Virtual Reality Based Welding Training Simulator with 3D Multimodal Interaction
ABSTRACT In this paper, we present a prototype Virtual Welding Simulator, which supports interactive training of welding process by using multimodal interface that can deliver realistic experiences. The goal of this research is to overcome difficult problems by using virtual reality technology in training tasks where welding is treated as a principal manufacturing process. The system design and implementation technical issues are described including real-time simulation and visualization of welding bead, providing realistic experience through 3D multimodal interaction, presenting visual training guides for novice workers, and visual and interactive interface for training assessments. According to the results from an initial user study, the prototype VR based simulator system appears to be helpful for training welding tasks, especially in terms of providing visual training guides and instant training assessment.
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ABSTRACT: In this paper, we present a virtual training system which realistically represents the situation of real welding. First of all, we built a database about welding outputs such as the shape of bead which is the deposit outcome resulting from inputs of real welding conditions and operations. Second, we performed an analysis of relations between input variables and output variables, and the major and minor factors influencing on the welding shape were classified. Finally, we designed an estimation process of outputs by various inputs such as user's movement, and constructed the method of graphical representation for real-time visualization from heuristic sources. Additionally, we also installed a welding simulator for a teacher and trainees, which can support not only a variety of welding situations but prompt evaluation of results and educational guide by optimal welding conditions.
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ABSTRACT: Virtual environments have become a key component of many fields and the critical component of virtual reality applications. Due to their virtual nature, they can accommodate an infinite number of possibilities. A theoretical work is presented, which decomposes those innumerous possibilities into concepts to help clarify the vast design space and provide insights into future applied research. We propose that what makes environments interesting and engaging is having worlds that are both active and reactive. This article explores the manifestations of those actions and reactions in what we term: dynamic components and interactions. We term worlds containing these dynamic interactive virtual environments (DIVE). An analysis of each component time was performed, with the purpose of providing a theoretical understanding of the respective design spaces. Initially, we collected the myriad possibilities of each component, e.g., the possible kinds of interactions. We point to examples throughout the field to ground and explain concepts presented. We then categorized of each area into taxonomies. The result of the analyses provides insights into the design space of virtual environments, exposes several avenues of research that are yet underexplored, and provides better understandings of ways in which DIVE creation can be supported.Virtual Reality 06/2014; 18(2):101-116. DOI:10.1007/s10055-013-0232-y · 0.67 Impact Factor