Daimler-Benz News from May 9, 1995

Daimler-Benz Intends to Use
Virtual Reality to Get
Products to Market Quicker

"Virtual Prototyping System"
presented at CAT

Comments by Stefan Drozkowski, Director of Virtual Systems, Daimler-Benz Aerospace AG (DASA), Munich, at the presentation of the "Virtual Prototyping System" at CAT '95 in Stuttgart on May 9, 1995

Stuttgart, May 9, 1995
Virtual reality (VR) and cyberspace are buzz words which have raised great expectations among the public - with justification. Behind these concepts is a technology which truly does open up new worlds to people.

In virtual reality, an extremely powerful computer generates three-dimensional environments, which are then presented to the viewer as an image of a "real" world. This form of representation would be virtually impossible without the data helmet - a piece of headgear containing two liquid-crystal displays (LCD) or special picture tubes. The images produced by these displays and tubes change as the viewer moves his head, thus conjuring up the impression of a real environment. Interestingly, 80% of all the information a person has about his environment is perceived via the eyes. Another indispensable tool for "manufacturing" virtual reality is the data glove: the image of the data glove or the hand, including their movements, is integrated into the artificial world. This reinforces the "realism" of VR and permits the "cybernaut" to perform actions such as pushing buttons - at least on a limited scale.

The data helmet, data glove, and the "flying joystick" represent a new generation of interface technology, which has been adapted to suit human sensory capabilities. Modern graphics computers manipulate the quantities of data necessary to convey realistic impressions of the computer world in real time. Sensors follow every movement. The human no longer sits at the computer but "in" the computer.

Virtual reality - a technology with tremendous potential

VR is creating undreamed-of new markets and fields of work. Entertainment and multimedia are introducing virtual reality to all aspects of life. "Information superhighways" and new generations of computers provide high data transfer capacities and processing speeds - making possible VR trips to virtual department stores or amusement parks, for example, via home terminals. It is safe to assume that in ten years, VR systems will be as common in the home as the video recorder is today.

People will "travel" great distances to interdisciplinary meetings in virtual rooms, where they will gather round to work on a virtual product. Project communications will be possible over great distances, thus facilitating international cooperation.

Innovation through creativity is more important than ever. Virtual reality creates an essentially new prerequisite for the effective utilization of creative potential. Three dimensional representation, dynamic simulations, and the possibility of interaction greatly improve the human operator's ability to do his job, particularly when it comes to recognizing, shaping, and communicating.

First applications

At present, it is impossible to evaluate the full potential of virtual reality. One thing is, however, certain: the quality and richness of detail of the images will improve with increasing computer power, enabling virtual reality to move into practically every aspect of our daily life.

A number of applications for virtual reality have already been pinpointed, some of which have already found their way into initial products:

  • VR "walkabouts" in virtual buildings and the study of new architecture are far more effective than working with drawings as is commonly done today;

  • products can be designed without having to make a "real" model;

  • by representing virtual production facilities, processes can be optimized.
  • In addition, virtual reality will certainly have dramatic effects on training, instruction, sales, and marketing in the future. In a very general sense, VR will play a significant role as an aid to communication.

    Virtual reality in the Daimler-Benz Group

    Daimler-Benz is already using virtual reality in its work in these fields. In research, the current emphasis is on the support of virtual product development, telerobotics, ergonomics, and the spatial design of automobiles. For example, attempts are being made to use VR to optimize the design of the passenger compartment by equipping "guinea pig" drivers and passengers with data helmets and data gloves. The test persons climb into a vehicle which doesn't actually exist yet. The computer can change everything from the color to the shape of the vehicle.

    If Germany is to remain an attractive manufacturing location, it will have to react faster to changes in the market: in particular, the development time required to make a product ready for market will have to be reduced. In both design and assembly planning, VR components are helping improve product manufacture. The Daimler-Benz Group already has a tradition of using simulation technology as a tool - training simulators in aviation and railroad technology have made use of 3-D visualization technology for a number of years now. Within the Eurofighter consortium, for example, new components are first tested in the simulator before they are actually manufactured and installed in the aircraft. The Daimler-Benz driving simulator in Berlin has been using near-perfect simulation technology for ten years. Here, experiments which could never be performed in reality - for example, with exhausted drivers - can be conducted without risk to life or limb.

    The "Virtual Prototyping System"

    The Business Development Division at Daimler-Benz Aerospace AG (DASA) is currently collaborating with the Fraunhofer Institute for Workplace Management and Organization in Stuttgart to develop a virtual prototyping system which is scheduled to be marketed as a series-ready product beginning in 1996. As far as such applications are concerned, 3-D scanning, the development of VR model worlds, and the assembly of VR systems have already been realized and are available today.

    Virtual prototyping is the rapid conceptualization and design of products with the help of a VR system. The use of CAD or a 3-D scanner to transpose real models into an "artificial world" is a particular help for design, layout, and development. The user creates a digital, three-dimensional "construction kit" of his products and prototypes. Everyone involved in the development process can communicate within this virtual prototyping environment.

    A concrete example: in VR, the developer can "walk along" a cable harness and the design engineer can "enter" the engine compartment. Both can conduct an "on site" study of any collisions between mechanical components, carry on discussions with suppliers, and make any necessary modifications. The modifications result in the creation of new data sets which can be used again at any point along the process chain, thus eliminating multiple data entry and time-consuming conversions.

    Designers, draftspersons, and production engineers can consult "in the computer." As a result, the body of an automobile, for example, can be optimized, taking all the various interests into consideration. Wooden models of the products, which often take weeks to construct, have had their day.

    As you can see, the benefits of this tool lie in the fact that the user can greatly accelerate the product design and development process. As a consequence, a company can sell more successfully, manufacture prototypes more quickly, and produce alternative product options more cost-effectively.

    Finally, I would like to mention the Daimler-Benz Interservices (debis) stand - Hall 5, Stand 114 - where multimedia in the CAD/CAM field is being presented.

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