O'Reilly logo

Stay ahead with the world's most comprehensive technology and business learning platform.

With Safari, you learn the way you learn best. Get unlimited access to videos, live online training, learning paths, books, tutorials, and more.

Start Free Trial

No credit card required

Virtual Engineering

Book Description

This book offers a quick overview of the most cutting-edge uses of the computer in engineering design, 'virtual testing,' and 'virtual applications.' Readers will find clearly illustrated, well-documented case examples that help to bring the abstractions of computer simulation to meaningful practical reality. Contributing authors from a wide variety of engineering disciplines-from both academia and industry-bring a full perspective to what is new in the use of computer-based engineering design. Readers will find: --' New case studies on Virtual Prototyping, Virtual Reality training systems for Industrial maintenance, and virtual design for biomedical applications --' Breaking new developments on using touch-based computer tools like the 'virtual movement' glove --' A novel study on use of Virtual Engineering for globally dispersed engineering teams on collaborative projects.

Table of Contents

  1. Cover Page
  2. Title Page
  3. Copyright
  4. Contents
  5. Preface
  6. 1 Virtual Prototyping in Engineering
    1. 2.1 Virtual Prototyping in Emerging Domains
    2. 2.2 VR in Bioengineering
  7. 2 Touch-Based Interactive NURBS Modeler Using a Force/Position Input Glove
    1. 1.1 Prior Research
    2. 1.2 Design of the Input Device
    3. 1.3 Sculpting on a NURBS Object
    4. 1.4 Editing the NURBS Surface With the ModelGlove
    5. 1.4.2 The Software Implementation
    6. 1.5 Model Interface to Commercial NURBS System
  8. 3 VR-Based Product Maintenance Training Systems
    1. 5.1 A Virtual Lab for Product Maintenance Training
    2. 5.2 UHT Operation and Maintenance Training
  9. 4 Creating Crane-Based Functionality in Virtual Environments to Facilitate Heavy Machinery Assembly Studies
    1. 4.1 Crane Geometry
    2. 4.2 Motion/DOF of the Crane
    3. 4.3 User Interaction With the Crane
    4. 4.4 User Interaction With the Part After It Is Attached to the Crane
    5. 5.1 Modeling the Double-Pendulum Movement of the Crane
    6. 5.2 Modeling the Pushing Functionality
  10. 5 An Efficient and Scalable Haptic Modeling Framework for Needle-Insertion Simulation in Percutaneous Therapies Training System
    1. 3.1 System Requirements
    2. 3.2 Haptic Modeling
    3. 5.1 Ultrasound-Guided Organ Biopsy Simulation
  11. 6 Virtual Exercise Environment for Participation and Adherence of People With Disabilities
    1. 2.1 Make Exercise More Enjoyable and Less Repetitious
    2. 2.2 Easily Set and Track Exercise Participation and Training Goals
    3. 2.3 Provide Opportunities for Individuals to Engage in “Virtual” Competition
    4. 3.1 Software
    5. 3.2 Augmented Reality Hardware
  12. 7 Telerobotics Technologies for Virtual/Remote Manufacturing
  13. 8 Barriers to Collaboration in Global Teams: A Case Study
    1. 2.1 Company Characteristics
    2. 2.2 The Situation History
    3. 4.1 The Increasing Prevalence of Virtual and Global Teams
    4. 4.2 Challenges of Virtual and Global Teams
    5. 4.3 Advantages of Face-to-Face and Colocated Teams
    6. 5.1 Special Properties of the Design Process
    7. 5.2 Design Team Composition
    8. 5.3 The Role of Ad Hoc Consultants
    9. 6.1 Interpersonal Barriers
    10. 6.2 Systemic Barriers
  14. Index