Conference Agenda

Overview and details of the sessions of this conference. Please select a date or location to show only sessions at that day or location. Please select a single session for detailed view (with abstracts and downloads if available).

Please note that all times are shown in the time zone of the conference. The current conference time is: 17th May 2024, 12:49:11pm CEST

 
 
Session Overview
Session
D224: VIRTUAL REALITY FOR DESIGN AND EDUCATIONAL APPLICATIONS
Time:
Tuesday, 21/May/2024:
10:45am - 12:30pm

Session Chair: Andrew Wodehouse, University of Strathclyde, United Kingdom
Location: Congress Hall Orlando 2


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Presentations

6 degree of freedom positional object tracking for physical prototype digitisation

Michael Wyrley-Birch, Aman Kukreja, James Gopsill, Christopher Michael Jason Cox, Chris Snider

University of Bristol, United Kingdom

Underpinning much work on the use of Virtual Reality technologies in design prototyping, is the need to reliably track the 3D position of a physical object in real space, then allowing synchronisation with a digital counterpart. With many tracking methods requiring changes to object geometry, this work develops and benchmarks four minimally invasiveness 6 DoF tracking approaches, before discussing their use in a prototyping context. Results show that using AI and point cloud methods, accuracies of 20mm at 20Hz are achievable on low-end hardware with no alterations to the prototype needed.



Learnings from developing a custom virtual assembly environment for mountability issues of cooling cabinets

Georg Hackenberg, Christian Zehetner

School of Engineering, University of Applied Sciences Upper Austria, Austria

Various industries use computer simulation for verifying product properties in early phases of development. Traditionally, such properties include the stability of mechanical structures or the efficiency of aircraft turbines. More recently, research also focuses on the mountability of industrial products using virtual assembly. While research on virtual assembly already started in the mid-1990s, the applicability in different industries remains largely unclear today. To advance the state-of-the-art, in this paper we present learnings from developing a virtual assembly environment for cooling cabinets.



Mixed reality prototyping: a framework to characterise simultaneous physical/virtual prototyping

Chris Snider1, Aman Kukreja1, Christopher Michael Jason Cox1, James Gopsill1, Lee Kent2

1University of Bristol, United Kingdom; 2The University of Tokyo, Japan

Immersive reality (XR) technologies, particularly Mixed Reality (MR), offer promising opportunities for enhancing design prototyping. While recent studies often focus on Virtual Reality this work explores the application of MR, where focus lies on interlinking both the physical and digital to maximise benefit. Following a review of XR in design, a descriptive framework is presented to characterise MR prototyping. Two case studies are then presented to highlight the value of bridging the physical and digital worlds, before directions for further research in MR-based prototyping are outlined.



A virtual reality experience to raise sustainability awareness within the fashion industry

Elena Spadoni, Andrea Fiocca, Gianluca Zoni, Lina Maria Useche Infante, Lidia Cerutti, Paolo Maccarrone, Marina Carulli, Monica Bordegoni

Politecnico di Milano, Italy

Nowadays, there is a pressing need to incorporate sustainable practices and promote environmental awareness. The fashion industry, characterized by resource-intensive consumption, significantly contributes to global sustainability threats. The authors proposed the adoption of Virtual Reality (VR) to design and develop the Fashion Footprint application, an experience aimed at enhancing sustainability awareness and fostering behavioral change. The findings suggest that VR technology is valuable in promoting sustainability awareness and driving positive behavioral shifts in the fashion industry.



Approach of a virtual reality didactic toolkit – implementation and reflection

Hans-Patrick Balzerkiewitz1, Carsten Stechert1, David Inkermann2

1Ostfalia Hochschule für angewandte Wissenschaften, Germany; 2Technische Universität Clausthal, Germany

Virtual reality plays an increasingly important role in design education. However, a holistic view, starting with the didactic concept, the selection of a VR tool suitable for the learning task and a final reflective evaluation of the learning experience, rarely takes place. In this paper, the authors present an approach for a VR didactics toolkit that covers and takes into account all three points as a whole. The application and research environment here was the bachelor's degree module Ergonomics and Industrial Design at the Ostfalia University of Applied Sciences.



 
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