Award Abstract # 1068926
Collaborative Research: Enhanced Immersive Technology to Improve Collaborative Decision Making

NSF Org: CMMI
Division of Civil, Mechanical, and Manufacturing Innovation
Recipient: IOWA STATE UNIVERSITY OF SCIENCE AND TECHNOLOGY
Initial Amendment Date: March 24, 2011
Latest Amendment Date: June 27, 2014
Award Number: 1068926
Award Instrument: Standard Grant
Program Manager: Diwakar Gupta
CMMI
 Division of Civil, Mechanical, and Manufacturing Innovation
ENG
 Directorate for Engineering
Start Date: July 1, 2011
End Date: June 30, 2015 (Estimated)
Total Intended Award Amount: $315,000.00
Total Awarded Amount to Date: $407,345.00
Funds Obligated to Date: FY 2011 = $315,000.00
FY 2012 = $53,000.00

FY 2013 = $10,000.00

FY 2014 = $29,345.00
History of Investigator:
  • Judy Vance (Principal Investigator)
    jmvance@iastate.edu
  • Kurt Hoffmeister (Co-Principal Investigator)
Recipient Sponsored Research Office: Iowa State University
1350 BEARDSHEAR HALL
AMES
IA  US  50011-2103
(515)294-5225
Sponsor Congressional District: 04
Primary Place of Performance: Iowa State University
1350 BEARDSHEAR HALL
AMES
IA  US  50011-2103
Primary Place of Performance
Congressional District:
04
Unique Entity Identifier (UEI): DQDBM7FGJPC5
Parent UEI: DQDBM7FGJPC5
NSF Program(s): ESD-Eng & Systems Design,
GOALI-Grnt Opp Acad Lia wIndus,
EDA-Eng Diversity Activities
Primary Program Source: 01001112DB NSF RESEARCH & RELATED ACTIVIT
01001213DB NSF RESEARCH & RELATED ACTIVIT

01001314DB NSF RESEARCH & RELATED ACTIVIT

01001415DB NSF RESEARCH & RELATED ACTIVIT
Program Reference Code(s): 067E, 068E, 073E, 079E, 116E, 1464, 1504, 9102, 9148, 9150, 9178, 9251, MANU
Program Element Code(s): 146400, 150400, 768000
Award Agency Code: 4900
Fund Agency Code: 4900
Assistance Listing Number(s): 47.041

ABSTRACT

The research objective of this collaborative award is to explore and evaluate new design processes, based on immersive technology, that support design team interaction in ways that result in designs that could not be achieved with traditional interfaces. These methods will be grounded in two distinct research fields: analytic methods for tradeoff analysis under uncertainty (University of Illinois) and the use of virtual reality techniques for product design (Iowa State University). Using these new methods, designers will be able to see and, where appropriate, feel the tradeoffs resulting from potential design changes in multiple realms and over the entire product lifecycle. The three major realms include: a visual and tactile sense of attribute tradeoffs, a sense of the difficulty of operations such as disassembly or repair, and time-lapse visualization of the effect of uncertainty. Test-beds for John Deere and Boeing will by employed. The impact of this research will be to provide a powerful new approach to complex product/system design which utilizes both analytical methods and immersive design computer technologies.

If successful, these approaches will result in the creation of unique new products, as the far reaching effects of potential design changes will be seen, felt and experienced by members of the design team. Resources will be used more efficiently, since their economic, technical and environmental value throughout the product lifecycle will be visually represented for the design team. A set of design case studies will be developed and made freely available on the web for educational purposes. These case studies will be integrated into engineering-oriented industrially sponsored senior design courses. With the case studies' special emphasis on a realistic experience of the collaborative design process, anticipated impacts include increased participation and retention of women in engineering. New technology will be transferred to industry through student/industry projects. Design of the educational materials will follow current guidelines on "changing the conversation" to reflect the diversity of engineering in all aspects.

PUBLICATIONS PRODUCED AS A RESULT OF THIS RESEARCH

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Behdad, S., Berg, L., Thurston D., Vance, J. M. "Leveraging Virtual Reality Experiences with Mixed-Integer Nonlinear Programming Visualization for Disassembly Sequence Planning Under Uncertainty" ASME Journal of Mechanical Design , v.136 , 2014 10.1115/1.4026463
Behdad, S., Berg, L., Thurston D., Vance, J. M., "Immersive Computing Technology to Investigate Tradeoffs under Uncertainty in Disassembly Sequence Planning" ASME Journal of Mechanical Design , v.136 , 2014 10.1115/1.4025021
Berg, L. P., Behdad, S., Vance, J. M., Thurston, D. "Disassembly Sequence Evaluation: A User Study Leveraging Immersive Computing Technologies" ASME Journal of Computing and Information Science in Engineering , v.15 , 2015 10.1115/1.4028857

PROJECT OUTCOMES REPORT

Disclaimer

This Project Outcomes Report for the General Public is displayed verbatim as submitted by the Principal Investigator (PI) for this award. Any opinions, findings, and conclusions or recommendations expressed in this Report are those of the PI and do not necessarily reflect the views of the National Science Foundation; NSF has not approved or endorsed its content.

This research examined the role of virtual reality (VR) in decision making, specifically with respect to product design. The ability of VR technology to display 3D models and allow users to naturally interact with the models as if they were physical prototypes presents a new environment for design teams to discuss design decisions early in the design process. This research leveraged VR to create a collaborative design environment which combined both descriptive (visual) and normative (mathematical) approaches to design. This approach enhances decision making among a diverse design team composed of members with distinct areas of specialization by providing many types of visual information within the same design tool. A user study was conducted that evaluated how people would use VR to make decisions about disassembly sequence planning. Results suggest that VR environments enhanced with visual representations of the underlying mathematical models hold strong potential for aiding in early design decision making.

The research also examined the use of virtual reality technology as a communication tool in early design decision making through a case study approach involving a design team from a local company. Observations, interviews, and focus groups were conducted to evaluate the effect of using VR in decision making in early product design. The results clearly show that the team identified design issues and potential solutions that were not identified or verified using traditional computer tools. The design changes that were the outcome of the experience were implemented in the final product design. Finally, participants commented on how the immersive VR environment encouraged an increased sense of team engagement that led to better discussions and fuller participation of the team members in the decision process.

Finally, a user study of industry use of virtual reality in product design was conducted. In total, on-site visits with 18 companies using VR were conducted as well as remote conference calls with two others. Over 62 people across numerous companies from varying disciplines and perspectives were interviewed. The results of that study indicate that VR is being actively used in a number of industries to support decision making and enable innovation. Some of the common use cases include visibility/viewability, ergonomics/reachability, packaging, aesthetic quality/craftsmanship, storytelling, and abstract data visualization. One of the most commonly cited benefit of using VR in decision making is its ability to facilitate communication among design team members early in the design process, leading to better designs and fewer design changes throughout the design process.

Several undergraduate and graduate students were supported by this grant. Working on this research gave them increased insight into VR technology and its use in decision making in product design. Students authored journal papers and presented at conferences as a result of this research grant.

Throughout the project, several outreach activities served to broaden the impact of the research. Specifically, VR was used in both engineering and industrial design courses. In these courses, students work in teams to design products. Students were introduced to the technology and encouraged to use the technology as a decision making tool during the design process. During one semester, engineering and industrial design students were put on teams together and asked to critique a design using VR tools. Here again, students commented on the enhanced ability to communicate ideas that the VR technology supports.

 


Last Modified: 10/13/2015
Modified by: Judy M Vance