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Virtual Reality as a Tool for

Verification of Assembly and Maintenance


Processes

Antonino Gomes de Sá


BMW AG, Geometrical Integration, CAD/CAM, 80788 Munich, Federal Republic
of Germany, email: antonino.gomesdesa@bmw.de

Gabriel Zachmann
Fraunhofer Institute for Computer Graphics, Rundeturmstraße 6, 64283
Darmstadt, Federal Republic of Germany, email: zach@igd.fhg.de

Abstract

Business process re-engineering is becoming a main focus in today’s efforts to over-


come problems and deficits in the automotive and aerospace industries (e.g., inte-
gration in international markets, product complexity, increasing number of product
variants, reduction in product development time and cost).
In this paper, we investigate the steps needed to apply virtual reality (VR) for
virtual prototyping (VP) to verify assembly and maintenance processes. After a
review of today’s business process in vehicle prototyping, we discuss CAD-VR data
integration and identify new requirements for design quality. We present several new
interaction paradigms so that engineers and designers can experiment naturally with
the prototype.
Finally, a user survey evaluates some of the paradigms and the acceptance and
feasibility of virtual prototyping for our key process. The results show that VR will
play an important role for VP in the near future.

Key words: Virtual environments, virtual prototyping, digital mock-ups, assembly


and maintenance process, user acceptance, direct manipulation.

1 Introduction

In order to stay competitive on international markets, companies must deliver


new products with higher quality in a shorter time with a broader variety of
versions at minimum costs. Virtual prototyping is quickly becoming an inter-
esting strategy for product development. Automotive industries seem to be
among the leaders in applying virtual reality (VR) for real-world, non-trivial
problems 1 . Although there are already several commercial 3D engineering
tools for digital mock-up (and the number continues to grow), all of them lack
one thing: intuitive direct manipulation of the digital mock-up by the human.
Therefore, they are inherently inferior to VR for certain applications.

While some automotive companies have already begun to routinely use VR


as a tool in styling and design reviews in the concept phase, it has not been
clear that VR can be an efficient tool in assembly/disassembly simulations
and maintenance verifications. Assembly simulations are much more difficult
in that they involve a lot of interaction and real-time simulation. However, [2]
revealed that the assembly process often drives the majority of the cost of a
product. [13] point out that up to 70% of the total life cycle costs of a product
are committed by decisions made in the early stages of design.

Definitions of virtual prototyping. There seem to be two different un-


derstandings of what exactly virtual prototyping is: the “computer graphics”
and the “manufacturing” point of view 2 . We will define the former as virtual
prototyping, and the latter as digital mock-up (which is often confused with
virtual prototyping).

By virtual prototyping (VP) we understand the application of virtual reality


for prototyping physical mock-ups (PMUs) using product and process data.
The VR system simulates and renders all characteristics relevant to the par-
ticular context as precisely and realistically as possible in an immersive en-
vironment [8]. Some examples are: verification of assembly and disassembly
procedures, assessment of product characteristics (e.g., ergonomics), and vi-
sualization of simulation data. The idea is to replace, at least partly, physical
mock-ups (PMUs) by software prototypes.

Digital mock-up (DMU) is a realistic computer simulation of a product with


the capability of all required functionalities from design/engineering, manu-
facturing, product service environment, maintenance, and product recycling;
DMUs are used as a platform for product and process development, for com-
munication, and making decisions from a first conceptual layout [5]. This in-
cludes all kinds of geometrical, ergonomic, and functional simulations, whether
or not involving humans.
1 After all, this seems only natural, since they have been also among the first who
applied computer graphics.
2 Actually, the term “virtual prototyping” is also used in other areas such as VLSI

chip design.

2
So, immersive virtual prototyping is one of many techniques for implementing
DMU.

Assembly/disassembly verification has several goals. The final goal, of course,


is the assertion that a part or component can be assembled by a human
worker, and that it can be disassembled later-on for service and maintenance.
However, other questions need to be addressed, too: is it “difficult” or “easy”
to assemble/disassemble a part? How long does it take? How stressful is it in
terms of ergonomics? Is there enough room for tools?

2 Related Work

A lot of development for utilizing VR for VP is being realized by automotive


and aerospace companies. Many efforts, however, are still feasibility studies.

Practically all automotive companies investigate the use of VR for styling


reviews and other mere walk-through applications. Some of them already em-
ploy it for daily work. Usually, the model is rendered on a large-screen stereo
projection or in a cave. Variations can be compared on the fly with realistic
colors and illumination effects [6]. At Daimler Benz the body of a car can be
reviewed in an immersive virtual environment by the aid of zebra lighting [3].

Since VR provides an intuitive and immersive human-computer interface, it is


perfectly suited to do ergonomics studies. Consequently, many projects capi-
talize on this advantage of VR. Ford employs virtual prototypes with several
proposed dashboard configurations to verify visibility and reachability of in-
strument.

Researchers at Caterpillar Inc. use VR to improve the design process for heavy
equipment. Their system [11] allows them to quickly prototype wheel loader
and backhoe loader designs to perform visibility assessments of the new design
in a collaborate virtual environment. Further the engineers can simulate the
operation of the equipment and evaluate visual obstructions.

Volkswagen has incorporated some useful applications in the vehicle devel-


opment process. They have coupled a commercial human inverse kinematic
package with VR to investigate different ergonomic features. They also visu-
alize the results of FEA crash computations in VR interactively. The virtual
product clinic avoids faulty developments and helps assess customers’ wishes
[14].

Chrysler launched a project to study the process of virtual prototyping, to


investigate the steps required for the creation of a virtual representation from

3
CAD models, and for the subsequent use of the prototype in immersive VR
[6].

A vision of virtual prototyping was developed within the ESPRIT project AIT
(Advanced Information Technologies in Design and Manufacturing). Project
partners were many European automotive, aerospace, IT suppliers, and academia
[5]. A lot of visionary prototypes have been presented also by [1].

A prototype virtual assembly system is described in [9]. Our approach inte-


grates many more interaction paradigms, and we present the results of a user
survey evaluating some of them. Although they do not describe the process of
authoring a virtual environment, it seems to us that they pursue the toolbox
approach, i.e., the system is a monolithic program on top of a set of libraries,
while our approach is the scripting approach.

Systems for designing in VR are presented by [4,19]. Our approach is to use


VR only for investigation and simulation. No geometry can be designed by our
system, because we do not feel that this would take advantage of the strengths
of VR. A factory simulation for immersive investigation has been presented
by [10]. Although no direct manipulation with objects is possible, problems
can be identified earlier than through the aid of charts and graphs produced
by conventional simulations.

3 Assembly Processes in the Automotive Business Process

Today’s computer-aided tools (CAx) for automotive and other industries can
simulate a lot of the functions and operating conditions of a new product.
In some cases, software simulations are as good or even better than physical
mock-ups. However, they still do not meet all requirements to avoid PMUs
completely. Certain functions of a new product cannot be simulated at all
by current CAx tools, while others don’t provide the results in an acceptable
time.

Therefore, many PMUs are built during the development process to achieve
a 100% verification of the geometry, the functions, and the processes of a
new car project. Additionally, today’s CAx tools do not provide a natural and
intuitive man-machine interface that allows the user to feel and to get the
spatial presence of the virtual product.

In order to “fill” these gaps, many automotive and other companies have
established projects to investigate the use of VR technologies for verification
of designs and processes [7].

4
Series Start Series End
SF DF SF DF SF DF
Time

Detailed
Concept Design Manufacturing Maintenance/Recycling/
Engineering
Further Developments
Design

Design/CAD

CA-Prototype

Physical Mock-up Process

Semi-
prototypes Prototypes Pre-series

Vehicle Legend:
SF - Styling

Semi-
Prototype Freeze
DF - Design
prototypes Prototypes Pre-series Freeze
u - Deadline

Fig. 1. Process chain for the vehicle prototype activities.

Today’s approach

The automotive business process chain comprises various key-processes from


the early concept phase through final service, maintenance and recycling.
Those that will be highlighted in this paper are the assembly and mainte-
nance processes. The verification process can be broken down into three sub-
processes which are described in the following (see Figure 1):

• Fast CA loops. CAx tools are used to quickly verify different design concepts
and assembly/disassembly of the design concepts. These verifications take
place in-between the design and the CA prototype process (see Figure 1). At
the beginning of the business process chain the freedom to change concepts
and the number of variations of a component is higher. Due to this fact the
number of CA verifications during the development process will decrease.
• PMU loops. For detail verification of design concepts and assembly processes
in some sections of a product, various PMUs are built. This sub-process
can be identified in Figure 1 between the design and the physical mock-up
process (see dashed line).
• PMU verification. Some complete PMUs of the final product (e.g., a car)
are built to verify if all the designed components fulfil all the requirements
related to ergonomics, functions and processes. Before these full prototypes
are built, a freeze of the styling and design processes occurs. In Figure 1
these phases are marked by the deadlines SF and DF.

5
In the traditional process chain several problems arise due to the fact that
verifications of the processes are made using PMUs and CAx tools:

• Parallel verification processes. Verifications are made with CAx tools and
with PMUs (in this case they are obtained by e.g. the use of rapid prototype
techniques and/or hand-built prototypes) concurrently. The correlation be-
tween this two verification processes is very hard to obtain.
• Not enough co-ordination. The handling, synchronisation, correlation, and
management of these processes is very difficult and in some cases impossible.
In order to build a PMU a design stage needs to be freezed. At this time,
the building of the PMU starts and can take 6 to 12 weeks. Due to concur-
rent engineering, further changes of CAD parts (sometimes even significant
ones) can be made during the build-time. Therefore, by the time results are
obtained by the PMU verification they have no more a direct correlation to
the current design. Even if there have not been changes in the design, the
“transfer” of the results of the PMU verification to the DMU is, in some
cases, very difficult.

Vision

Most companies already define their products digitally (e.g., CA methods)


and manage the data by product data management systems (PDM). How-
ever, the digital data are not used as the basis for the core business process.
Instead, they are maintained in parallel to a more traditional process based
on physical mock-ups, more as an auxiliary or “support” of the PMU process
or the building of PMUs.

The goal of DMU is to replace the traditional business process, based on


PMUs, by one which fully maximizes DMU technologies available today and
in the future. The visionary goal is a process with only a single PMU for a final
verification, certification, and release to volume manufacturing (see Figure 2).

The goal is to perform verifications as early as possible, i.e., front-loading of


engineering, manufacturing, service, manufacturing, and recycling tasks to the
concept phase [5]. We believe that by utilizing VR, digital mock-ups can be
evaluated in the concept phase.

Objectives of the verification of assembly processes

Objectives can be classified by two categories: strategic and operative.

Strategic objectives are global and involve the complete business process. The
most important ones are: reduction of development costs, development time,
and time-to-market; increase of product innovation, product quality, flexibility,

6
Series Start Series End

Time

Concept Phase Engineering Manufacturing Service/Recycling

Today:
! PMU=Leader
? PMU ! Parallel Process
!
? ? ?
No Correlation
DMU

Tomorrow:
PMU !DMU=Leader
!Parallel Process
!Correlation HW/SW
DMU

Goal:
PMU ! DMU=Leader
! One final verification in HW
! Final correlation HW/SW
DMU

Time
Series Start Series End

Fig. 2. Transition from physical to digital mock-up [5].

and maturity at series start.

Operative objectives are more local, related to only one or a few key-processes.
The most important objectives which need to be fulfilled for assembly and
maintenance are [12]:

• service, inspection, and repair locations should be easily accessible;


• visibility should be ensured;
• exchange of components should be easy;
• use few and standard service and inspection tools;
• accessibility of service tools, and hand and arm of the worker;
• calculation and investigation of minimal distances to avoid collisions, e.g.
during operating conditions;
• calculation of assembly/disassembly paths for off-line robot-programming;
• calculation of sweeping envelop of movable component for packaging inves-
tigations, e.g. for reservation of space in engine bay.

Additionally, these objectives must be verified with 1–20mm precision, related


to the business process phase . They must be documented in digital form.
These electronic reports should be managed by the PDM system together
with the geometry and further administrative and technological data. As soon
as a new version of a electronic report is created, the PDM system should
inform involved users, that a new report is available for assembly processes.

7
Fig. 3. Data flow between CAD and VR system.
The electronic report contains information related to simulation and investiga-
tion results, proposals for changes of CAD components, assembly/disassembly
paths, collision areas, sweeping envelopes, and the status of all verification
processes.

4 From CAD to VR

The complete data pipeline form the CAD system to the VR system has
various modules. CAD systems are the source of most of the data. This data
is stored in a PDM system, which also maintains administrative data together
with CAD data, such as ID, version, name, project code, etc. Via a retrieval
and conversion tool these data can be converted, reduced, and prepared for
use in a VR system (see Figure 3).

Common problems, especially with carry-over data (i.e., CAD data designed
for predecessor products, but re-used in new ones), are the orientation of nor-
mals, missing geometry, and deletion of interior or other “unwanted” geometry.
To our knowledge, there are no commercial tools available yet which can solve
these problems automatically. So the process for preparing data for VR needs
to access the CAD system interactively. We have tried to depict that in Fig-
ure 3 by the arrow between CAD and preparation tool. Furthermore, the VR

8
representation of CAD data and the configuration of the virtual environment
need to be managed within the PDM systems (dashed arrow in the figure).

CAD data requirements

Design data available today in the manufacturing industries and others do not
meet the geometric and non-geometric requirements so they can be used as-is
for a VR simulation. There are two ways to tackle the problems described in
the previous section: new data must be designed with virtual prototyping in
mind; old data must be dealt with, either by redesigning (least preferred), or
by semi-automatic conversion to representations suitable for VR.

It is commonly understood that design data has to have different representa-


tions depending on the phase in the business process (e.g., concept, engineer-
ing, etc.) and the key process that is to be verified [15]. For example, in the
same CAD model there should be geometry and non-geometric information,
like kinematic constrains, material properties, weight, etc., that will be used
later-on during a VR session.

To avoid that designers have to become familiar with different software tools,
the number of interfaces must be kept low. To achieve that an the two worlds
need to be integrated, at least to a higher degree than present today. Ideally, a
designer can create the CAD components and also perform assembly feasibility
studies, himself. Also, with a better integration it will be easier to exchange
data between CAD/PDM systems and VR systems.

5 Immersive Verification

In this section, we will briefly explain the process of authoring VEs, present
the two scenarios which have been chosen for our studies and developments,
and finally describe the functionality needed for assembly investigations.

5.1 Authoring

In order to make virtual prototyping an efficient tool to save time, it must


be easy to “build” a virtual prototype, i.e., a virtual environment (VE) which
represents part of a car and simulates part of its physical behavior. It must
be at least as easy as designing with a CAD system.

We have developed a three-layer framework; each layer provides a certain level


of abstraction and specialization. It has proven to be flexible and powerful.

9
Actions Events

application layer (appl.-specific user interface)

scripting layer (general user interface)


Scene Graph

scene graph layer (CAD interface)

Fig. 4. We have identified three layers Fig. 5. The AEO framework. Note that
of increasing abstraction and special- actions are not “tied-in” with graphical
ization, on which authoring of a virtual objects.
environment takes place.

Fig. 6. For every application domain there must be an application-specific authoring


tool which provides the type of high-level functions needed in the particular domain.
The bottom layer is the scene graph: it deals mostly with geometry and ren-
dering optimizations. Some scene graph APIs, such as VRML2.0 or Inventor,
also provide very low-level scripting features (for instance routes and engines).

At the next level we have implemented the event-based scripting approach for
building VEs [16]. It is a general framework based on the concept of objects,
actions, and events, each of which with higher-level, yet general “story-board
driven” functionality.

End-users working in a certain application domain (such as assembly simula-


tion) will specify scenarios at the application layer, which provides a graphical
user-interface (see Figure 6) and specialized, very high-level functionality (e.g.,
the user tells the system which objects are tools).

Scenario templates

Another way to tackle the problem of authoring might be scenario templates.


The idea is, if parts had standard names, then a large portion of VEs could
be derived from standard “scenario templates”, e.g., “front door”, “tail light”,
“gear box”, etc. So, for a VR session with a different geometry, a VE author

10
Fig. 7. Overview of the tail-light sce- Fig. 8. The door scenario. Two hands
nario. The tail-light is to be removed. and several tools are necessary to per-
form the assembly.

would only have to modify one of those templates. To some extent this idea
can be combined with “manual” authoring described above.

However, it is not clear to us yet, whether designers will ever design all the VR-
relevant attributes. Some of them are geometric, like visible material, thickness
of metal sheets, and the like. So far, a lot of authoring time is spent basi-
cally on specifying the non-geometric (semantic) attributes of parts, such as
the function of objects (screw, tool, etc.), non-geometric materials (flexibility,
smoothness), the order of tasks in the (dis-)assembly process, etc.

5.2 Scenarios

We have chosen two scenarios in order to assess a first set of functionalities


needed for assembly tasks in VR; one of them is a simple one, the other is
one of the most difficult. One of the scenarios (the door) was also used for the
user survey.

5.2.1 The tail-light

The first scenario is the disassembly of the tail-light of the BMW 5 series
(Figure 7). First, the covering in the car trunk must be turned down, in order
to get access to the fastening of the lights (Figure 10). To reach the screws
fixing the tail-light, the fastening needs to be pulled out.

Then the tail-light itself can be unscrewed by a standard tool. After all screws
are taken out, the tail-light cap can be disassembled by pulling it out from
the outside.

11
5.2.2 The door

This scenario is much more complex and more difficult in that both hands and
various tools must be utilized (Figure 8).

The first task is to put the lock in its place in the door. This is quite difficult in
the real world, because it is very cramped inside the door and the lock cannot
be seen very well during assembly. Screws have to be fastened while the lock
is held in its place (Figure 12).

Next, the window-regulator is to be installed (Figure 13). This task needs both
hands, because the window-regulator consists of two parts connected to each
other by flexible wires. After placing the bottom fixtures into slots, they must
be turned upright, then the regulator screws can be fixed.

Finally, several wires must be layed out on the inner metal sheet, clipped into
place, and connected to various parts. However, this part of the assembly was
not performed in VR.

5.3 Interaction Functionality

In this section, we will describe an array of techniques most of which have


proven to be helpful in verification of assembly simulations.

Multi-modal interaction. It is important to create an efficient human-


computer interface, because the tasks to be performed in virtual prototyping
can be quite complex. Many of the “classic” VR interaction techniques can
be utilized, such as (static) gesture recognition, 3D menus, selection by beam
casting, etc. Each technique must be implemented in a very robust and user-
independent manner, otherwise users will become irritated and disapproving
of VR.

While grasping two objects with both hands, a user must still be able to give
commands to the computer. This can be achieved most intuitively by voice
recognition. Also, multi-sensory feedback (see below) plays an important role
in multi-modal interaction.

Getting help from the system. When the number of functions becomes
large in the VR system, it happens that occasional users cannot remember a
certain command. Similar to 2D applications, we additionally provide hierar-
chical 3D menus. They are invoked by a speech command. In our experience,

12
Fig. 9. Administrative Fig. 10. Inverse kine- Fig. 11. With the virtual
data stored in the PDM matics is needed for yard-stick distances can
about parts can be dis- “door-like” behavior of be measured in the VE.
played during the VR parts.
session.
3D menus are to be considered only as an auxiliary interaction technique, since
it is more difficult to select menu entries in VR than it is in 2D.

An on-line service manual. We believe that VR could eventually become


an efficient means for training service personnel and creating an interactive
service manual. Service manuals could be disseminated in the form of VRML
environments, which can be viewed and interacted with on a PC based “fish-
tank” VR system. However, augmented reality based systems might be nec-
essary, especially in larger and more complex vehicles, such as aircrafts and
submarines.

In our environments we have implemented an interactive service manual as


well as an interactive training session. First, a trainee learns by watching the
service manual; this is basically an animation of the assembly process. While
the animation is being played back, the trainee can move freely about the
environment and watch from any viewpoint.

When the trainee is ready to learn by doing, he will perform the task step by
step. After each step is completed the system will point him to the part or tool
he will need for the next step and tell him what to do with it. For instance,
after all screws for the door lock have been fastened, the system highlights
the window regulator (by blinking) and instructs him how to assemble it. The
instructions have been pre-recorded and are played back as sound files.

So far, the virtual service manual and the interactive training session are hand-
crafted via manual scripting. However, it should be straight-forward to extract
them from a PDM system, if the process data are there in a standardized form.

Investigation tools. In order to make the correct decisions, it is important


that the user can get information about the parts involved in the virtual pro-
totype currently being investigated. Administrative information about parts

13
can be displayed in a heads-up fashion by pointing at objects with a ray (see
Figure 9). Of course, any other selection paradigm can be used as well.

A tool which has been requested by designers is the clipping plane. It can help
to inspect “problem areas” more closely. When activated, the user “wears” a
plane on his hand; all geometry in front of that plane will be clipped away
in real-time. Optionally, the part clipped away can be rendered transparently.
Sometimes it can be necessary to restrict the motion of the plane so that it is
always perpendicular to one of the world coordinate axes.

Another tool to inspect assembly situations and the mechanical design is the
user size. This parameter can be controlled by simple speech commands, which
in turn affect all parameters by which a virtual human is represented, in
particular navigation speed and scale of position tracking. This way, a user
can comfortably “stick his head” inside some narrow space.

In order to measure distances we have implemented two options: A user can


select two objects, then the system will compute the minimal distance between
the two and display it in the heads-up display. Or, the user can grab a virtual
yard stick (see Figure 11). While grabbed, the yardstick adjust its length in
both directions so that it just touches the closest geometry. Additionally, its
length is shown on the heads-up display. Another way would be to select two
points on the geometry and have the system display the length of that line.

Physically-based simulation. Many mechanical components have some


articulated parts. These could be simple “door-like” mechanisms (see Fig-
ure 10), i.e., permanent joints with one rotational degree of freedom (DOF),
such as hoods, lids, etc.; other very simple ones are sliding mechanisms (one
translational DOF), for example the seat of a car. Inverse kinematics of these
and other articulated chains can be simulated on-line.

For complicated kinematic simulation, such as the working conditions of a


complete chassis, we have pursued a different approach: the VR system loads
the results of an off-line simulation by a commercial package, such as AdamsTM .
The user can then interactively steer the visualization, for example by turning
the steering wheel or by speech commands.

A lot of the parts in a vehicle are flexible: wires, hoses, plastic tanks, etc. It
is still a major challenge to simulate all these different types of flexible parts
with reasonable precision and at interactive rates. In particular, simulation of
the interaction of flexible objects with the surrounding environment and the
user’s hands by a general framework is, to our knowledge, still unsolved.

We have implemented hoses and wires in our VR system; the wires or hoses
are attached at both ends to other, non-flexible parts, and they can be pushed

14
Fig. 12. Tools snap onto Fig. 13. The window Fig. 14. The ob-
screws and are con- regulator has to be in- ject-on-the-lead
strained. Also, they are stalled with two hands; paradigm allows to
placed automatically at the “ghost” paradigm verify assembly. The
an ergonomic position signales collisions. object is not linked
within the hand by the rigidly to the hand.
system.

or pulled by a user’s hand.

Verification without force-feedback. In our experience, assembly tasks


are more difficult in VR than in the real in world, because in VR there is
no force and haptic feedback (see also Section 6). Humans can even perform
quite complicated tasks without seeing their hands or tools merely based on
auditory, haptic and kinaesthetic feedback. Therefore, we have provided a lot
of interaction aids trying to compensate for the missing force feedback.

In order to help the user placing parts, we have developed two kinds of snap-
ping paradigms: the first one makes objects snap in place when they are re-
leased by the user and when they are sufficiently close to their final position.
The second snapping paradigm makes tools snap onto screws when sufficiently
close and while they are being utilized (see Figure 12). The second paradigm
is implemented by a 1-DOF rotational constraint which can be triggered by
events.

The major problems is: how can we verify that a part can be assembled by a
human worker? A simple solution is to turn a part being grasped into what
we call a ghost when it collides with other parts: the solid part itself stays
at the last valid, i.e., collision-free, position while the object attached to the
user’s hand turns wireframe (see Figure 13).

However, invalid positions can be “tunneled”. Therefore, we have developed


object-on-the-lead paradigm: the object is no longer attached rigidly to the
virtual hand; instead, it “follows” the hand as far as it can go without penetrat-
ing any other parts (see Figure 14). We have implemented a physically-based
simulation, so that the object can glide along other parts; in our earlier imple-
mentation, there was no gliding, which caused the object on-the-lead to get

15
Fig. 15. During assem- Fig. 16. Annotations can Fig. 17. Violations of se-
bly, the path of any part be put into the scene by curity-distance are high-
can be recorded, edited, voice commands. lighted by yellow, colli-
and stored in the PDM sions are red.
system.
stuck in tight environments. So, at any time it can assume only valid positions.
Of course, exact and fast collision detection is a prerequisite [18].

This is only a first step. A completely reliable verification will check the virtual
hand for collisions as well. Also, the hand and/or part should slide along
smooth rigid objects to make assembly easier for the user.

Documentation. If a certain assembly task cannot be done, then the result


of the verification session should be a precise as well as intuitive understand-
ing why that is. A number of techniques have been implemented in order to
investigate and document a possible failure of assembly.

During assembly/disassembly the path of any part can be recorded and edited
in VR (see Figure 15). Saved paths can then be stored in the PDM system.

While parts are being moved, the sweeping envelope can be traced out. It
does not matter whether the part is moved interactively by the user or on an
assembly path.

Problems can be annotated by placing 3D markers (we have chosen 3D arrows).


Then, verbal annotations can be recorded and displayed textually next to the
marker (see Figure 16). Note that all interaction is done by the user via speech
recognition, except for placing the marker.

Feedback to the user. Any VR system should be as responsive as possible,


especially for occasional, non-expert users. The users targeted for immersive
VP will probably not use VR every day. Therefore, multi-sensory feedback is
important to make them feel comfortable and in control.

Therefore, the system acknowledges all commands, in particular those invoked


via voice recognition. Currently, this is done by pre-recorded audio or speech.

16
Eventually, we will utilize speech synthesis.

During the assembly simulation, a variety of feedbacks can be combined which


will be given if the user tries to move an object at an invalid position: acous-
tic feedback, tactile feedback by a CybertouchTM glove, and visual feedback.
Visual feedback comes in several flavors: whole parts can be highlighted (see
Figure 17), or the polygons which would have intersected at the invalid posi-
tion can be highlighted.

6 User-Survey

In order to evaluate the acceptance and the potential of VR for VP, a survey
of prospective users has been performed at BMW.

We chose representatives from each of five groups involved with assembly and
maintenance investigations.

• CA specialist (CA). These are engineers that have a good CAx expertise
and also some specific assembly/maintenance processes knowledge.
• Skilled worker (SW). These are skilled mechanics who actually perform the
physical prototype verifications. This group has no CAx knowledge.
• Interface specialist (IS). This group comprises mechanical technicians. They
have mostly specific assembly/maintenance process knowledge, but they are
starting to get familiar with CAx tools. This group mediates between group
1 and group 2.
• Managers (MA). They are the ones that co-ordinate all three groups in the
vehicle prototype group.
• IT specialists (IT). In this group are very highly skilled engineers that do
development and evaluation of new CAx methods and IT tools. They pro-
vide new technologies to the key-user’s departments (the above four groups
are from the key-user department vehicle prototype).

Notice that all subjects have never before been exposed to any VR experiences.
This was because the base of subject with VR experiences is insufficiently small
for a survey.

The average (AVG) of all groups will be presented in some figures.

The scenario used for the survey was the installation of the door lock, which
is a very difficult task, because the space inside the door is very tight. Only
subjects from group SW were to completely install the lock with their “virtual
hand”, because they are the only ones who really know how to do it. For all
other groups, subjects were to focus on the “feel” of the technology, the I/O

17
devices, and interaction techniques and capabilities.

Each group consisted of 5-7 persons, which gives a total of approximately 30


persons. Each group had 3 to 4 hours: one hour introduction, presentation of
all the I/O devices and VR functionality of the VR assembly application, and
for each person 20-30 minutes to perform the following tasks:

(1) Navigate forward and backward with the data glove.


(2) Grasp the door lock (with the virtual hand) and put the lock near the
door.
(3) Invoke display of the technological/administrative data of the door lock.
To activate this function the user had to use voice input.
(4) Work with the interactive clipping plane. Again voice input had to be
used to invoked the function.
(5) Change the color of the door. The interaction steps to perform the task
were: First, select the door, activate the color 3D menu, select a color,
then deactivate the 3D menu. Interaction is implemented by pointing,
rays, and voice input.
(6) Install the door lock in its final position while saving the assembly path.

While one user was performing the verification tasks, all other users in the
group were watching on a large-screen stereo projection with shutter glasses.

The following hardware and set-up was used for during the survey: SGI ONYX
with 6 processors, 2 IR graphics pipes, 1 GB RAM, FS5 head-mounted display,
CyberTouchTM data glove with tactile feedback, stereo projection, Ascension
electromagnetic tracking system. The frame-rate was about 18 and 14 Hz
for the tail-light and the door scenario, respectively. Latency was reduced by
a predictive filter. Tracking errors (which are immanent in electro-magnetic
systems) were corrected by our method presented in [17].

6.1 Evaluation

The results that are presented below were obtained with a questionnaire that
each subject filled out after the VR experience. Each question was to be an-
swered by a multiple choice with five levels: very good (=100%),
ˆ good, satis-
factory, bad, and very bad (=0%).
ˆ

6.1.1 Interaction

To interact with the assembly application various paradigms were developed.


We have evaluated three object selection paradigms: voice recognition plus
selection with the data glove, 3D menu plus selection with the data glove, and

18
Fig. 18. User satisfaction with object Fig. 19. Navigation in the VE with a
selection. data glove.

keyboard selection by a second person (i.e., someone assisting the VR user).

From Figure 18 it is clear that almost all users prefer the combination of voice
input and data glove, instead the combination 3D menu and glove or selection
be someone else. However, there are some interesting differences among the
groups: users who had no experience with CAx technologies or IT technologies
in general (SW group) had no distinguished preferences. On the other hand,
users with a long experience in computers (IT group) clearly preferred voice
input.

If we consider that the IT group already had the possibility to experiment


with different input devices and had gained a good skill in CAx, we think that
voice input will be one of the most important interaction paradigms for this
kind of VR applications.

Although, we have not done a formal survey about the ”object-on-the-lead”


paradigm, all users disliked it, because it was unnatural.

6.1.2 Navigation

The possibility to move in 3D space without having to deal with 3D coordi-


nates of points and vectors was an impressive experience for all groups. The
natural and intuitive way to walk like in the “real world” is an important
aspect for the acceptance of this technology (see Figure 19).

During the investigation subjects could navigate by point-and-fly. However,


most of them disliked it, because it was unconstrained. They said: “In the
real environment we have only the possibility to walk. If the car is too low or
too high, we can lift the car.” When we informed them, that the system also
provides point-and-fly constrained to eye-level, they rated this paradigm very
high.

19
Fig. 20. Although the reliability Fig. 21. Evaluation of several collision
and ease-of-memorization got only feedbacks. Tactile feedbacks was given
a medium rating, user’s preferred through the CyberTouch’s vibrators.
voice input significantly for giving
commands to the VR system.

Most users were missing precision movements of the viewpoint and exact po-
sitioning of parts in the VR system. Of course, we expected this; yet, we chose
not to burden the session by too many tasks, although parts can be positioned
exactly with the VR system by voice commands. In this survey however, users
were only shown the point-and-fly navigation and how to position parts by
using the glove.

6.1.3 Voice input

As Figure 20 indicates almost all subjects preferred voice input for giving
commands to the computer. We believe that this is due to the very natural
way in which commands can be given, e.g., a user just says “selection on”
or “switch selection on”. Another advantage is that voice commands can be
chosen in a very “descriptive” manner. Some tasks can be performed much
more precisely with a binary trigger than by a virtual hand, for instance exact
positioning.

Unfortunately, interaction by voice recognition has two shortcomings:

• We need to utilize user-independent speech recognition because occasional


users like mechanics will not accept to train the speech recognition system
prior to a VR session. Therefore, the recognition rate is a little bit lower
than with a user-dependent system. However, even a recognition rate of 90%
irritates occasional users a lot.
• Occasional users won’t remember too many commands, so they often have
to use 3D help menus in order to recall them.

This is why the user satisfaction with voice recognition reliability and com-
mand memorization is significantly less than the overall satisfaction.

20
Fig. 22. Ergonomics of VR devices.

6.1.4 Collision feedback

An interesting result of our survey is the response regarding feedback. In par-


ticular, we asked the users to evaluate the multi-modal feedback given by
the system in case of a collision: visual, acoustic, and tactile. We use the
CybertouchTM to produce tactile feedback. Each finger’s vibrator was con-
trolled individually by the VR system.

The result of the survey can be found in Figure 21. We believe that the visual
feedback was not completely satisfactory to the users, because it highlighted
the whole object instead of the area of collision only, which is what engineers
are interested in.

Acoustic feedback plays a main role in two different ways: first, it provides
feedback to the user of what is happening at the moment; secondly, it provides
information about the material (e.g., metal, wood, plastic, etc.) that colliding
components consist of.

Tactile feedback was evaluated significantly less helpful than the other two.
Although our subjects found it an exciting experience, it is nevertheless un-
natural to them. After some discussion with them, we realized that what they
really would have liked is force feedback. They reported that without force
feedback some assembly tasks are almost impossible to do.

6.1.5 Ergonomics

The ergonomics of most VR devices is still a major problem for making VR a


popular and widely accepted tool in design and engineering verifications (see
Figure 22).

Our conclusion is that HMDs and data gloves are not yet fit for being used
for daily work. Users have reported the following shortcomings, which we have

21
expected anyway:

• The HMD is too heavy and when the user looks down or up the HMD can
fall off. If the user does quick movements, he has to hold the HMD with his
hand, otherwise it shifts and the images get blurred or obscured.
• Unnatural sensation when the data glove starts to vibrate.
• Too many cables for I/O devices, which tether the user too much. Users
don’t have the freedom necessary to perform complicatesd assembly tasks.

7 Conclusion

In this paper we have discussed the benefits of virtual reality for virtual pro-
totyping in assembly and maintenance verification. Also, the integration of
VR with a company’s existing IT infrastructure has been discussed. Several
problems have been addressed and solutions have been proposed.

We have presented several interaction paradigms and functionality which a


VR system must implement in order to be suitable for that area of applica-
tion. They enable unexperienced users to work with virtual prototypes in an
immersive environment and help them experiment efficiently with CAD data.
Our three-layer framework for authoring VEs has proven to be powerful and
flexible. All features and frameworks have been implemented in Fraunhofer-
IGD’s VR system Virtual Design II, which has been successfully evaluated
by BMW in a benchmark; it will be employed routinely by BMW for virtual
prototyping in the future.

Finally, we have reported on a user survey which has been performed at BMW
with a representative group of key users 3 . The result of our survey indicates
that the use of VR for VP will play an important role in the near future
in automotive (and probably other) industries. In particular, the response of
the surveyed users has been very encouraging and optimistic that VR/VP
does have the potential to reduce the number of PMUs and improve overall
product quality, especially in those processes of the business process chain
where humans play an important role.

VR is the best tool (today) to obtain quick answers in an intuitive way in


the concept phase of the business process of a product, because in that phase
data change often and are available only in a “rough” preparation. However, we
cannot provide a formal cost/benefit analysis at this time, since the technology
3 A lesson learnt is that what seems to be interesting or important from the com-
puter graphics point of view may not be important at all to end-users. Instead, it is
more important that the end-users get the functionality common to their working
field, instead of getting leading-edge functionality that they will not accept.

22
is not yet integrated in the daily productive work environment of our business
process.

However, VR will not become a wide-spread tool in manufacturing industries


before it is seamlessly and completely integrated into the existing CAx and
IT infrastructure 4 . This is not only a question of conversion and preparation
tools: a lot of the data needed for a complete digital mock-up are just not
there yet, such as process information, material properties, etc. All automotive
and aerospace companies have realized that and are working on implementing
solutions. However, this does not only involve technical aspects of the design
process but also a tremendous shift in corporate culture.

Future directions

Based on our user survey we feel that current VR I/O devices are still way too
cumbersome, and not robust enough, to be used in CAD working environments
or in workshops. Gloves must become easier to put on; HMDs must become
much more light-weight while still getting a better hold on a person’s head 5 .
The lack of wireless tracking devices, gloves, and HMDs is among the most
annoying deficiencies of VR devices 6 .

Especially in virtual assembly and maintenance simulations acoustic feed-


back turned out to be not sufficient to meet the demands of the users. A
comfortable-to-use force feedback device would extend the immersion and us-
ability, enabling the user to do assembly/disassembly tasks in narrow and
complex virtual environments, particularly if the parts, tools, and/or hands
cannot be seen during the task. Mechanics “see” with their hands; there-
fore, force feedback would add significantly to the degree of immersion, and it
would provide natural and expected collision feedback, such as objects sliding
on other rigid parts. Furthermore, it prevents a deviation of the (real) hand
and the grasped part.

Another problem is the way engineers are designing today. It is still quite diffi-
cult to prepare CAD data such that an interactive frame rate will be achieved
by the VR system both in rendering and in simulation speed. This problem
might be solved in a few years by faster hardware. However, a lot of the se-
4 For instance, in order to create a complete VE for immersive assembly simulation
we need 70% of the time to find and prepare the CAD data and only 30% for
authoring the VE.
5 We believe that HMDs and Gloves are necessary for assembly simulation in VR,

at least for the interacting user, but display on a large-screen stereo-projection is


necessary, too, for review of the simulation results.
6 At present, there are a few optical on-line tracking systems, but they are still very

expensive.

23
mantical (non-geometric) data needed in a virtual environment just do not
exist. This can be solved only by a shift in the design process: design guide-
lines with virtual prototyping in mind, which are partially established already,
need to be implemented and integrated in the product development process,
and some data just have to be modeled for VP either by CAD engineers or by
“VP engineers”.

8 Acknowledgements

We would like to thank the following persons for their support, ideas, and
collaboration. At BMW: Hasmukh Jina, Peter Reindl, Peter Baacke, Rainer
Klier, Christoph Rieder, Hans-Jürgen Penzkofer. At IGD: Prof. Encarnação,
Dr. Müller, Dr. Rix, Dirk Reiners, Christian Knöpfle, Andreas Flick, Axel
Feix.

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