Project Report
Project Report
Project Report
DS3093 AI in Design
Department of Design
IIT Hyderabad
Narumugai T BD19BDES11004
Shreyas KB BD19BDES11005
Mandira VR BD19BDES11006
Ritik BD19BDES11007
Swapnish S BD19BDES11008
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Contents:
1. Acknowledgement
2. Abstract
3. Introduction
Team contribution
Technical difficulties
Project management
Reflection
4. Literature Study
Research Methodology
Literature Search
Literature Analysis
Content Findings
Use cases
5. Project
3D modelling
Exporting assets to Unreal engine
Adding textures and preparing environment
Create interactions
Deploying model into cloud based AVR platform ( EON XR)
6. Conclusion
7. Bibliography
1) Acknowledgements
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Foremost we would like to express our sincere gratitude to our professor Srikar A V
R for supervising and guiding us through this course. We also thank our HOD
Deepak John Mathew and the rest of the Department of Design for providing us this
opportunity to take up this project.
Our sincere thanks also goes to Ambresh Kulkarni sir, John Dcoutho sir and Nikunj
Khetani sir for taking out their time to collaborate with us and teach us so many
topics in such depth in a very short time period. We’re grateful for the
encouragement, insightful comments and knowledge shared with us.
We also wanna thank our classmate Aryaman for helping and accompanying us
through the whole process.
2) Abstract
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In this project we will be modeling our classroom and it’s components using 3D
software and prepare an interactive AVR model (software and hardware workflow)
We will also be producing a report based on our findings and gaps in research
related to virtual concept development, digital twins and related subjects.
3) Introduction
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Through this project it is aimed to give an overview of AI applications in design by
covering the skills and knowledge required to holistically optimise the information
flows using Industry 4.0 tools. We will be learning to research and use various
technologies which include modelling software, augmented reality/virtual reality
software.
Literature review:
Narumugai helped outline the literature review and search, areas of study and
format it.
Ritik read and analysed virtual concept development through AVR and current
industry practices.
Shreyas and Mandira delved deeper into the digital twins and its use cases, key
findings and realising gaps in them and further possible research areas related to the
legal and cultural aspects of creating digital twins of buildings and objects that are
of cultural value.
Swapnish also contributed by further adding to our literature review.
3Ds Max:
Shreyas and Ritik initially created a replica of the basic structure of the design
rooms- Ablock 618. These include roofs, walls, beams, windows and doors.
Later as a team we hunted for free assets similar to the real ones and built a few not
so accurate to the original ones on 3Ds Max.
The .3ds Max file was shared and assets were modified, scaled and placed in the
right places by the members and monitored by Ritik.
Unreal engine:
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Narumugai helped export the model and assets through datasmith and worked with
layer/asset migration into VR settings.
The team members sat together and rewatched the classroom recordings and tried
to replicate the actions. We also scouted for videos explaining sky settings, motion
control pawn, physics, etc in order to obtain better understanding.
Ritik added textures, lighting and the environment for the room giving it life.
Team members also played around and tuned the interactions, led by Ritik.
The vastness of research on this area was overwhelming and tiring to go through.
It took the team a week to do the research in order to finally zero down on any gap in
the field of research. The Zotero plugin had a few issues as well.
3Ds Max offered the least complications as it was easy to adapt to. Optimisation and
asset management were some difficulties faced.
Unreal engine was a completely new realm for us, it took a considerable amount of
time to get used to its interface and navigation. A lot of doubts and errors arose
starting with installation of datasmith in the right drive and folder.
We had initially imported our model into a blank game file and found it very
confusing to migrate it into a VR environment. Implementing physics was very time
consuming and was not resolved. We later used the file that was sent to us and
replaced our model in the place of the pre-existing model. This resolved most of the
issues.
Some textures made the shaders skyrocket causing the laptop to crash sometimes.
The major set back was when we realised the scaling of the room was multiple
times bigger than its actual size leading to a very low perspective in VR mode and
every asset had to be scaled down and moved individually in order for the VR to
function properly.
The modeling and setting up on the Unreal engine part was taken one person at a
time due to limitations in the number of powerful systems. While some worked on
these systems others assisted with the troubleshooting, etc with the help of tutorials.
3.4) Reflection
This was an interesting project to take up in terms of learnings, challenges faced and
project process. Division of labour and responsibility really turned out to work in our
favour. Time management is one thing we wish could have been handled and
distributed better. Some of us even plan to take this further by using the softwares
and topics learnt in this course for the coming semester’s project.
4) Literature Study
The overarching aim of this study was to analyse the current state of applications in
the AI industry and how it can be merged with other technology like AVR, giving rise
to new experiences and purposes.This study comprehensively reviews and analyses
DT concept, AVR technologies, and their deployment on mobile applications.
After a complete search of several databases and careful selection in line with
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the proposed criteria, 10 papers on the integration of these technologies were
identified and analysed.
The research analysed in detail the status, evolution of the concept, key
technologies, AI in design flows, AVR for concept development and potential
industry impact, building information modeling. This research shows that there is
a high potential for DT, AVR to enable solutions to numerous challenges.
Virtual Realism
The value and utility of a virtual model is commonly linked to its realism and
accuracy/authenticity – indeed, this realism is seen as a key factor in successful
immersion in a virtual world.
Realism in conjunction with authority/authenticity is seen as necessary for a
successful model, yet simultaneously the same realism may actually undermine its
authority.
Analyse AVR use cases for concept development and potential industry impact
Medical- telemedicine, Real wear during hands off meetings, etc.
Education - learning applications using AVR, etc.
Training - TeamViewer pilot, connecting industrial headsets, etc.
Security - Librestream Onsight software, thermal imaging, etc.
Energy - AR glasses for frontline workers, etc.
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Motor vehicle industry- Hyundai Captivating showroom, Audi E-tron VR
experience, etc.
Repetitive processes
High-volume processes
Rule-based processes
AI workflow:
Simulation and Test Integration: with complex systems, System simulation, System
verification
Potential of AI in Design
AI stimulates creativity by taking care of some usual work that saves time and efforts
for the designer to spend on idea building.
AI creates a humanized experience, identifies and interprets the way people engage
with designs and digital products. It helps create a personality for products.
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AI brings a personalized user experience which is the key to customer satisfaction.
Platforms that make users feel loved and cared for attract and retain users.
5) Project
Objective:
Time:
4 weeks
Deliverables:
We started with scouting for a place to replicate and finally zeroed down to one of
the design classrooms (A block 618) due to its compactness and ability to makeshift
according to the occasion or the assignment in progress.
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We measured every edge of the room with help of the Apple Measure app in order
to come up with the floorplan and layout.
5.1) 3D Modelling
We constructed the basic layout before creating/importing other assets.
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Datasmith plugin was installed and connected to 3Ds Max and the model was exported
in Unreal engine, where it was scaled and set up.
Twinmotion was installed from epic games for texture assets. Textures were then
applied to tables, chairs, walls, floors, etc
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In play mode you can pick, place and customise assets by enabling collision mesh,
physics and gravity. Used grab component and chose drop settings.
5.6 Deploying model into cloud based AVR platform ( EON XR)
In the assignment related to recreating our design lab, we gained skills on using
tools related to 3D modeling and AR/VR. While undertaking this we also learnt the
importance of digital twins and ways in which it can be implemented in numerous
fields like medical training, designing smart cities, optimization of manufacturing
lines and more. Reading up on these different applications of digital twins helped us
realise the extent to which this technology can be utilized.
As for the part of producing a report based on our findings and gaps in research
from existing literature, this assignment introduced us on how to do research. We
had to go through a lot of material which helped us learn more about the different
ways in which digital twins have been applied in various sectors and industries. We
also came up with gaps in research we went through online and came up with
possible research areas related to the legal and cultural aspects of creating digital
twins of buildings and objects that are of cultural value.
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9) Bibliography:
M. LI, Y. MA, Z. YIN and C. WANG, "Structural Design of Digital Twin Laboratory Model
Based on Instruments Sharing Platform," 2020 Chinese Control And Decision
Conference (CCDC), 2020, pp. 797-802, doi: 10.1109/CCDC49329.2020.9164813.
Opoku, D.-G., Perera, S., Robert, O.-K., Rashidi, M., 2021. Digital twin application in the
construction industry: A literature review. Journal of Building Engineering 40, 102726.
https://doi.org/10.1016/j.jobe.2021.102726
M. LI, Y. MA, Z. YIN and C. WANG, "Structural Design of Digital Twin Laboratory Model
Based on Instruments Sharing Platform," 2020 Chinese Control And Decision
Conference (CCDC), 2020, pp. 797-802, doi: 10.1109/CCDC49329.2020.9164813.
Developing Real-Time Digital Twins for Cloud Deployment [WWW Document], 2020.
. ScaleOut Software. URL
https://www.scaleoutsoftware.com/featured/developing-real-time-digital-twins-for
-cloud-deployment/ (accessed 9.2.21).
Bolton, R.N., McColl-Kennedy, J.R., Cheung, L., Gallan, A., Orsingher, C., Witell, L., Zaki,
M., 2018. Customer experience challenges: bringing together digital, physical and
social realms. Journal of Service Management 29, 776–808.
https://doi.org/10.1108/JOSM-04-2018-0113
Qi, Q., Tao, F., Hu, T., Anwer, N., Liu, A., Wei, Y., Wang, L., Nee, A.Y.C., 2021. Enabling
technologies and tools for digital twin. Journal of Manufacturing Systems, Digital
Twin towards Smart Manufacturing and Industry 4.0 58, 3–21.
https://doi.org/10.1016/j.jmsy.2019.10.001
Liu, M., Shuiliang, F., Dong, H., Xu, C., 2020. Review of digital twin about
concepts,technologies, and industrial applications. Journal of Manufacturing
Systems 58. https://doi.org/10.1016/j.jmsy.2020.06.017
A. Addison, “Virtual heritage: technology in the service of culture.,” Jan. 2001, pp.
343–354. doi: 10.1145/584993.585055.