工业设计中的虚拟现实问题:探讨其采用和新的可能途径

Marcello Lorusso, M. Rossoni, M. Bordegoni, G. Colombo, M. Carulli
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引用次数: 0

摘要

虚拟现实作为设计和工程领域的一项突破性技术,近年来已成为研究领域的热门话题。事实上,在目前的状态下,硬件和软件工具已经在市场上广泛使用,它们通常很容易使用,并且已经达到了适当的优化水平,可以集成到设计开发工作中。尽管如此,当考虑到工业设计和日常产品以及汽车/运输领域所需的复杂形状生成方法时,该行业似乎不太愿意接受这些新的可能性,而是坚持使用被认为更可靠的传统方法。这种不匹配背后的原因有几个。仍然存在一些技术限制,使更多的模拟方法脱颖而出。例如,我们离在虚拟现实环境中实现逼真的触感还很遥远,尽管许多人也在朝着这个方向努力[4]。这方面的相关性不容忽视,因为它与一些非常常见的技术(如物理粘土建模)有关。因此,在过去的十年中,许多利用虚拟现实的不同方法已经在研究层面进行了调查,虽然很少有实际转化为商业成功,但每种方法都为当前的方向铺平了道路。然而,这种突破性技术的新颖性也意味着,与传统的桌面解决方案相比,交互系统和用户体验总体上必须从头开始重新考虑,而传统的桌面解决方案在这些方面已经达到了非常稳定的水平。这个方面很诱人,但同时也很关键:现在可以用几年前还无法想象的方式来重新想象用户体验。另一方面,愿意在这一领域投入精力的虚拟现实开发人员不得不面对缺乏精心设计的指导方针、协议和评估方法来正确理解此类解决方案的实际潜力的问题。
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The Issue of Virtual Reality in Industrial Design: a Discussion on Its Adoption and New Possible Approaches
Introduction The matter of Virtual Reality as a breakthrough technology in the design and engineering domains has recently become an interesting topic within the research community. In fact, in the current state, hardware and software tools have become widely available on the market, they are generally easily a ordable and have reached a decent level of optimization to be integrated into the design development work ow. Despite this, when considering industrial design and the complex shape generation methods needed for everyday products as well as in the automotive/transportation elds, the industry seems quite reluctant to embrace these new possibilities, sticking with traditional approaches that are deemed as more reliable. The reasons behind this mismatch are several. There are still some technological limitations that set more analog methods apart. For instance, we are still far from achieving a realistic feel of touch in Virtual Reality environments, though many e orts are also going in this direction [4]. The relevance of this aspect cannot be overlooked, given its importance in relation to some very common techniques such as physical clay modeling. As a result, many di erent approaches that have taken advantage of Virtual Reality have been investigated at research level in the last decade, and while few have actually turned into commercial successes, each contributed to pave the way in the current direction. However, the novelty of such a breakthrough technology also meant that interaction systems and user experiences in general had to be rethought from the ground up compared to traditional desktop solutions, which in turn have reached a very established level of con gurability in these regards. This aspect is enticing and yet critical at the same time: it is now possible to reimagine the user experience in ways that weren't even conceivable until a few years ago. On the other hand, Virtual Reality developers that are willing to invest their e orts in this domain have to face against the lack of well de ned guidelines, protocols and assessment methods to properly understand the actual potential of such solutions.
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