6,519 research outputs found

    Freeform User Interfaces for Graphical Computing

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    報告番号: 甲15222 ; 学位授与年月日: 2000-03-29 ; 学位の種別: 課程博士 ; 学位の種類: 博士(工学) ; 学位記番号: 博工第4717号 ; 研究科・専攻: 工学系研究科情報工学専

    3D free-form modeling with variational surfaces

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    We describe a free-form stroke-based modeling system where objects are primarily represented by means of variational surfaces. Although similar systems have been described in recent years, our approach achieves both a good performance and reduced surface leak problems by employing a coarse mesh as support for constraint points. The prototype implements an adequate set of modeling operations, “undo” and “redo” facilities and a clean interface capable of resolving ambiguities by means of suggestion thumbnails

    Shaping the Place - A Digital Design Heuristics Tool to Support Creation of Urban Design Proposals by Non-professionals

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    This paper is exploring a solution to foster civic engagement in urban design projects by applying the concepts of creativity to ICT tools. We propose a framework to support interactions between non-professionals and professionals that will ease the understanding of urban design and creation of design proposals for non-trained people and, on the other hand, offer valuable propositions and inspiration to experts. This make tool should have the presented creativity affordances known as fluency, flexibility and originality during the divergent phase of the creation process. We propose to implement a 3D collage metaphor to facilitate creative expression with 3D models. An underlying technical challenge of our application is to provide an interactive 3D mesh cutting tool to help users to express their creative potential in urban design projects. We present a non-exhaustive survey of mesh segmentation and cutting methodologies and finally, first results of implementation of a cutting algorithm

    Mechanical and control-oriented design of a monolithic piezoelectric microgripper using a new topological optimisation method.

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    International audienceThis paper presents a new method developed for the optimal design of piezoactive compliant micromechanisms. It is based on a flexible building block method, called FlexIn, which uses an evolutionary approach, to optimize a truss-like planar structure made of passive and active building blocks, made of piezoelectric material. An electromechanical approach, based on a mixed finite element formulation, is used to establish the model of the active piezoelectric blocks. From the first design step, in addition to conventional mechanical criteria, innovative control-based metrics can be considered in the optimization procedure to fit the open-loop frequency response of the synthetized mechanisms. In particular, these criteria have been drawn here to optimize modal controllability and observability of the system, which is particularly interesting when considering control of flexible structures. Then, a planar monolithic compliant micro-actuator has been synthetized using FlexIn and prototyped. Finally, simulations and experimental tests of the FlexIn optimally synthetized device demonstrate the interests of the proposed optimization method for the design of micro-actuators, microrobots, and more generally for adaptronic structures

    Utilization of Kirigami Skins as a Method of Creating Bespoke Soft Pneumatic Actuators

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    Soft pneumatic actuators have many applications in robotics and adaptive structures. Traditionally, these actuators have been constructed by wrapping layers of reinforcing helical fibers around an elastomeric tube. This approach is versatile and robust, but it suffers from a critical dis-advantage: cumbersome fabrication procedures. Wrapping long helical filaments around a cylindrical tube requires expensive equipment or excessive manual labor. To address this issue, we propose a new approach towards designing and constructing pneumatic actuators by exploiting the principle of kirigami, the ancient art of paper cutting. More specifically, we use “kirigami skins”—plastic sleeves with carefully arranged slit cuts—to replace the reinforcing helical fibers. This paper presents an initial investigation on a set of linear extension actuators featuring kirigami skins with a uniform array of cross-shaped, orthogonal cuts. When under internal pressurization, the rectangular-shaped facets defined by these cuts can rotate and induce the desired extension motion. Through extensive experiments, we analyze the elastic and plastic deformations of these kirigami skins alone under tension. The results show strongly nonlinear behaviors involving both in-plane facet rotation and out-of-plane buckling. Such a deformation pattern offers valuable insights into the actuator’s performance under pressure. Moreover, both the deformation characteristics and actuation performance are “programmable” by tailoring the cut geometry. A computational model was developed to predict the deformation pattern of the kirigami skins. This study lays down the foundation for constructing more capable Kirigami-skinned soft actuators that can achieve sophisticated motions. Additional design variables were implemented into the kirigami patterns to generate for rectangular and rhomboid elements. A kirigami skin defined by these parameters can produce a wide range of actuation patterns

    Reconstruction of machine-made shapes from bitmap sketches

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    We propose a method of reconstructing 3D machine-made shapes from bitmap sketches by separating an input image into individual patches and jointly optimizing their geometry. We rely on two main observations: (1) human observers interpret sketches of man-made shapes as a collection of simple geometric primitives, and (2) sketch strokes often indicate occlusion contours or sharp ridges between those primitives. Using these main observations we design a system that takes a single bitmap image of a shape, estimates image depth and segmentation into primitives with neural networks, then fits primitives to the predicted depth while determining occlusion contours and aligning intersections with the input drawing via optimization. Unlike previous work, our approach does not require additional input, annotation, or templates, and does not require retraining for a new category of man-made shapes. Our method produces triangular meshes that display sharp geometric features and are suitable for downstream applications, such as editing, rendering, and shading
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