• No se han encontrado resultados

PRIMERA PARTE. ANTECEDENTES Y MARCO TEÓRICO

CAPÍTULO 3. DEPORTE Y TECNOLOGÍA

3.1 La tecnología en el deporte

This paper presents a case study to investigate early design decision making in virtual reality. A group of design and manufacturing engineers, new to VR, were invited to conduct three design reviews in a projection-based immersive computing facility. During the course of the design reviews, participants investigated numerous questions surrounding a new product design. Participants found tremendous value in being able to view and interact with the geometry at true scale in a virtual environment. Most notably, participants reported gaining a better understanding of the spatial relationships between product components as well as the interactions required to assemble the product. Their VR experience helped guide existing and future design directions. Two of the three immersive design reviews resulted in considerable changes to the design.

Emergence of commercial CAD software with immersive capabilities has the potential to facilitate faster adoption of this technology in industry. Building from existing knowledge of the software and its capabilities, design team members have the skills to configure the immersive experience to address the design issues they face. The ability to interact in 3D space with virtual products that can be shown at real scale has been shown in this study to be a valuable tool for the design team. Further, interacting in the immersive environment engages design team members more actively in the discussion of design challenges and solutions when compared to the rather passive conference room environment of traditional design reviews. In the future, additional capabilities that provide haptics and better collision detection will enhance the immersive design review experience even further, contributing to even greater use of virtual prototyping for design decision making.

Acknowledgment This material is based upon work supported by the National Science Foundation under Grant No. CMMI-1068926. Any opinions, findings, and conclusions or recommendations expressed in this material are those of the authors and do not necessarily reflect the views of the National Science Foundation.

Bibliography

Ayres, L., Kavanaugh, K., and Knafl, K. A. (2003). Within-case and across-case approaches to qualitative data analysis. Qualitative health research, 13(6):871–883.

Chellali, A., Jourdan, F., and Dumas, C. (2013). Vr4d: An immersive and collaborative experience to improve the interior design process. In 5th Joint Virtual Reality Conference of EGVE and EuroVR, JVRC 2013, pages 61–65.

Cobb, S. V., D’Cruz, M. D., and Wilson, J. R. (1995). Integrated manufacture: A role for virtual reality? International Journal of Industrial Ergonomics, 16(4-6):411–425.

Creswell, J. W. (2013). Qualitative inquiry and research design: Choosing among five ap- proaches. Sage publications.

Fei, L., Qingdong, Y., Shouwen, Y., and Tao, W. (2012). The architecture and key technologies for the virtual assembly system of vehicle transmission. Mechanical Science and Technology for Aerospace Engineering, 7:033.

Fletcher, C., Ritchie, J., Lim, T., and Sung, R. (2013). The development of an integrated haptic vr machining environment for the automatic generation of process plans. Computers in Industry, 64(8):1045–1060.

Jayaram, S., Jayaram, U., Kim, Y. J., DeChenne, C., Lyons, K. W., Palmer, C., and Mitsui, T. (2007). Industry case studies in the use of immersive virtual assembly. Virtual Reality, 11(4):217–228.

Lawson, G., Herriotts, P., Malcolm, L., Gabrecht, K., and Hermawati, S. (2015). The use of virtual reality and physical tools in the development and validation of ease of entry and exit in passenger vehicles. Applied Ergonomics, 48:240–251.

Nee, A., Ong, S., Chryssolouris, G., and Mourtzis, D. (2012). Augmented reality applications in design and manufacturing. CIRP Annals - Manufacturing Technology, 61(2):657–679. Noon, C., Zhang, R., Winer, E., Oliver, J., Gilmore, B., and Duncan, J. (2012). A system

for rapid creation and assessment of conceptual large vehicle designs using immersive virtual reality. Computers in Industry, 63(5):500–512.

Paterson, B. L. (2010). Encyclopedia of Case Study Research. Sage publications.

Seth, A., Vance, J. M., and Oliver, J. H. (2011). Virtual reality for assembly methods proto- typing: a review. Virtual reality, 15(1):5–20.

Shukla, C., Vazquez, M., and Chen, F. F. (1996). Virtual manufacturing: an overview. Com- puters & Industrial Engineering, 31(1):79–82.

Siemens (2014). Teamcenter lifecycle visualization. http://www.plm.automation.siemens. com/en_us/products/teamcenter/solutions_by_product/lifecycle_visualization. shtml. [Online; accessed 27-October-2014].

Stork, A., Sevilmis, N., Weber, D., Gorecky, D., Stahl, C., Loskyll, M., and Michel, F. (2012). Enabling virtual assembly training in and beyond the automotive industry. In Virtual Systems and Multimedia (VSMM), 2012 18th International Conference on, pages 347–352. IEEE. Thalen, J. P. and Voort, M. C. V. D. (2011). User Centred Methods for Gathering VR Design

Tool Requirements. In EuroVR.

Xia, P., Lopes, A. M., Restivo, M. T., and Yao, Y. (2012). A new type haptics-based virtual environment system for assembly training of complex products. The International Journal of Advanced Manufacturing Technology, 58(1-4):379–396.

CHAPTER 4. SYNERGY BETWEEN NORMATIVE AND DESCRIPTIVE DESIGN THEORY AND METHODOLOGY

A paper published in the Proceedings of the ASME 2013 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference IDETC/CIE 2013.

Sara Behdad1, Leif P. Berg2, Deborah Thurston1, Judy M. Vance2

1University of Illinois at Urbana-Champaign Urbana, Illinois, USA 2Iowa State University, Ames, Iowa

4.1 Abstract

The problem this paper addresses is the tension between descriptive and normative ap- proaches to design theory and methodology. Descriptive approaches typically seek to docu- ment, formalize and/or automate existing ad hoc design methods, towards the goal of making current best practices available to all. In contrast, normative approaches attempt to improve upon existing design practices, towards a new method for how design should be done. Both approaches have strengths and weaknesses. This paper seeks to resolve some of the tension between the two approaches. It presents a new method for designing a design system that synergistically exploits the strengths while remedying the weaknesses of both normative and descriptive methods. An illustration that employs immersive computing technology (ICT) to remedy some of the cognitive biases that might occur in a normative mathematical model for disassembly planning is presented.