From simulation to VR based simulation and testing
This papers presents, using Virtual Reality (VR), simulation, through product lifecycle that would provide design of better new products. Using comprehensive VR product simulation for new products, from design, manufacturing, and maintenance to the end-user and recycle state, allows not only makers but also the end-users to test the virtual products. By providing feedback, it also reduces design and production errors and contributes for better final products. In addition, the same VR product simulation can be used for training, virtual user manual, virtual repair maintenance, and for disassembly before recycle. A framework for building VR simulation for designed products is described and working application examples are provided. An implementation of the VR simulation applications for usage with extensive range of computation platforms and devices is presented.
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I'm not sure about your analysis of "VR for broad consumption." As I understand it, CGI animators increasingly use some physics to help with complex scenes. In games, what do you mean by "all paths and motion are still scripted as in movies" - that doesn't seem quite right. While it is true that many games are still mission based, I'd say that more and more games allow for an approach to playing that is much more free. One of Rockstar described GTA as "like Elite, but in a city." These open games rely on a very VR like world. Scripting largely vanishes in online gaming. With users replacing the AI, the requirement of the game engine becomes more related to just providing the physics. Of course, in gaming that physics may not be the physics of the real world.
Gaming is a massive, massive, industry. It's not a coincidence that VRML has stalled, while Quake has been used in architectural modelling. The distinction between game and simulation can be slight, "Full Spectrum Warrior" is based on a US military simulation. Their focus has moved from graphics, to the AI of the characters. It seems that people can accept thing that don't look photo-realistic, as long as they behave realistically. That brings us back to physics I suppose.
I'm impressed with the way that a bolted on cover gets bolted on. As more and more complex physics can be simulated, then I look forward to your developments towards virtual beta testing of real products.