18-01-2011, 11:18 PM
Virtual Reality In Automobile Production
Presented by
AJOSH ABRAHAM
NO: 2
S 7 MECHANICAL
R.I.T.KOTTAYAM
Presented by
AJOSH ABRAHAM
NO: 2
S 7 MECHANICAL
R.I.T.KOTTAYAM
Virtual Reality In Automobile Production.ppt (Size: 4.53 MB / Downloads: 89)
Introduction
The term Virtual Reality (VR) is used by different people with many meanings.
There are some people to whom VR is a specific collection of technologies, that is a Head Mounted Display, Glove Input Device and Audio.
Some other people stretch the term to include conventional books, movies or pure fantasy and imagination.
Actually V.R is referred to as “reality simulated by computer” or as an “artificial world”.Such a virtual world is able to replace real world in many applications.
Steps of how a car/vehicle becomes virtual reality
Calculates the first 3-D model on the basis of data stored in the computer
Subdivide the vehicles into multitude of triangles
Super imposition
Giving colours and other surface qualities
Presenting to the observer in different persepectives and angles
Communication between finite element files and Virtual reality visualization
Octant concept in V.R visualization
Library building procedure for CWEFS
Interfacing devices & stereo vision
H.M.D
BOOM
CAVE
ImmersaDesks
Data glove
Wand
Other input devices
Head mounted display
BOOM
CAVE
Working in the virtual environment
Venturi tube type
Tangential water jet
Foaming of dissolved air
Data glove
Advantages of V.R in automobile production
From the initial idea to the series product – faster and more efficient than ever before.
Tests can be done anywhere in the world.
Virtual dummies saves life and cost.
To test traffic scenarios.
Virtual showroom.
In design and analysis.
Walk in cockpit
V.R Infrastructure
Drawbacks
Graphics are still cartoonish
There is still a slight, but perceptible time lag between the user's body movements and their translation in Cyberspace.
The equipment the user must wear, such as head gear, gloves, and other devices, needs refinement.
Eye problems
Psychological effect might be arise from spending too much time in Cyberspace.
People using VR head gear sometimes complain about chronic fatigue, a lack of initiative, drowsiness, irritability, or nausea after interacting with a virtual environment for a long time.
Is it applied to any industry?
Conclusion
The technology is developing rapidly(V.R is now changing into A.R), and shows considerable potential. The ability of VR to provide realistic simulations of data, objects and environments, with which users can interact and manipulate in an intuitive and realistic manner, opens up a vast wealth of possibilities for work-related applications. Those responsible for work settings should begin thinking now of ways in which VR might be useful.