the technology of old-day drafting.
However, designers are not draftspersons, and they think
at much higher levels of requirements of the product than
do draftspersons. In addition, efficient representations for
allowing multiple designers to collaborate simultaneously
or asynchronously need significant research efforts.
These requirements become more apparent in VAR
systems and applications. The product definitions and
representations need to be significantly overhauled so that
the designers can singly or collaboratively work on virtual
products. For example, shape representationwith respect
to topologies, geometry and assembly will need to evolve
significantly. In addition, currentiy CAD systems are limited
in the accuracy of the representation. In the aerospace
industry, for example, the range of accuracy of part
representation can be several orders of magnitudes, which
is not possible in today's VAR system.
Product data management (PDM) system is yet another
area that needs major improvements. While significant
studies have been made in PDM and data modeling
technologies, this field has a long way to go before it
become seamless for VAR applications. The recent
advent of the Internet also adds to the need for more rapid
progress in this field. Fundamental research issues here
involve efficient modeling of features on a component
design, components in an assembly design, modeling,
storage, and retrieval of data information and knowledge
about the product.
8.4
Networked Collaboration
As we move into an era of downsizing and outsourcing,
product data will have to be shared over the Internet
through VAR interfaces. Slicing a complex product
definition into smaller individual units that would allow a
team dispersed in several different organizations and
perhaps in several different countries to retrieve, evaluate,
and modify will become increasingly important. The
product design environment of tomorrow will have multimodal interfaces, multiple ways of reviewing the product
design, multiple levels of representation for the product
geometry, and multi-lingual user interfaces to support
group design activities. Since collaboration often involves
geographically dispersed users, data itself would have to
be dispersed over the network at different sites. Highspeed data transfer rates become important. For example,
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9
SUMMARY AND CONCLUSIONS
When digital computers were first introduced to the
engineering profession four decades ago, no one had
anticipated the significant role that they could play in realworld practice. They were too slow, complex, expensive,
time-consuming and cumbersome to use in any
applications. However, driven by the strong belief in this
exciting potential, many engineering and computer
science researchers worked tirelessly to break major
technological barriers that led to the current great
successes. Today, it is hard to image any real world
engineering tasks that can be performed without the help
of digital computers.
History is going to repeat itself for the virtual and
augmented reality technologies in product realization. As
presented in this paper, many VAR systems are in their
experimental stages, and their real world applications are
still very expensive. However, the exciting potentials that
these technologies have already demonstrated to date are
so overwhelmingly convincing that we must not be
shortsighted or discouraged by their present limitations.
Product development engineers should join forces with
computer scientists and electricallelectronics engineers to
actively pursue R&D efforts in VAR systems, that will lead
to a full success of these new technologies in industrial
practice.
It is clear that the marriage of VAR and PR will result in
many challenging problems for the engineering (design/
manufacturing) and the computer and information systems
(computer science1 electrical engineering) communities.
While we have highlighted some research opportunities,
new research areas are expected to evolve continuously
as the two communities start to work together in a more
collaborative fashion. With further developments in VAR
for PR, it is expected that the practicing designer and
manufacturer will also need to rethink the way product
realization is done. The Information Age allows product
designs to be represented, manipulated, transmitted and
stored more efficiently on computers. VAR technologies
provide a natural interface to make this IT revolution
happen. The natural merger of the two will evolve the
product realization process into new paradigms of people,
resources and organizations distributed in time and space.
We are just seeing the beginning of a major revolution that
will lead to many exciting possibilities in the near future.
The ClRP community has an inescapable duty to take on
a strong leadership role in the exploration of these great
opportunities.
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10 ACKNOWLEDGEMENTS
The authors would like to thank the following colleagues
who made significant contributions to the development
and review of this paper:
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