Hostname: page-component-8448b6f56d-42gr6 Total loading time: 0 Render date: 2024-04-19T15:17:59.680Z Has data issue: false hasContentIssue false

FROM CAD TO PHYSICS-BASED DIGITAL TWIN: FRAMEWORK FOR REAL-TIME SIMULATION OF VIRTUAL PROTOTYPES

Published online by Cambridge University Press:  11 June 2020

J. G. Pereira
Affiliation:
Tampere University, Finland
A. Ellman*
Affiliation:
Tampere University, Finland

Abstract

Core share and HTML view are not available for this content. However, as you have access to this content, a full PDF is available via the ‘Save PDF’ action button.

Engineering work is mostly done in 3D CAD software throughout the engineering process from conceptual design and layout of products. Physics-Based Virtual Prototypes are very valuable addition on Computer Aided Engineering enabling product development simulators, training simulators and digital twin concept in product lift-cycle process. In this work, we present a framework, how such virtual prototypes can be developed from 3D CAD models with meaningful effort.

Type
Article
Creative Commons
Creative Common License - CCCreative Common License - BYCreative Common License - NCCreative Common License - ND
This is an Open Access article, distributed under the terms of the Creative Commons Attribution-NonCommercial-NoDerivatives licence (http://creativecommons.org/licenses/by-nc-nd/4.0/), which permits non-commercial re-use, distribution, and reproduction in any medium, provided the original work is unaltered and is properly cited. The written permission of Cambridge University Press must be obtained for commercial re-use or in order to create a derivative work.
Copyright
The Author(s), 2020. Published by Cambridge University Press

References

Berg, L.P. and Vance, J.M. (2017), “Industry use of virtual reality in product design and manufacturing: a survey”, Virtual Real, Vol. 21, pp. 117. https://doi.org/10.1007/s10055-016-0293-9CrossRefGoogle Scholar
Ekströmer, P. et al. (2019), “Shedding Light on Game Engines and Virtual Reality for Design Ideation”, Proceedings of the Design Society: International Conference on Engineering Design, Vol. 1 No. 1, pp. 20032010, Cambridge University Press. https://doi.org/10.1017/dsi.2019.206Google Scholar
Ellman, A. and Tiainen, T. (2019), “Diffusion of Innovation: Case of Co-Design of Cabins in Mobile Work Machine Industry”, Computers, Vol. 2019 No. 8, pp. 39. https://doi.org/10.3390/computers8020039CrossRefGoogle Scholar
Ellman, A. et al. (2018), “Evaluating a Virtual Wind Power Park in a Churchyard: A Perception Study With Portable VR Devices”, Volume 1B: 38th Computers and Information in Engineering Conference, American Society of Mechanical Engineers, pp. 18. https://doi.org/10.1115/DETC2018-85752CrossRefGoogle Scholar
Ellman, A. et al. (2009), “Combination of Virtual and Physical Objects in User-Centered Design of a Mobile Work Machine Cabin”, Proceedings of the ASME 2007 International Mechanical Engineering Congress and Exposition. Volume 3: Design and Manufacturing, Seattle, Washington, USA, November 11–15, 2007, ASME, pp. 143148. https://doi.org/10.1115/IMECE2007-41778CrossRefGoogle Scholar
Esqué, S. et al. (2003), “Techniques for Studying a Mobile Hydraulic Crane in Virtual Reality”, Int. J. Fluid Power, Vol. 4, pp. 2535. https://doi.org/10.1080/14399776.2003.10781163CrossRefGoogle Scholar
Grieves, M.W. and Vickers, J. (2017), Digital Twin: Mitigating Unpredictable, Undesirable Emergent Behavior in Complex Systems, Springer International Publishing. https://doi.org/10.1007/978-3-319-38756-7_4Google Scholar
Hjelseth, S. et al. (2015), “Design and Computer Simulated User Scenarios: Exploring Real-Time 3D Game Engines and Simulation in the Maritime Sector”, International Journal of Design, Vol. 9 No. 3, pp. 6375.Google Scholar
Horvat, N. et al. (2019), “Comparing Virtual Reality and Desktop Interface for Reviewing 3D CAD Models”, Proc. Des. Soc. Int. Conf. Eng. Des., Vol. 1, pp. 19231932. https://doi.org/10.1017/dsi.2019.198CrossRefGoogle Scholar
Jain, K. and Choi, Y.M. (2019), “Building Tangible Augmented Reality Models for Use in Product Development”, Proceedings of the Design Society: International Conference on Engineering Design, Vol. 1 No. 1, pp. 19131922, Cambridge University Press. https://doi.org/10.1017/dsi.2019.197Google Scholar
Lacoursière, C. (2007), Ghosts and machines: regularized variational methods for interactive simulations of multibodies with dry frictional contacts [PhD thesis], Umeå University.Google Scholar
Servin, M. et al. (2018), “Physics-based virtual environments for autonomous earthmoving and mining machinery”, In: Berns, K. (Ed.), Commercial Vehicle Technology, Vol. 2018, pp. 493504. https://doi.org/10.1007/978-3-658-21300-8_38Google Scholar
Tiainen, T. et al. (2011), “Three frames for studying users in virtual environments: Case of simulated mobile machines”, Proceedings - IEEE International Symposium on Distributed Simulation and Real-Time Applications, Salford, 2011, pp. 115119. https://doi.org/10.1109/DS-RT.2011.21CrossRefGoogle Scholar
Tiainen, T. et al. (2014), “Virtual prototypes reveal more development ideas: comparison between customers’ evaluation of virtual and physical prototypes”, Virtual Phys. Prototyp, Vol. 9, pp. 169180. https://doi.org/10.1080/17452759.2014.934573CrossRefGoogle Scholar
Zheng, Y. et al. (2018), “Research on Virtual Driving System of a Forestry Logging Harvester”, Wireless Personal Communications. https://doi.org/10.1007/s11277-017-5085-3Google Scholar