3,392 research outputs found

    A framework of web-based conceptual design

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    A web-based conceptual design prototype system is presented. The system consists of four parts which interpret on-line sketches as 2D and 3D geometry, extract 3D hierarchical configurations, allow editing of component behaviours, and produce VRML-based behavioural simulations for design verification and web-based application. In the first part, on-line freehand sketched input is interpreted as 2D and 3D geometry, which geometrically represents conceptual design. The system then infers 3D configuration by analysing 3D modelling history. The configuration is described by a parent–child hierarchical relationship and relative positions between two geometric components. The positioning information is computed with respect to the VRML97 specification. In order to verify the conceptual design of a product, the behaviours can be specified interactively on different components. Finally, the system creates VRML97 formatted files for behavioural simulation and collaborative design application over the Internet. The paper gives examples of web-based applications. This work forms a part of a research project into the design and establishing of modular machines for automation manufacture. A consortium of leading automotive companies is collaborating on the research project

    New technologies for urban designers: the VENUE project

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    In this report, we first outline the basic idea of VENUE. This involves developing digital tools froma foundation of geographic information systems (GIS) software which we then apply to urbandesign, a subject area and profession which has little tradition in using such tools. Our project wasto develop two types of tool, namely functional analysis based on embedding models of movementin local environments into GIS based on ideas from the field of space syntax; and secondlyfashioning these ideas in a wider digital context in which the entire range of GIS technologies werebrought to bear at the local scale. By local scale, we mean the representation of urban environmentsfrom about 1: 500 to around 1: 2500

    EVA agent table

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    The purpose of the EVA agent table project is to develop a tool for supporting architectural and urban design by providing pedestrian feedback information. Although there are many pedestrian simulation programs, none are applied to the physical interface for interaction with designers whilst they are designing. Thus, this project employs a sketching interface by pen and paper, in order to interact with pedestrian simulations. As designers are familiar with this traditional interface, they can naturally sketch the design interaction with pedestrian simulations. One of the advantages of adding this simulation is to reduce time and cost invested in the design process as designers can adjust their design immediately. However, sketching is a thinking process that designers use to communicate with themselves. Accordingly, if this feedback of information of pedestrian movement interferes with designers’ thinking while sketching, it will be not useful at all. Hence, the hypothesis has to be tested to confirm that the movement of pedestrian simulation will not interfere with designers’ thinking but will help designers to evaluate their design. The test in this project will be investigated by using EVA agent table to design. From the experiment, it is also shown how designers' sketching interacts with real time pedestrian simulation. Consequently, adding this feedback information to a sketch has a beneficial effect on designers because it facilitates the design process

    Investigating the Feasibility of Digitally Created Industrial Design Sketchbooks

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    Investigating the Feasibility of Digitally Created Industrial Design Sketchbooks

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    Sketching in VR for landscape architects : exploring new possibilities

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    The sketching possibilities in VR are getting increasingly more available for people without in-depth programming and computer skills. Previous research has shown that using VR in the sketching process by landscape architects increases the understanding of spatiality, reduces the cognitive load, enhances communication, and gives confidence to the user. To understand the field a literature study was undertaken and interviews were conducted. To get new practical insights an applied sketching session was performed and documented. The hardware used was Oculus Quest 2 and the software was a plug-in for SketchUp called VRSketch. The method used for the applied sketching was inspired by auto-ethnographic studies where one interacts within a given environment while at the same time observing and documenting ones own reactions to that environment. In this study the environment is VR and the activity being performed and observed is sketching in VR. An open mind to all sorts of results was kept to make the most out of the methodology. This method compliments past studies and whilst it doesn’t give results which necessarily reflect what other people would experience, it indicates directions for future research. Some of the results were consistent with previous studies and others need further research. Future investigation could explore: having multiple users in a VR setting at the same time, exploring the possibilities with different levels of abstraction, the different types of intuition, to use a checklist to get started but not to get creative, and to generally expand the academic discourse as technology advances

    Tangible user interfaces : past, present and future directions

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    In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this field. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research

    Sketched Reality: Sketching Bi-Directional Interactions Between Virtual and Physical Worlds with AR and Actuated Tangible UI

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    This paper introduces Sketched Reality, an approach that combines AR sketching and actuated tangible user interfaces (TUI) for bidirectional sketching interaction. Bi-directional sketching enables virtual sketches and physical objects to "affect" each other through physical actuation and digital computation. In the existing AR sketching, the relationship between virtual and physical worlds is only one-directional -- while physical interaction can affect virtual sketches, virtual sketches have no return effect on the physical objects or environment. In contrast, bi-directional sketching interaction allows the seamless coupling between sketches and actuated TUIs. In this paper, we employ tabletop-size small robots (Sony Toio) and an iPad-based AR sketching tool to demonstrate the concept. In our system, virtual sketches drawn and simulated on an iPad (e.g., lines, walls, pendulums, and springs) can move, actuate, collide, and constrain physical Toio robots, as if virtual sketches and the physical objects exist in the same space through seamless coupling between AR and robot motion. This paper contributes a set of novel interactions and a design space of bi-directional AR sketching. We demonstrate a series of potential applications, such as tangible physics education, explorable mechanism, tangible gaming for children, and in-situ robot programming via sketching.Comment: UIST 202
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