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Volume 1B: 38th Computers and Information in Engineering Conference最新文献

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Real-Time Occlusion Between Real and Digital Objects in Augmented Reality 增强现实中真实和数字对象之间的实时遮挡
Pub Date : 2018-08-26 DOI: 10.1115/DETC2018-86346
Kevin Lesniak, Conrad S. Tucker
The method presented in this work reduces the frequency of virtual objects incorrectly occluding real-world objects in Augmented Reality (AR) applications. Current AR rendering methods cannot properly represent occlusion between real and virtual objects because the objects are not represented in a common coordinate system. These occlusion errors can lead users to have an incorrect perception of the environment around them when using an AR application, namely not knowing a real-world object is present due to a virtual object incorrectly occluding it and incorrect perception of depth or distance by the user due to incorrect occlusions. The authors of this paper present a method that brings both real-world and virtual objects into a common coordinate system so that distant virtual objects do not obscure nearby real-world objects in an AR application. This method captures and processes RGB-D data in real-time, allowing the method to be used in a variety of environments and scenarios. A case study shows the effectiveness and usability of the proposed method to correctly occlude real-world and virtual objects and provide a more realistic representation of the combined real and virtual environments in an AR application. The results of the case study show that the proposed method can detect at least 20 real-world objects with potential to be incorrectly occluded while processing and fixing occlusion errors at least 5 times per second.
这项工作中提出的方法降低了增强现实(AR)应用中虚拟物体不正确遮挡现实世界物体的频率。当前的AR渲染方法不能正确地表示真实物体和虚拟物体之间的遮挡,因为物体没有在一个共同的坐标系中表示。这些遮挡错误会导致用户在使用AR应用程序时对周围环境产生不正确的感知,即由于虚拟物体错误地遮挡而不知道现实世界中的物体存在,以及由于不正确的遮挡而导致用户对深度或距离的不正确感知。本文的作者提出了一种方法,将现实世界和虚拟物体带入一个共同的坐标系统,这样在AR应用程序中,遥远的虚拟物体就不会模糊附近的现实世界物体。该方法实时捕获和处理RGB-D数据,使该方法可用于各种环境和场景。一个案例研究表明了该方法的有效性和可用性,可以正确地遮挡现实世界和虚拟物体,并在AR应用中提供更真实的真实和虚拟环境的组合表示。案例研究结果表明,该方法可以检测出至少20个可能被错误遮挡的现实世界物体,同时每秒至少5次处理和修复遮挡错误。
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引用次数: 1
Automating Structural Modeling of Composites Enriched by X-Ray Micro-Tomography and Digital Imaging Data 基于x射线微层析成像和数字成像数据的复合材料自动结构建模
Pub Date : 2018-08-26 DOI: 10.1115/DETC2018-86062
A. Iliopoulos, J. Michopoulos, J. Steuben, A. Birnbaum, J. Lua, A. Karuppiah, W. Seneviratne, C. Saathoff
The manufacturing processes of Fiber Reinforced Polymers (FRPs) as composite materials are frequently prone to the creation of various types of undesired morphologies and defects. These can include layer waviness, inclusions, and voids. Structural modeling for Finite Element Analysis (FEA) of structures including such morphologies and defects has not been practically realizable until recent developments in X-ray microtomography enabled the detection of such defects in a nondestructive manner. In the present work we present our initial steps toward the FEA modeling of FRP composite structures that leverage utilization of X-ray and regular digital imaging data as well as semi-automated methods for generating appropriate FEA models. Emphasis is given in defining waviness-driven curvilinear coordinate systems, defect identification and integration of both waviness and defects to FEA analysis including a planestrain application of a curved composite bracket under four-point bending conditions.
纤维增强聚合物(frp)作为复合材料的制造过程经常容易产生各种类型的不希望的形态和缺陷。这些可以包括层波纹、夹杂物和空洞。结构的有限元分析(FEA)的结构建模,包括这些形态和缺陷,并没有实际实现,直到最近的x射线微断层扫描技术的发展,使检测这些缺陷以一种无损的方式。在目前的工作中,我们展示了我们对FRP复合材料结构的有限元建模的初步步骤,利用x射线和常规数字成像数据以及半自动方法来生成适当的有限元模型。重点介绍了波纹驱动的曲线坐标系的定义、缺陷识别以及波纹和缺陷在有限元分析中的集成,包括四点弯曲条件下弯曲复合材料支架的平面应变应用。
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引用次数: 0
Simulation of Product Performance Based on Real Product-Usage Information: First Results of Practical Application to Domestic Refrigerators 基于真实产品使用信息的产品性能仿真:在家用冰箱实际应用中的初步成果
Pub Date : 2018-08-26 DOI: 10.1115/DETC2018-85899
W. F. V. D. Vegte, Fatih Kurt, Oguz Kerem Sengöz
Today’s connected products increasingly allow us to collect and analyze information on how they are actually used. An engineering activity where usage data can prove particularly useful, and be converted to actionable engineering knowledge, is simulation: user behavior is often hard to model, and collected data representing real user interactions as simulation input can increase realism of simulations. This is especially useful for (i) investigating use-related phenomena that influence the product’s performance and (ii) evaluating design variations on how they succeed in coping with real users and their behaviors. In this paper we explored time-stamped usage data from connected refrigerators, investigating the influence of door openings on energy consumption and evaluating control-related design variations envisaged to mitigate negative effects of door openings. We used a fast-executing simulation setup that allowed us to simulate much faster than real time and investigate usage over a longer time. According to our first outcomes, door openings do not affect energy consumption as much as some literature suggests. Through what-if studies we could evaluate three design variations and nevertheless point out that particular solution elements resulted in better ways of dealing with door openings in terms of energy consumption.
如今的互联产品越来越多地允许我们收集和分析有关它们实际使用情况的信息。使用数据被证明特别有用的工程活动是模拟:用户行为通常很难建模,而收集的代表真实用户交互的数据作为模拟输入可以增加模拟的真实性。这对于(i)调查影响产品性能的与使用有关的现象和(ii)评估设计变化如何成功地应对实际用户及其行为尤其有用。在本文中,我们探索了联网冰箱的时间戳使用数据,调查了开门对能耗的影响,并评估了为减轻开门的负面影响而设想的与控制相关的设计变化。我们使用了一个快速执行的模拟设置,使我们能够以比实时更快的速度进行模拟,并在更长的时间内调查使用情况。根据我们的第一个结果,开门并不像一些文献所表明的那样影响能源消耗。通过假设研究,我们可以评估三种设计变化,并指出特定的解决方案元素导致在能源消耗方面处理门开口的更好方法。
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引用次数: 4
Virtual Reality Applications: Guidelines to Design Natural User Interface 虚拟现实应用:设计自然用户界面的指南
Pub Date : 2018-08-26 DOI: 10.1115/DETC2018-85867
D. Regazzoni, C. Rizzi, A. Vitali
The Natural User Interface (NUI), which permits a simple and consistent user’s interaction, represents a meaningful challenge for developing virtual/augmented reality applications. This paper presents a set of guidelines to design optimal NUI as well as a software framework, named FrameworkVR, which encapsulates the rules of presented guidelines. FrameworkVR allows developing NUI for VR/AR reality applications based on Oculus Rift, Leap Motions device and on the VTK open source library. An example of VR application for prosthesis design developed using FrameworkVR, is also described. Tests have been carried to validate the approach and the designed NUI and results reached so far are presented and discussed.
自然用户界面(NUI)允许简单和一致的用户交互,代表了开发虚拟/增强现实应用程序的一个有意义的挑战。本文提出了一套设计最佳NUI的准则,以及一个名为FrameworkVR的软件框架,该框架封装了所提出的准则的规则。FrameworkVR允许基于Oculus Rift, Leap motion设备和VTK开源库开发VR/AR现实应用程序的NUI。本文还介绍了一个利用FrameworkVR开发的虚拟现实技术在假肢设计中的应用实例。对该方法进行了试验验证,并给出了设计的NUI和迄今为止得到的结果。
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引用次数: 13
The Effect of Pulse Compression Chirp Parameters on Profilometry Information and Resolution 脉冲压缩啁啾参数对轮廓测量信息和分辨率的影响
Pub Date : 2018-08-26 DOI: 10.1115/DETC2018-85613
Zuwen Sun, N. Baddour
Recent developments in imaging systems have seen the implementation of a radar matched-filtering approach. The goal of the imaging system is to obtain information about an unknown object embedded in the system, by controlling the parameters of the input and measuring the response to the known input. The main merit of using matched filtering in imaging systems is the improvement of Signal to Noise Ratio (SNR). However, the correlation process used in matched filtering may result in a loss of resolution. One way to compensate for lost resolution is via pulse compression. Linear frequency modulated sinusoidal waveforms (chirps) have the property of pulse compression after correlation. Hence, both SNR and resolution can be enhanced by matched-filtering and pulse compression with a chirp. However, the theory behind the effect of chirp parameters on resolution is still not clear. In this paper, a one-dimensional theory of matched-filter imaging with a pulse compressed linear frequency modulated sinusoidal chirp is developed. The effect of the chirp parameters on the corresponding signal is investigated, and guidelines for choosing the chirp parameters for resolution considerations are given based on the developed theory and simulations. The results showed that by manipulating the center frequency, bandwidth, and duration of the chirp, the resolution can be easily enhanced.
成像系统的最新发展已经看到了雷达匹配滤波方法的实施。成像系统的目标是通过控制输入的参数和测量对已知输入的响应来获取嵌入系统中未知物体的信息。在成像系统中使用匹配滤波的主要优点是提高了信噪比。然而,在匹配滤波中使用的相关处理可能会导致分辨率的损失。补偿分辨率损失的一种方法是通过脉冲压缩。线性调频正弦波形(chirps)在相关后具有脉冲压缩的特性。因此,信噪比和分辨率都可以通过匹配滤波和带啁啾的脉冲压缩来增强。然而,啁啾参数对分辨率影响的理论尚不清楚。本文提出了一种脉冲压缩线性调频正弦啁啾匹配滤波成像的一维理论。研究了啁啾参数对相应信号的影响,并在理论和仿真的基础上给出了考虑分辨率的啁啾参数的选择准则。结果表明,通过控制啁啾的中心频率、带宽和持续时间,可以很容易地提高分辨率。
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引用次数: 0
Simulating Occupant Response to Low Speed, Automotive Rear-End Collisions 模拟乘员对低速汽车追尾碰撞的反应
Pub Date : 2018-08-26 DOI: 10.1115/DETC2018-86340
Elisabeth Kames, David Thiess, Paul Kepinski, Ryan Zaremba, Beshoy Morkos
This paper outlines the modeling and analysis of an occupant’s response to a low speed, in-line, rear end collision. The response of the occupant was modeled using two methods; MATLAB was used to model the equations of motion of the occupant’s head, neck and spine and ANSYS Workbench was used to perform a structural analysis of the occupant’s spine and head. The occupant was assumed to be an average sized male, with a spine length of about 30”. The occupant was also assumed to be unaware of the impact, therefore not bracing themselves against the impact. Both of the vehicles were assumed to be 2000 kg. The leading (target) vehicle is stopped producing a velocity of 0 km/h, and the trailing (bullet) vehicle is going 16.1 km/h (10mph) producing an acceleration on impact of 22.35 m/s2. Both the MATLAB model and ANSYS model assumed that the occupant was not wearing a seat belt. The ANSYS simulation produced an acceleration of the head of 9.40 g’s, while the MATLAB model produced 5.10 g’s of acceleration at the head. These values were compared to literature of experimental crash tests. The results obtained from the two models were compared to one another as well as literature values from multiple sources to validate the results obtained. This report will outline the formulation of the two models, the results obtained from the two models, a comparison between the models, and a comparison to literature results for experimental test data.
本文概述了乘员对低速、直线、追尾碰撞的反应的建模和分析。采用两种方法对乘员的响应进行建模;利用MATLAB建立乘员头部、颈部和脊柱的运动方程,利用ANSYS Workbench对乘员脊柱和头部进行结构分析。据推测,该居住者是一个中等大小的男性,脊椎长度约为30英寸。乘客也被认为没有意识到撞击,因此没有支撑自己抵御撞击。这两辆车都被假定为2000公斤。前面的(目标)车辆停止,产生0公里/小时的速度,后面的(子弹)车辆以16.1公里/小时(10英里/小时)的速度行驶,产生22.35米/秒的冲击加速度。MATLAB模型和ANSYS模型均假设乘员未系安全带。ANSYS模拟产生的头部加速度为9.40 g,而MATLAB模型产生的头部加速度为5.10 g。这些值与碰撞试验文献进行了比较。将两种模型得到的结果相互比较,并与多个来源的文献值进行比较,以验证所得到的结果。本报告将概述两种模型的制定,从两种模型中得到的结果,模型之间的比较,以及对实验测试数据与文献结果的比较。
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引用次数: 0
Blended Spaces: Collaborative Work and Computer Supported Learning and Tools 混合空间:协同工作和计算机支持的学习和工具
Pub Date : 2018-08-26 DOI: 10.1115/DETC2018-85205
R. E. Wendrich
Individualized and cooperative design combined with hybrid design tools, have the capacity to act as the missing link between humans, society, and technology (STS). The blended design environments (spaces) entail innovative interactive software solutions and design tools to create meaningful communication, experiences, personal involvement and social inclusion within various contexts and/or domains. In this paper we present preliminary data on two research experiments, user modeling and participant observation. The study is based on a comparison between a loosely (i.e. raw) and a formalized (i.e. hyper design) structured approach facilitated in blended spaces (BS) for design and engineering. Findings, results and feedback on interaction (IxD), usability (UA) and experiences (UX) are discussed along design environment parameters, strategy and contextualization.
个性化和协作设计与混合设计工具相结合,有能力充当人类,社会和技术(STS)之间缺失的环节。混合设计环境(空间)需要创新的交互式软件解决方案和设计工具,以在各种环境和/或领域中创造有意义的沟通,体验,个人参与和社会包容。在本文中,我们提出了两个研究实验的初步数据,用户建模和参与者观察。这项研究是基于在设计和工程的混合空间(BS)中促进的松散(即原始)和形式化(即超设计)结构化方法之间的比较。在交互(IxD)、可用性(UA)和体验(UX)方面的发现、结果和反馈与设计环境参数、策略和情境化一起讨论。
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引用次数: 0
Knowledge-Based Artificial Neural Network (KB-ANN) in Engineering: Associating Functional Architecture Modeling, Dimensional Analysis and Causal Graphs to Produce Optimized Topologies for KB-ANNs 工程中基于知识的人工神经网络(KB-ANN):关联功能架构建模、量纲分析和因果图以生成KB-ANN的优化拓扑
Pub Date : 2018-08-26 DOI: 10.1115/DETC2018-85895
E. Coatanéa, V. Tsarkov, S. Modi, Di Wu, G. Wang, Hesam Jafarian
This article documents a study on artificial neural networks (ANNs) applied to the field of engineering and more specifically a study taking advantage of prior domain knowledge of engineering systems to improve the learning capabilities of ANNs by reducing the dimensionality of the ANNs. The proposed approach ultimately leads to training a smaller ANN, offering advantage in training performances such as lower Mean Squared Error, lower cost and faster convergence. The article proposes to associate functional architecture, Pi numbers, and causal graphs and presents a design process to generate optimized knowledge-based ANN (KB-ANN) topologies. The article starts with a literature survey related to ANN and their topologies. Then, an important distinction is made between system behavior centered topologies and ANN centered topologies. The Dimensional Analysis Conceptual Modeling (DACM) framework is introduced as a way of implementing the system behavior centered topology. One case study is analyzed with the goal of defining an optimized KB-ANN topology. The study shows that the KB-ANN topology performed significantly better in term of the size of the required training set than a conventional fully-connected ANN topology. Future work will investigate the application of KB-ANNs to additive manufacturing.
本文记录了一项应用于工程领域的人工神经网络研究,更具体地说,是一项利用工程系统的先验领域知识,通过降低人工神经网络的维数来提高其学习能力的研究。该方法最终训练出一个更小的人工神经网络,在训练性能上具有更小的均方误差、更低的成本和更快的收敛速度等优势。本文提出将功能架构、Pi数和因果图联系起来,并提出了一个生成优化的基于知识的人工神经网络(KB-ANN)拓扑的设计过程。本文首先对人工神经网络及其拓扑进行了文献综述。然后,对以系统行为为中心的拓扑和以人工神经网络为中心的拓扑进行了重要的区分。介绍了量纲分析概念建模框架,作为实现以系统行为为中心的拓扑结构的一种方法。分析了一个案例研究,目标是定义优化的KB-ANN拓扑。研究表明,KB-ANN拓扑在所需训练集的大小方面表现明显优于传统的全连接ANN拓扑。未来的工作将研究kb - ann在增材制造中的应用。
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引用次数: 1
An Approach for Building Product Use-Case Scenarios in Different Virtual Reality Systems 在不同虚拟现实系统中构建产品用例场景的方法
Pub Date : 2018-08-26 DOI: 10.1115/DETC2018-85223
Atif Mahboob, S. Husung, C. Weber, Andreas Liebal, Heidi Krömker
During the product development process, it is of great importance to consider the later life phase situations of a product. This includes the interaction of the product with its environment and the human actor(s) in its different life phases. Therefore, an early evaluation of a product and its later life phase interactions are of great value. Virtual Reality (VR) technology is seen as very important at this point, as it can help the designer to realize the later life phase situations of a product inside VR. However, the preparation of VR-scenes remains a difficult task, as it requires a great amount of time and effort. Furthermore, the current methods for the preparation of such scenes offer very limited reusability. This paper will focus on an existing method that uses Model Based Systems Engineering (MBSE) to describe the VR-scene for a CAVE-type VR-system. This method will be further extended and an improvement to the existing modeling approach will be presented to achieve a faster simulation in VR and reusability of VR-scenes. Furthermore, a detailed comparison of the conventional and the new approach will be presented. The new approach enables a faster simulation that will be validated by comparing the execution speed of both approaches under the modeling approach section. The reusability perspective of the prepared VR-scene will also be discussed. A Head Mounted Display (HMD), in comparison with CAVE type VR-systems, offers a cost reduction in the use of VR technology. This paper will also provide the idea for achieving a simulation in HMD while using the same MBSE-approach used for CAVE type VR-systems. The flow of information for simulation in HMD and the idea of implementation will be presented in detail.
在产品开发过程中,考虑产品的后期生命阶段情况是非常重要的。这包括产品与环境的相互作用,以及产品在不同生命阶段中的人类行为者。因此,产品的早期评估及其后期生命阶段的相互作用是很有价值的。虚拟现实(VR)技术在这一点上被视为非常重要,因为它可以帮助设计师在VR中实现产品的后期生命阶段情况。然而,vr场景的准备仍然是一项艰巨的任务,因为它需要大量的时间和精力。此外,目前用于准备这种场景的方法提供了非常有限的可重用性。本文将重点介绍一种现有的方法,即使用基于模型的系统工程(MBSE)来描述洞穴型虚拟现实系统的虚拟现实场景。本文将进一步扩展该方法,并对现有建模方法进行改进,以实现更快的VR仿真和VR场景的可重用性。此外,还将对传统方法和新方法进行详细比较。新方法支持更快的模拟,将通过在建模方法部分中比较两种方法的执行速度来验证。还将讨论准备好的vr场景的可重用性观点。与CAVE类型的虚拟现实系统相比,头戴式显示器(HMD)降低了使用虚拟现实技术的成本。本文还将提供在HMD中实现模拟的想法,同时使用与CAVE类型vr系统相同的mbse方法。详细介绍了HMD仿真的信息流和实现思路。
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引用次数: 3
Multiple Modalities, Sensoriums, Experiences in Blended Spaces With Toolness and Tools for Conceptual Design Engineering 概念设计工程的工具性与混合空间的多重模态、感官、体验
Pub Date : 2018-08-26 DOI: 10.1115/DETC2018-85204
R. E. Wendrich
This paper asserts that, visual and meta-cognitive stimuli constructed from multiple experiences and multiple modalities in ‘blended spaces’ (i.e. internal or external), are potential stimuli in ideation, iterative, and creative conceptual design engineering processes. These multiplicities in human capabilities are intertwined, interlinked, and/or coupled with the cognitive memory patterns from mental representations (i.e. abstractions) of productive thought. Ideas are inherently ambiguous and/or spatial representations that become tangible- and visual transformations through intention, interaction and externalization.
本文认为,在“混合空间”(即内部或外部)中,由多种体验和多种模式构建的视觉和元认知刺激是构思、迭代和创造性概念设计工程过程中的潜在刺激。人类能力的这些多样性相互交织,相互联系,和/或与来自生产性思维的心理表征(即抽象)的认知记忆模式相关联。想法本质上是模糊的和/或空间表征,通过意图、互动和外化变成有形的和视觉的转变。
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引用次数: 1
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Volume 1B: 38th Computers and Information in Engineering Conference
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