Virtual Prototyping |
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Concept |
Virtual prototyping is based on the application of Virtual Reality projection systems and interactive devices, to present three-dimensional digital models of products and work systems in a realistic form. Thereby, different characteristics of a prototype can be evaluated and corrected in an early stage of the development process. The more realistic the presentation of the digital model is, the lower is the number of physical models (e.g., of wood, plastics, or metal) that need to be prepared, allowing to save the expenditures for their preparation. |
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Participative design review |
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Beyond visualization of the prototype |
By means of so-called Head-Mounted Displays, the evaluator is put in the user's or employee's place, respectively, in such a way that different aspects of the prototype can be experienced subjectively, for example the viewing conditions from the driver's perspective. Moreover, new interactive devices like data gloves and haptic feedback systems provide additional opportunities. They allow, e.g., simulating the operation of control elements. |
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Pros and cons |
The examination of criteria at an early stage results in an improved quality, an acceleration of the development process, and a reduction of development costs. Moreover, Virtual Prototyping assists in the realization of 'prospective ergonomics' (Laurig, 1984) and 'participatory design' (Haines & Wilson, 1998) concepts. If the evaluation requires complex models and animations and/or a realistic interaction with the prototype, the expenditures for hard- and software are quite substantial. On the other hand, standard applications can be realized using conventional Personal Computers with high-performance graphics boards. Thus, Virtual Prototyping is absolutely affordable even for small and medium-sized enterprises (Gude, 2004a, 2004b). |
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References |
Davies, R.C. (2002). Applications of system design using virtual environments. In K. M. Stanney (ed.), Handbook of Virtual Environments (pp. 1079-1100). Mahwah, NJ: Lawrence Erlbaum Associates. Gude, D. (2004a). VR-Anwendungen im Design. In R. Bruder (Hrsg.), Ergonomie und Design (S. 155-163). Stuttgart: Ergonomia-Verlag. Gude, D. (2004b). Prospektive Ergonomie beim Gesundheitsschutz am Arbeitsplatz – Unterstützungspotential virtueller Realität. Zentralblatt für Arbeitsmedizin, Arbeitsschutz und Ergonomie, 54(9), 326-334. Laurig, W. (1984). Prospektive Ergonomie - Utopie oder Wirklichkeit? Arbeitgeberverband der Metallindustrie Köln (Hrsg.). Schriftenreihe Arbeitswissenschaft des AGV Metall, Nr. 9. Köln. Haines, H.M. and Wilson, J.R. (1998). Development of a framework for participatory ergonomics. HSE contract research report 174. Suffolk: HSE Books. PDF-files of Gude (2004a) and Gude (2004b) are available in Selected publications. |
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