Morosi Federico
Ricercatore TD(A)
Politecnico di Milano
federico.morosi@polimi.it
Sito istituzionale
SCOPUS ID: 57204217679
Orcid: 0000-0001-8233-4992
Pubblicazioni scientifiche
Abstract: Virtual Reality (VR) technology has the potential to revolutionize engineering education by providing students with real-world simulation scenarios. This paper presents a user study to measure the effectiveness of VR applications in teaching technical representation and machine elements to first-year mechanical, energy, and aerospace engineering students. The VR application was designed to immerse the students in a virtual mechanical workshop where they could interact with a 3D model of a gearbox and access task instructions and technical drawings through an interactive whiteboard. A total of 448 students voluntarily participated in the one-hour lecture and were divided into groups of two to use the available 15 headsets. The study was assessed by analyzing the log files and their answers to a satisfaction and usability questionnaire. The results indicated that the VR application was an effective supplement to traditional instruction, as the students reported that it helped them better understand technical representation concepts and made the learning experience more enjoyable.
Keywords: Engineering education | Laboratory experience | User-centered evaluation | Virtual Reality
Abstract: In recent years, research reached a very high level of development and validation of augmented prototyping systems in support of collaborative design activities. However, there is still great scepticism in companies when it comes to integrating these new technologies within a consolidated working model. Among others, the main barrier to overcome concerns the lack of understanding of the impact of AR systems on the key objectives of a business, such as improving its efficiency and revenue. For this reason, this paper aims to quantify these indicators by observing the technological impact not on a single design session but on an entire product development process, during which the aspects related to its integration are also considered. Thanks to the collaboration with a design agency, it was possible to compare parameters such as the lead time, number of iterations, person-hours and costs between two similar and realistic projects in which only one was supported by projection-based AR technology.
Keywords: co-design process | industrial validation | key performance indicator | spatial augmented reality | technology acceptance
Abstract: Spatial-Augmented Reality (SAR) technology has the potential to impact decision-making in various design fields, such as architecture, engineering, and product design. However, despite its benefits, SAR technology has not yet been fully embraced by professionals. This study aims to identify the essential features of a SAR platform that would meet the demands and expectations of different design activities, including product appearance, interface, and ergonomics. The research involved experts who used a SAR platform in real-life product development, and data was collected through semi-structured questionnaires and interviews. The analysis revealed a significant correlation between the features of the technology, considering both potential and already available ones, and the needs of specific design sectors during product development processes. The study’s outcomes provide valuable insights for advancing SAR technology in the design field and promoting its adoption by professionals.
Keywords: Augmented Reality | Design activity | Technology assessment
Abstract: Projector-based Spatial Augmented Reality (P-SAR) is a technology that allows to alter the external appearance of a physical object by means of an almost infinite variety of computer-generated contents. Thanks to the adoption of colored lights, a projected image acquires coherent spatial properties with respect to the data it represents; this has been demonstrated to facilitate the users’ interpretation of complex information. The current paper presents the development of a P-SAR system aiming at supporting the real-time visualization and the inspection of engineering simulation results. Particular attention is paid on detailing the algorithms necessary for the generation of the color maps to be displayed on the prototype’s surface. These are interpolated starting from a discrete array of output data coming from a generic simulation to resemble the configuration of sensors commonly adopted in real experimental setups. An illustrative case study applied to CFD analysis is finally discussed to show the applicability of such immersive environments in engineering fields that require to perform testing activities with equipment like wind tunnels.
Keywords: Engineering analysis | Simulation | Spatial augmented reality
Abstract: Users acceptance of innovative product appearance authoring tools based on Spatial Augmented Reality (SAR) is still limited due to their perception of a high technology complexity and a low performance/functionality of the current interaction systems. The integration of SAR technologies in professional design activities is still marginal, though many studies in this field have already proved their potential as supporting tools. To overcome this barrier, efficient means for interacting with the digital images projected onto the surfaces of real objects are essential. The aim of the current study is to respond to this demand by proposing and validating three UI configurations displayed by an unique and portable device embedded with a touch screen. These interface layouts, designed to cooperate with the output of the SAR system and to not affect the well-known benefits of its augmented environment, provide different types of visual feedback to the user by duplicating, extending or hiding the information already displayed by the projected mock-up. The experimental study reported here, performed with a panel of 41 subjects, revealed that accuracy, efficiency and perceived usability of the proposed solutions are comparable with each other and in comparison to standard desktop setups commonly used for design activities. According to these findings, the research simultaneously demonstrates (i) the high performances achieved by the touch device when coupled with a SAR system during the execution of authoring tasks, (ii) the capability of the projected mock-up to behave as an actual three-dimensional display for the real time rendering of the product appearance and (iii) the possibility to freely select - according to the users preference, the design task or the type of product - one of the three UI configurations without affecting the quality of the result.
Keywords: Authoring tool | Human-Computer interface | Interface validation | Spatial Augmented Reality | Touch interaction | Usability evaluation
Abstract: This study is aimed at evaluating the impact of different technical solutions of a virtual reality simulator to support the assessment of advanced human–machine interfaces for hydraulic excavator based on a new coordinated control paradigm and haptic feedbacks. By mimicking the end-effector movements, the control is conceived to speed up the learning process for novice operators and to reduce the mental overload on those already trained. The design of the device can fail if ergonomics, usability and performance are not grounded on realistic simulations where the combination of visual, auditory and haptic feedbacks make the users feel like being in a real environment rather than a computer-generated one. For this reason, a testing campaign involving 10 subjects was designed to discriminate the optimal set-up for the hardware to ensure a higher immersion into the VR experience. Both the audio–video configurations of the simulator (head-mounted display and surround system vs. monitor and embedded speakers) and the two types of haptic feedback for the soil–bucket interaction (contact vs. shaker) are compared in three different scenarios. The performance of both the users and simulator are evaluated by processing subjective and objective data. The results show how the immersive set-up improves the users’ efficiency and ergonomics without putting any extra mental or physical effort on them, while the preferred haptic feedback (contact) is not the more efficient one (shaker).
Keywords: Excavator coordinated control | Haptic control | Human–machine interface | Multi-sensory feedbacks | Virtual reality simulator
Abstract: Enhancing the appearance of physical prototypes with digital elements, also known as mixed prototyping, has demonstrated to be a valuable approach in the product development process. However, the adoption is limited also due to the high time and competence required for authoring the digital contents. This paper presents a content authoring tool that aims to improve the user acceptance by reducing the specific competence required, which is needed for segmentation and UV mapping of the 3D model used to implement a mixed prototype. Part of the tasks related to 3D modelling software, in fact, has been transferred to simpler manual tasks applied onto the physical prototype. Moreover, the proposed tool can recognise these manual inputs thanks to a computer-vision algorithm and automatically manage the segmentation and UV mapping tasks, freeing time for the user in a task that otherwise would require complete engagement. To preliminarily evaluate effectiveness and potential of the tool, it has been used in a case study to build up the mixed prototype of a coffee machine. The result demonstrated that the tool can correctly segment the 3D model of a physical prototype in its relevant parts and generate their corresponding UV maps.
Keywords: Augmented reality | Computational design methods | Industrial design | Mixed prototyping | New product development
Abstract: Extended Reality technologies, including Virtual Reality (VR) and Augmented Reality (AR), are being applied in a wide variety of industrial applications, but their use within design practice remains very limited, despite some promising research activities in this area over the last 20 years. At the same time, design practice has been evolving to place greater emphasis on the role of the client or end-user in the design process through ‘co-creative design’ activities. Whilst offering many benefits, co-creative design activities also present challenges, notably in the communication between designers and non-designers, which can hinder innovation. In this paper, we investigate the potential of a novel, projection-based AR system for the creation of design representations to support co-creative design sessions. The technology is tested through benchmarking experiments and in-situ trials conducted with two industrial partners. Performance metrics and qualitative feedback are used to evaluate the effectiveness of the new technology in supporting co-creative design sessions. Overall, AR technology allows quick, real-time modifications to the surfaces of a physical prototype to try out new ideas. Consequently, designers perceive the possibility to enhance the collaboration with the end-users participating in the session. Moreover, the quality and novelty of ideas generated whilst using projection-based AR outperform conventional sessions or handheld display AR sessions. Whilst the results of these early trials are not conclusive, the results suggest that projection-based AR design representations provide a promising approach to supporting co-creative design sessions.
Keywords: Co-creation | Co-design | Design representation | Prototype | Spatial augmented reality
Abstract: Spatial Augmented Reality allows users to visualise information onto physical objects by projecting digital contents on them. Product design applications could profitably exploit this feature to create prototypes partially real and partially virtual (mixed prototypes) to be used for the evaluation of products during the development processes. A mixed prototype needs a high visual quality, because design decisions are taken on the base of its aspect, and projected colours should match the colour standards (e.g. Pantone, RAL, etc.) to be able to rely on the visualised colours. The current paper analyzes the effect of a colour calibration method, based on the iteration of comparison and compensation phases, onto the projected images using objective measurements and subjective users’ evaluations. The procedure, whose effectiveness is verified thanks to the presented results, allows to replicate any colour available inside the projector gamut by simply using a physical sample.
Keywords: Colour calibration | Colour fidelity | Product design | Spatial augmented reality
Abstract: The usability of heavy construction equipment is strongly affected by the design of their human-machine interfaces. Lack of confidence with the current input devices is due to their counterintuitive design and the absence of loop feedback between the end effector and human hands. In the last few years, many researchers have been demonstrated that haptic devices, joined with a suitable design of the control levers, could help to face this problem. In this paper, an innovative control logic for hydraulic excavators has been proposed based on the inverse kinematic of the arms of the hydraulic excavator. The aim of this control is to reduce the cognitive effort of the users if compared with the one required by the current control systems. The implementation of this control logic has been based on previous research projects, technical documentations and interviews with experts. The proposed control logic has been evaluated by means of experimental activities with a virtual simulator which test the usability and efficiency of the proposed solution.
Keywords: Coordinated control | Excavator | Haptic device | Human-machine interface | Usability evaluation | Virtual reality
Abstract: SAR provides an unobtrusive implementation of AR and enables multiple stakeholders to observe and interact with an augmented physical model. This is synonymous with co-design activities and hence, there is a potential for SAR to have a significant impact in the way design teams may set-up and run their co-design activities in the future. Whilst there are a growing number of studies which apply SAR to design activities, few studies exist that examine a particular element of a design activity in a controlled manner. This paper will begin to fill this gap through the controlled study of SAR and its effects on the communication between participants of a co-design activity. To do so the paper compares a controlled design session, using more traditional methods of design representations (3D models on a screen), to sessions run using SAR. The sessions are then analysed to gather information on the gestures used by the participants as well as the overall efficiency of the participants at completing the set design task. The paper concludes that the data gathered tentatively supports a link between the use of SAR and improved communication between design session participants.
Keywords: Augmented Reality | Collaborative design | Communication | Spatial Augmented Reality | Virtual reality
Abstract: The observation of designers' behaviour in collaborative design activities and the analysis of protocols improved the understanding of how novel ideas emerge, what occurs among designers and, indirectly, what methods have a good impact on the outcomes. Yet, protocol analysis requires recording the design sessions, often in a simulated environment, thus introducing a bias in the observation. Moreover, the analysis takes up to 1000 times the duration of the observed design session. These limitations definitely hinder the scalability of this practice to large experiments in real operational environments. This paper investigates the possibility to use the data collected in log files, automatically recorded during collaborative design sessions assisted by an ICT design support tool, as a means to extract relevant information about the design process and ultimately to infer insights about co-designers' cognition during the session. In this perspective, the paper proposes a set of metrics tailored to an Augmented Reality-based collaborative design tool. The study has been carried about by processing the data collected in 5 real case studies conducted in three different design companies.
Keywords: Big data | Collaborative design | Design informatics | Design Protocol Analysis | Human behaviour in design
Abstract: This paper discusses how Spatial Augmented Reality (SAR) can support design sessions in the fields of product, interface and packaging design. We analyse how the scope of a design session and the type of collaboration require different features of the SAR technology. We benchmark a SAR platform under development within the SPARK project (http://spark-project.net/) and state of the art solutions against the proposed classification framework to evaluate the current state of the platform, its limitations and to outline SAR technology requirements for future development possibilities.
Keywords: Collaborative design | Design creativity | Mixed prototype | Participatory design | Spatial augmented reality (SAR)