Research Papers

Immersive Computing Technology to Investigate Tradeoffs Under Uncertainty in Disassembly Sequence Planning

[+] Author and Article Information
Sara Behdad

Department of Mechanical and
Aerospace Engineering,
Department of Industrial and
Systems Engineering,
University at Buffalo, SUNY
Buffalo, NY 14260
e-mail: behdad1@illinois.edu

Leif Berg

Department of Mechanical Engineering,
Iowa State University,
2274 Howe Hall,
Ames, IA 50011
e-mail: lpberg@iastate.edu

Judy Vance

Department of Mechanical Engineering,
Iowa State University,
2274 Howe Hall,
Ames, IA 50011
e-mail: jmvance@iastate.edu

Deborah Thurston

Department of Industrial and
Enterprise Systems Engineering,
University of Illinois at Urbana-Champaign,
104 S. Mathews,
Urbana, IL 61801
e-mail: thurston@illinois.edu

1Corresponding author.

Contributed by the Design Automation Committee of ASME for publication in the JOURNAL OF MECHANICAL DESIGN. Manuscript received January 15, 2012; final manuscript received June 27, 2013; published online April 28, 2014. Assoc. Editor: Karthik Ramani.

J. Mech. Des 136(7), 071001 (Apr 28, 2014) (9 pages) Paper No: MD-12-1041; doi: 10.1115/1.4025021 History: Received January 15, 2012; Revised June 27, 2013

The scientific and industrial communities have begun investigating the possibility of making product recovery economically viable. Disassembly sequence planning may be used to make end-of-life product take-back processes more cost effective. Much of the research involving disassembly sequence planning relies on mathematical optimization models. These models often require input data that is unavailable or can only be approximated with high uncertainty. In addition, there are few mathematical models that include consideration of the potential of product damage during disassembly operations. The emergence of Immersive Computing Technologies (ICT) enables designers to evaluate products without the need for physical prototypes. Utilizing unique 3D user interfaces, designers can investigate a multitude of potential disassembly operations without resorting to disassembly of actual products. The information obtained through immersive simulation can be used to determine the optimum disassembly sequence. The aim of this work is to apply a decision analytical approach in combination with immersive computing technology to optimize the disassembly sequence while considering trade-offs between two conflicting attributes: disassembly cost and damage estimation during disassembly operations. A wooden Burr puzzle is used as an example product test case. Immersive human computer interaction is used to determine input values for key variables in the mathematical model. The results demonstrate that the use of dynamic programming algorithms coupled with virtual disassembly simulation is an effective method for evaluating multiple attributes in disassembly sequence planning. This paper presents a decision analytical approach, combined with immersive computing techniques, to optimize the disassembly sequence. Future work will concentrate on creating better methods of estimating damage in virtual disassembly environments and using the immersive technology to further explore the feasible design space.

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Grahic Jump Location
Fig. 1

Disassembly graph based on corresponding subassembly states

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Fig. 2

A simple six piece Burr puzzle

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Fig. 3

An assembly view of the Burr puzzle in an ICT environment

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Fig. 4

Disassembly graph of the six piece Burr puzzle

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Fig. 5

Immersive virtual environment for disassembly

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Fig. 6

(a) Polygonal representation and (b) voxel representation

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Fig. 7

Average collision data for each transition in the disassembly tree

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Fig. 8

Disassembly graph of the six piece Burr puzzle including the optimal disassembly route

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Fig. 9

The statistical distribution of the number of collisions in transition 2-3



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