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Sylvain Fleury - Immersive Technologies to Accelerate Innovation: How Virtual and Augmented Reality Enables the Co-Creation of Concepts

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Sylvain Fleury Immersive Technologies to Accelerate Innovation: How Virtual and Augmented Reality Enables the Co-Creation of Concepts
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The digital transformation of companies is both a competitive challenge and a complex step for large groups and industries, and at the same time a tremendous opportunity. This transformation is entering a new dimension with the development of immersive technologies such as virtual reality, mixed reality and augmented reality, which are revolutionizing the way we generate content as well as visualize and interact with models and data.
The challenges of innovation and digital transformation within companies are now converging. Research shows the potential that immersive technologies have to accelerate the first steps of the innovation process.
The objective of this book is to provide a clear vision of the state of research on immersive technologies for design and to deliver practical recommendations for companies wishing to improve their innovation process.

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Smart Innovation Set coordinated by Dimitri Uzunidis Volume 38 Immersive - photo 1

Smart Innovation Set

coordinated by
Dimitri Uzunidis

Volume 38

Immersive Technologies to Accelerate Innovation
How Virtual and Augmented Reality Enables the Co-Creation of Concepts

Sylvain Fleury
Simon Richir

First published 2021 in Great Britain and the United States by ISTE Ltd and - photo 2

First published 2021 in Great Britain and the United States by ISTE Ltd and John Wiley & Sons, Inc.

Apart from any fair dealing for the purposes of research or private study, or criticism or review, as permitted under the Copyright, Designs and Patents Act 1988, this publication may only be reproduced, stored or transmitted, in any form or by any means, with the prior permission in writing of the publishers, or in the case of reprographic reproduction in accordance with the terms and licenses issued by the CLA. Enquiries concerning reproduction outside these terms should be sent to the publishers at the undermentioned address:

ISTE Ltd
27-37 St Georges Road
London SW19 4EU
UK
www.iste.co.uk

John Wiley & Sons, Inc.
111 River Street
Hoboken, NJ 07030
USA
www.wiley.com

ISTE Ltd 2021

The rights of Sylvain Fleury and Simon Richir to be identified as the authors of this work have been asserted by them in accordance with the Copyright, Designs and Patents Act 1988.

Library of Congress Control Number: 2021943895


British Library Cataloguing-in-Publication Data
A CIP record for this book is available from the British Library
ISBN 978-1-78630-770-5


Foreword

The need for change in a company often translates into a real need to adapt in order to survive, especially in a constrained environment; in other words, it is a matter of innovating or dying. This was well illustrated during recent crises, for example in 2008 with the financial crisis, when, even under reduced resources, the accelerated change toward an open innovation model with external partners, academics, customers and suppliers, enabled us to prepare for the rebound after the crisis. More recently, during the Covid-19 pandemic in 2020, the rapid use of digitalization and the electrification of transport are already preparing us for environmental challenges, particularly related to global warming and the necessary reduction in the use of fossil fuels. In this changing world, the innovation process facilitates change and creates a positive, continuous and visible dynamic. This process is useful for companies to focus efforts at the right time, with the right intensity, in the right place, with competent and prepared teams. The notions of market and temporality are also crucial. Without a market, innovation will only remain at the invention stage, an expense for the company with no return on investment. To be successful, this implies a continuous intimacy with customers, a shared value creation process. The innovation process must also adapt to the context and make the most of available technologies, wherever they may be, from our suppliers, our academic partners, and public or private research. The meeting with the teams working at the Laval Virtual Center and the work carried out with the Institut Arts et Mtiers de Laval have enabled MANN+HUMMEL, a leading global company in filtration technology, to strengthen its strategy in the field of digitalization, by seeking to create value from digital data, and by applying it to the innovation process. The speed with which we can interact with our customers in our ideation processes, up to the realization of prototypes, real or virtual, is an important factor in convincing future customers, investors and internal or external decision makers. In 2016, based on this observation, the collaboration between MANN+HUMMEL and the Institut Arts et Mtiers de Laval was initiated in order to conduct research and experimentation on the contribution of technology, related to virtual reality, to the innovation process. This project is called Time to Concept, and its objective is to reduce the time between ideation and the first customer experience. It is about putting the user or the customer at the center of the game by immersing them, gathering their emotions and feedback, and taking these into account in real time to adapt the product or the service. It is also of course about converging, at the end, on a creation of value, demonstrated in the virtual environment, with system interactions made more visible. For example, during a recent car show in Frankfurt, we managed to put a few customers under virtual reality headsets to gather their impressions of a new vehicle interior filtration system: a situation lasting less than two minutes to explain everything, in particular to visualize the invisible, that is, the improvement of the vehicles air quality. Remembering the experience, one of them, a world-renowned car manufacturer, then selected us to create a demonstration vehicle. In the field of air quality improvement, which is one of the strategic axes of the MANN+HUMMEL Group, we try to make visible with the help of virtual reality the physical phenomena at stake, such as fluid mechanics, the propagation of pollutants and their filtration. Explaining them is all the more necessary to bring to the market new and more efficient filtration technologies, adapted to the new uses of mobility and our lifestyles, and also in tune with the new recommendations and regulations in this field. Thus, this book describes the generic results of research work validated in concrete cases to support the digital transformation of innovation within companies through immersive technologies.

Jrme Migaud
Transportation Innovation Director
at MANN+HUMMEL Group
September 2021

Acknowledgments

We would like to thank our industrial partners for providing us with study sites and opportunities to evaluate the methods described in this book in real-life situations. In particular, we would like to thank MANN+HUMMEL for their contribution through the financing of the Time to Concept Chair, which has given rise to a number of the research projects presented in this book. We think in particular of Jrme Migaud, Bruno Langer, Philippe Rhoumy and Luc De Keyser. Our thanks go to the Arts et Mtiers Foundation for its support to the Chair, in particular Gilbert Paulezec and Roger Stanchina, but also Aurlien Agns who supported us for 1 year in this scientific program. Of course, we would like to thank the representatives of the steering committee of the Time to Concept Chair: Jean Quessada, Ivan Iordanoff, Alexandre Rigal, Xavier Chteau and Xavier Kestelyn.

We would also like to thank Charles Mille for the numerous exchanges that contributed to the reflections on the methods and tools, and also Thibaut Guitter and Benjamin Poussard for their participation in the research work and the design of the virtual reality tools, as well as Marie-Pierre Verrier for preparing the numerous communication and scientific sharing events that punctuated this program.

Numerous scientific collaborations with researchers from our team or outside have also contributed to this work, in particular Olivier Christmann, Geoffrey Gorisse, Philippe Blanchard, Marc Pallot and Laurent Dupont.

The students of the MTI3D Masters at the Institut Arts et Mtiers de Laval contributed to this work by realizing some of the technology elements presented in this book.

Finally, thanks to Laurent Chrtien and the great team of Laval Virtual for their logistical support and for the regular exchanges on the uses of immersive technologies that have stimulated our creativity over the years.

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