2,579 research outputs found

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

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    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

    The design-by-adaptation approach to universal access: learning from videogame technology

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    This paper proposes an alternative approach to the design of universally accessible interfaces to that provided by formal design frameworks applied ab initio to the development of new software. This approach, design-byadaptation, involves the transfer of interface technology and/or design principles from one application domain to another, in situations where the recipient domain is similar to the host domain in terms of modelled systems, tasks and users. Using the example of interaction in 3D virtual environments, the paper explores how principles underlying the design of videogame interfaces may be applied to a broad family of visualization and analysis software which handles geographical data (virtual geographic environments, or VGEs). One of the motivations behind the current study is that VGE technology lags some way behind videogame technology in the modelling of 3D environments, and has a less-developed track record in providing the variety of interaction methods needed to undertake varied tasks in 3D virtual worlds by users with varied levels of experience. The current analysis extracted a set of interaction principles from videogames which were used to devise a set of 3D task interfaces that have been implemented in a prototype VGE for formal evaluation

    A Wood Frame Grammar: A Generative System for Digital Fabrication

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    The effectiveness of training in virtual environments

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    The research presented in this thesis explores the use of consumer virtual reality technology for training, comparing its validity to more traditional training formats. The need to evaluate the effectiveness of training in virtual environments is critical as a wider audience gains access to an array of emerging virtual reality consumer devices. Training is an obvious use case for these devices. This is motivated by the well-known success of domain-specific training simulators, the ability to train in safe, controlled environments and the potential to launch training programs when the physical components required to complete a task are not readily available. In this thesis, we present four user studies that aim to compare the effectiveness of systems with varying levels of immersion for learning transfer of several tasks, ranging from object location spatial memory to more complex assembly procedures. For every study, evaluation of the effectiveness of training took place in a real-world, physical environment. The first two studies compare geometric and self-motion models in describing human spatial memory through scale distortions of real and virtual environments. The third study examines the effect of level of immersion, self-avatar and environmental fidelity on object location memory in real and virtual environments. The fourth study compares the effectiveness of physical training and virtual training for teaching a bimanual assembly task. Results highlight the validity of virtual environments for training. The overall conclusion is that virtual training can yield a resulting performance that is superior to other, more traditional training formats. Combined, the outcomes of each of the user studies motivate further study of consumer virtual reality systems in training and suggest considerations for the design of such virtual environments

    Supercomputing for Digitized 3D Models of Cultural Heritage

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    Three-dimensional digital data capture techniques such as laser scanning hold great promise for preserving and studying cultural heritage objects. However, the immense size of many scanned datasets and the computationally demanding nature of geometric processing algorithms can overwhelm traditional desktop computing environments. To overcome this bottleneck, we will investigate the application of high performance supercomputing resources for processing and analyzing scanned 3D models of cultural heritage. We will develop new algorithms and software to utilize supercomputers for humanities scholarship, including methods for converting raw scan point cloud data to finished 3D surface models, and for automated re-assembly of fragmented archaeological artifacts. We will begin to apply these techniques to large raw scan datasets that we have previously acquired, including notable artistic statuary, important archaeological artifacts, and historical architectural sites

    Block party: contemporary craft inspired by the art of the tailor

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    Block Party: contemporary craft inspired by the art of the tailor, is a new touring exhibition from the Crafts Council curated by Lucy Orta - Professor of Art, Fashion and the Environment at London College of Fashion, and renowned visual artist whose own practice fuses fashion, art and architecture. Block Party explores the alchemy of the centuries-old skill of tailoring by presenting work by 15 UK and international artists who push pattern-cutting beyond the fashion garment. The artists Lucy Orta has selected take pattern-cutting as a starting point to produce sculpture, ceramics, textile, moving image and collage. Through experimentation the artists have found new ways to assemble pattern shapes, not to create garments but to manipulate shape to realise new outcomes. Block Party focuses on three themes; Storytelling, Embracing the Future, and Motif and Manipulation. In Storytelling artists use pattern-cutting as a means of expression. Turner Prize-nominated Yinka Shonibare MBE presents a child mannequin, dressed in a historically accurate Victorian outfit crafted from African fabric to reference culture, race and history. Claudia Losi’s 24m whale made of woollen suit fabric was transported around the world to stimulate discussion and storytelling before being deconstructed and transformed into jackets in collaboration with fashion designer Antonio Marras. In Embracing the Future existing pattern-cutting methods are manipulated and challenged through the use of innovative processes and technologies. Simon Thorogood’s patterns are created using digital programmes whilst Philip Delamore of the Fashion Digital Studio at London College of Fashion seeks to apply the latest developments in 3D digital design to the garment making process. In Motif and Manipulation the beauty of the paper pattern block is the visual inspiration. Ceramist Charlotte Hodes directly incorporates these familiar shapes into her ceramics whilst Raw Edges re-appropriate the use of a pattern block by creating a flat paper pattern of a chair which is then filled with expandable foam to create the 3D ‘Tailored Wood Bench’

    Modular robotic platform for silicon micromechanical assembly.

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    International audienceAs no reliable methods is available to manipulate component whose typical size is up to 100μm, current industrial assembled products contained only components down to this physical limit. In that scale, micro-assembly requires specific handling strategies to overcome adhesion and high precision robots. This paper deals with an original robotic system able to perform reliable micro-assembly of silicon microobjects whose sizes are tens of micrometers. Original hybrid handling strategies between gripping and adhesion handling are proposed. An experimental robotic structure composed of micropositionning stages, videomicroscopes, piezogripper, and silicon end-effectors is presented. A modular control architecture is proposed to easily design and modify the robotic structure. Some experimental teleoperated micromanipulations and micro-assemblies have validated the proposed methods and the reliability of the principles. Future works will be focused on micro-assembly automation
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