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SI: MANUFACTURING AND CONSTRUCTION
Editorial
James Ritchie • Judy Vance • Satyandra Gupta
Received: 15 February 2011 / Accepted: 17 February 2011 / Published online: 1 March 2011
� Springer-Verlag London Limited 2011
This is the second volume of the special issue of virtual
manufacturing and construction.
To date, most virtual assembly simulations concentrate
on interactions of rigid bodies; however, many objects to
be assembled undergo some amount of deformation in the
assembly process. Mishra and Suresh propose a method to
simulate virtual assembly of CAD models of thin
deformable beam and plate-like objects. These specific
geometries are often found in snap fit assemblies of two or
more parts. They propose a dual representation technique
that relies on mapping a physics-based model to the 3D
geometric model. For the physics model, a simplified
stiffness matrix based on a projected surface is computed.
A finite element analysis is performed on the simplified
model that results in deformation of the 2D projected
surface. The full deflection of the 3D surface is recovered
through a unique mapping of the 2D deflections to the
triangular representation of the 3D surface. The final
deformed surface can then be displayed using OpenGL.
Several sample problems are presented to test the algorithm
for accuracy, generality, and speed. The paper concludes
with a case study of an electrical connector assembly.
Dorozhkin et al. present research that couples simulation
of product movement and operator utilization within a
factory simulation with immersive virtual reality. Discrete
event simulation is a well-developed simulation tool used
to simulate part flow, operator utilization, and factory
layout of complex assembly processes. The authors
describe an immersive virtual reality application that
integrates data from discrete event simulation, 3D factory
layouts, and 3D CAD geometry to support an immersive
virtual reality application for assembly planning. The
application supports navigation throughout the simulation
and the ability to query parts and operators as to their status
within the simulation. Bottlenecks and underutilized
operators are easily identified within the full-scale
immersive environment. The application requires little
preprocessing and facilitates easy modification to support
evaluation of multiple factory configurations and their
effect on part production.
Cai and Lin present an interesting approach to extending
the tracking range of single camera non-wearable eye
trackers for use in wide field-of-view virtual scenarios.
Because eye and head movement are loosely coupled, they
propose to augment eye tracking with head pose estima-
tion. The focus of the paper is the development and testing
of head pose estimation using image recognition, principle
components analysis, and neural networks. To generate the
head pose estimation, a training session is completed where
image capture is used to collect data, which is analyzed
using principal components analysis (PCA). A neural net-
work operates on the PCA data to output head pitch and
yaw position based on associative mapping. Based on the
results of three experiments, the authors concluded that
head pose tracking is more suitable for identifying areas of
interest instead of tracking points of interest. Several
improvements and directions for future work are discussed.
The research by Yoganandan et al. results in a novel
method for simulating both behavioral and functional
J. Ritchie (&)
Heriot-Watt IMRC, Heriot-Watt University, Edinburgh, UK
e-mail: [email protected]
J. Vance
Virtual Reality Applications Centre, Iowa State University,
Ames, IA, USA
S. Gupta
Institute for Systems Research, University of Maryland,
College Park, MD, USA
123
Virtual Reality (2012) 16:1–2
DOI 10.1007/s10055-011-0188-8
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operation of touch-screen mobile devices using virtual
reality and haptics. There are two primary contributions in
this work: simulation of a deformable visual interface
activated through haptic simulation of a stylus and func-
tional prototyping of user logic that is directly transferable
to a real device. Three-dimensional CAD models define the
basic device geometry. The VR system uses embedded web
pages to capture display layouts and Windows CD-OS
emulator to simulate functionality. The paper describes in
detail the methods developed to perform visual deforma-
tion of the texture maps computed on the GPU and haptic
feedback calculated on the CPU. Using a 3DOF haptic
device to simulate a stylus, users can interact with the
virtual prototype and perform a wide variety of mouse-like
actions such as dragging, selection, motion, button selec-
tion, etc. while viewing the deformed UI in real time.
Because of the use of embedded web pages and Windows
CD-OS emulator, designers can quickly mock up multiple
design options and perform functional evaluations.
Chambers et al. describe methods to simulate weld bead
formation to support a real-time interactive virtual Metal
Inert Gas (MIG) welding training simulator. The methods
are implemented as part of a low-cost welding training
simulator, sMIG, previously developed by some of the
authors. The finite difference approach is used to determine
the temperature distribution in the plate and calculate the
weld bead shape and depth of penetration fast enough to
support user interaction during training. Partial conver-
gence of the differential equation representing the tem-
perature distribution is used to achieve fast computation.
Weld bead height, width, and depth were calculated at over
92% accuracy when compared to actual weld results.
Limitations of simulating faster weld gun speeds are dis-
cussed in future work. This approach advances welding
training simulation by allowing arbitrary-shaped weld
paths and non-constant weld gun speed.
The research by Alvarez and Su explores the use of
immersive virtual reality for conceptual design of planar
and spatial mechanisms. The Virtual Reality Mechanism
Design Studio (VRMDS) provides an intuitive user inter-
face for conceptual design of linkages with arbitrary
topology supported by robust dynamic simulation to pro-
totype functionality of the concept. The application is
designed to run in either a desktop configuration or an
immersive configuration with support for a wide variety of
input devices including a mouse, a graphic table, a haptic
device, or a 6DOF wand. A Python interface to MATLAB
supports interactive dynamic analysis and functional pro-
totyping. Because MATLAB simulation of mechanism
dynamics is quite complicated, this virtual reality interface
provides the user with an intuitive design tool that presents
the design process as a visual and interactive experience,
releasing novice designers from the burden of extensive
training in MATLAB programming. Details of the data
structure and user interface supporting conceptual design
of these mechanisms are included in the paper. A case
study designing a spatial four bar linkage is presented.
The papers provided in these two issues give an idea of
how virtual manufacturing has progressed since the first
special issue on the same topic published in this journal in
2007 (Volume 11, Number 4). Many of the same issues in
terms of technology developments and adoptions as well as
applications research still apply. However, the number of
groups participating in VM research is growing rapidly,
and it is only a matter of time before the natural, intuitive,
human centric interfaces associated with interactive VR
design, and manufacturing systems become common
throughout industry.
We feel that these contributions amply demonstrate the
potential benefits that VM will bring to bear on industry
when it is fully adopted.
Finally, we would like to thank the editors and pub-
lishers of the Virtual Reality Journal itself for giving us the
opportunity to create this Special Issue, highlighting
research work in this important area of VR applications.
2 Virtual Reality (2012) 16:1–2
123