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Coloquim 161002173724 PDF
Coloquim 161002173724 PDF
Coloquim 161002173724 PDF
VIRTUAL MANUFACTURING
By
ANURAG CHAUDHARY
(Registration No – 2015PR02)
M.Tech. III Semester (P
PRODUCTION ENGINEERING)
Under The Guidance
Of
Dr. Audhesh Narayan
Submitted to the
ACKNOWLEDGEMENTS
It is a great pleasure to express my sincere gratitude and profound regards to Dr. Audhesh Narayan,
Assistant Professor, Mechanical Engineering Department, MNNIT Allahabad, for his constant
encouragement, valuable guidance and help during the entire course of the work. Words are insufficient to
acknowledge the keen interest taken by him in all aspects of the present work.
I would also like to acknowledge the useful resources of the MNNIT Central Library.
Date:
Anurag Chaudhary
(Reg. No.- 2015PR02)
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ABSTRACT
Virtual Manufacturing system is a computer system which can generate the same
information about manufacturing system„s structure, states and behaviours as we
can observe in real manufacturing systems. Virtual realit y and virtual
manufacturing often concent rate on an interface between VR technology and
manufacturing and production theory and practice. In terms of manufacturing
education, virtual concept is expected to be more safet y, relevant and cost effective
than physical one. It is our belief that the d irection of evolution of manufacturing
theory and practice will become clearer in the future once the role of VR
technology is understood better in developing this interface.
This report describes the Virtual Manufacturing S ystem a virtual world consisting
of a machine shop in which engineering components can be made. The mechanisms
and processes of their manufacture are recorded so that those mechanisms and
processes can be carried out subsequently on real computer -numericall y-controlled
machine tools.
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CONTENT
I. ACKNOWLEDGEMENTS i
II. ABSTRACT ii
III. LIST OF TABLES iv
IV. LIST OF FIGURES iv
1. INTRODUCTION 1
9. APPLICATIONS OF VM 25-28
10. FUTURE RESEARCH DIRECTION 29
11. CONC LUS ION 30
12. REFERENCES 31-32
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LIST OF TABLES:
Table I: Overview of Simulation Tools 17
Table II: Factors of Virtual Manufacturing 20
LIST OF FIGURES:
Figure 1: Virtual Manufacturing 10
Figure 2: Virtual Manufacturing Objectives, Scope And Domains 11
Figure 3: Role of Virtual Manufacturing System 18
Figure 4: Academic Research Versus Industrial Tools 22
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CHAPTER-1
INTRODUCTION
The natural instinct of an engineer who wants to make a new device is to go to a
workshop, find some scrap aluminium or mild steel, and to machine up what is
required. The engineer will do this by eye where dimensions are not critical, and by
measurement where they are. He or she will make mistakes of course - holes may be
drilled in th e wrong place initiall y or, more seriousl y, material may be cut which is
subsequentl y needed to support some other part of the component. But eventuall y a
rough hack at a protot ype will emerge [ 1 ] .
The idea of our Virtual Manufacturing System is to allow de signers to follow that
instinct, but with the added luxury of cost -free second thoughts. The system is a
virtual world representing a machine shop in which engineering components can be
made and, almost as importantl y, unmade. This is to say that time can be reversed
to obliterate mistakes, material reappearing to fill erroneous cavities unlike the way
it so inconvenientl y doesn't in real life. Many people have produced simulation
s ystems that will replay a pre -determined sequence of machining operations in side
a computer, but we are not aware of any full y -interactive system that is intended to
be a source of such operations, and which is intended to be used by designers as a
design s ystem [ 2 ] .
The main aim of this report is briefl y but completel y describe the main features of
the virtual realit y technology systems and describe new view to this area - Virtual
Manufacturing. Virtual Manufacturing use of a virtual reality systems for the CAD
of components and processes for manufacturing - for viewing 3D engine ering
models to be passed to NC machines for real manufacturing. a lot of tasks in
manufacturing systems have been transferred from workshops into computer
s ystems and large parts of activities are considered to be carried out as information
processing wit hin computers. For example, drafting papers and pens had been
replaced with CAD (computer aided design) system. Up -to late 1970s, NC part
programming performed at operating panel of NC controllers had been mainl y
substituted by CAM (computer aided manufact uring) software nowadays. Virtual
Realit y is technology for presentation of complicated information, manipulations
and interactions of person with them by computer. Method of dialogue of person
with computer is named interface and virtual realit y is newest of row this
interfaces.
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CHAPTER-2
HISTORY OF VIRTUAL MANUFACTURING AND VIRTUAL
REALITY
The most advanced current form of the Computer Aided Manufacturing is Virtual
Manufacturing (VM) based on Virtual Realit y (VR). The concept of Artificial
Realit y appeared already in the 1970s (Miron KRUEGER) and the notion of Virtual
Realit y was introduced by Jaron Lanier (1989). In 1990 the concepts of Virtual
World and Virtual Environments appeared. Virtual realit y is defined as a computer
generated interactive a nd immersive 3D environment simulating realit y.
Let us have a short glimpse at the last three decades of research in virtual reality
and its highlights [ 3 ] :
Sensorama - in years 1960 -1962 Morton Heilig created a multi -sensory simulator.
A prerecorded film i n color and stereo, was augmented by binaural sound, scent,
wind and vibration experiences. This was the first approach to create a virtual
realit y s ystem and it had all the features of such an environment, but it was not
interactive.
The Ultimate Display – in 1965 Ivan Sutherland proposed the ultimate solution of
virtual realit y: an artificial world construction concept that included interactive
graphics, force-feedback, sound, smell and taste.
“The Sword of Damocles” - the first virtual realit y system re alized in hardware,
not in concept. Ivan Sutherland constructs a device considered as the first Head
Mounted display (HMD), with appropriate head tracking. It supported a stereo view
that was updated correctl y according to the user‟s head position and orie ntation.
GROPE - the first protot ype of a force -feedback system realized at the University
of North Carolina (UNC) in 1971.
VIDEOPLACE - Artificial Realit y created in 1975 by Myron Krueger - “a
conceptual environment, with no existence”. In this system the silhouettes of the
users grabbed by the cameras were projected on a large screen. The participants
were able to interact one with the other thanks to the image processing techniques
that determined their positions in 2D screen‟s space.
VCASS - Thomas Furn ess at the US Air Force‟s Armstrong Medical Research
Laboratories developed in 1982 the Visuall y Coupled Airborne S ystems Simulator –
an advanced flight simulator. The fighter pilot wore a HMD that augmented the out -
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the window view by the graphics describing targeting or optimal flight path
information.
VIVED - Virtual Visual Environment Display – constructed at the NASA Ames in
1984 with off-the-shelf technology a stereoscopic monochrome HMD.
VPL - the VP L company manufactures the popular Data - Glove (1985 ) and the Eye
phone HMD (1988) - the first commercially available VR devices.
BOOM - commercialized in 1989 by the Fake Space Labs. BOOM is a small box
containing two CRT monitors that can be viewed through the eye holes. The user
can grab the box, keep it by the eyes and move through the virtual world, as the
mechanical arm measures the position and orientation of the box.
UNC Walkthrough project - in the second half of 1980s at the Universit y of North
Carolina an architectural walkthrough application was developed. Several VR
devices were constructed to improve the qualit y of this system like: HMDs, optical
trackers and the Pixel -Plane graphics engine.
Virtual Wind Tunnel - developed in earl y 1990s at the NASA Ames application
that allowed the observation and investigation of flow -fields with the help of
BOOM and Data Glove.
CAVE - presented in 1992 CAVE (CAVE Automatic Virtual Environment) is a
virtual realit y and scientific visualization system. Instead of using a HMD it
projects stereoscopic images on the walls of room (user must wear LCD shutter
glasses). This approach assures superior qualit y and resolution of viewed images,
and wider field of view in comparison to HMD based systems.
Augmented Reality (AR) - a technology that “presents a virtual worl d that enriches,
rather than replaces the real world”. This is achieved by means of see -through HMD
that superimposes virtual three -dimensional objects on real ones. This technology
was previousl y used to enrich fighter pilot‟s view with additional flight information
(VCASS). Thanks to its great potential – the enhancement of human vision –
augmented realit y became a focus of many research projects in earl y 1990s.
The term Virtual Manufacturing first came into prominence in the earl y 1990s, in
part as a result of the U.S. Department of Defense Virtual Manufacturing Initiative.
Both the concept and the term have now gained wide international acceptance and
have somewhat broadened in scope. For the first half of the 1990s, pioneering work
in this field has be en done by a handful of major organizations, mainl y in the
aerospace, earthmoving equipment, and automobile industries, plus a few
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CHAPTER-3
VIRTUAL REALITY TECHNOLOGIES
Virtual Realit y is technology for presentation of complicated information,
manipulations and interactions of person with them by computer. Method of
dialogue of person with computer is named interface and virtual realit y is newest of
row this interfaces. After applications of virtual realit y in area of computer games
are rise need to exercise these technologies in industry. Main areas of using of
virtual projecting and protot yping are automotive and air industry in this time.
Virtual projecting as very perspective method must by using in area of projecting of
manufacturing systems, too.
Historicall y, virtual realit y has entered into the public awareness as medial toy with
equipment "helmet -glove", which was preferentiall y determined for wide public and
the price of this system had also to correspond to this fact, so price could not be
very high. As follows, the producers of virtual realit y systems have aimed at
developing and providing of the systems for data collecting and anal yzing and
s ystems supporting economic modelling. It is obvious that, from among areas,
where virtual realit y systems can be most frequentl y used are applications based on
3D-space anal yzing and physical dimension visualization. Virtual realit y with
abilit y to show data 3D and attach sounds and touch information increases
extraordinaril y data comprehensibilit y. Along with increasing the number of data
are increased the effects from virtual realit y too [ 5 ] .
After the first applications of Virtual realit y (VR) in the field of flight simulators
and computer game creating, arisen the need to implement the virtual technologies
into industry. Product design and virtual protot yping is one of the greatest
successes of VR applications in industry. The main attention in the field of VR
s ystem applications in the technical practice is given to CAD/CAM/CAE systems of
higher level. It is for the cause of realization of export in format VRML (Virtual
Realit y Modelling Language). The newest versions of these systems could aid both
existing formats VRML 1.0 and VRML 2.0 (97). The cost of a VR system is very
specific problem. Th e real cost of an effective system can onl y be assessed in
relation to the benefits it brings to a company. Such hardware and software is so
expensive that onl y large corporations could afford to build virtual environments.
One of the possible ways to solv e the problem is to implement a VR format to a
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space in a virtual building, which cannot be reached even by the most realistic still
pictures or animations. One can watch it and perceive it under different lighting
conditions just like real facilities. One can even walk through non -existent houses -
the destroyed ones .
Another discipline where VR is also very usefu l is scientific visualization. The
navigation through the huge amount of data visualized in three -dimensional space is
almost as easy as walking. An impressive example of such an application is the
Virtual Wind Tunnel, developed at the NASA Ames Research Center. Using this
program the scientists have the possibilit y to use a data glove to input and
manipulate the streams of virtual smoke in the airflow around a digital model of an
airplane or space -shuttle. Moving around (using a BOOM display technology) t hey
can watch and anal yze the dynamic behavior of airflow and easil y find the areas of
instabilit y. The advantages of such a visualization system are convincing - it is
clear that using this technology, the design process of complicated shapes of e.g.,
an aircraft, does not require the building of expensive wooden models any more. It
makes the design phase much shorter and cheaper. The success of NASA Ames
encouraged the other companies to build similar installations - at Eurographics‟95
Volkswagen in cooperation with the German Fraunhofer Institute presented a
protot ype of a virtual wind tunnel for exploration of airflow around car bodies.
Other disciplines of scientific visualization that have also profited of virtual reality
include visualization of chemical molecules , the digital terrain data of Mars
surface etc.
Virtual engineering is currentl y approached in various ways. Because virtual
engineering is an emerging technology, its terminology and definition are not
completel y established. In manufacturin g, the major component of virtual
engineering is virtual manufacturing.
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CHAPTER-4
VIRTUAL MAUFACTURING
Virtual manufacturing is defined as an integrated, synthetic manufacturing
environment exercised to enhance all levels of decision and control. It can be
categorized into three groups according to the
A. TYPE OF PRODUCT AND PROCESS DESIGN[8]
a) Design -centered VM: provides manufacturing information to the designer during
the design phase. In this case VM is the use of manufacturing -based simulations to
optimize the design of product and processes for a specific manufacturing goal
(DFA, qualit y, flexibilit y, …) or t he use of simulations of processes to evaluate
many production scenario at many levels of fidelit y and scope to inform design and
production decisions.
b) Production-centered VM: uses the simulation capabilit y to modelize
manufacturing processes with the p urpose of allowing inexpensive, fast evaluation
of many processing alternatives. From this point of view VM is the production
based converse of Integrated Product Process Development (IPPD) which optimizes
manufacturing processes and adds anal ytical produc tion simulation to other
integration and analysis technologies to allow high confidence validation of new
processes and paradigms.
c) Control-centered VM: is the addition of simulations to control models and actual
processes allowing for seamless simulatio n for optimization during the actual
production cycle.
B. TYPE OF SYSTEM INTEGRATION According to the definitions proposed by
Onosato and Iwata [ 9 ] , every manufacturing system can be decomposed into two
different sub-systems:
a) Real Physical System (RPS): An RPS is composed of substantial entities such
as materials, parts and machines that exist in the real world.
b) Real Informational System (RIS): An RIS involves the activities of information
processing and decision making.
c) Virtual Physical System ( VPS): A computer system that simulates the responses
of a real physical system is a virtual physical system, which can be represented by
a factory model, product model, and a production process model. The production
process models are used to determine the interactions between the factory model
and each of the product models.
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facilities during product design, extending through production and decline of the
initial generation product(s), cycling through the same process for future -
generation products.
3. Process allows us to study the cohere nt integration of engineering, management,
and manufacturing processes, it permits examination of the important, yet intricate
interplay of relationships between classicall y isolated functions. As examples,
consider relationships between production planning and purchasing, production
control and marketing, qualit y and maintenance, and design and manufacturing.
Processes involve decisions ranging from long-range operational planning to
machine/device-level short-term planning and control. The integration bet ween
various levels of aggregation is essential.
4. Network deals with organization and infrastructure integration. Whereas the third
dimension focuses on the actions, this dimension concentrates on the actors and
their needs and responsibilities. Clearl y including personnel, the set of actors also
includes ail devices, equipment, and workstations; all organizational units, be they
cells, teams, departments, or factories; and all external interactors, such as
customers, vendors, subcontractors, and partners. Issues such as contrasting
hierarchicall y controlled networks with hierarchical , autonomous agent networks
must be addressed.
Virtual manufacturing techniques enhance our abilit y to understand the four
dimensions described above by addressing issues such as designing products that
can be evaluated and tested for structural properties, ergonomic Functionalit y, and
reliabilit y, without having to build actual scale models; designing products for
aesthetic value, meeting individual customer preferences; ens uring Facilit y and
equipment compliance with various Federall y mandated standards, Facilitating
remote operation and control of equipment (telemanufacturing and telerobotics);
developing processes to ensure manufacturabilit y without having to manufacture
the product (e.g. avoiding destructive testing); developing production plans and
schedules and simulating their correctness; and educating employees on advanced
manufacturing techniques, worldwide, with emphasis on safet y [ 5 ] .
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CHAPTER-5
METHODS AND SIMULATION TOOLS USED IN VIRTUAL
MANUFACTURING SYSTEMS
VM has two main core activities. The first one is the “Modeling Activit y” which
determines what to model and degree of thought that is needed. The second on is
the “Simulation Activit y” which represent s model in a computer based environment
and compare to the response of the real system with degre e of accuracy and
precision [ 1 1 ] .
The following methods are necessary to achieve VM system:
Manufacturing characterization confines measure and analyze the variables that
influence material transformation during manufacturing. Modeling and
representation technologies provide different kinds of models for representation,
standardization the processes in such a way that the information can be shared
between all software applications (Knowledge based systems, Object oriented,
feature based models). Visualization, environment construction technologies
includes Virtual realit y techniques, augmented realit y technology, graphical user
interfaces for representation of information to the user in a meaningful manner and
easil y comprehensible. Verification, validation and measurement the tools and
methodologies needed to support the verification and validation of a virtual
manufacturing system. Multidiscipline optimizatio n: VM and simulation are usuall y
no self-standing research disciplines, they often are used in combination with
“traditional” manufacturing research. Nowadays numerous tools are available for
simulating manufacturing levels. Table [ 1 2 ] shows the overview of simulation tools
applicable in manufacturing process.
Table I: Overview of Simulation Tools
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CHAPTER-6
EDUCATIONAL REQUIREMENTS FOR VIRTUAL
MANUFACTURING SYSTEMS
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CHAPTER-7
ECONOMICS AND SOCIO-ECONOMICS
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tool and part interaction (geometric and physical anal ysis), the NC controller
(motion anal ysis , look-ahead)…
If we consider flow simulation, object -oriented discrete events simulations allow t o
efficientl y model, experiment and anal yze facilit y layout and process flow. They
are an aid for the determination of optimal layout and the optimization of
production lines in order to accommodate different order sizes and product mixes.
The existence of graphical -3D kinematics simulation are used for the design,
evaluation and off -line programming of work-cells with the simulation of true
controller of robot and allows mixed environment composed of virtual and real
machines.
The finite element anal ysis tool is widespread and as a powerful engineering desig n
tool it enables companies to simulate all kind of fabrication and to test them in a
realistic manner. In combination with optimization tool, it can be used for decision -
making. It allows reducing the number of protot ypes as virtual protot ype as cheaper
than building physical models. It reduces the cost of tooling and improves the
qualit y, …
VM and simul ation change the procedure of product and process development.
Protot yping will change to virtual prototyping so that the first real protot ype will
be nearl y ready for production. This is intended to reduce time and cost for any
industrial product. Virtual manufacturing will contribu te to the following
benefits [ 1 1 ] :
1. Quality: Design For Manufacturing and higher qualit y of the tools and work
instructions available to support production;
2. Shorter cycle time: increase the ability to go directl y into production without
false starts;
3. Producibility: Optimize the design of the manufacturing system in coordination
with the product design ; first article production that is trouble -free, high qualit y,
involves no reworks and meets requirements.
4. Flexibility: Execute product changeovers rapidl y, mix production of different
products, return to producing previousl y shelved products;
5. Responsiveness: respond to customer “what -ifs” about the impact of various
funding profiles and delivery schedule with impro ved accuracy and timeless,
6. Customer relations: improved relations through the increased participation of
the customer in the Integrated Product Process Development process.
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ECONOMIC ASPECTS
It is important to understand the difference between academic research and
industrial tools in term of economic aspects.
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investments will pay off. For example in the automotive and aerospace companies
in the late 60‟s, CAD was struggling for acceptance. Now 3 -D geometry is the basis
of the design process. It took 35 years f or CAD-CAM to evolve from a novel
approach used by pioneers to an established way of doing things. During this
period, hardware, software, operating systems have evolved as well as education
and organizations within the enterprise in order to support these new tools. Today,
some techniques are dail y used in industry, some are mature but their uses are not
widespread and some are still under development.
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CHAPTER-8
ADEQUACY OF A VIRTUAL MANUFACTURING SYSTEM
It will depend on the adequacy of the model that how much the virtual system is
close to the real system. The adequacy of a virtual manufacturing system is defined
as the agreed degree of accuracy and precision between the responds of the VMS
and the real system under the same conditions in all points of the modeling space.
Two problems arise here, how accurate and how precise the virtual model is.
Accuracy determines the deviation of the results produced by VMS from the
results, produced by the real system .
Precision defines the spread of modeling results. There is a curious detail here: the
problem is how to increase the spread of simulation results rather than to reduce it.
VMS often exhibits a "perfectl y precise" behavior, yielding repetitive constant
responses at a point of the modeling space, something which is quite far from the
real situation. To implant a stochastic character to the VMS, methods of the
imitation modeling are employed in which the principal factors are modeled as
stochastic to emulate a stochastic system behavior.
The process of proving the adequacy of a VMS is called validation . If the VMS
does not represent adequatel y the real system, it should be improved iteratively
until the desired degree of accuracy and precision is achieved. Th is process is
referred to as a calibration.
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CHAPTER-9
APPLICATIONS OF VM
The virtual manufacturing has been successfull y applied to many fields such as,
automobile manufacturing, aeronautics and astronautics, railway locomotives,
communication, education and so on, which has an overpowering influence on
industrial circles.
A. Automotive domain [ 1 3 ] The Integrated -Computer Aided Research on Virtual
Engineering Design and Protot yping Lab of Wisconsin Universit y developed a set
of virtual foundry platform which make use of solid glasses to observe three-
dimensional image, establish multifarious geometric model by language and ma ke
sure geometry size and place with data glove. American Daimler Chrysler
Automotive Company adopted virtual protot y pe technology in their research of
automobile part and thus shortened the developing period. American Caterpillar
Co., the world‟s leading manufacturer of engineering machinery and construction
equipment, applied virtual protot ype techno logy in the design optimization and the
internal visibilit y evaluation of loaders. The shape design using the virtual
technology can be modified and evaluated at any time. The modeling data after
scheme confirming can be dir ectl y used for the stamping tool design, simulation
and processing, even for the marketing and propaganda. Application of V M is used
in automobile factory shop floor and also in car driving simulation . Song Cheng
describes a case research of D auto -company‟s virtual paint shop established with
the technology of three dimensional simulations.
B. Aerospace domain Virtual Manufacturing in aerospace industry is used in FEA
to design and optimize parts, e.g. reduce the weight of frames by integral
construction, in 3D -kinematics simulation to program automatic riveting machines,
and few works dealing with augmented realit y and virtual realit y to support
complex assembl y and service tasks in aircraft design [ 1 2 ] . The aero engine model
created in virtual environment describes where tools are developed and used to help
manufacturing and design engineers to take action and decisions on problems
normall y solved only by experience. Henrik R [ 1 4 ] explained application of VM in
aircraft domain by considering Turbine Exhaust Casing (TEC). TEC is
manufactured by fabrication and about 200 welds are needed to manufacture the
product. Issues have been identified with the robustness of the geometrical
tolerances created during production. Several welding sequence concepts were
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CHAPTER-10
FUTURE RESEARCH DIRECTION
The research on virtual manufacturing technology is still at the stage of s ystem
framework and general technology, while the application oriented research on the
key technology needs to be developed. The future research directions are as
follows:
VP technology and system of assembly simulation, production process,
scheduling simulation and NC machining process simulation should be based
on photorealistic animation.
Man-machine cooperation solution in virtual environment and virtual
manufacturing with the virtual realit y technology.
The distributed/collaborative simulation technology of the hybrid model
based on complex system.
Requirements of a large amount of CPU power for real-time simulation.
Open system architecture for virtual manufacturing research based on the
distributed processing environments.
Selective addition to animation
Shop floor based generic models
VM methodology for process characterization
Technologies to simulate assembl y operations
Declarative representation of product and processes
Natural language for VM meta -model
Cost database and integration
VM user interface (communication between VM knowledge base and user)
VM verification & validation methods, algorithms & tools
Process model and simulation validation
Methodology for using a VM system
VM framework (guidelines, integration standards, etc.)
Methodology for design abstraction
Tools to relate conceptual design with possible manufacturing methods and
processes and cost estimates bas ed on manufacturing features
Manufacturing engineering automation (knowledge -based computer
applications to perform manufacturing engineering decision making)
Simulation architecture
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CHAPTER-11
CONCLUSION
The term global virtual manufacturing (GVM) extends the definition of VM to
include, and emphasize, the use of Internet/intranet global communications
networks for virtual component sourcing, and multisite multiorganization vir tual
collaborative design and testing environments. Companies that commit to GVM may
be able to dramatically shorten the time to market for new products, cut the cost of
protot yping and preproduction engineering, enable many more variations to be tried
out before committing to manufacture, and Increase the range and effectiveness of
qualit y assurance testing. Virtual protot ypes can be virtuall y assembled, tested, and
inspected as part of production planning and operative graining procedures; They
can be demonstrated, market tested, used to brief and rain sales and customer staff,
transmitted instantl y from site to site via communications links, and modified and
recycled rapidl y in response to feedback.
Designers do not design in real time but manufacturing does occur in real time. It is
therefore necessary for a design by manufacture system to be able to relax and
tighten the applied constraints as required by the designer. Additionall y, multiple
levels of constraints may be applied in different circumstances; for example there
are several possible ways of dealing with feed rates:
For the flexibilit y and performance we require, be believe that a constraint s ystem
based on rules, rather than physical modelling, will best meet our needs.
Virtual realit y and virtual manufacturing often concentrate on an interface between
VR technology and manufacturing and production the ory and practice. In this report
we concentrate on the role of VR technology in developing this interface. It is our
belief that the direction of evolution of manufacturing theory and practice will
become clearer in the future once the role of VR technology is understood better in
developing this interface .
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CHAPTER-12
REFERENCES
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