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1 – 6 of 6Samir Garbaya, Daniela M. Romano and Gunjeet Hattar
The purpose of this paper is to study the effect of the gamification of virtual assembly planning on the user performance, user experience and engagement.
Abstract
Purpose
The purpose of this paper is to study the effect of the gamification of virtual assembly planning on the user performance, user experience and engagement.
Design/methodology/approach
A multi-touch table was used to manipulate virtual parts and gamification features were integrated into the virtual assembly environment. An experiment was conducted in two conditions: a gamified and a non-gamified virtual environment. Subjects had to assemble a virtual pump. The user performance was evaluated in terms of the number of errors, the feasibility of the generated assembly sequence and the user feedback.
Findings
The gamification reduced the number of errors and increased the score representing the number of right decisions. The results of the subjective and objective analysis showed that the number of errors decreased with engagement in the gamified assembly. The increase in the overall user experience reduced the number of errors. The subjective evaluation showed a significant difference between the gamified and the non-gamified assembly in terms of the level of engagement, the learning usability and the overall experience.
Research limitations/implications
The effective learning retention after training has not been tested, and longitudinal studies are necessary. The effect of the used gamification elements has been evaluated as a whole; further work could isolate the most beneficial features and add other elements that might be more beneficial for learning.
Originality/value
The research reported in this paper provides valuable insights into the gamification of virtual assembly using a low-cost multi-touch interface. The results are promising for training operators to assemble a product at the design stage.
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Germanico Gonzalez-Badillo, Hugo I. Medellin-Castillo, Theodore Lim, James M. Ritchie, Raymond C.W. Sung and Samir Garbaya
In this study, a new methodology to evaluate the performance of physics simulation engines (PSEs) when used in haptic virtual assembly applications is proposed. This methodology…
Abstract
Purpose
In this study, a new methodology to evaluate the performance of physics simulation engines (PSEs) when used in haptic virtual assembly applications is proposed. This methodology can be used to assess the performance of any physics engine. To prove the feasibility of the proposed methodology, two-third party PSEs – Bullet and PhysXtm – were evaluated. The paper aims to discuss these issues.
Design/methodology/approach
Eight assembly tests comprising variable geometric and dynamic complexity were conducted. The strengths and weaknesses of each simulation engine for haptic virtual assembly were identified by measuring different parameters such as task completion time, influence of weight perception and force feedback.
Findings
The proposed tests have led to the development of a standard methodology by which physics engines can be compared and evaluated. The results have shown that when the assembly comprises complex shapes, Bullet has better performance than PhysX. It was also observed that the assembly time is directly affected by the weight of virtual objects.
Research limitations/implications
A more comprehensive study must be carried out in order to evaluate and compare the performance of more PSEs. The influence of collision shape representation algorithms on the performance of haptic assembly must be considered in future analysis.
Originality/value
The performance of PSEs in haptic-enabled VR applications had been remained as an unknown issue. The main parameters of physics engines that affect the haptic virtual assembly process have been identified. All the tests performed in this study were carried out with the haptic rendering loop active and the objects manipulated through the haptic device.
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Soha Maad, Samir Garbaya and Saida Bouakaz
Digital media technology is becoming an integral part of our daily activities, with widespread penetration in various application domains including arts, medicine, education, and…
Abstract
Purpose
Digital media technology is becoming an integral part of our daily activities, with widespread penetration in various application domains including arts, medicine, education, and commerce. The purpose of this paper is to discuss the horizon of emerging digital media technologies in electronic financial trading with reference to a novel application drawing expertise from two important fields of study, namely: digital media (video and image) processing and augmented reality.
Design/methodology/approach
The paper presents an ergonomic study that considers the potential utility and usability of augmented reality (AR) in finance. In order to justify the outcome of this ergonomic study, the authors describe the technology under study (CYBERII) and its implementation in finance. This ergonomic study is based on a comparative analysis of the use of AR with a counterpart virtual reality (VR) approach used for the same application.
Findings
The comparative analysis highlights an added value in the shift from the use of VR to AR in electronic financial trading. This added value is gained from augmented realism and less constrained interaction. The paper discusses the challenges and rewards of the emerging digital media technologies in meeting the needs of electronic commerce applications, particularly in electronic financial trading. The main considerations taken into account are the realism of rendering, system portability, and widespread usability.
Originality/value
This study motivates further ergonomic studies involving the evaluation of augmented reality integration including CYBERII technology, in the field of electronic commerce.
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Germanico Gonzalez-Badillo, Hugo Medellin-Castillo, Theodore Lim, James Ritchie and Samir Garbaya
This paper aims to report the development and key features of a novel virtual reality system for assembly planning and evaluation called Haptic Assembly and Manufacturing System…
Abstract
Purpose
This paper aims to report the development and key features of a novel virtual reality system for assembly planning and evaluation called Haptic Assembly and Manufacturing System (HAMS). The system is intended to be used as a tool for training, design analysis and path planning.
Design/methodology/approach
The proposed system uses the physics-based modelling (PBM) to perform assemblies in virtual environments. Moreover, dynamic assembly constrains have been considered to reduce the degrees of freedom of virtual objects and enhance the virtual assembly performance.
Findings
To evaluate the effectiveness and performance of HAMS, the assembly of various mechanical components has been carried out, and the results have shown that it can be effectively used to simulate, evaluate, plan and automatically formalise the assembly of complex models in a more natural and intuitive way.
Research limitations/implications
The collision detection performance is the bottleneck in any virtual assembly system. New methods of collision shape representation and collision detection algorithms must be considered.
Originality/value
HAMS introduces the use of dynamic assembly constraints to enhance the virtual assembly performance. HAMS also uses features not yet reported by similar systems in the literature. These features include: automatic or manual definition of assembly constraints within the virtual assembly system; the implementation of control panels and widgets to modify simulation parameters during running time to evaluate its influence on simulation performance; assembly data logging such as trajectories, forces and update rates for post-processing, further analysis or its presentation in the form of chronocyclegraphs to graphically analyse the assembly process.
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Keyan Liu, Xuyue Yin, Xiumin Fan and Qichang He
The purpose of this paper is to give a comprehensive survey on the physics-based virtual assembly (PBVA) technology in a novel perspective, to analyze current drawbacks and…
Abstract
Purpose
The purpose of this paper is to give a comprehensive survey on the physics-based virtual assembly (PBVA) technology in a novel perspective, to analyze current drawbacks and propose several promising future directions.
Design/methodology/approach
To provide a deep insight of PBVA, a discussion of the developing context of PBVA and a comparison against constraint-based virtual assembly (CBVA) is put forward. The core elements and general structure are analyzed based on typical PBVA systems. Some common key issues as well as common drawbacks are discussed, based on which the research trend and several promising future directions are proposed.
Findings
Special attention is paid to new research progresses and new ideas concerning recent development as well as new typical systems of the technology. Advantages of PBVA over CBVA are investigated. Based on the analysis of typical PBVA systems and the evolution of PBVA, the core elements of the technology and the general structure of its implementation are identified. Then, current PBVA systems are summarized and classified. After that, key issues in the technology and current drawbacks are explored in detail. Finally, promising future directions are given, including both the further perfecting of the technology and the combination with other technologies.
Originality/value
The PBVA technology is put into a detailed review and analysis in a novel way, providing a better insight of both the theory and the implementation of the technology.
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