Assembly Planning Effectiveness Using Virtual Reality

Author:

Banerjee A.1,Banerjee P.1,Ye N.2,Dech F.2

Affiliation:

1. Department of Mechanical Engineering (M/C 251) 2039 Engineering Research Facility, University of Illinois, Chicago, IL 60607,

2. Department of Mechanical Engineering (M/C 251) 2039 Engineering Research Facility, University of Illinois, Chicago, IL 60607

Abstract

Planning the sequence of components (or parts) to be assembled during manufacturing is an important application problem for virtual environments for three main reasons. First, it is a difficult combinatorial optimization but a highly visual problem. Second, a majority of assembly operations in factories (with the exception of simple pick-and-place operations) are still performed manually, because they are difficult to automate. Hence, it is an important problem involving human-machine interface. Third, there are a number of assembly operations which require dextrous operator training. Hence, it is also an important training problem. Recent research suggests a promising approach for assembly determination based on using heuristic rules to generate soft constraints in addition to the regular hard quantitative constraints due to part geometry and topology. We believe that the emergence of virtual environments can enable us to systematically use these soft constraints, which previously has not been possible. In this paper, we report results of experiments involving fifteen voluntary participants using a nonvirtual reality (VR) environment involving blueprints, a nonimmersive desktop VR environment, and an immersive projection-based VR environment to first teach participants skills in handling soft and hard constraints for assembly planning through examples, and then to measure the effectiveness of their learnt skills in solving a different example problem. We have classified soft constraints as infeasibility constraints, reorientation constraints, difficulty constraints, instability constraints, and dissimilarity constraints. A significant observation is that the participants could, on average, perform the assembly operations in approximately half the time in the immersive and nonimmersive VR environments than in the traditional environment using blueprints.

Publisher

MIT Press - Journals

Subject

Computer Vision and Pattern Recognition,Human-Computer Interaction,Control and Systems Engineering,Software

Cited by 15 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3