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Virtual reality demonstration for better prototype testing

Technology: Virtual Reality Client: Kongskilde Keywords: prototype, simulator, virtual


Kongskilde began its existence in 1949 by manufacturing just one single type of grain blower that was sold to the surrounding farms, and even though the company has since grown manifold, the dedication to deliver innovative solutions and ways of optimising farming procedures has not changed. Today they develop solutions for both agricultural and industrial purposes, committed to optimise processes, and improve production for both industries and businesses.


Tilling soil in the dark has always been challenging due to lack of vision. Of late, farmers have used spots to illuminate the plough, but this still cast shadows on the ground where the plough connected with the soil. Kongskilde have developed a solution for this – if the farmer adds diodes to the underside of the plough this illuminates the soil. However, Kongskilde still had to sample this solution on potential clients in order to gather feedback and data. Such data collection can become an arduous task, and it leaves the question of how to do it most efficiently.


At Unity Studios, we developed a Virtual Reality solution, using the Oculus, that enables Kongskilde to test their product on customers at a much earlier stage of production than previously possible. The Oculus simulates the candidates sitting in a tractor at night. They then see what tilling looks like when using spots, diodes, or both. This let Kongskilde collect larger amounts of data earlier in the production process, which in turn enabled them to optimize their later production models according to the feedback given by the participants. A Virtual Reality solution by Unity Studios saved Kongskilde valuable time and money, but also let them improve their product more efficiently than what would otherwise have been possible.


Creating such a VR simulation mostly required 3D-modelling. We received CAD (computer aided design) models of Kongskilde’s plough, which worked as the initial design. However, this model contained too many details for live rendering on a mobile device. We therefore had to redraw and aid the design of a simpler 3D-model of the plough. This is done by identifying parts of the model that do not need as high a level of detail in the simulation, as that needed for production lines – without compromising on the user’s visual experience. Using our expertise in 3D-modelling we could therefore also improve on the concept design of the plough.