Predictive Value of Assessing Vehicle Interior Design Ergonomics in a Virtual Environment

Author:

Reuding Thomas1,Meil Pamela2

Affiliation:

1. BMW Group, Fahrzeugkonzepte & Konfiguration, D-80788 Mu¨nchen, Germany

2. Institut fu¨r Sozialwissenschaftliche Forschung ISF Mu¨nchen e.V., D-80796 Mu¨nchen, Germany

Abstract

The predictive value and the reliability of evaluations made in immersive projection environments are limited when compared to the real world. As in other applications of numerical simulations, the acceptance of such techniques does not only depend on the stability of the methods, but also on the quality and credibility of the results obtained. In this paper, we investigate the predictive value of virtual reality and virtual environments when used for engineering assessment tasks. We examine the ergonomics evaluation of a vehicle interior, which is a complex activity relying heavily on know-how gained from personal experience, and compare performance in a VE with performance in the real world. If one assumes that within complex engineering processes certain types of work will be performed by more or less the same personnel, one can infer that a fairly consistent base of experience-based knowledge exists. Under such premises and if evaluations are conducted as comparisons within the VE, we believe that the reliability of the assessments is suitable for conceptual design work. Despite a number of unanswered questions at this time we believe this study leads to a better understanding of what determines the reliability of results obtained in virtual environments, thus making it useful for optimizing virtual prototyping processes and better utilization of the potential of VR and VEs in company work processes.

Publisher

ASME International

Subject

Industrial and Manufacturing Engineering,Computer Graphics and Computer-Aided Design,Computer Science Applications,Software

Reference20 articles.

1. Baitch, L., and Smith, R. C., 2000, “Physiological Correlates of Spatial Perceptual Discordance in a Virtual Environment,” Proc. Fourth International Projection Technology Workshop, Ames, Iowa.

2. Bo¨hle, F., and Rose, H., 1992, “Technik und Erfahrung, Arbeit in hochautomatisierten Systemen,” Institut fu¨r Sozialwissenschaftliche Forschung (ISF), Campus Verlag, Mu¨nchen.

3. Jayaram, S., et al., 1999, “A Virtual Assembly Design Environment,” Proc. IEEE Virtual Reality, Houston, USA, pp. 172–179.

4. Kallmann, M., and Thalmann, D., 1999, “Direct 3D Interaction with Smart Objects,” Proc. ACM Symposium on Virtual Reality Software and Technology, London, UK, pp. 124–130.

5. Reuding, T., 2000, “Beyond Academic Exercises,- Strategies Towards a Profitable Implementation of VR Technology in Company Work Processes,” J. D. Mulder and R. van Liere (eds) Virtual Environments 2000, Springer Verlag, Wien, pp. 197–205.

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