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1 – 10 of over 1000Germanico Gonzalez-Badillo, Hugo I. Medellin-Castillo, Theodore Lim, James M. Ritchie, Raymond C.W. Sung and Samir Garbaya
In this study, a new methodology to evaluate the performance of physics simulation engines (PSEs) when used in haptic virtual assembly applications is proposed. This methodology…
Abstract
Purpose
In this study, a new methodology to evaluate the performance of physics simulation engines (PSEs) when used in haptic virtual assembly applications is proposed. This methodology can be used to assess the performance of any physics engine. To prove the feasibility of the proposed methodology, two-third party PSEs – Bullet and PhysXtm – were evaluated. The paper aims to discuss these issues.
Design/methodology/approach
Eight assembly tests comprising variable geometric and dynamic complexity were conducted. The strengths and weaknesses of each simulation engine for haptic virtual assembly were identified by measuring different parameters such as task completion time, influence of weight perception and force feedback.
Findings
The proposed tests have led to the development of a standard methodology by which physics engines can be compared and evaluated. The results have shown that when the assembly comprises complex shapes, Bullet has better performance than PhysX. It was also observed that the assembly time is directly affected by the weight of virtual objects.
Research limitations/implications
A more comprehensive study must be carried out in order to evaluate and compare the performance of more PSEs. The influence of collision shape representation algorithms on the performance of haptic assembly must be considered in future analysis.
Originality/value
The performance of PSEs in haptic-enabled VR applications had been remained as an unknown issue. The main parameters of physics engines that affect the haptic virtual assembly process have been identified. All the tests performed in this study were carried out with the haptic rendering loop active and the objects manipulated through the haptic device.
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Keyan Liu, Xuyue Yin, Xiumin Fan and Qichang He
The purpose of this paper is to give a comprehensive survey on the physics-based virtual assembly (PBVA) technology in a novel perspective, to analyze current drawbacks and…
Abstract
Purpose
The purpose of this paper is to give a comprehensive survey on the physics-based virtual assembly (PBVA) technology in a novel perspective, to analyze current drawbacks and propose several promising future directions.
Design/methodology/approach
To provide a deep insight of PBVA, a discussion of the developing context of PBVA and a comparison against constraint-based virtual assembly (CBVA) is put forward. The core elements and general structure are analyzed based on typical PBVA systems. Some common key issues as well as common drawbacks are discussed, based on which the research trend and several promising future directions are proposed.
Findings
Special attention is paid to new research progresses and new ideas concerning recent development as well as new typical systems of the technology. Advantages of PBVA over CBVA are investigated. Based on the analysis of typical PBVA systems and the evolution of PBVA, the core elements of the technology and the general structure of its implementation are identified. Then, current PBVA systems are summarized and classified. After that, key issues in the technology and current drawbacks are explored in detail. Finally, promising future directions are given, including both the further perfecting of the technology and the combination with other technologies.
Originality/value
The PBVA technology is put into a detailed review and analysis in a novel way, providing a better insight of both the theory and the implementation of the technology.
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Meiyun Zuo and Yuanyanhang Shen
Building on the “needs–affordances–features” framework, the authors explored how users are motivated by their needs to actualize the feature-enabled affordances and engage in the…
Abstract
Purpose
Building on the “needs–affordances–features” framework, the authors explored how users are motivated by their needs to actualize the feature-enabled affordances and engage in the metaverse.
Design/methodology/approach
The data were collected through semi-structured and in-depth interviews with 35 participants. The authors applied thematic analysis to summarize the key features and affordances, supplemented by frequency analysis to explore the significance of the features. Sentiment analysis was employed to explicate the relationship between user affordance sentiments and engagement.
Findings
The key features of the metaverse portal components—hardware, software and content—afford user behaviors. The features of mechanics and physics engines are important for user engagement in the metaverse. The affordances are related to needs satisfaction and user engagement. Mental immersion was frequently mentioned by the participants, implying that it is significant to afford mental immersion in the metaverse.
Practical implications
The findings of the study provide a rich understanding for practitioners in the metaverse on how to use the features to afford user behaviors and engage them. The authors identified the key elements of user engagement that can be used to guide metaverse game designers.
Originality/value
This study provides a rich and systematic understanding of features, affordances, needs satisfaction and engagement in the metaverse. Going beyond a fragmented view, the findings conclude a research framework that weaves features, affordances, needs and engagement together.
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Blesson Varghese and Gerard McKee
The purpose of this paper is to address a classic problem – pattern formation identified by researchers in the area of swarm robotic systems – and is also motivated by the need…
Abstract
Purpose
The purpose of this paper is to address a classic problem – pattern formation identified by researchers in the area of swarm robotic systems – and is also motivated by the need for mathematical foundations in swarm systems.
Design/methodology/approach
The work is separated out as inspirations, applications, definitions, challenges and classifications of pattern formation in swarm systems based on recent literature. Further, the work proposes a mathematical model for swarm pattern formation and transformation.
Findings
A swarm pattern formation model based on mathematical foundations and macroscopic primitives is proposed. A formal definition for swarm pattern transformation and four special cases of transformation are introduced. Two general methods for transforming patterns are investigated and a comparison of the two methods is presented. The validity of the proposed models, and the feasibility of the methods investigated are confirmed on the Traer Physics and Processing environment.
Originality/value
This paper helps in understanding the limitations of existing research in pattern formation and the lack of mathematical foundations for swarm systems. The mathematical model and transformation methods introduce two key concepts, namely macroscopic primitives and a mathematical model. The exercise of implementing the proposed models on physics simulator is novel.
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Germanico Gonzalez-Badillo, Hugo Medellin-Castillo, Theodore Lim, James Ritchie and Samir Garbaya
This paper aims to report the development and key features of a novel virtual reality system for assembly planning and evaluation called Haptic Assembly and Manufacturing System…
Abstract
Purpose
This paper aims to report the development and key features of a novel virtual reality system for assembly planning and evaluation called Haptic Assembly and Manufacturing System (HAMS). The system is intended to be used as a tool for training, design analysis and path planning.
Design/methodology/approach
The proposed system uses the physics-based modelling (PBM) to perform assemblies in virtual environments. Moreover, dynamic assembly constrains have been considered to reduce the degrees of freedom of virtual objects and enhance the virtual assembly performance.
Findings
To evaluate the effectiveness and performance of HAMS, the assembly of various mechanical components has been carried out, and the results have shown that it can be effectively used to simulate, evaluate, plan and automatically formalise the assembly of complex models in a more natural and intuitive way.
Research limitations/implications
The collision detection performance is the bottleneck in any virtual assembly system. New methods of collision shape representation and collision detection algorithms must be considered.
Originality/value
HAMS introduces the use of dynamic assembly constraints to enhance the virtual assembly performance. HAMS also uses features not yet reported by similar systems in the literature. These features include: automatic or manual definition of assembly constraints within the virtual assembly system; the implementation of control panels and widgets to modify simulation parameters during running time to evaluate its influence on simulation performance; assembly data logging such as trajectories, forces and update rates for post-processing, further analysis or its presentation in the form of chronocyclegraphs to graphically analyse the assembly process.
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Minghui Zhao, Xian Guo, Xuebo Zhang, Yongchun Fang and Yongsheng Ou
This paper aims to automatically plan sequence for complex assembly products and improve assembly efficiency.
Abstract
Purpose
This paper aims to automatically plan sequence for complex assembly products and improve assembly efficiency.
Design/methodology/approach
An assembly sequence planning system for workpieces (ASPW) based on deep reinforcement learning is proposed in this paper. However, there exist enormous challenges for using DRL to this problem due to the sparse reward and the lack of training environment. In this paper, a novel ASPW-DQN algorithm is proposed and a training platform is built to overcome these challenges.
Findings
The system can get a good decision-making result and a generalized model suitable for other assembly problems. The experiments conducted in Gazebo show good results and great potential of this approach.
Originality/value
The proposed ASPW-DQN unites the curriculum learning and parameter transfer, which can avoid the explosive growth of assembly relations and improve system efficiency. It is combined with realistic physics simulation engine Gazebo to provide required training environment. Additionally with the effect of deep neural networks, the result can be easily applied to other similar tasks.
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Robert Iacob, Diana Popescu, Frederic Noel and Cedric Masclet
The paper aims to present the processing pipeline of an assembly immersive simulation application which can manage the interaction between the virtual scene and user using…
Abstract
Purpose
The paper aims to present the processing pipeline of an assembly immersive simulation application which can manage the interaction between the virtual scene and user using stereoscopic display and haptic devices. A new set of elements are integrated in a Collaborative Virtual Environment (CVE) and validated using an approach based on subjective and objective users’ performance criteria. The developed application is intended for Assembly/Disassembly (A/D) analysis, planning and training.
Design/methodology/approach
A mobility module based on contact information is used to handle the assembly components’ movements through real-time management of collision detection and kinematically constraint guidance. Information on CVE architecture, modules and application configuration process are presented. Impact of device type (3 degrees of freedom (DoFs) vs 6 DoFs) over user’s experience is evaluated. Parameters (number of assembled components and components assembly time) are measured for each user and each haptic device, and results are compared and discussed.
Findings
Test results proved the efficiency of using a mobility module based on predefined kinematic constraints for reducing the complexity of collision detection algorithms in real-time assembly haptic simulations. Also, experiments showed that, generally, users performed better with 3 DoFs haptic device compared to 6 DoFs haptic equipment.
Originality/value
The proposed immersive application automates the kinematical joints inference from 3D computer-aided design (CAD) assembly models and integrates it within a haptic-based virtual environment, for increasing the efficiency of A/D process simulations.
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Kaizheng Zhang, Jian Di, Jiulong Wang, Xinghu Wang and Haibo Ji
Many existing trajectory optimization algorithms use parameters like maximum velocity or acceleration to formulate constraints. Due to the ignoring of the quadrotor actual…
Abstract
Purpose
Many existing trajectory optimization algorithms use parameters like maximum velocity or acceleration to formulate constraints. Due to the ignoring of the quadrotor actual tracking capability, the generated trajectories may not be suitable for tracking control. The purpose of this paper is to design an online adjustment algorithm to improve the overall quadrotor trajectory tracking performance.
Design/methodology/approach
The authors propose a reference trajectory resampling layer (RTRL) to dynamically adjust the reference signals according to the current tracking status and future tracking risks. First, the authors design a risk-aware tracking monitor that uses the Frenét tracking errors and the curvature and torsion of the reference trajectory to evaluate tracking risks. Then, the authors propose an online adjusting algorithm by using the time scaling method.
Findings
The proposed RTRL is shown to be effective in improving the quadrotor trajectory tracking accuracy by both simulation and experiment results.
Originality/value
Infeasible reference trajectories may cause serious accidents for autonomous quadrotors. The results of this paper can improve the safety of autonomous quadrotor in application.
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Lukas König, Sanaz Mostaghim and Hartmut Schmeck
In evolutionary robotics (ER), robotic control systems are subject to a developmental process inspired by natural evolution. The purpose of this paper is to utilize a control…
Abstract
Purpose
In evolutionary robotics (ER), robotic control systems are subject to a developmental process inspired by natural evolution. The purpose of this paper is to utilize a control system representation based on finite state machines (FSMs) to build a decentralized online‐evolutionary framework for swarms of mobile robots.
Design/methodology/approach
A new recombination operator for multi‐parental generation of offspring is presented and a known mutation operator is extended to harden parts of genotypes involved in good behavior, thus narrowing down the dimensions of the search space. A storage called memory genome for archiving the best genomes of every robot introduces a decentralized elitist strategy. These operators are studied in a factorial set of experiments by evolving two different benchmark behaviors such as collision avoidance and gate passing on a simulated swarm of robots. A comparison with a related approach is provided.
Findings
The framework is capable of robustly evolving the benchmark behaviors. The memory genome and the number of parents for reproduction highly influence the quality of the results; the recombination operator leads to an improvement in certain parameter combinations only.
Research limitations/implications
Future studies should focus on further improving mutation and recombination. Generality statements should be made by studying more behaviors and there is a need for experimental studies with real robots.
Practical implications
The design of decentralized ER frameworks is improved.
Originality/value
The framework is robust and has the advantage that the resulting controllers are easier to analyze than in approaches based on artificial neural networks. The findings suggest improvements in the general design of decentralized ER frameworks.
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Enrique Gallegos-Nieto, Hugo I. Medellin-Castillo, Yan Xiu-Tian and Jonathan Corney
This study aims to present a new haptic-enabled virtual assembly system for the automatic generation and objective assessment of assembly plans. The system is intended to be used…
Abstract
Purpose
This study aims to present a new haptic-enabled virtual assembly system for the automatic generation and objective assessment of assembly plans. The system is intended to be used as an assembly planning tool along the product development process.
Design/methodology/approach
The generation of product assembly plans is based on the analysis of the assembly movements and operations performed by the user during the virtual assembly execution, and the objective assessment of product assembly is based on the definition and computation of new proposed assembly metrics.
Findings
To evaluate the system, a case study corresponding to the assembly of a mechanical component is presented and analyzed. The results demonstrate that the proposed system is an effective tool to plan and evaluate different product assembly strategies in a more practical and objective approach than existing assembly planning methods.
Research limitations/implications
Although the virtual assembly execution time is larger than the real assembly execution time, the assembly planning and evaluation results provided by the system are valid. However, the development of higher performance collision detection algorithms is needed to reduce the simulation time.
Originality/value
The proposed virtual assembly system is able to not only simulate and automatically generate assembly plans but also objectively assess them from the virtual assembly task execution. The introduction and use of several assembly performance metrics to objectively evaluate assembly strategies in virtual assembly also represents a novel contribution.
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