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This article was downloaded by: [The UC Irvine Libraries]On: 19 October 2014, At: 18:29Publisher: Taylor & FrancisInforma Ltd Registered in England and Wales Registered Number: 1072954 Registered office: Mortimer House,37-41 Mortimer Street, London W1T 3JH, UK
Virtual and Physical PrototypingPublication details, including instructions for authors and subscription information:http://www.tandfonline.com/loi/nvpp20
Granular modelling for virtual prototyping ininteractive designKeny Ordaz-Hernandez a b , Xavier Fischer b c & Fouad Bennis aa Nantes Central Engineering School (ECN), IRCCYN–UMR 6597 , Nantes, Franceb Engineering School ESTIA, LIPSI , Bidart, Francec University Bordeaux 1, TREFLE–UMR 8508 , Talence, FrancePublished online: 13 Aug 2007.
To cite this article: Keny Ordaz-Hernandez , Xavier Fischer & Fouad Bennis (2007) Granular modelling for virtual prototypingin interactive design, Virtual and Physical Prototyping, 2:2, 111-126, DOI: 10.1080/17452750701552553
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Granular modelling for virtual prototyping in interactive design
KENY ORDAZ-HERNANDEZ$,%, XAVIER FISCHER%,§* and FOUAD BENNIS$
$Nantes Central Engineering School (ECN), IRCCYN�UMR 6597, Nantes, France
%Engineering School ESTIA, LIPSI, Bidart, France
§University Bordeaux 1, TREFLE�UMR 8508, Talence, France
This paper introduces the concept of granular modelling as a strategy to construct
human-centred virtual prototype and environment models. This approach aims at
providing a granular strategy for virtual prototype models in order to allow the change
from a coarse-grain description to a fine-grain one according to the level of specification
desired. The granular model is built from the aggregation of several component models
and their interaction models, representing the interaction between two components.
Component models must include information not only about themselves but also about
the environmental part related to them. This is important as environmental conditions
may have different effects at different scales/levels. Additionally, it leads to a higher level
of communication, only allowed through the interaction models. This implies that new
different objects might be integrated only by including their component models and their
required interaction. The foreseen advantage is that the human is integrated in a simple
manner: a component model corresponding to a haptic interface and an interaction
model relating it to the virtual product. The first step, identification and organic
description, consists of establishing an interaction graph from the hierarchical structure of
the virtual product and all the objects that will be present in its future environment.
Subsequently, the component and interactions models are constructed. The model is
expected to be implemented into a multi-agent system where every component model
derives into a component agent.
Keywords: Interactive design; Modelling; Virtual prototype; Component model;
Interaction model; Granular model
1. Introduction
Product design research focuses on developing methodolo-
gies that guarantee the reduction in development time
and cost with a complete fulfilment of customers’ require-
ments. Interactive design (ID) emerges as an approach
that integrates user expectations in the product develop-
ment process, allowing the designer to interact with the
virtual product and its environment. It has two main
objectives:
. To identify and model those expectations in order to
include them in the development process.
. To validate a design concept selection, verifying also its
coherence with those expectations.
ID encourages the use of advanced simulation methods and
technology, such as virtual reality (VR), to support
designers’ decision-making. In particular, it aids engineers
to implement realistic virtual prototypes enabling the
interaction between real and virtual elements. Consequently,
virtual prototyping (VP) for interactive design must not
only consider typical product model information (geometry,
materials, etc.) and information from expected use (e.g.
physical behaviour), but also integrate the designer into the
*Corresponding author. Email: [email protected]
Virtual and Physical Prototyping, Vol. 2, No. 2, June 2007, 111�126
Virtual and Physical PrototypingISSN 1745-2759 print/ISSN 1745-2767 online # 2007 Taylor & Francis
http://www.tandf.co.uk/journalsDOI: 10.1080/17452750701552553
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global model. Moreover, it has to model the possible use of
case environment. Within the mechanical design of a
product, VP must clearly include the construction of
mathematical models of physical phenomena. However,
complexity must not be eliminated when there is no need to.
VP must simply emulate the features really relevant to the
application domain. The virtual prototype model represents
not only the virtual product but also its environment, as a
single virtual prototype environment. In the case of virtual
prototyping applications using human-centred virtual rea-
lity, the human being is also a component of the environ-
ment. For this reason, it has an effect on the prototype
being simulated. Consequently, the interaction of real
objects and virtual objects has to be incorporated into the
analysis and design of the virtual prototype.
Thus, a simple modelling approach is desired, integrating
the object-object interactions as well as the object-human
interactions. The possibility of working at different systemic
levels is also important, since the variations of the proto-
type can be directly related to a change in a particular part
of the product. To support this ability, the possibility of
having a coarse-grain description or a fine-grain description
is essential to the virtual prototype environment model.
With this purpose in mind, granular modelling is intro-
duced as a strategy for virtual prototype modelling to allow
change according to the level of the desired specification, by
including only the features relevant to the use case.
This paper presents an ongoing approach for virtual
prototype modelling with a granular description.
The next section provides an extended statement of the
problem studied in this paper. Section 3 introduces the
related work found in modelling virtual environments and
virtual prototypes. The following section, section 4, intro-
duces the proposed approach for modelling. Section 5
presents the mechanical and computational specification
aspects of the granular model. Section 6 exhibits the current
state of the methodology to construct models for virtual
prototyping. The component modelling and the interaction
modelling are also introduced. Section 7 shows the applica-
tion of this approach to a simple problem: a cantilever
beam under the action of a human hand, for illustration
purposes. Section 8 discusses the results and their implica-
tion to virtual prototyping. Finally, conclusions and
perspectives are presented in section 9.
2. Problem statement
A recent trend in the creation of virtual prototypes for
product design is the inclusion of interactivity. Virtual
prototypes are digital representations or simulations of the
product concept. Simulation of interactive prototypes (or
interactive simulations) can be used to explore and experi-
ment with product concepts according to the expertise and
intuition of the designer (Cartwright 1997) and the future
user. Similarly, it has been suggested that the use of
interactive simulation will speed up the findings and
concept design reviewing at the early stages of the devel-
opment process (Bao et al. 2002). Virtual prototyping
interactivity is the capability to simulate the human’s
interaction with the design. In the past, the effectiveness
of an interactive virtual prototype was limited to the
following features: realistic visualization, geometry-related
constrains, and realistic simulation of physical behaviour
(Thompson et al. 1998). However, human-product interac-
tion should be included (Song et al. 1999) as well as real-
time processing and rendering (Leon 2003, Bao et al. 2002)
to maintain the illusion of realism in the simulation
(Zachmann 1998). In fact, as stated by Liu et al. (2004),
the key problem of virtual prototyping is how to build
credible VP models. Today, virtual prototyping for product
design must provide interactive simulation that ensures:
realism (visual and behavioural), fast processing (computa-
tion of models), and integration of the human-object
interaction. Also, extensible and reusable models are
desired to simulate different design alternatives with a
minimal effort. Therefore, the interactive simulation must
reflect the following features:
. Accuracy and appropriate speed. Visualization and
simulation of physical behaviour must be accurate to
provide a realistic reliable experience to the user
(Thompson et al. 1998), and fast enough to maintain
the sensation of immersion (Zachmann 1998).
. Human integration. Object-object interactions as well as
also human-object interaction must be integrated (Zach-
mann 1998), so that the designer is able to explore and
experiment with the future user reaction with the design
alternatives.
. Extensibility and reusability. Quick integration of
changes in the virtual prototype (Thompson et al.
1998) and easy derivation of virtual prototype variations
(Fok et al. 2001) allowing the creation of prototypes for
the different design alternatives.
In the current research, exploration of the interactive
simulation models is performed. It aims to develop a
modelling methodology with the features mentioned above,
except for the realistic visualization.
In this study, an extensible and human-aware model of
interactive simulation is addressed.
3. Background of modelling in virtual prototyping
Virtual prototyping is a trend that suggests the use of virtual
prototypes and simulation results in order to reduce the
number and role of physical prototypes (Fontana et al. 2005).
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Many definitions exist of what avirtual prototype is (Wang
2002, Zorriassatine et al. 2003), with quite different model-
ling methodology. In this work, a particular type of virtual
prototype is addressed: a hybrid immersive analytical virtual
prototype. This type of prototype is characterized by the use
of virtual reality technologies and accurate physical-based
models. For further explanation see Tseng et al. (1998).
Some papers describe strategies to use a CAD model,
first as a digital mock-up (DMU) and later in virtual
prototyping (Bullinger et al., 1999; Lee 2001). Nevertheless,
the important issue is the inclusion of interactivity in the
virtual prototype simulation environment as described by
Cartwright (1997) and Thompson et al. (1998). Moreover,
the use of haptic force feedback in virtual prototyping has
been suggested as a way to improve the design process (Ren
et al. 2006). The use of haptic feedback in virtual reality
(Burdea 2000) has shown that modelling the haptic inter-
action is an essential tool. The creation of haptic interaction
models is particularly important, since they are an essential
type of object-human interaction (Bordegoni and Cugini
2006, Bao et al. 2002, Jayaram et al. 2000).
4. Proposed approach for modelling virtual prototypes
Interactive simulation, or the simulation of interactive
virtual prototypes, depends on certain characteristics to
be fully exploitable in product design. In particular,
extensibility and human integration are key features for
interactive design. It is desired to have a model that is easily
extendible to facilitate the variation of a virtual prototype,
integrating the human (user/designer).
The proposed approach consists of providing a virtual
prototype model with a granular description. The granular
model of a virtual prototype is a collection of two different
elements: components and interactions. Every element of the
environment must be classified as component (if it is an
entity of the virtual prototype environment) or as interac-
tion (if it relates two entities of the virtual prototype
environment). The granular model can be created as a
coarse-grain description or a fine-grain description (or a
mixture) by taking all the parts of an object as separate
entities, according to the choice of the engineer.
An entity in the virtual prototype environment is an
object that has a distinct, separate existence, even if it is
virtual. In the environment, the virtual product (i.e. its
prototype) and the human are entities. As every entity has
an existence, it is characterized by performing a specific
behaviour under certain circumstances of the environment.
In consequence, an entity model integrates at least one
behavioural model and its corresponding validity domain,
which is the extent or the circumstances where the
behavioural model is valid. Behavioural models and validity
domains are represented as follows:
(B;D) where
B is a behavioural model; and
D is the validity domain of existence ofthe corresponding behavioural model:
8<: (1)
The elements of the granular model are:
. The component models. A component model is an entity
of a virtual environment with one or several possible
behaviours that contingently depends on the nature and
intensity of the external actions upon it. Commonly,
these models are different in form, density and typology,
all being characterized by the inclusion of a series of
(B;D) pairs.
. The interaction models. An interaction model refers to
the interaction among the components, mostly energy
transfers that allow elements of the environment to react
to the transmitted solicitations. Interaction models serve
to activate the behavioural models of the related
components.
In general, both groups of models are required in a
virtual prototype simulation. Component models are ob-
viously used to simulate the behaviour of the component.
Interaction models are the reciprocal manipulation of
components, in an action-reaction situation. Hence, inter-
action models can be considered as some sort of simulation
control. The use of the abovementioned models in virtual
prototyping is shown in figure 1.
Even if the granular model is a collection of component
models and interaction models, it defines the level of
abstraction of specification corresponding to the granular
description. The granular modelling is introduced as a
strategy for virtual prototype modelling to allow the change
from a coarse-grain description to a fine-grain description,
according to the level of desired specification, by including
only the features relevant to the use case.
4.1 Coarse-grain description and fine-grain description
Typically, these descriptions refer to the size of the grain in
a system’s description. In addition, the description also
refers to the systemic level or specialization level of a virtual
prototype system (figure 2). These levels correspond well to
several products in the mechanical design field. In this
figure, five specialization levels are shown: system, sub-
system, assembly, sub-assembly, component, and sub-com-
ponent. Obviously, the number of elements at each level is
different. For the example illustrated in figure 2, it is
possible to observe the following:
. Sub-system: two elements {B1,B2}(1)
. Assembly: three {C1,C2,C3}(2)
. Sub-assembly: four {D1,D2,D3,D4}(3)
. Component: eight {E1,E2,E3,E4,E5,E6,E7,E8}(4)
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where { �}(i) is a discrete set of entities at systemic level i.
For modelling interactive virtual prototypes, having the
option of establishing a coarse-grain description or a fine-
grain description is essential to allow working at different
systemic levels, since the variations of the prototype can be
directly related to a change in a particular part of the
product. Hence, for the example of figure 2, a coarse-
grain description and a fine-grain description can be
extracted. On one hand, a possible coarse-grain model
would include elements at the Assembly level {C1,C2,C3}(2)
and provide a series of behavioural models (B, D) for
each element. On the other hand, a possible fine-grain
model would include elements at the Component
level {E1,E2,E3,E4,E5,E6,E7,E8}(4). See figure 3 for a sche-
matic representation of both descriptions for the given
example.
The granular description is also important as a means of
passing from a conceptual mechanical domain to a
implementation computational domain.
4.2 Mechanical and computational domains
It is important to remember that, in mechanical engineer-
ing, the simulation of virtual prototypes must include the
mechanical problems in terms of computational representa-
tion. That is, the virtual prototype model is conceived in a
mechanical domain, but it has to be implemented in the
computational domain of the virtual prototype environ-
ment. Two separate visions of the problem domain must be
accounted for, the mechanical and the computational one,
in a complementary way as together they define the model.
A vision of the mechanical and computational spaces is
given in figures 4 and 5.
Agents have already been employed in both mechanical
design (Capera et al. 2004) and collaborative design
(Rosenman and Wang 1999) for the creation of a compo-
nent agent-based design-oriented model.
Intelligent agents have been chosen as a modelling
paradigm since this provides a good mapping between the
Figure 1. Modules collaboration for virtual prototyping: adapted from Salmela and Pulli (1997).
Figure 2. Organic description with systemic levels.
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software and the world (Yu 2002). The definition of agent
given by Jennings and Wooldridge (1998) is appropriate to
this work: an agent is a software element that is situated in
some environment, capable of autonomous action in this
environment in order to meet its design objectives.
Hence, a component agent is an element of the extended
virtual prototype (EVP), situated in the virtual prototype
environment, and capable of autonomous action in this
environment. An interaction agent is an element of the
EVP, capable of transmitting the action of one component
to another.
In the classification of Wooldridge (2002), the interaction
agents can be seen as reactive agents (they correspond to
the interaction of a component agent with the environ-
ment), while the component agents behave as pro-active
agents that adapt their behaviour correspondingly to the
status of the environment, while trying to maintain a good
performance in terms of both accuracy and speed. In this
work, the notation employed corresponds to the formal
framework for multi-agent environments introduced by
Helleboogh et al. (2007).
5. Granular model of the virtual prototype
This section introduces the concept of granular model of
the virtual prototype. Granular modelling is a strategy for
virtual prototype modelling to allow the change from a
coarse-grain description to a fine-grain description, accord-
ing to the level of specification desired, by including only
Figure 3. Entities of a virtual prototype environment.
Figure 4. Mechanical domain of the virtual prototype environment.
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the features relevant to the use case. Hence, the granular
model allows the creation of a new variation of the virtual
prototype model by:
. changing a particular part (or component)
. reusing the remaining elements of the model, and
. extending the model by the inclusion of new parts.
It is important to simplify the model by including only the
relevant parts of the entities of the intended environment.
In this work, the concept EVP is considered as a modelling
artefact. EVP is defined as the inclusion of all parts of the
virtual prototype, i.e., VPƒE; and of certain parts of the
other objects that interact with it HƒE; OƒE; Hpƒ
H; Op �O: This way (see also figure 6)
Figure 6. Extended virtual prototype.
Figure 5. Computational domain of the virtual prototype environment.
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EVP�VP@Hp@Op: (2)
As a consequence of equation , the EVP is a subset of the
environment:
EVPƒE: (3)
From now on, the term VP environment will be used
interchangeably with the term extended virtual prototype to
refer to this subset of the environment.
The model of the virtual prototype environment is
defined as a collection of components and interactions.
An organic description of that collection is required. Its
granular model is specified in two diagrams: the conceptual
diagram and the implementation diagram. The conceptual
diagram provides an organic description in the mechanical
domain without making any distinction regarding the
virtual or real existence of entities, while the implementa-
tion diagram provides an organic description in the
computational domain, including the nature of the entities’
existence. This inclusion is more relevant for implementa-
tion, since human-computer interfaces are required for
human-object (real-to-virtual) interactions.
5.1 Conceptual and implementation diagrams
The conceptual diagram corresponds to a vertex-edge graph
that represents an organic structure of the VP environment
in terms of components and their interactions. A vertex-
edge graph G(V, E), in mathematics, is a tuple (V, E)
where V is the set of nodes and E is a subset of V�V that
denotes the edges. Here, the created graph is called the
component-interaction graph (C-I graph), which represents
an organisational mechanical view of the environment
showing that:
. the components of the VP environment, without defin-
ing the systemic level; and
. the interactions are the actual relationships between
those components.
Then, the implementation diagram is constructed from the
information contained in the conceptual diagram, but
oriented to a computational domain where the virtual
prototype would exist. An important difference is that the
implementation diagram requires that the set of entities is
partitioned by type of components (virtual, real) and by
type of interaction (object-object, human-object). Multi-
agent systems modelling has been chosen as implementa-
tion technique. Examples of C-I graph and implementation
diagram are given in figure 7 and figure 8.
Figure 7. Conceptual diagram represented by a compo-
nent-interaction graph.
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The proposed methodology for granular modelling of
virtual prototypes is described in the next section.
6. Methodology of granular modelling
The environment is modelled as a collection of components
and interactions where each component’s properties and
behaviour are encapsulated in a single element. The compo-
nent integrates a series of behavioural models along with
their validity domains, and it is able to choose (in terms of
speed and accuracy) which one to use according to the
interactions from the related components. Modelling is
performed at two stages. First, the component and interac-
tion identification is performed by using specific design tools
(e.g. technical chart, substance-field graph) and a compo-
nent-interaction graph is then constructed. Then, an im-
plementation diagram is constructed to represent the
computational view of the granular model in terms of a
multi-agent system.
The steps of the methodology for constructing the
conceptual diagram (figure 9) and the implementation
diagram (figure 10) are presented next.
Figure 8. Implementation diagram for virtual prototyping.
Figure 9. Steps to build a conceptual diagram in the
granular modelling methodology.
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6.1 Conceptual diagram
6.1.1. Entity identification. This stage consists in the ana-
lysis of schematics or any kind of representation of the
expected environment. The elements that seem to partici-
pate in the simulation are identified. In many cases, a
technical chart resulting from the design process is a good
start.
6.1.2. Interaction identification. A substance-field graph is
a tool that serves to analyse the relation between objects
with non-zero volume or mass, called substances; and the
action of one substance on another, called fields. Usually a
pictorial representation is used, but a tabular representation
is occasionally employed. It is possible to observe that
substances are nouns, while fields are verbs.
6.1.3. Organic decomposition. The environment is now
represented in an organic view where all its components
are identified (corresponding to the substances of the
previous stage) as well as the interactions (concrete nouns
from the fields of the previous stage). The pictorial
representation is similar to the technical chart, blocks
representing the components; but interactions are now
represented by interconnecting arrows. This allows compo-
nents to be arranged in a vertex-edge graph where
components correspond to the graph vertices, and interac-
tions correspond to the graph edges. This abstraction
corresponds to a simple view of the environment where
either the coherence of the interactions can be studied or
generic or basic object-object interactions or human-
object interactions can be detected. This corresponds
to the component-interaction graph (C-I graph) intro-
duced in the previous section, which is a high level
diagram representing a partial action-reaction sequence
(figure 11).
6.2 Implementation diagram
6.2.1. Multi-agent system modelling. A dynamically adap-
table environment is desired to ensure interaction coher-
ence, so multi-agent system (MAS) modelling appears as an
appropriate solution since it helps to eliminate complexity
by the divide and conquer strategy. Intelligent agents can
provide a great level of adaptability as they perform their
tasks. For VP in ID, MAS modelling considers the
environment as an ensemble of component agents and
interaction agents, each one corresponding to an element
found in the conceptual diagram (see section 6.1). A
component agent comprises all the characteristics of a
component entity: material definition, geometric definition,
temporal definition, boundary conditions, and the series of
the component’s local behaviours. An interaction agent
works as the link between two component agents. It serves
as a boundary condition transmitter, and helps to adjust the
components agents’ models with the applicable laws,
according to the environment status. It is the implementa-
tion of an interaction model.
Two concepts represent the parts that constitute the
simulated environment: components and interactions.
6.2.2. Structure of the simulated environment. The basic
concepts that are used to represent the structure of the
environment are introduced here. This part of the formal-
ism is described in a simplified way only to discuss the link
between the component-interaction graph and the multi-
agent system for the virtual prototype simulation.
Environmental entities. Environmental entities are, as the
name suggests, all the entities of the virtual prototype
environment.
/ E�fe1; e2; � � � ; eng ½ the set of environmental entities.
Environmental entities can be partitioned into a set of
disjoint subsets, with each subset grouping entities of the
same kind. Formally
/PartE �fE1;E2; � � � ;Ekg�����������
a partition of environmental entities
with
EiƒE
E�@ i�1...kEi
EiSEj �¥;� i" j
The set of environmental entities can be partitioned to
provide a structure that corresponds to elements in a higher
systemic level. An example of a partitioned set of environ-
mental entities:
Figure 10. Steps to build an implementation diagram in the
granular modelling methodology.
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E�fproduct;designer; support; temperature;humidity;airg (4)
PartE �fPrototype;Human;Otherg (5)
Prototype�fproductg (6)
Human�fdesignerg (7)
Other�fsupport; temperature; humidity; airg (8)
Component partition. The components are basically the
entities found in E: In consequence, components take a
similar form to the environmental entities.
/C�{c1,c2,. . .cq}½ the set of EVP components.
Partitioning the EVP components C; PartC; is useful for
defining interactions. Examples of components partitioned
by their kind of existence (virtual or real):
C�fproduct; designer; support; temperature; humidityg (9)
PartC�fVirtual;Realg (10)
Virtual�fproduct; support; temperature; humidityg (11)
Real�fdesignerg (12)
Interaction partition. An interaction in the environment was
already defined as an exchange of energy between two
components (see section 4). To formalize the definition of an
interaction, the existing relations between components of
the conceptual diagram are formally described as follows:
ck R cj U(ck; cj) � G ½ G�f(ck; cj) � C2 ½ ck R cjg (13)
where:
R is a relation of the Conceptual Diagram (C-I graph);
/G is the relation graph equivalent to the C-I graph;
/C2 is the Cartesian Product C�C; C is the set of components.
If R exists then there is a application Ikjthat relates the
components ck and cj (/Ikjis bijective and also its inverse I�1
kj):
ek R cj [ Ikj: Ek 0 Ej
pk � Ikj(pk)�pj
; Ek; E j ƒ´ (14)
where: Ek; E j are the sets of the emitted or received energy by
the components ck or cj;
/pk; pj emitted or received energy by the components ck
and cj, respectively;
/Ikjis an application that is called an interaction when:
Ikj�Ijk
�I�1kj
�Ijk(15)
Figure 11. Conceptual diagram for virtual prototyping.
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For the definition of interactions, a prefix notation would
be used instead of the infix notation of the relations. That is,
ck R cj �R(ck; cj) (16)
Then the set of interactions for the virtual prototype
environment can be defined as
I�fIkj½ R(ck; cj)fflIkj
:Ek 0 E jg (17)
Examples of interactions partitioned by the type to which
they belong:
I�fIdesigner; product; Iother; productg (18)
PartI �fHumObj;ObjObjg (19)
HumObj�fIdesigner; productg (20)
ObjObj�fIother; productg (21)
with pproduct�Idesigner; product(pdesigner) is a mechanical energy
that could be obtained by
pproduct�WF �gl
Fdx; if F is a force (22)
The implementation diagram (figure 8) shows the compo-
nents grouped by their real or virtual existence and the
interactions grouped by their type: object-object, human-
object.
7. Virtual prototyping of a cantilever beam-like object
A long thin cantilever beam, under human action at the free
end, is to be modelled for interactive simulation (figure 12).
The cantilever beam is considered to be of uniform
rectangular cross-section made of a homogeneous and
isotropous elastic material that follows a linear elastic
constitutive law. Only small deformations are accepted,
but large deflections may appear. Since large rotations move
the current configuration (/CD) away from the base config-
uration (/C0); a linear model cannot be used except for small
rotations. A total lagrangian (TL) formulation model is
accurate and precise enough; but the computing time
exceeds the acceptable threshold for an interactive simula-
tion since it requires an iterative solution process (usually a
variant of the Newton-Raphson is used).
Table 1 summarizes the data of the cantilever beam used
as the test case. It is analogous to the problem experimented
in Belendez et al. (2002). Their results were validated
experimentally. Table 2 presents the resulting displacements
at the free end of the beam, which correspond to the
maximal values.
In this case, the beam is subjected to the action of a
human hand, as depicted in figure 12.
The methodology presented in the previous section is
applied to model the environment, the components and the
interactions.
7.1 Beam environment model
The beam environment model is built following the
granular model methodology.
7.1.1. Entity identification. As a cantilever beam is de-
formed by a human, it is possible to detect three objects: a
beam, a human and a support. Since the complete
modelling of a human is not practical, only the hand that
is the part interacting with the beam is considered. The
identified elements are: beam, hand and frame (figure 12).
7.1.2. Interaction identification. The substances are: beam,
hand and frame; and the relations between the substances
are: (i) the hand deforms the beam, and (ii) the frame
supports the beam. A representation of the graph is shown
in figure 13.
7.1.3. Organic description. The above-mentioned sub-
stances (beam, hand, frame) and fields (deforms, supports)
can be established as the components of the environment
(the substances) and the interactions: force (from the field
Figure 12. Long deflection cantilever beam problem for
flexible modeling.
Table 1. Data for the cantilever beam (Belendez et al. 2002).
Description Value
Length L 300 mm
Width b 30.4 mm
Height h 0.78 mm
Moment of inertia I 1.20�10�12 m4
Young’s modulus E 200 GPa
External force F 3.92 N
Table 2. Displacements at the free end of the cantilever beam.Numerical results of the reference model, validated experi-
mentally (Belendez et al. 2002).
Displacements Response of the reference model
dx /31:4 mm
dy /121:6 mm
ux 36.098
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deforms) and clamping (from the field supports). Both
groups represent the organic decomposition of the environ-
ment, and they are presented in the form of a technical
chart, as illustrated in figure 14.
From the organic decomposition of the environment, the
components (beam, hand, frame) are arranged in a vertex-
edge graph where components correspond to the graph
vertices, and interactions (force, clamping) correspond to
the graph edges (figure 15a). According to the use of the C-I
graph, it can be alternatively represented with a vertex-edge
graph, where components and interactions correspond to
the graph vertices. The two component vertices are only
connected indirectly by an interaction vertex that relates
them (figure 15b).
7.1.4. Implementation diagram. Components and interac-
tions are extracted from figure 15 and grouped in the
following equations
C�fbeam; hand; frameg (23)
I�fIhand;beam; Iframe;beamg (24)
where:
/Ihand;beam is the interaction model that applies the energy Ehand
to the energy Ebeam; by means of a force;
/Iframe;beam is the interaction model that applies the energy Eframe
to the energy Ebeam; by means of a clamping;
Then, the component set C is partitioned into Virtual and
Real components,
PartC �fVirtual;Realg (25)
Virtual�fbeam; frameg (26)
Real�fhandg (27)
Also, the interactions set I is partitioned in HumObj
(human-object) and ObjObj (object-object) interaction
models.
PartI �fHumObj;ObjObjg (28)
HumObj�fIhand;beamg (29)
ObjObj�fIframe;beamg (30)
Finally, all partitions are represented in the resulting
implementation diagram, as shown in figure 16. Only a
relationship is marked for simplicity.
7.2 Beam component and interaction models
7.2.1. Interaction models. In the beam environment, two
interactions were found: clamping and force. These are
modeled as simple boundary conditions: the support at
the fixed end (displacements and rotation are equal to
zero) and the varying force transmitted from the hand to
the beam.
7.2.2. Component models. The components of the envir-
onment are three: beam, human hand and frame. As the
beam presents a more interesting series of behaviours, this
section is focused on its modelling. First, two beam
models are studied: a linear formulation model and a
total lagrangian formulation model (see Bathe 1996). As
the linear model is known to be valid only under small
displacements, the non-linear model is used to model the
beam behaviour under great displacements. However, this
model uses an iterative method to solve its governing
equations. As a consequence, it is known that it is not
capable of responding in real time.
The solution is to apply a model reduction technique to
the non-linear model. The reduced non-linear model is
Figure 13. Substance-field graph of the beam environment.
Figure 14. Organic decomposition of the beam environ-
ment.
Figure 15. Component-Interaction graph.
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more accurate that the linear model and it is suitable for
real-time simulation. Unfortunately, the technique used
(neural networks) has induced a shortening of the validity
domain. Now, the neural network-based model is not
capable of simulating the beam response under small
displacements.
At this point, there are two available models: the linear
model which is fast and valid under small displacements,
and the reduced non-linear model which is also fast but
valid only under great displacements.
An aggregation scheme that uses both models at different
statuses of the environment (small displacements, great
displacements) is introduced. This aggregation scheme
corresponds to a behaviour selector and it is based on fuzzy
logic. It considers two indicators: the size of the maximal
rotation uz and the temporal derivative of the rotation uz:
8. Discussion
The environment modelling methodology does not present
any complications due to the simplicity of the test case.
Nonetheless, the example helps to illustrate that part of the
methodology. The interaction models have been simplified to
the transmission of the support and the external force as
boundary conditions for the beam models. However, the
beam case illustrates very well the modelling of a component
model: from the model reduction to the flexible model
assembly. The results from the simulation reflect the
advantage of using such a scheme and also its capability to
accurately simulate the non-linear beam behaviour in real-
time.The specification of the multi-agent system is very small
due to the limited number of components in the example.
Finally, the conceptual diagram and the implementation
diagram provide the collection of components and interac-
tions, and the clustering of virtual or real elements.
The features of the granular modelling methodology can
be summarized as follows:
. Simplicity. The environment is considered as a collection
of components (virtual and real) and the interactions
that relate them. Modelling virtual prototypes with
components and interactions as building blocks has an
Figure 16. Implementation diagram for the cantilever beam.
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advantage: prototype variations are easily derived by
changing certain virtual components.
. Human integration. The human is modelled as a
component of the environment. Since the granular
description is employed, only the relevant human parts
are integrated (i.e. the extended virtual prototype). The
virtual prototype environment model comprises the
object-object interactions (virtual-to-virtual) as well as
the object-human interactions (virtual-to-real and real-
to-virtual).
Figure 17. Evolution of the granular model for the cantilever beam. (a) Conceptual diagram (exhaustive); (b) conceptual
diagram (non-exhaustive); (c) implementation diagram.
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It is important to notice the evolution of the granular model
for entities and relations to component models and inter-
action models, to finally arrive at the component agent and
interaction agent specifications. This evolution can be
observed in figure 17.
9. Conclusion
A granular modelling methodology for virtual prototyping
has been presented. The environment is abstracted as a set
of components and interactions. Two complementary views
of the granular model are included: the conceptual diagram
(mechanical-oriented) and the implementation diagram
(computational-oriented).
The conceptual diagram is constructed after the applica-
tion of several design tools to establish an organic decom-
position of the environment. It is expected that the
information from the design activities can be reused. Also,
a component-interaction graph is created as the basis of the
implementation diagram.
The implementation diagram is the representation of the
environment defined by the concept diagram, towards the
computational implementation. In the proposed methodol-
ogy, the implementation diagram reflects the VP environ-
ment as a multi-agent system where components and
interactions are modelled as component agents and inter-
action agents with one-to-one mapping of the component
models and interaction models. In the classification of
Wooldridge (2002), the interaction agents can be seen as
reactive agents (they correspond to the interaction of a
component agent with the environment), while the compo-
nent agents behave as pro-active agents that adapt their
behaviour correspondingly to the status of the environment,
while trying to maintain good performance (in terms of
accuracy and speed).
The methodology has been used for the simulation of a
design with a cantilever beam object. This ongoing work
aims at validating the methodology within the application
in an industrial case study.
Acknowledgements
The support from the grant provided by ESTIA is gratefully
acknowledged.
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Appendix
{ �} discrete set of elements or components
{ �}(1) discrete set of components at systemic level i
A area of the cross-section (m2)
/B beam definition
(B ,D ) behaviour and validity domain tuple
/C0 undeformed configuration
CAD computer-aided design
/CD deformed configuration
C-I graph component-interaction graph
ck environmental component in a MAS
d displacement (m)
DMU digital mock-up
/E environment
E Young’s modulus (MPa)
E set of edges, subset of V �V
ek environmental entity of a MAS
EVP extended virtual prototype
f solicitations (N)
G (V,E ) vertex-edge graph
/H human
ID interactive design
il (ej ,ek ) environmental interaction in a MAS
Izz moment of inertia of the cross-section (m4)
L length of the beam (m)
MAS multi-agent system
/O object in the environment
pg geometric properties
8 behavioural model
8I linear model
pm material properties
S-F graph substance-field graph
uz rotation at the free end of the beam (rad)
u displacements (m)
V set of vertices or nodes
VP virtual prototyping or virtual prototype
VR virtual reality
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