This paper presents a new VR interaction environment for the evaluation of digital prototypes, specifically in designer–client review sessions, and documents its implementation via experience mapping. Usability of VR controllers and basic manipulation remains a barrier for lay users, and a range of typical implementations are reviewed, highlighting the need for an easily accessible interface for this setting. The resulting interface configuration – the Control Carousel – demonstrates how the appropriate use of familiar mechanisms can increase VR accessibility. Three case studies using the Carousel in commercial design projects are described, and the subsequent interface refinements outlined. Finally, the development of an experience map describing the logistical, interactive, and emotive factors affecting the Carousel's implementation is documented. This provides insights on how experience mapping can be used as part of a human-centred design process to ensure VR environments are attuned to the requirements of users, in this instance delivering improved collaborative reviews.
The paper explores the ideation and design of a Virtual Reality (VR) proof-of-concept controller for rehabilitation of users with limited physical mobility (upper-limb disability). An existing tracker solution is used to map input (actions and movements) in VR. The main challenge was integrating some of the default functionalities existing in current commercial VR controllers, while providing an empathic setup and a use-case for disability rehabilitation, as well as keeping the controller compact, lightweight, and handheld. The prototyping process followed a human-centred explorative design idea generation. Only limited functionality of existing commercial controllers was maintained, with the feasibility and readiness for implementing additional functionalities to use the controller with existing applications and future use cases. An experiment was performed to investigate the usability of the system and the effectiveness and reliability of the controller in empathic remapping of real-life disability to VR.
Nowadays the rehabilitation process involves the patient and the therapist, that must interact to recover the motion of limbs and the strength of related muscles to restore the initial functionalities. The therapy relies on the experience and sensitivity of the therapist that identifies the rehabilitation exercises which are necessary to recover the expected ability. To prevent inappropriate practices an interesting aid may come by mixing collaborative robots, namely Cobots, and additive manufacturing technologies. The proper integration of a Cobot assistant and custom-printed training objects enables a significant improvement in the effectiveness of the therapy action and the related user experience since the programmed trajectories can mimic the movements related to activities of daily living. To this aim, this work describes an integrated approach to support the design of Cobot assisted rehabilitative solutions. The object selected by the patient and therapist, the motion pattern, the clamping area, and loads on the limb represents the design requirements. The motion trajectories defining the specific training tasks are the starting point to the optimal placement within the Cobot workspace. Specifically, manipulability maps can provide an objective evaluation of the locations where the exercises are performed at the best of workspace and configuration of the Cobot. A simple upper limb rehabilitation exercise based on a demonstrative handle has been selected to prove the effectiveness of the proposed approach. The results confirm that the manipulability index can be adopted to drive the preliminary design of the Cobotic solution toward a feasible configuration.
Virtual Reality (VR) is progressively adopted at different stages of design and product development. Consequently, evolving interaction requirements in engineering design and development for VR are essential for technology adoption. One of these requirements is real-time positional tracking. This paper aims to present an experimental design of a new real-time positional tracking device (tracker), that is more compact than the existing solution, while addressing factors such as wearability and connectivity. We compare the simulation of the proposed device and the existing solution, discuss the results, and the limitations. The new experimental shape of the device is tailored towards research, allowing the engineering designer to take advantage of a new tracker alternative in new ways, and opens the door to new VR applications in research and product development.
This paper reports upon the design and development of a novel testing rig for the examination of additively manufactured auxetic componentry. By firstly reviewing the key challenges for practical researchers and exploring the range of approaches used to examine auxetic structures, we subsequently introduce a new testing configuration seeking to enhance the existing methods found within the literature. The developed testing configuration includes a novel mechanical design with a new method for component mounting offering advanced control of the boundary condition and a fully developed control interface which facilitates real-time analytics, a range of data acquisitions and integration with a CAD environment. This paper describes both the development of the mechanical design and the development of the control interface by exploring the key design features and documentation of the manufacturing and assembly process. Finally, we discuss how the presented testing configuration offers a new and flexible way of testing auxetic componentry with additional insights offered for future researchers who wish to recreate or adapt the testing setup for their own examinations of additively manufactured componentry.
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