Applications of Virtual Reality in Engineering and Product Design: Why, What, How, When and Where
<p>PRISMA diagram showing the selection process of relevant documents describing VR applications in design.</p> "> Figure 2
<p>Number of gathered sources describing VR applications in design grouped in terms of the first affiliated country of corresponding authors.</p> "> Figure 3
<p>Number of VR applications in design evaluated in terms of the publication years of the reference scientific sources.</p> "> Figure 4
<p>Historic and geographic distribution of the collected sources describing VR applications in design.</p> "> Figure 5
<p>Number of sources illustrating specific design functions that are explicitly supported by VR technologies distributed among the last three decades.</p> "> Figure 6
<p>Distribution of the number of applications of specific VR technologies supporting specific design functions.</p> "> Figure 7
<p>Use of supporting tools in VR applications in design and their distribution against design functions and reference VR technologies.</p> "> Figure 8
<p>Product categories used in VR applications in design and their distribution across decades and design functions.</p> ">
Abstract
:1. Introduction
- The birth of virtual reality technologies was in the late 1960s, where the developed devices were rudimentary and users enjoyed very limited freedom of movement. The first development steps targeted the creation of immersive experiences; however, the resulting scholarly debate about the chances offered by VR was extremely limited in the years that followed the launch of the technology.
- Major steps to reach technological maturity took place in approximately the 1990s when, simultaneously, several studies and reviews were carried out. In particular, advancements in computing technology and 3D software enabled the evolution of simple CAD models to three-dimensional models integrated in a virtual environment (VE). According to Berta [2], providing a more interactive and immersive visualization of the models boosted the development of VR software and hardware, with consequent increasing interest in this technology. Despite the amount of research, VR was not yet mature enough for extensive applications [3], which gave rise to scholars’ misalignments about its actual benefits. Indeed, Adam [4] and Lu et al. [5] claimed that “VR almost works”, implying that it was not ready to be implemented in real case studies because of it being too expensive for intensive industrial application. On the other hand, other studies revealed that VR and similar technologies were on the verge of larger adoption in industry to improve productivity and to reduce costs [6].
- After 2000, a more intense exploration phase began, albeit with limitations to large-scale adoption due to the cost and usability of the hardware. In fact, VR reached a sufficient level of maturity for applications in industry and in the engineering field, but its diffusion was still restricted to the experimental environment [7].
- The last phase is the expansion with full maturity of VR due to the reduction of costs [8,9] that happened after 2010. As a result, this technology not only started being used in the most predictable areas, such as gaming, but it also extensively spread to the medical, military [10], sport [11], educational [12], and astronomical [13] fields, among others.
2. Background and Objectives
- The diffusion of VR in design research over the years and in relation to the phases of VR development outlined in Section 1.
- The distinguishable design functions supported by VR in the design process and, in particular, the extent to which VR is still underexploited in early design phases, as put forward by Coburn et al. [30]. In this respect, a larger number of contributions for a specific design function might indicate higher attention and major usefulness; as such, the degree of research intensity in various design areas will be considered a proxy of VR’s maturity, reliability, and benefits, in line with, e.g., [31].
- The extent to which supporting tools are leveraged in conjunction with VR in design activities, which has been a main source of scholarly misalignment in the present section.
- The typology of products that are mostly designed when VR is involved, which, in the authors’ view, has been not sufficiently focused on in previous review works. This aspect might be relevant because of the opportunity to capture the variety of design and engineering domains in which VR has been applied, which, in line with Section 1, can be considered a proxy of VR’s maturity.
3. Gathering of Relevant Sources Describing the Application of Virtual Reality in Design
- A group of terms ascribable to virtual reality technology, e.g., “Virtual Reality”, “VR”, “immersive reality”, “immersive environment”, and “virtual prototyping”.
- A group of terms referring to the design domain, e.g., “design”, “product development”, and “user experience”.
- The documented and unambiguous use of VR technologies; for instance, studies that just cite or theoretically discuss the employment of VR were discarded. In addition, papers were excluded when they claimed to involve immersive VR but, after a careful analysis, the technology was determined to be not immersive.
- Their focus on design; here, the term “design” encompasses those product development activities described in established descriptions of design processes [32], along with their management and scientific/academic divulgation. Therefore, the mere use of VR in industry, e.g., the enhanced visualization of manufacturing facilities by means of VR, was not considered a sufficient inclusion criterion, as no design-related activity was actually supported. Markedly, this led us to select relevant contributions within the domain of engineering and product design, which represent the backbone of design fields according to the framework by Dykes et al. [33]. More specifically, the field of research was limited to what can be creatively designed and subsequently manufactured. For instance, while novel decorative architectural elements were considered relevant, this did not apply to the organization of environments, spaces, or the arrangement of standard furniture parts in rooms. These inclusion/exclusion criteria favored the subsequent classification of product typology undergoing design supported by VR.
4. Materials and Methods
- The design functions supported by VR technologies.
- The involved VR technologies.
- The presence of supporting tools or complementary technologies.
- The categories of people who use VR in the experiment.
- The typology of products designed in the experiments.
- Whether VR technology is compared to traditional design tools.
4.1. Design Functions Supported by VR Technologies
4.2. VR Technologies Involved
4.3. Presence of Supporting Tools
4.4. Typology of Products Designed in the Experiments
4.5. Comparison of VR Technologies to Traditional Design Tools
4.6. List of Gathered Contributions and Classification Thereof
5. Results and Comments
5.1. Diffusion of Virtual Reality in Design-Related Applications
5.2. Design Functions Supported by Virtual Reality
5.3. Design Functions Supported by Specific Virtual Reality Devices
5.4. Supporting Tools Involved in VR Applications in Design
5.5. Product Categories Involved in VR Applications in Design
6. Conclusions
- While VR was confirmed to be potentially useful in the whole design process, from early to detailed phases and subsequent product evaluation, the benefits of using VR as a tool favoring participatory design and design education have been not specifically focused on hitherto.
- Considerable growth of VR applications in design took place in the 2000s, when Europe superseded the Americas as the leading geographic area with regard to pertinent publications describing said applications.
- The claimed overlooking of the potential of VR in the early design phases can be considered overcome as the maturity of VR technologies has evolved over time.
- Specific VR technologies cannot be considered as being directly ascribable to definite design functions, as a large number of combinations of these two classes were identified. However, the preferential use of certain kinds of devices in specific design circumstances seems inferable from the figures, e.g., the intensive employment of HMD for virtual prototyping and product evaluation.
- Supporting tools have proven relevant for the effective use of VR in design. For instance, haptic systems can be considered established in design-related applications.
- The functional and emotional dimensions of products involved in VR applications in design were studied. Vehicles, which are inherently characterized by both dimensions, represent a relevant share of products in play in these applications, as opposed to other kinds of products traditionally referred to as industrial design. A significant relation was found between categories of products and design functions. However, such a relation could be of general scope and not restricted to VR-supported applications.
Funding
Conflicts of Interest
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Phase | Time | Illustrative System | Achievements | Scopes Served | Limitations |
---|---|---|---|---|---|
1 | 1960s–1980s | Damocles’ Sword | First computer-connected headsets | Engineering simulations | Limited movement freedom for the user |
2 | 1990s | Cave automatic virtual environment (CAVE) | First immersive rooms | Extension to gaming | Bulky, costly, and uncomfortable hardware |
3 | 2000s | SAS Cube (SAS3) | First PC-based cubic room; panoramic views | Experimental activities; Internet-based applications | Usability issues tackled in a period featured by wide exploration of the technology |
4 | 2010s | HTC Vive, Oculus Rift | Improved ergonomics and significantly lowered costs | Diffusion and employment in many disciplines and fields of human activity | Time-consuming preparation of projects with acceptable graphics |
Macro-Categories | Sub-Categories and Design Activities Included |
---|---|
1. Early phases | Creative design phases (mainly supported through virtual sketching), individual brainstorming, concept development |
2. Co-design | Group brainstorming, collaboration in the simulations, assessment and re-design of a project, sharing models and data |
3. 3D modelling | Virtual clay modeling, detailed/concept immersive sketching/geometric manipulation and visualization |
4. Virtual assembly and prototyping, mechanical simulation, finite element method (FEM) | Control operations and simulations to verify whether the design and the assembly/disassembly of the parts work, finite element analysis, 3D human model simulations and ergonomic evaluations |
5. Product Evaluation | Evaluation of the virtual prototype, gathering of users’ feedback (reactions and experience/preferences of product variants) |
6. Educational purposes | Supporting the learning process of students dealing with design issues |
Technology Used for Visualization | Devices |
---|---|
Head-mounted displays (HMD) | Oculus Rift, HTC Vive (Headset + controllers) or similar, TiciPrep/TiciView (Headset), Microsoft™ Hololens™ |
CAVE or similar | CAVE system and other technologies which involve a large field of view and 3D glasses for visualization, Cyviz (rear-projected wall display) |
Desktop VR with stereo glasses | Desktop VR with stereoscopic glasses for a three-dimensional view |
Unspecified VR system | Unknown/ unspecified VR system and adopted devices for mixed reality mock-ups |
Other | OpenRT (Open Ray-Trace) techniques, AutoEval interface, two stereo, VirDe, stereoscopic screen with collocated motion parallax which renders the visual experience logical and realistic, V.R.A.D.U., WorldViz VR devices, Photographed VRs, Ramsis system, SATIN system |
Supporting Tools for Interaction | Devices |
---|---|
Hands controller | HTC Vive hands controllers, FlyStick (a 3D pen), Virtual pencil, Wii remote, pliers tool, two-handed Bezier tool, stylus, wand |
Interaction gloves | CyberGlove, Pinch gloves, Mattel PowerGlove TM, Immersion CyberTouch |
Sound inputs and/or outputs | Voice recognition, audio output, stereo speakers |
Haptic systems (haptics) | Phantom haptic force devices, free force haptic systems, tactile feedback, haptic feedbacks in general, 3D mouse, spaceball mouse, real objects (e.g., chairs or steering wheels, pedals, vibrating elements in driver’s seat), VirtuoseTM6D35-45 haptic device |
Motion tracking devices | Head motion tracker/hand motion tracker, head-repositioning device, leap motion |
Traditional control devices | Keyboard, mouse, joysticks, gamepads, touch screens |
Biometric instruments | Eye Tracking, Galvanic Skin Response, OptiTrack optical tracking system |
None/unspecified | No supporter device was used |
Other | Projector, spherical mirrors, spherical screen, digital tablet, and drawing support |
Products | What Was Included |
---|---|
Nonfunctional products and exhibits | Consumer goods with a predominant aesthetic dimension |
Industrial products | Consumer goods with relevant aesthetic and functional dimensions |
Mechanical products | Machines, mechanical systems, and functional products with negligible aesthetic dimensions |
Vehicles | Vehicles and parts of vehicles |
Source | Year | Country | Design Function | VR Technology | Supporting Tools | Product Category | Comparison to Traditional Design Tools |
---|---|---|---|---|---|---|---|
Butterworth et al. [35] | 1992 | USA | 3D Modelling | HMD | Traditional control | Nonfunctional | |
Kameyama [36] | 1997 | Japan | 3D Modelling | Desktop VR | Haptics | Mechanical | |
Dani and Gadh [37] | 1997 | USA | 3D Modelling | Desktop VR | Gloves & Sound | Nonfunctional | |
Jayaram et al. [38] | 1997 | USA | Virtual Prototyping | HMD | Motion tracking & Gloves & Haptics | Mechanical | |
Lehner and DeFanti [39] | 1997 | USA | Co-design & Virtual Prototyping | CAVE | Hands controller & Motion tracking | Vehicles | |
Yeh and Vance [40] | 1998 | USA | Virtual Prototyping | HMD | Gloves | Mechanical | |
Purschke et al. [41] | 1998 | Germany | 3D Modelling & Virtual Prototyping | Other | None/unspecified | Vehicles | |
Evans et al. [42] | 1999 | USA | Evaluation | Desktop VR | Gloves | Mechanical | x |
Jayaram et al. [43] | 1999 | USA | Virtual Prototyping | HMD | Motion tracking & Gloves & Haptics | Mechanical | |
De sa and Zachmann [44] | 1999 | Germany | Virtual Prototyping | HMD | Sound & Gloves | Vehicles | |
Achten et al. [45] | 2000 | The Netherlands | Education & 3D Modelling | Unspecified | None/unspecified | Nonfunctional | |
Ryken and Vance [46] | 2000 | USA | Virtual Prototyping | CAVE | Hands controller & Gloves | Mechanical | |
Impelluso and Metoyer-Guidry [47] | 2001 | USA | Education | Desktop VR | Traditional control | Mechanical | |
Kraal and Vance [48] | 2001 | USA | 3D Modelling | HMD & Desktop VR | Traditional control & Gloves | Mechanical | |
Fiorentino et al. [49] | 2002 | Italy | Early phases | Desktop VR | None/unspecified | Vehicles | |
Wickman and Söderberg [50] | 2003 | Sweden | Co-design & Virtual Prototyping | Desktop VR | None/unspecified | Vehicles | |
Choi and Chan [51] | 2003 | China | Virtual Prototyping | Desktop VR | None/unspecified | Nonfunctional | |
Mäkelä et al. [52] | 2004 | Finland | Early phases | CAVE | Hands controller | Nonfunctional | |
Bochenek and Ragusa [53] | 2004 | USA | Co-design | CAVE | Motion tracking & Traditional control | Mechanical | x |
Moreau et al. [54] | 2004 | France | Virtual Prototyping | HMD | Haptics | Vehicles | |
Choi and Chan [55] | 2004 | China | Virtual Prototyping | Desktop VR | None/unspecified | Nonfunctional | |
Krause et al. [56] | 2004 | Germany | Early phases & 3D Modelling | CAVE | Hands controller | Industrial | |
Söderman [57] | 2005 | Sweden | Evaluation | CAVE & HMD | Haptics | Vehicles | |
Ye et al. [58] | 2006 | UK | Early phases & 3D Modelling | Desktop VR | Haptics & Traditional control | Nonfunctional | |
Pappas et al. [59] | 2006 | Greece | Co-design & Virtual Prototyping | Unspecified | None/unspecified | Nonfunctional | |
Schilling et al. [60] | 2006 | Germany | Virtual Prototyping | HMD | Hands controller | Mechanical & Nonfunctional | |
Bordegoni et al. [61] | 2006 | Italy | Co-design & Evaluation | HMD | Haptics & Motion tracking | Industrial | |
Keefe et al. [62] | 2007 | USA | Early phases | Desktop VR | Haptics | Nonfunctional | |
Dorta [63] | 2007 | Canada | Early phases | Other | Other | Vehicles | |
Zhang et al. [64] | 2007 | USA | Co-design & 3D Modelling | CAVE | Haptics | Vehicles | |
Naef and Payne [65] | 2007 | UK | Evaluation | Other | Gloves & Sound | Industrial | |
Ye et al. [66] | 2007 | UK | Evaluation | Desktop VR | Haptics | Industrial | |
Mahdjoub et al. [67] | 2007 | France | Virtual Prototyping | Other | Motion tracking & Sound & Gloves | Mechanical | |
Choi and Cheung [68] | 2008 | China | Co-design | Desktop VR & CAVE | None/unspecified | Nonfunctional | |
Tideman et al. [69] | 2008 | The Netherlands | Evaluation | Unspecified | Haptics & Traditional control | Vehicles | |
Park et al. [70] | 2008 | Korea | Evaluation | HMD & Desktop VR | Sound | Industrial | |
Van Der Voort and Tideman [71] | 2008 | The Netherlands | Evaluation | Unspecified | Haptics & Traditional control | Vehicles | |
Israel et al. [72] | 2009 | Germany | Early phases | CAVE | Hands controller | Industrial | |
Ingrassia and Cappello [73] | 2009 | Italy | 3D Modelling & Virtual Prototyping | Mechanical | Hands controller | Mechanical | |
Yan et al. [74] | 2009 | China | 3D Modelling | Unspecified | Haptics | Vehicles | |
Sung et al. [75] | 2009 | UK | Virtual Prototyping | HMD | Gloves | Mechanical | |
Lanzotti et al. [76] | 2009 | Italy | Evaluation | Unspecified | None/unspecified | Vehicles | |
Raposo et al. [77] | 2009 | Brazil | Virtual Prototyping | Unspecified | None/unspecified | Mechanical | |
Bruno et al. [78] | 2009 | Italy | Virtual Prototyping | Unspecified | Traditional control | Mechanical | |
Chen et al. [79] | 2010 | China | 3D Modelling | Unspecified | Haptics | Nonfunctional | |
Bordegoni et al. [80] | 2010 | Italy | 3D Modelling | Other | Haptics | Industrial | |
Wang and Dumont [81] | 2011 | France | Virtual Prototyping | Unspecified | Haptics | Mechanical | |
Abulrub et al. [82] | 2011 | UK | Virtual Prototyping & Education | CAVE | None/unspecified | Mechanical | |
Noon et al. [83] | 2012 | USA | Co-design & 3D Modelling | CAVE | Sound & Traditional control | Vehicles | |
Toma et al. [84] | 2012 | Romania | 3D Modelling & Virtual Prototyping | CAVE | Gloves & Biometric & Sound | Mechanical | x |
Makris et al. [85] | 2012 | Greece | Co-design & Virtual Prototyping | Unspecified | None/unspecified | Vehicles | |
Lau [86] | 2012 | China | Early phases & Education | Unspecified | None/unspecified | Nonfunctional | |
De Araùjo [87] | 2012 | Portugal | Early phases & 3D Modelling | Unspecified | Motion tracking & Sound | Nonfunctional | |
Israel et al. [88] | 2013 | Germany | Early phases | CAVE | Hands controller | Nonfunctional | |
Grajewski et al. [89] | 2013 | Poland | Virtual Prototyping | CAVE | Haptics | Mechanical | |
Bordegoni and Ferrise [90] | 2013 | Italy | Evaluation | CAVE | Haptics & Sound | Industrial | |
De Araùjo [91] | 2013 | Portugal | Early phases & 3D Modelling | Unspecified | Motion tracking & Sound | Nonfunctional | x |
Backhaus et al. [92] | 2014 | Germany | Evaluation | Unspecified | Haptics | Vehicles | |
Rentzos et al. [93] | 2014 | Greece | Evaluation | HMD | Gloves & Motion tracking | Vehicles | |
Villagrasa et al. [94] | 2014 | Spain | Education | HMD | None/unspecified | Nonfunctional | |
Marks et al. [95] | 2014 | New Zealand | Virtual Prototyping & Evaluation | HMD | Motion tracking & other | Vehicles | x |
Grajewski et al. [96] | 2015 | Poland | Education | CAVE | None/unspecified | Industrial | |
Bharathi and Tucker [97] | 2015 | USA | Education | HMD & Desktop VR | Traditional control | Industrial | |
Rojas et al. [98] | 2015 | Spain | Evaluation | CAVE | Biometric | Nonfunctional | |
Zhang et al. [99] | 2015 | China | Evaluation | Unspecified | Motion tracking | Vehicles | |
Rieuf et al. [100] | 2015 | France | Early phases | Unspecified | Biometric & Motion tracking | Nonfunctional | x |
Freeman et al. [101] | 2016 | USA | 3D Modelling | Unspecified | None/unspecified | Mechanical | |
Górski et al. [102] | 2016 | Poland | Evaluation | HMD | Motion tracking & Traditional control | Vehicles | |
Kovar et al. [29] | 2016 | Czech Republic | Virtual Prototyping | CAVE | Haptics | Mechanical | |
Rieuf et al. [103] | 2017 | France | Early phases & Virtual Prototyping | Other | Hands controller & Biometric | Industrial | |
Wolfartsberger et al. [104] | 2017 | Austria | Virtual Prototyping | HMD | None/unspecified | Mechanical | |
Valencia-Romero and [105] | 2017 | USA | Evaluation | HMD | Traditional control | Nonfunctional | |
Berg and Vance [106] | 2017 | USA | Co-design & Virtual Prototyping | CAVE | Hands controller & Biometric | Mechanical | |
Eroglu et al. [107] | 2018 | Germany | Early phases | CAVE | Motion tracking & Hands controller & Traditional control | Nonfunctional | |
Guo et al. [108] | 2018 | China | Virtual Prototyping | CAVE | Motion tracking & Traditional control | Vehicles | |
Song et al. [109] | 2018 | New Zealand | Early phases | Unspecified | None/unspecified | Nonfunctional | |
Rogers et al. [110] | 2018 | Canada | Evaluation | Other | Hands controller | Vehicles | |
Elbert et al. [111] | 2019 | Germany | Evaluation | HMD | Hands controller | Nonfunctional | x |
Kato [112] | 2019 | Japan | Evaluation | HMD & Other | Hands controller | Vehicles | x |
Jayasekera and Xu [113] | 2019 | New Zealand | Virtual Prototyping | HMD | Motion tracking | Mechanical | |
Wolfartsberger [23] | 2019 | Austria | Virtual Prototyping | HMD | None/unspecified | Mechanical | |
Riegler et al. [114] | 2019 | Austria | Evaluation | HMD | Hands controller & Motion tracking & Haptics & Sound | Vehicles | |
Violante et al. [115] | 2019 | Italy | Evaluation | Unspecified | Haptics | Nonfunctional | |
De Crescenzio et al. [116] | 2019 | Italy | Evaluation | HMD | None/unspecified | Vehicles | |
Guo et al. [117] | 2020 | China | Virtual Prototyping | CAVE | Motion tracking & Traditional control | Mechanical | x |
Lukačević et al. [118] | 2020 | Denmark | Virtual Prototyping | HMD | Hands controller | Mechanical & Nonfunctional |
Supporting Tools for Interaction | Number of VR Applications in Design |
---|---|
Hands controller | 16 |
Interaction gloves | 13 |
Sound inputs and/or outputs | 11 |
Haptic systems (haptics) | 22 |
Motion tracking devices | 18 |
Traditional control devices | 15 |
Biometric instruments | 5 |
None/unspecified | 20 |
Other | 2 |
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Berni, A.; Borgianni, Y. Applications of Virtual Reality in Engineering and Product Design: Why, What, How, When and Where. Electronics 2020, 9, 1064. https://doi.org/10.3390/electronics9071064
Berni A, Borgianni Y. Applications of Virtual Reality in Engineering and Product Design: Why, What, How, When and Where. Electronics. 2020; 9(7):1064. https://doi.org/10.3390/electronics9071064
Chicago/Turabian StyleBerni, Aurora, and Yuri Borgianni. 2020. "Applications of Virtual Reality in Engineering and Product Design: Why, What, How, When and Where" Electronics 9, no. 7: 1064. https://doi.org/10.3390/electronics9071064