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WSC 2005 Final Abstracts |
Virtual Reality/3D Visualization Track
Tuesday 8:30:00 AM 10:00:00 AM
3D Visualization
Chair: Vineet
Kamat (University of Michigan)
Visualization of Construction Graphics in Outdoor
Augmented Reality
Amir H. Behzadan and Vineet R. Kamat (University
of Michigan)
Abstract:
This paper describes research that investigates the
application of Augmented Reality (AR) in 3D animation of simulated
construction operations. The objective is an AR-based platform that can be
used together with corresponding equipment (HMD, GPS receiver, and a portable
computer) to generate a mixed view of the real world and superimposed virtual
simulation objects in an outdoor environment. The characteristic that
distinguishes the presented work from indoor AR applications is the capability
to produce real time updated output as the user moves around while applying
minimum constraints over the user’s position and orientation. The ability to
operate independently of environmental factors (e.g. lighting conditions and
terrain variations) makes the described framework a powerful tool for outdoor
AR applications. This paper presents initial results and an AR platform
prototype (UM-AR-GPS-ROVER) that is able to place 3D graphical objects at any
desired location in outdoor augmented space.
Multi-User Support and Motion Planning of Humans
and Humans Driven Vehicles in Interactive 3D Material Flow
Simulations
Matthias Fischer and Bengt Mueck (Heinz Nixdorf
Institut, University of Paderborn), Kiran Mahajan (University of Paderborn)
and Michael Kortenjan, Christoph Laroque, and Wilhelm Dangelmaier (Heinz
Nixdorf Institut, University of Paderborn)
Abstract:
The visualization of simulated production processes is
used for their analysis. Huge plants are normally planned by a team. So a
solution for many users who are modeling and interacting with a running model
in an immersive 3D environment is required. We discuss an approach where
several users work cooperatively on one simulation model. To optimize their
work, the users need some guidance. For this we suggest small maps and arrows
to guide the user to significant objects (machines). In many production
scenarios, objects (forklifts, workers) are moving in an unguided fashion. In
actual implementations these paths have to be modeled manually. In spite of
taking these efforts, we are presenting an automated approach which is based
on the 3D layout of the plant. If the user as part of the simulation is
standing in the way of the object, the object stops in our approach (as
hopefully in reality).
Programming Using Dynamic System Modeling via a
3D-Based Multimodeling Framework
Hyunju Shim and Paul Fishwick
(University of Florida)
Abstract:
We propose a new approach to visual programming which
adopts principles and elements from dynamic multimodeling for structured
procedural programming, especially graphics programming. Unlike most
traditional visual programming languages which simply replace syntactic parts
of program with graphical objects, we applied the principles of dynamic model
types in modeling and simulation to create program models and execute/simulate
them. With this approach, computer programs are constructed by visual modeling
instead of textual writing. The motivation for a method using dynamic model
types in graphics programming is also tied to several emerging research areas:
novice user interfaces, programming visualization, customized icons, and a
broader view of aesthetics within programming. Metaphoric icons are
extensively used for the visual representation of program model elements.
Rube, a Web- and XML-based modeling and simulation framework, provides the
necessary environment for the construction, visualization and execution of
program models.
Tuesday 10:30:00 AM 12:00:00 PM
3D Visualization and Virtual
Reality
Chair: Kiran Mahajan (Univeristy of
Paderborn)
A Two-tier Method for Evaluating Alternative
Policies to Support Interactive Analysis of 3D Material Flow
Simulations
Wilhelm Dangelmaier, Kiran Mahajan, Daniel Huber, and
Bengt Mueck (University of Paderborn)
Abstract:
Discrete-event material flow simulation tools have long
been offering real-time 3D visualization. This feature allows less experienced
users to analyze the underlying system. Beyond this, visualization is not used
to interact with the simulated (underlying manufacturing) system to improve or
control the material flow, especially under disturbances. This paper presents
a simulation based 2-tier framework, which seeks to control or improve
material flow by means of real-time user immersive visualization. The first
tier uses static optimization to compute the material flow by selecting from a
large number of alternative policies. The second tier is a reactive algorithm
which computes solutions for probabilistic disturbances. The results of the
two tiers are used for interacting with the underlying system using
visualization. We show that the proposed system is able to handle complex
alternative policies, which supports interactive analysis of 3D material flow
simulations.
Temporally Parallel Coupling of Discrete
Simulation Systems with Virtual Reality Systems
Steffen
Strassburger (Fraunhofer Institute for Factory Operation and Automation),
Thomas Schulze (University of Magdeburg (FIN/ITI)) and Marco Lemessi and
Gordon D. Rehn (Deere & Co.)
Abstract:
The coupling of commercial discrete simulation systems
with virtual reality (VR) systems opens new possibilities for the temporal
interplay of product and process design. Among the possibilities is
establishing virtual training centers aimed at shortening product ramp-up
times. Up to now, coupling has only been employed sporadically because of the
need to preserve the autonomy of the tools used. This paper focuses on the
problems of synchronization as one of the important basic tasks when coupling
dis-crete simulation and VR systems. Existing techniques of synchronization
are examined for their suitability for coupling and a method of
synchronization based on self-adapting buffer sizes is described.
Introducing Virtual Engineering Technology Into
Interactive Design Process with High-fidelity Models
Gengxun Huang
and Kenneth Mark Bryden (Iowa State University)
Abstract:
Product design is a complex decision-making process
requiring intense interaction between designers and the designed product.
Consequently, the design process is significantly different from a pure
mathematical optimization. This paper presents a decision support platform for
interactive design that integrates mathematical optimization with human
interaction based on VE-Suite. Current efforts are geared toward seamlessly
linking high fidelity models, numerical optimization and human interaction to
improve efficiency and quality in system performance. The designer’s
interaction causes the optimization process to dynamically change by adding,
deleting, and modifying objectives, constraints, and other parameters that
govern the process. As an illustration, a coal pipe design case is used to
demonstrate the new platform’s capabilities. The case has demonstrated that
adding user interaction into the design process has the potential to improve
design efficiency and quality.
Tuesday 1:30:00 PM 3:00:00 PM
Virtual Reality in Simulation
Chair: Justice Akpan (Lancaster University Management School)
Experimental Investigation of the Impacts of Virtual
Reality on Discrete-Event Simulation
Justice I. Akpan and Roger J.
Brooks (Lancaster University Management School)
Abstract:
This paper presents the results of experimental studies
that were undertaken to test the impacts of Virtual Reality (VR) on
Discrete-Event Simulation (DES). The experiments focused on spotting errors in
the DES model. The models were developed in 2D and 3D/VR displays using
WITNESS. The 2D display used icons and other visualization techniques that
confine its scope to essentially flat 2D surface. On the other hand, the 3D
display was represented by means of a three-axis spatial position (XYZ) plots,
but appeared on a two-dimensionally mappings, otherwise known as 2.5D. The
experiments involved paid participants who were recruited from amongst the
staff and students of Lancaster University, UK. The results showed that it is
easier, and faster to spot errors in 3D/VR model than in 2D. The findings also
indicated that users can easily understand the modeled operation of 3D/VR
display compared to 2D, irrespective of background or technical ability.
Practitioners’ Perception of the Impacts of Virtual
Reality on Discrete-event Simulation
Justice I. Akpan and Roger J.
Brooks (Lancaster University Management School)
Abstract:
This paper presents the results from surveying
simulation practitioners from industry and academics who have used 2D or 3D
software applications for Discrete-Event Simulation (DES) projects. The survey
focused on the impacts of Virtual Reality (VR) on DES activities. The findings
indicate the software used, the applications areas, the stages in the
simulation modeling process where Visual Display is commonly used, and a
comparative evaluation of the benefits and costs associated with modeling in
3D over 2D. Other results indicate possible influence of each of the two
displays on simulation results, effects on users’ understanding of the modeled
system and any corresponding influence on decision-making. The findings also
incorporate the pitfalls to avoid when modeling in 3D, and speculations about
the future of VR-based DES (VRSIM) practice.
Common Scene Definition Framework for
Constructing Virtual Worlds
Lee A. Belfore II, Prabhu V. Krishnan,
and Emre Baydogan (Old Dominion University)
Abstract:
Developing VR applications is a challenging and
rewarding endeavor, complicated by the variety and complexity of the available
VR platforms. Furthermore, efficiencies realized in a specific platform may be
lost if the application is migrated to a different platform. In this paper, we
introduce and investigate the Common Scene Definition Framework (CSDF), a
modeling representation consisting of a superset of capabilities taken from a
collection of existing VR platforms. The purpose of CSDF is to serve a quick
prototype framework for synthesizing an interactive virtual environment for a
particular platform while attempting to optimize the translation to leverage
strengths of the target platform. In an implementation independent fashion,
the CSDF is envisioned to extensibly represent all geometry, appearance,
interaction, and behavior for a VR application. Finally, an example is
provided demonstration these basic ideas among the VRML 1.0, VRML97 and Java3D
platforms.