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D. Aschenbrenner

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8 records found

Master thesis (2021) - P.L. Cheung, D. Aschenbrenner, J.S. Henny
Futures is a topic that is inherently fuzzy, as everything beyond this moment can potentially happen. The uncertainty that is related to futures makes it not only difficult to imagine and convey, but also challenging to study.
In this exploratory research study, the powers of VR as a foresight tool and a general research tool (for potential plausible and potential possible futures respectively), are discussed and evaluated. A degree of presence, immersion or flow, prompted by (perceived) interactivity, was concluded to be required in order for VR to be used as a tool for futures studies. In order to achieve this, a prototype of a tutorial has been (re)developed; refined and reiterated through iterations, in order to ease players into virtual reality more comfortably.
In the (re)developed tutorial, basic interaction controls are explained interactively and in detail. Furthermore, the context of play is set so the scenario story-line can be conveyed more effectively. ...

Virtual Reality Design Review tool for Hyperloop Development

Master thesis (2021) - J.M. Rodriguez Diaz, D. Aschenbrenner, J.W. Hoftijzer, J.E. Sanchez Perez
Due to the increase in flight demand and pollution impact that it has, the idea of the hyperloop concept has gained relevance in our society. Even though the hyperloop concept is still in a conceptual phase, there are already several companies working on it. Here in the Netherlands, Hardt Hyperloop is developing its vision. The hyperloop is a new mode of transportation that requires a lot of public-private collaboration from diverse sectors, generating an ecosystem. Hardt is a very technical focus company that has problems communicating its vision concerning the hyperloop. Without a good communication strategy between Hardt and the stakeholders, the hyperloop ecosystem will not reach its full potential. Good communication is required internally between members, but also externally with the stakeholders. Due to COVID-19, Hardt is facing how to keep alive the ecosystem with a working-from-home situation. Remote meetings are not as engaging as face-to-face meetings. Onboarding new stakeholders through virtual conferences, instead of visits to the Head Quarters, was not effective at all. The communication through text with other stakeholders who were already part of the ecosystem was not fluent. Hardt with the pandemic situation started to have difficulties reaching their milestones. This could affect the development of the hyperloop. Currently, the video conference tools used are obsolete (Teams and Zoom). As an alternative, a virtual environment where to showcase virtual prototypes was proposed. The concept is called Hardt Digital Lab. It is a multi-user review platform that can be accessed from the web browser, avoiding installations for those who want to participate in the design process. The platform can be accessed with PC and smartphone. Virtual Reality is also a possibility but cannot be used through the web browser. Communication with interactive visualizations improves significantly. A prototype was developed with Unreal Engine 4 to prove this concept. The project was evaluated by Hardt members with positive feedback. Even though they considered the environment to had simple but effective functions, they thought it could have promising features in the future. The main concern was to adapt the environment visualization to the workflow of the company. ...
Designing the future of work is a goal that is currently being tackled by both industry and academia. In a scenario where we have Human-Robot hybrid teams, it will be necessary for both human and robots to be aware of each other in their respective tasks. This thesis explores how specific robots (cobots - collaborative robots) can use Computer Vision-based methods for awareness of a human's presence, while using this data to influence the cobot's own behaviour.
After explorations of the Computer Vision field in regards to this problem, and selected approaches in the domain of Human Awareness for Human-Robot Interaction in literature, this thesis presents a proof of concept software/hardware system that, given all the apriori findings, implements simple demos that demonstrate both the feasibility and the suitability of a pure vision-based system for the problem of human awareness. It then analyses the strengths and weaknesses of the proposed system solution, ending with a road-map of recommendations for a following production prototype. ...
Master thesis (2021) - A. Aldea, D. Aschenbrenner, I.M. van Zeumeren, A. Tinga
This master’s thesis reports on the development of a tool intended to support the evaluation of a Human-Machine-Interface (HMI) through the use of Virtual Reality Technology. The project was initiated and supervised by SWOV, the Dutch Institute for Road Safety Research, as part of the MEDIATOR Project, which tackles the challenge of developing a mediating system between human drivers and intelligent driving systems. The design of a well-thought-out HMI is imperative to such a system. Multiple experiments, designed to evaluate the users’ interaction with the HMI and to validate its effectiveness in guaranteeing a safe and comfortable driving experience, will be conducted. Due to its unique qualities, which allow us to simulate highly detailed and interactive environments, Virtual Reality is considered useful as a tool to support product evaluation and aid in the design process. This is particularly true in the earlier design phases when the development of high fidelity prototypes is out of reach. In the first half of the graduation project, a number of research activities were conducted to gain insight into the best practices for the development of VR applications and into the requirement for a tool dedicated to facilitating the Mediator HMI design and evaluation process. The outcomes of the research result in a list of design requirements that were used as the blueprint for the conceptualisation of the final design. An iterative prototyping and evaluation process of three Minimum Viable Products (MVP) served to test initial design concepts and further inform the development of the tool. The second half of the report presents the design concept and implementation of the Mediator VR Evaluation Tool as well as the User Manual, which was created to facilitate the use of the VR tool by the Mediator design and research teams. Finally, the evaluation of the two products is described and the results of the two studies are discussed. The outcomes of this graduation project suggest that VR is effective in supporting the evaluation of the Mediator HMI. ...

A bicycle assembly case study

The bicycle production company Accell-group N.V. aims to improve their bicycle assembly lines. The assembly of bicycles requires fastening a large amount of parts using a variety of fastening techniques. In the investigated situation, these assembly operations are performed on an assembly line. The goal of this thesis is to structurally improve assembly lines on assembly time, product quality, assembly costs, assembler workload and number of faulty bicycles. To achieve these goals, a 7 step method is developed to find the largest improvement opportunities of an assembly line, determine which movements of the improvement opportunities are sub-optimal, determine what the root causes of the sub-optimal movements are and to ideate solutions to eliminate these root causes. This minimizes sub-optimal movements during assembly. The developed method was tested by applying it to three assembly line operations, which resulted in a reduction of assembly time and improvements towards the stated goals in all three tested situations. The outcomes of the thesis are an overview of the most promising improvement opportunities of the investigated assembly line, the developed method and practically tested improvement suggestions for the investigated assembly line. ...

Establishing Common Ground between team members using Virtual Reality

Master thesis (2020) - Jesse Nijdam, Doris Aschenbrenner, Joris van Dam, Suresh Sharma
In this project, a tool is developed to improve long-distance collaboration on the production of composites for the aerospace industry. In a literature review, four main things were explored. The concept of Mental Models and Common Ground, the concept of bandwidth, the current state of VR and VR collaboration and the composites of ATG. This formed the theoretical basis for the project.
It became clear that there were two knowledge gaps. The first one being the composite production process and the second being what communication tools were currently used and why.
To gain insight into the production process, an immersion exercise was done in which the designer did the actual production process. This was then made it into a timeline and discussed with the composite team to ensure it was accurate. The main conclusion was to focus on the alignment process.
Ten interviews were done to determine the use of each communication tool. The results of these interviews were then clustered and made into charts and a write-up. This indicated that a traceable and high bandwidth tool did not exist yet which presents an opportunity for VR.
For the conceptualisation, a set of requirements were created based on the previous research. These requirements helped to create a concept direction. The concept direction is a Virtual reality tool that does two main things. First, it records sketches, objects and the engineers’ position and voice in 3D over time to capture Mental Models. Secondly, by organising those Mental Models in a clear project structure that makes the Mental Models traceable and findable in a persistent project.
An almost fully featured prototype of the concept was build using a method called RITE (Rapid Iterative Testing and Evaluation). This meant multiple iterations of the prototype were made and evaluated. The QUESI questionnaire was used to evaluate the performance of each iteration.
A between-group study was done to evaluate the prototype on its ability to transfer Mental Models. Participants were shown either a video or a written description of a process, which they were then asked to answer questions about, resulting in an individual score. Furthermore, they were asked about their perceived understanding of the domain before and after the immersion activity, as well as their opinion on the experience. A video of the prototype was used so the study could be done online. This was necessary to recruit participants.
With 24 participants the results came back mostly insignificant but the video of VR did perform better on clarity and experience. It performed slightly higher but not significantly so on the score and the perceived understanding. That is still a promising result as preparation time was lower and the VR tool is traceable. ...
In order to attract a broader audience and encourage the user group to buy artworks after visiting a gallery, this project aims to create a new gallery concept combining the physical and the virtual dimension. The main objective of this master thesis is to use virtual reality to enhance the current art experience and encourage their purchases, designing intuitive interactions between the viewer and the virtual art gallery. The project started with researching from three aspects, including human, technology and business, to explore the current situation of the galleries and customers, as well as the possible design opportunities. The result showed there were mainly two reasons why more galleries closed because of few customers in recent years. On the one hand, current galleries often couldn’t attract customers to view around for a long time. On the other hand, novice customers don’t have an easy and friendly way to purchase artworks. Therefore, it requires the design to find a proper way to help the small art businesses adopt a more modern way of selling artworks, and attract younger customers. The desired user experience focusing on three key elements (approachable, emotions, purchase) is determined after analyzing.
During the conceptualization, three concepts focusing on three key elements were developed by conducting co-creation sessions. User evaluation was conducted using paper prototyping to test certain features and people’s likelihood of use. Six key elements that should be included in the final concept was concluded from the evaluation. By conducting the prototyping process, four steps of building a virtual gallery were found, and the process is able to be used as a guideline for researchers or designers who want to develop a virtual gallery. In order to find a relatively better interaction for certain functions, two gallery concepts were created to compare the interactions. In the last evaluation phase, the design concepts were tested with potential users to get critical feedback and suggestion. The recommendations and limitations were discussions as well in the end. ...
Master thesis (2019) - Daniëlle van Tol, Imre Horvath, Doris Aschenbrenner, Rado Dukalski
This graduation project is an explorative project to the opportunities of the third dimension in Virtual Reality (VR) and the role that Informing Cyber Physical System (ICPS) principles can play in a service for providing more information to cycle fans who want to learn more while watching the Tour the France. The Tour de France implemented in 2015 live tracking data of every cyclist, and uses since 2017 machine learning to make predictions with this data. This amount of data makes this specific race interesting for the design of an information provisioning service for the cycling fans. This project is done in collaboration with the TU Delft Sports Engineering Institute. The TU Delft Sports Engineering Institute is an interdisciplinary research institute that researches how the performances of top-athletes can be improved. One of their research topics is ‘Sports Infrastructure and Facilities’, which includes creating an ultimate viewing experience by augmenting the spectators’ experience by giving the spectator real time information on the athlete’s performance. In six phases, this report describes the design process of the service in VR. The first phase is the orientation where the scope and context of the project and the assignment are described. Then, in the research and analysis phase, four knowledge domains are analysed, resulting in a list of requirements for the service. The Ideation and conceptualisation phase shows several ideas for functions, working the system and interactions and the VE lay-out. This resulted in three concepts of a service, of which one is selected and further detailed. Next, a digital demonstrative prototype of a few features is created using ‘Unity’ and a HTC Vive. This prototype is used in a user test to evaluate the concept and compare the learning effect to the traditional broadcasts. The result of this design project is a service design for watching the Tour de France in VR with informing elements. It is an application that can be used on a VR Head mounted Display (HMD) by the users at home. In the Virtual Environment (VE) of the application the user sees a screen for video footage, a 3D map of the route of the race and several informing elements. The usage of VR will help the users to get a better overview of the race and a better perception of depth about the routes. By providing information that is tailored to individual informational needs, this service can help the users to learn more about the sport in an interactive and entertaining manner. ...