机械类英文参考文献
机械外文翻译外文文献英文文献机械臂动力学与控制的研究

外文出处:Ellekilde, L. -., & Christensen, H. I. (2009). Control of mobile manipulator using the dynamical systems approach. Robotics and Automation, Icra 09, IEEE International Conference on (pp.1370 - 1376). IEEE.机械臂动力学与控制的研究拉斯彼得Ellekilde摘要操作器和移动平台的组合提供了一种可用于广泛应用程序高效灵活的操作系统,特别是在服务性机器人领域。
在机械臂众多挑战中其中之一是确保机器人在潜在的动态环境中安全工作控制系统的设计。
在本文中,我们将介绍移动机械臂用动力学系统方法被控制的使用方法。
该方法是一种二级方法, 是使用竞争动力学对于统筹协调优化移动平台以及较低层次的融合避障和目标捕获行为的方法。
I介绍在过去的几十年里大多数机器人的研究主要关注在移动平台或操作系统,并且在这两个领域取得了许多可喜的成绩。
今天的新挑战之一是将这两个领域组合在一起形成具有高效移动和有能力操作环境的系统。
特别是服务性机器人将会在这一方面系统需求的增加。
大多数西方国家的人口统计数量显示需要照顾的老人在不断增加,尽管将有很少的工作实际的支持他们。
这就需要增强服务业的自动化程度,因此机器人能够在室内动态环境中安全的工作是最基本的。
图、1 一台由赛格威RMP200和轻重量型库卡机器人组成的平台这项工作平台用于如图1所示,是由一个Segway与一家机器人制造商制造的RMP200轻机器人。
其有一个相对较小的轨迹和高机动性能的平台使它适应在室内环境移动。
库卡工业机器人具有较长的长臂和高有效载荷比自身的重量,从而使其适合移动操作。
当控制移动机械臂系统时,有一个选择是是否考虑一个或两个系统的实体。
在参考文献[1]和[2]中是根据雅可比理论将机械手末端和移动平台结合在一起形成一个单一的控制系统。
机械类方向的论文参考文献

机械类方向的论文参考文献机械类方向的论文参考文献在日常学习和工作中,大家最不陌生的就是论文了吧,通过论文写作可以培养我们的科学研究能力。
那么你知道一篇好的论文该怎么写吗?下面是小编为大家收集的机械类方向的论文参考文献,希望对大家有所帮助。
机械类论文参考文献1 [1] 王遐.随车起重机行业扫描[J].工程机械与维修,2006(3):68-71 [2] 王金诺,于兰峰.起重运输机金属结构[M].北京:中国铁道出版社,2002 [3] 卢章平,张艳.不同有限元分析网格的.转化[J].机械设计与研究,2009(6):10-14 [4] 朱秀娟.有限元分析网格划分的关键技巧[J].机械工程与自动化,2009(1):185-186 [5] 姚卫星.结构疲劳寿命分析[M].北京:国防工业出版社,2003.50-54 [6] 桥斌.国内外随车起重机的对比[J].工程机械与维修,2006(7):91-92 [7] 王欣,黄琳.起重机伸缩臂截面拓扑优化[J].大连理工大学学报,2009(3):374-379 机械类论文参考文献2 1 金会庆.驾驶适性.合肥:安徽人民出版社,1995. 2 蔡辉、张颖、倪宗瓒等.Delphi法中评价专家的筛选.中国卫生事业管理,1995,1:49~55. 3 侯定丕.管理科学定量分析引论.合肥:中国科技大学出版社,1993. 4 王有森.德尔菲法. 医学科研管理学(刘海林主编.第一版),北京:人民卫生出版社,1991:279~289. 5 安徽省劳动保护教育中心编.劳动安全、卫生国家标准及其编制说明汇编第三辑,1987. 6 Kaoru Ishikawa. Guide to Quality Control. Asian Productivity Organization.Tokyo. 1982:42~49 机械类论文参考文献3 [1]郑文纬,吴克坚 .机械原理[M] .北京:高等教育出版社,1997 [2]濮良贵.纪名刚.机械设计[M] .北京:高等机械出版社.2006 [3]杨家军.机械系统创新设计[M] .武汉:华中科技大学出版社.2000 [4]高志.黄纯颖. 机械创新设计[M] . 北京:高等机械出版社.2010 [5]王晶.第四届全国大学生机械创新设计大赛决赛作品选集. 北京:高等教育出版社,2011 [6]黄华梁、彭文生.创新思维与创造性技法. 北京:高等教育出版社,2007 [7]李学志.计算机辅助设计与绘图[M] .北京:清华大学出版社.2007 [8]吴宗泽.机械设计手册[M] .北京:机械工业出版社.2008 [9]颜鸿森.姚燕安.王玉新等译.机构装置的创造性设计(creative design of mechanical devices)[M] .北京:机械工业出版社.2002 [10]邹慧君.机械运动方案设计手册[M] .上海:上海交通大学出版社.1994 [11]王世刚.张春宜.徐起贺.机械设计实践[M] .哈尔滨:哈尔滨工程大学出版社.2001 [12][美]厄儿德曼.桑多尔著.机构设计——分析与综合.第一卷(1992),第二卷(1993).庄细荣等译.北京:高等教育出版社.1994 [13]温建民. Pro/E wildfire5.0 三维设计基础与工程范例[M] .清华大学出版社.2008[14]赵瑜.闫宏伟.履带式行走机构设计分析与研究[M] .东北大学出版社.2011[15]秦大同.谢里阳.现代机械设计手册.第三卷.化学工业出版社[M] .2011 [16]闻邦椿.机械设计手册.第二卷.第三卷.第四卷.机械工业出版社.2011 [17]陈敏.缪终生一种新型滚动四杆螺母副的研究与应用[J] .江西理工大学南昌校区.江西.南昌 2009. [18]彭国勋.肖正扬.自动机械的凸轮机构设计[M] .机械工业出版社.1990 [19]孙志礼.机械设计[M] .东北大学出版.2011 [20]张也影.流体力学[M] .高等教育出版社.1998 [21]吴涛、李德杰,彭城职业大学学报,虚拟装配技术,[J] 2001,16(2):99-102. [22]叶修梓、陈超祥,ProE基础教程:零件与装配体[M] ,机械工业出版社,2007. [23]邓星钟,机电传动控制[M] ,华中科技大学出版社,2001. [24]朱龙根,简明机械零件设计手册[M] ,机械工业出版社,2005. [25]李运华,机电控制[M].北京航空航天大学出版社,2003. 机械类论文参考文献4 [1] 邹银辉.煤岩体声发射传播机理研究[D].山东:山东科技大学硕士论文,2007 [2] 贾宝新,李国臻.矿山地震监测台站的空间分布研究与应用[J].煤炭学报,2010,35(12):2045-2048 [3] 柳云龙,田有,冯晅,等.微震技术与应用研究综述[J].地球物理学进展,2013,28(4):1801-1808 [4] 徐剑平,陈清礼,刘波,等.微震监测技术在油田中的应用[J].新疆石油天然气,2011,7(1):89-82 [5] 汪向阳,陈世利.基于地震波的油气管道安全监测[J].电子测量技术, 2008, 31(7): 121-123 [6] 何平.地铁运营对环境的振动影响研究[D].北京:北京交通大学,2012 [7] 陆基孟.地震勘探原理[M].山东:中国石油大学出版社,1990 [8] 崔自治.土力学[M].北京:中国电力出版社,2010 [9] 许红杰,夏永学,蓝航 ,等.微震活动规律及其煤矿开采中的应用 [J]. 煤矿开采,2012,17(2):93-95、16 [10] 李铁,张建伟,吕毓国,等.采掘活动与矿震关系[J].煤炭学报,2011,36(12):2127-2132 [11] 陈颙.岩石物理学[M].北京:北京大学出版社,2001 [12] 秦树人,季忠,尹爱军.工程信号处理[M].北京:高等教育出版社,2008 [13] 董越. SF6 高压断路器在线监测及振动信号的分析[D].上海:上海交通大学,2008 [14] 张谦.基于地脉动观测的城市地区工程场地动参数及反演地下结构的研究[D].北京:北京交通大学,2012 [15] 刘振武,撒利明,巫芙蓉,等.中国石油集团非常规油气微地震监测技术现状及发展方向[J].石油地球物理勘探,2013,48(5):843-853 [16] 聂伟荣.多传感器探测与控制网络技术-地面运动目标震动信号探测与识别[D].南京:南京理工大学,2001(6). [17] T. Damarla and D. Ufford,Personnel detection using ground sensors[J].Proc. of SPIE, Orlando,FL, 2007, vol. 656205, 1-10.。
机械手设计英文参考文献原文翻译

翻译人:王墨墨山东科技大学文献题目:Automated Calibration of Robot Coordinatesfor Reconfigurable Assembly Systems翻译正文如下:针对可重构装配系统的机器人协调性的自动校准T.艾利,Y.米达,H.菊地,M.雪松日本东京大学,机械研究院,精密工程部摘要为了实现流水工作线更高的可重构性,以必要设备如机器人的快速插入插出为研究目的。
当一种新的设备被装配到流水工作线时,应使其具备校准系统。
该研究使用两台电荷耦合摄像机,基于直接线性变换法,致力于研究一种相对位置/相对方位的自动化校准系统。
摄像机被随机放置,然后对每一个机械手执行一组动作。
通过摄像机检测机械手动作,就能捕捉到两台机器人的相对位置。
最佳的结果精度为均方根值0.16毫米。
关键词:装配,校准,机器人1 介绍21世纪新的制造系统需要具备新的生产能力,如可重用性,可拓展性,敏捷性以及可重构性[1]。
系统配置的低成本转变,能够使系统应对可预见的以及不可预见的市场波动。
关于组装系统,许多研究者提出了分散的方法来实现可重构性[2][3]。
他们中的大多数都是基于主体的系统,主体逐一协同以建立一种新的配置。
然而,协同只是目的的一部分。
在现实生产系统中,例如工作空间这类物理问题应当被有效解决。
为了实现更高的可重构性,一些研究人员不顾昂贵的造价,开发出了特殊的均匀单元[4][5][6]。
作者为装配单元提出了一种自律分散型机器人系统,包含多样化的传统设备[7][8]。
该系统可以从一个系统添加/删除装配设备,亦或是添加/删除装配设备到另一个系统;它通过协同作用,合理地解决了工作空间的冲突问题。
我们可以把该功能称为“插入与生产”。
在重构过程中,校准的装配机器人是非常重要的。
这是因为,需要用它们来测量相关主体的特征,以便在物理主体之间建立良好的协作关系。
这一调整必须要达到表1中所列到的多种标准要求。
机械类毕业设计开题报告含文献综述外文翻译

毕业设计开题报告(含文献综述、外文翻译)题目姓名学号班级专业机械设计制造及其自动化学院机械工程学院指导教师(职称)开题报告1. 选题的背景和意义分子合成技术,…… 1.1 选题的背景1.2 选题意义2.设计内容 2.1 主要设计内容…………………………… 2.2 拟解决的关键问题……………………………3.设计的方法及措施3.1 可行性分析……………………………3.2 方法及措施……………………………4.预期设计成果……………………………5.设计工作进度计划本毕业设计的阶段划分与进度安排如下:第一阶段:第七学期第10~12周(2010.11.1~2010.11.19),查阅文献和撰写文献综述初稿;第二阶段:第七学期第 13~16周(2010.11.22~2010.12.10),修改并完成第三阶段:第八学期第 1~……….;……;……….;……….;……….;第六阶段:第八学期第 10~12周(2011…..~2011…..),整理和撰写设计论文,形成终稿,送审、修改、并装订。
1. 国内外研究现状分子合成技术,…… 2.研究方向2.1 机电一体化方向2.1.1 机械结构设计……………………………参考文献(含开题报告和文献综述)[1] 蒋继红, 虞贤颖, 王效岳. 塑料成型模具典型结构图册业出版社, 2006.[2] 朱祖超. 2000, 36(4): 30-33.[3]ANTILA M, LANTTO E, ARKKIO A. Determination of force and linearizedparameters of radial active magnetic bearings by finite element technique[J]. IEEE Trans. on Magn. 1998, 34(3): 684-694.[S]. 北京: 中国标准出版社,[D]. 太原: 太原理工大学, 1998. 期刊[序号] 主要责任者. 文献题名[J]. 刊名, 出版年份,卷号(期号): 起止页码.专着[序号] 主要责任者. 文献题名[M]. 其他责任者. 出版地: 出版者, 出版年.国际、国家标准[序号] 标准代号, 标准名称[S]. 出版地: 出版者, 出版年.学位论文[序号] 主要责任. 文献题名[D]. 保存地: 保存单位, 年份.外文翻译译文题目原稿题目原稿出处。
机械类英语作文模板

机械类英语作文模板英文回答:Introduction。
Mechanical engineering is an incredibly vast anddiverse field that encompasses the design, development, and operation of machines. It is a highly interdisciplinaryfield that draws upon principles from physics, mathematics, and materials science to create solutions to real-world problems. Mechanical engineers play a vital role in many industries, including transportation, manufacturing, energy, and healthcare.Education and Training。
To become a mechanical engineer, a strong foundation in mathematics and science is essential. Most mechanical engineers hold a bachelor's degree in mechanicalengineering from an accredited university. Some may alsochoose to pursue a master's degree or doctorate in mechanical engineering or a related field.Career Opportunities。
Mechanical engineers are in high demand across a wide range of industries. Some of the most common job titles for mechanical engineers include:Design Engineer。
机械设计制造及其自动化参考文献英文

机械设计制造及其自动化参考文献英文机械设计制造及其自动化参考文献英文:1. Chen, J., & Mei, X. (2016). A review of intelligent manufacturing in the context of Industry 4.0: From the perspective of quality management. Engineering, 2(4), 431-439.这篇文章回顾了智能制造在工业4.0背景下的发展,并从质量管理的角度进行了分析。
2. Wu, D., & Rosen, D. W. (2015). Cloud-based design and manufacturing: A new paradigm in digital manufacturing and design innovation. Computer-Aided Design, 59, 1-14.该研究探讨了基于云计算的设计和制造,认为这是数字制造和设计创新的新范式。
3. Wang, L., Trngren, M., & Onori, M. (2015). Current status and advancement of cyber-physical systems in manufacturing. Journal of Manufacturing Systems, 37, 517-527.这篇文章综述了制造业中物联网技术的现状和进展,强调了制造业中的网络化和物理化系统。
4. Xie, Y. M., & Shi, Y. (2008). A survey of intelligence-based manufacturing: Origins, concepts, and trends. IEEE Transactions on Industrial Informatics, 4(2), 102-120.该文章综述了智能制造的起源、概念和趋势,并对智能制造的方法和技术进行了详细描述。
机械工程专业英语精ppt课件

专利检索资源荟萃(二)
8.美国专利检索:/patft/index.html 9.欧洲专利检索:/ 10.从ESPACENET数据库提取世界各国专利文献的方法(国知局提供): /sipo/wxfw/ytwggsjkjs/ytwzlsjkjs/ESPACENET.doc 11.欧洲专利局免费专利数据库(含欧洲各国家入口): /access/index.en.htm 12.欧洲专利局专利数据高级检索(含欧洲、PCT和世界范围三个数据库): /advancedSearch?locale=en_ep 13.欧洲专利法律状态查询:/portal/public/registerplus 14.PCT专利检索:http://www.wipo.int/pctdb/en/ 15.英国专利检索:/search/index.htm
专利检索资源荟萃(一)新!专利搜索网址:/ 1.因特网专利数据库介绍(中华人民共和国国家知识产权局): /sipo//wxfw/ytwzlsukjs/ytwzlsjkjs/200508/t20050816_67485. htm
机械工程专业英语ቤተ መጻሕፍቲ ባይዱ
Subject-Based English for Mechanical Engineering
机械与电气工程学院
2020/4/27
教学要求及目的
了解专业英语的语法特点,熟悉专业词汇, 逐步培养学生具有比较熟练的专业文献阅 读理解能力、翻译能力和英文学术论文的 写作能力。 掌握国外英文专利和文献资料的查询方法, 能以英语为工具,获取本专业所需信息。 了解国际学术交流的常用表达方式。
Lesson 37 Milling Machines and Grinding Machines Lesson 38 Drilling Operations Lesson 44 Nontraditional Manufacturing Processes Lesson 62 The Computer and Manufacturing Lesson 63 Computers in Design and Manufacturing Lesson 64 Computer-Aided Analysis of Mechanical Systems Lesson 65 Computer-Aided Process Planning Lesson 66 Numerical Control Lesson 71 Industrial Robots Lesson 77 Technical Report Elements Lesson 78 Writing the Technical Report Extra lesson 1 English for International Academic Exchange Extra lesson 2 Expression of Numbers, Signs, Equations and Graphs in English Extra lesson 3 Professional Literature and Patent Retrieval
机械安全_基本概念与设计通则_第1部分:基本术语和方法

GB/机械安全基本概念与设计通则第1部分:基本术语和方法Safety of machinery-Basic concepts,general principles for design-Part1:Basic terminology,methodology目次前言引言1 范围2 规范性引用文件3 术语和定义4 设计机械时需要考虑的危险5 减小风险的策略附录A(资料性附录) 机器的图解表示用于GB/T 15706的专用术语和表述的英中文对照索引参考文献前言GB/T 15706《机械安全基本概念与设计通则》由两部分组成:——第1部分:基本术语和方法;——第2部分:技术原则。
本部分为GB/T 15706的第l部分。
本部分等同采用国际标准ISO12100-1:2003《机械安全基本概念与设计通则第1部分:基本术语和方法》(英文版),并按照我国标准的编写规则GB/T 做了编辑性修改。
本部分与ISO12100-1:2003的不同为:将标准正文后面的英法德三种文字对照的索引改为英中两种文字对照的索引。
本部分代替GB/T 《机械安全基本概念与设计通则第1部分:基本术语、方法学》。
本部分由全国机械安全标准化技术委员会(SAC/TC 208)提出并归口。
本部分负责起草单位:机械科学研究总院中机生产力促进中心。
本部分参加起草单位:长春试验机研究所、南京食品包装机械研究所、吉林安全科学技术研究院、中国食品和包装机械总公司、中联认证中心、广东金方圆安全技术检测有限公司。
本部分主要起草人:聂北刚、李勤、王学智、居荣华、肖建民、宁燕、王国扣、隰永才、张晓飞、富锐、程红兵、孟宪卫、赵茂程。
本部分所代替标准的历次版本发布情况为:——GB/T 。
引言GB/T 15706的首要目的是为设计者提供总体框架和指南,使其能够设计出在预定使用范围内具备安全性的机器。
同时亦为标准制定者提供标准制定的策略。
机械安全的概念是指在风险已经被充分减小的机器的寿命周期内,机器执行其预定功能的能力。
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Int J Interact Des Manuf(2011)5:103–117DOI10.1007/s12008-011-0119-7ORIGINAL PAPERBenchmarking of virtual reality performance in mechanics educationMaura Mengoni·Michele Germani·Margherita PeruzziniReceived:27April2011/Accepted:29April2011/Published online:27May2011©Springer-Verlag2011Abstract The paper explores the potentialities of virtual reality(VR)to improve the learning process of mechanical product design.It is focused on the definition of a proper experimental VR-based set-up whose performance matches mechanical design learning purposes,such as assemblability and tolerances prescription.The method consists of two main activities:VR technologies benchmarking based on sensory feedback and evaluation of how VR tools impact on learning curves.In order to quantify the performance of the technol-ogy,an experimental protocol is defined and an testing plan is set.Evaluation parameters are divided into performance and usability metrics to distinguish between the cognitive and technical aspects of the learning process.The experi-mental VR-based set up is tested on students in mechanical engineering through the application of the protocol. Keywords Mechanical product design·Virtual reality·Experimental protocol·Learning curve·Mechanics education1IntroductionModern society is dominated by continuous scientific and technical developments.Specialization has become one of the most important enablers for industrial improvement.As a result,nowadays education is more and more job-oriented and technical education is assuming greater importance.In this context both university and industry are collaborating to create high professional competencies.Thefirst disseminates M.Mengoni(B)·M.Germani·M.PeruzziniDepartment of Mechanical Engineering,Polytechnic University of Marche,Via Brecce Bianche,60131Ancona,Italye-mail:m.mengoni@univpm.it knowledge and innovative methods while the second pro-vides a practical background for general principles training. The main problem deals with the effort and time required to improve technical learning,while market competitiveness forces companies to demand young and high-qualified engi-neers in short time.Therefore,the entire educational process needs to be fast and efficient.Novel information technolo-gies(IT)and emerging virtual reality(VR)systems provide a possible answer to the above-mentioned questions.Some of the most important issues,in mechanical designfield,are the investigation of such technologies potentialities and the evaluation of achievable benefits in terms of product design learning effectiveness and quality.While IT has been deeply explored in distance education,i.e.e-learning,VR still rep-resents a novelty.VR refers to an immersive environment that allows pow-erful visualization and direct manipulation of virtual objects. It is widely used for several engineering applications as it provides novel human computer interfaces to interact with digital mock-ups.The close connection between industry and education represents the starting point of this research. Instead of traditional teaching methods,virtual technolo-gies can simultaneously stimulate the senses of vision by providing stereoscopic imaging views and complex spatial effects,of touch,hearing and motion by respectively adopt-ing haptic,sound and motion devices.These can improve the learning process in respect with traditional teaching meth-ods and tools.The observation of students interpreting two-dimensional drawings highlighted several difficulties:the impact evaluation of geometric and dimensional tolerances chains,the detection of functional and assembly errors,the recognition of right design solutions and the choice of the proper manufacturing operations.These limitations force tutors to seek for innovative technologies able to improve students’perception.Investigations into the use of VR have indicated that it may improve the learning process offering a more useful product’s representation and creating an augmented environment for the models investigation and description.The main problem deals with the effective application of a VR system into edu-cational situations and the appraisal of its impact on learning. These are crucial points if we consider that the definition of a proper VR arrangement for specific lesson purposes has to be correlated to the learning process as the result of indi-vidual skills(procedural aspects)and instrumental practice (declarative aspects).The scope of this research is the experimentation of VR in mechanical product design teaching,the assessment of the limits and advantages of available technologies and,finally, the evaluation of the achieved learning process performance.In this context,the paper aims at defining both a proper VR set-up for mechanical product design teaching and an exper-imental protocol for validation tests.A method is proposed to benchmark current VR technologies.It is based on the study of product design lessons by traditional means of rep-resentation,on the identification of the main critical activities where paper-based tools and CAD systems usually fail and on the correlation between the identified activities and tools usability,achieved presence and depth of sensations that are perceived into the experienced-based learning environment. Then an experimental protocol based on specific context met-rics is defined.It aims at evaluating both the learning process performance for the specific purpose and the usability of the adopted VR-based set-up.2Background:VR technologies for learning purposes2.1Learning environments for mechanical product designA learning environment is characterized by active interac-tions among all involved individuals.Kaye[13]in particular states that learning is an individual process but it is always influenced and stimulated by the external context.Only by conversation and comparison with peers and experts,stu-dents reach a solid knowledge of the specific topics.Mul-tidisciplinary environments are particularly appropriate for educational purposes:scientific studies showed that human learning usually happens for83%by sight,only10%by hearing and the rest by other senses[17].On the other hand, collaborative environments provide learners with several advantages such as the opportunity to experience the multi-ple standpoints of other learners with different backgrounds and the ability to develop critical thinking skills through the process of judging and valuing.In order to improve col-laboration,advanced digital technologies may help students for incrementing learning by simulating real design process operations and by sharing the design outcomes[10].A recent study shows that design education can be implemented by two main different approaches[22]:•face-to-face education,that improves the learners-learners and learners-instructors interaction.The main problems in experience-based learning application are related to retrieving information,developing collaborative work and experiencing design solutions in real time;•distance education,that implies learners and instruc-tors in geographically separated sites.Three different approaches and related communication media are pro-posed:(a)one-way instruction by mail,radio and televi-sion,(b)single technology instruction by computer-based or web-based learning,and(c)blended learning that com-bines face-to-face with asynchronous and/or synchronous computer technology.The same study demonstrates that face-to-face is more suc-cessful than distance learning in mechanical product design where the understanding of design topics requires a concrete experimentation of general principles.The concept of expe-rienced-based learning has been widely explored in design teaching.It basically consists of the following steps:con-crete experience of technical problems and solutions,obser-vation of the achieved results and formulation of abstract concepts and generalizations[14].Other researches claimed that learning without execution of action remains at the state of mental action and therefore distant from real action[21]. These preliminary considerations point out the importance of adopting educational methods and tools that make students experience design topics in an effective way.A suitable learn-ing set-up ought to answer students’needs and to enable them to reach educational goals.2.2Potentialities of VR in mechanical product designteachingTraditional teaching is almost entirely centred on2D rep-resentations that make difficult the interpretation of differ-ent design solutions and errors detection.Nowadays CAD systems offer3D models visualization and animation that support assembly comprehension by a better visual charac-terization.Otherwise perception is still limited only to sight and it does not significantly increment the learning process. It is worth to notice that CAD systems functionalities are not able to support the identification of awkward reach angles or relevant assembly/disassembly issues.The use of experimental laboratories may overcome the above-mentioned problems.They allow students to experi-ence mechanical equipments and manufacturing operations. High costs of maintenance,great initial investments and the increasing number of classroom students make laboratories not easy to be kept up.VR-based environments seem to be a valid solution to improve mechanical design topics learning.However this intuitive assumption needs to be objectively demonstrated. Researches into the use of VR have indicated that it may offer more useful artefacts representations and simulate the relevant characteristics of a product such as engineering, manufacturing and maintenance aspects[6].In particular,in assembly and tolerances analysis VR environments can sup-port realistic interaction between parts by real-time simula-tion of physical constraints and an intuitive interface,which allows natural manipulation.Some studies have suggested also that adding force feedback to assembly,virtual anal-ysis increases task efficiency and performance[1,25]while eliminating physical prototypes gives substantial cost savings [23].Finally,virtual environments may easily create collabo-rative spaces where students learn multiple-level information about the product,listen to different interpretations and share their learning experience to develop their own practical and cognitive skills.Most of the recent studies on face-to-face design education highlight the potentialities of VR technologies to improve perception in education and training applications[4,20,24].The main advantages recognized to VR applications are:•the improvement of the spatial ability of learners as they allow not only the visualization of3D models but also their experimentation.Furthermore studentsfind them much easier to understand things from diagrams or mod-els simply looking at graphs or mathematical algorithms;•the knowledge sharing facilitation and the collaboration in multidisciplinary teamwork;•the achievement of sense of presence instead of traditional visualization technologies;•the interaction with virtual models in a very intuitive and natural manner.Although the above-mentioned advantages,no experimen-tal results have been achieved in selecting the most suitable technologies for mechanics education tasks.This is mainly due to the high costs of VR technology implementation,the difficulty to identify the proper VR technologies combina-tion for the specific learning purposes and the complexity to understand how it impacts on the learning curve.2.3Evaluation of VR technologies in the learning process The ability of a mechanical designer is earned by experience and practice and could be considered the outcome of his/her learning process.Over the years,several models were devel-oped to capture the human performance in carrying out a task. They are usually based on two main learning curves forms: time-based or performance-based representations.Outlining learning curve has become a very popular method thanks to its simplicity of use and its ability tofit empirical data well [15].From the learning point of view,mechanical product design implies a sequence of mental and practical activi-ties,such as the creation of solid models,their assembly, the comprehension of their interrelations and their particular functions.The transfer of acquired expertise depends on both the individual aptitude for learning and traducing action into experience(cognitive level)and the support and ease to use of tools(technical level).Considering the case under inves-tigation,the thinking processes allow students to elaborate the right procedure for product design,but the mere course of actions does not lead to a successful result.Furthermore, tools’usability and learnability influence the learning pro-cess.Several studies stressed the need to understand how new technologies affect learning curves in order to establish the appropriate training and assessment[8].Recent works are notably oriented to considerfinal learning as the sum of cog-nitive and technical components.Hamade et al.[7]develop a method to assess the speed and proficiency of CAD sys-tems learning,based on test exercises and on the measure of two objective factors,performance time and feature count. The study interest lies not only in the objectivity and porta-bility to other contexts,but also in the distinction between procedural and declarative knowledge.Total learning curve is set up and decomposed into its cognitive and behavioural components through a dual-phase learning model approach. However the method leaves out the usability of equipment and it uses only objective metrics underestimating the sub-jective components.Distinction of cognitive and technical aspects is cited also by Blavier et al.[3].They achieve a more complete evalu-ation and include the perceptual and the technology impact on the learning performance.The research estimates learning curves in a comparative study between classical and robotic laparoscopy and appeals both to objective data collected dur-ing experimental tests and subjective data collected by ques-tionnaires.Both objective and subjective data are required for an accurate evaluation of a VR-based set-up for mechanical learning purpose.This is the focus of the present research. This way allows measuring performance advantages and establishing how much the VR system contributes to stu-dents’learning experience.3The VR-based set-up for mechanical product design learning3.1VR technologies classification based on perception Perception in design education plays a crucial role in incrementing knowledge.Although several researchers areconcentrated on visual perception[18],it is worth to notice that individuals perceive objects and the space surrounding them also by all other sensorial modalities.Human beings depend onfive senses to experience their surroundings and infer from the physical objects and envi-ronment around ers interact with objects and their interface by experiencing them with their sensorial modali-ties that generate a set of stimuli.They arefirst elaborated at a cognitive level and then transformed into actions.In order to obtain similar conditions by VR,it is necessary to identify which technology better stimulates each sense and provides deep sensations in the users.The proposed classification starts from the Burdea’s def-inition of VR as“a high-end user-computer interface that involves real time simulation and interactions through mul-tiple sensorial channels”[2].Available VR technologies are divided into four classes(visual,sound,haptic and motion) that correspond to the four sensorial channels involved in the virtual experience(vision,hear,touch and motion).Each of them provides the corresponding sensorial feedback to the users(Fig.1).The sense of motion,sometimes called the sixth human sense,is usually achieved via some means of position and orientation tracking that mediate the user’s input into the VR simulation.They include all navigation and manipulation technologies.The sense of touch is performed by what are called haptic technologies.Tactile and force feedback devices seek to simulate tactile cues.The sense of vision is provided by visualization technologies.They can be divided into sin-gle-user displays and multi-users displays.Thefirsts are gen-erally desk-supported while the seconds are large volume displays that allow the simultaneous collaboration of several individuals.They can beflat or curved,front of rear projec-tion-based;they may provide passive or active stereoscopic experience.The sense of hearing is provided by sound tech-nologies:stereo sound,specializing multiple sound sources and3D sound.They differ from each other in the level of realistic feedback they supply to the user.In order to achieve a fully immersive environment that improves students’perception of the virtual scene,also smell and taste feedback must be simulated but the complexity of these senses has made them difficult for available VR tech-nology to conquer.All these technologies are also combined with the com-puting hardware for VR real-time simulation and interaction support and with the software toolkits to map the input/output devices with the digital scene,model3D objects and create libraries for optimising VR simulations.Fig.1The proposedclassification of VR technologies and the correlation with the humansenses3.2A method for VR benchmarking to achieve the learninggoalsIn order to improve experimental-based learning by VR tech-nologies,students should feel being involved in the virtual environment and be allowed to test principles by touching, hearing and moving the objects they are working with.It has been demonstrated that the communication medium influ-ences the form of interaction and knowledge perception and cognition,particularly when learners are unfamiliar with the communication technologies used to deliver instruction and perform design tasks[19].Therefore we state that in VR applications for education,it is important to evaluate not only the level of involvement perceived by the user but also the system’s usability.Based on these considerations,the benchmarking of VR technologies combination is based on three different clas-ses of heuristics:usability,presence and depth of sensations. Usability concerns the capacity of the VR interfaces to meet the users’needs.The degree of the system usability depends on different characteristics such as the adopted tools bar-rier free,ease-to-use,intuitiveness.Presence means“being immersed”and refers to an emotional and mental state of being involved in the virtual scene;it denotes the level of engagement.The sense of presence is determined by some characteristics of the system such as interactivity,collabo-ration,non constraining or navigation support.Finally,the depth of sensation refers to the degree of the sensory feed-back(visual,tactile,auditory)that users feel while exploring the virtual space.In order to manage the complexity of all possible combi-nations of VR technologies,a matrix-based method is intro-duced.Two3D matrices are used to connect technologies and human senses:thefirst allows the management of the combination between haptic,visual and navigation technol-ogies,while the latter matches thefirst achieved arrange-ment with sound technologies and assigns a value for each final combination to each heuristics for assessing the system’s performance(Fig.2).In order to identify which VR combina-tion is suited to teach specific mechanical design subjects we introduce an additional matrix,which correlates the activ-ities necessary to perform experienced-based learning and the levels of sensory feedback necessary for perception and cognition.On the contrary of previous matrices,that are ful-filled by VR experts as they relate to technical and functional performances and are not design learning-oriented,this addi-tional matrix needs to be fulfilled by professors of mechanical product design for their deep experience of learning environ-ments.The method application preliminarily requires the analy-sis of which activities should be performed to gain a good understanding of the lesson subjects.In the study context, two different mechanical product design topics have been explored and for each of them the necessary teaching activi-ties have been traced.•Product functional design and assembly principles.The topic aims to develop a critical attitude in the interpretation of mechanical components and assemblies,in functional errors detection and in the identification of assembly problems.In functional design the tutor generally shows different functional alternatives in order to clarify these concepts.The use of examples is considered fundamental to improve general principles understanding.•Dimensional and geometric tolerances.The topic aims to develop the ability of identifying assembly and manufacturing problems in different design solutions and the relation between tolerances andfinal product quality.In particular students should be able to ver-ify the consequences of tolerances prescription onthe Fig.2Synthesis of the proposed methodTable 1Assessment of the sensory feedback necessary to undertake the necessary activities for learning product functional and assembly principles and geometric and dimensional tolerances prescriptionValuationLevels of sensory feedback Definition of the levels of sensory feedback for teaching purposes Sense of sight Sense of touch Sense of hearing Sense of motionAssessment of design solution alternatives combining different standard components with similar functions5513Assessment of the impact of design decisions on manufacturing and assembly operations5353Identification of manufacturing and assembly problems by analyzing manufacturing operations and equipments 251Identification of the rightfunctional design solution by analyzing the manufacturing and assembly cycle costs of different alternatives3411Detection of functional and assembly errors in different design solutions5555Understanding components interaction in assemblies and identification of the proper sequence of assembly operations 3555Absolute Importance ( bij)61Relative Importance (ai*bij)253Requested value of sensory feedback ( ai*bij/ 5*bij)0.87Interpretation of a design solution and identification of the tolerances352Identification of the dimensional and geometric tolerancesreferences and of the difference between them3524Understanding of the differences between tolerances according to the control techniques433Identification of the manufacturing and assembly problems deriving from wrong tolerances chain 5513Assessment of the impact oftolerances chain on the assembly operations 5515Absolute Importance ( bij)44Relative Importance (ai*bij)188Requested value of sensory feedback ( ai*bij/5*bij)0.7manufacturing and quality control processes and of tol-erances variation on product functionalities.Students should also be able to recognize tolerance chains and identify the proper references.Professors in mechanical product design have been involved in the definition of the most significant activities and the lev-els of sensory feedback necessary to perform them.Table 1shows the necessary learning level of product functionaldesign and assembly principles and dimensional and geo-metric tolerances prescription.The evaluation values in the grey column are related to the importance that each activity represents for the learning process.The values in the side columns represent the sensory feedback required for performing every activity successfully,according to1–5scale.For example,it can be stated that the sense of sight is very important(the level is5)in assessing design solution alternatives while the sense of motion(3)and the sense of touch(1)are secondary.Hearing is useful in no way.On the contrary the functional and assembly errors detection involves the same three sensorial chan-nels but they all are key factors and gain an equal feed-back level(5).Absolute and relative importance values are calculated applying mathematical functions showed in table.Final values assess the level of sensory feedback requested to the proper VR set-up technology in order to support the concerning topic.In case study obtained feed-back values are equal respectively to0.87for functional and assembly principles learning and0.7for tolerances learning.An exhaustive description of the benchmarking method can be found in a previous research work where it was applied for identifying the VR system that better answers to design reviews activities requirements.Experimental results pointed out that most advantages in the use of VR are achieved when the technology is selected according to specific process char-acteristics and needs[19].At this point three different VR technologies combinations (C1,C2and C3)have been chosen for the assessment.C1is a single-user learning environment that consists of a head-mounted display(HMD)coupled with a common mouse. C2consists of a large volume display provided with ste-reo imaging and an optic tracking system that both improve visual perception of design solutions and create a collab-orative environment.C3associates a similar large volume display with afinger-based haptic device that gives force feedback and tactile perception of materials and compo-nents interaction.The evaluation method is based on a set of heuristics that are conveniently defined for virtual reality system context.Heuristics are grouped into three different dimensions(usability,presence and depth of sensation)as previously described.Each VR combination is evaluated by afive-point Likert scale[16].The method application allows the definition of a relative total value for every technological set-up(Fig.3).Comparing the obtained total values with the sensory feedback required by mechanical design learning topics it is possible to rec-ognize which technological combinationfits better for the specific purpose.The case study results highlight that C3combination is the best suited in supporting product functional design and assembly principles teaching while C2combination is the best suited in tolerances learning.If we would identify the combination that better answers to both topics,C3should be selected.Itsfinal value is the nearest to both requested feedback levels.4A structured experimental protocol to assess the learning process in mechanical product designIn order to verify the applicability of the proposed method and to test the main advantages connected with the use of the achieved VR technologies combinations,a structured experimental protocol is set.According to the educational standpoint it is worth to notice that learners’performances always depend on two main factors:the personal aptitude for specific subjects and the influence of the adopted hard-ware and software technologies.These two dimensions in mechanics education are strictly interconnected:it is difficult to distinguish their specific impact on the learning process. Therefore understanding how technology affects learning is a not a trivial task.In order to face this issue two evaluation levels are con-sidered inside the protocol:performance and usability.The first analysis aims at measuring the performances achieved by students during lessons and to quantify them in an objec-tive way.In this context time monitoring,error detection and learning curves could be useful indicators.The second anal-ysis aims at assessing the usability of the exploited support system.It can be stated that for learning scope a highly usable VR set-up is needed.4.1Performance analysisThe performance analysis is based on a set of objective met-rics and direct evaluation methods,such as user task analysis. Performance metrics are defined considering the main diffi-culties of students in mechanical product design learning. They are expressed by tangible entities,such as time and percentage mistakes,related to the following aspects:•assembly recognition capability,•assembly sequence identification,•assemblability error detection,•surfacefinishing comprehension,•design alternatives evaluation,•dimensional tolerances detection,•geometric tolerances detection,•mating type recognition,•tolerances chain comprehension,•geometrical tolerances impact.Each aspect represents a possible task for each mechanics education topic that is identified during the benchmarking。