77 research outputs found

    Sensitive and Makeable Computational Materials for the Creation of Smart Everyday Objects

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    The vision of computational materials is to create smart everyday objects using the materi- als that have sensing and computational capabilities embedded into them. However, today’s development of computational materials is limited because its interfaces (i.e. sensors) are unable to support wide ranges of human interactions , and withstand the fabrication meth- ods of everyday objects (e.g. cutting and assembling). These barriers hinder citizens from creating smart every day objects using computational materials on a large scale. To overcome the barriers, this dissertation presents the approaches to develop compu- tational materials to be 1) sensitive to a wide variety of user interactions, including explicit interactions (e.g. user inputs) and implicit interactions (e.g. user contexts), and 2) makeable against a wide range of fabrication operations, such cutting and assembling. I exemplify the approaches through five research projects on two common materials, textile and wood. For each project, I explore how a material interface can be made to sense user inputs or activities, and how it can be optimized to balance sensitivity and fabrication complexity. I discuss the sensing algorithms and machine learning model to interpret the sensor data as high-level abstraction and interaction. I show the practical applications of developed computational materials. I demonstrate the evaluation study to validate their performance and robustness. In the end of this dissertation, I summarize the contributions of my thesis and discuss future directions for the vision of computational materials

    Computation and technology as expressive elements of fashion

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    Thesis (S.M.)--Massachusetts Institute of Technology, Program in Media Arts & Sciences, 2000.Includes bibliographical references (91-92).This thesis explores technology and computation as elements of fashion. Far beyond the definition of clothing as a necessary protective covering, fashion exists as a way for people to express themselves to others, to reflect portions of their personality in their outward appearance, and to distinguish themselves as individuals. How can technology enhance these expressive aspects of what we wear? The goal of my research is to create examples of new types of clothing based on computation, which provide modes of expression unachievable with traditional garment techniques. In this thesis, I define an area of design and research which is a synthesis of technology, computation, and fashion. I explore the constituent properties (axes) of the design space through research experiments, and present basic software and hardware architectures on which to build relevant examples of computational fashion.by Elise Dee Co.S.M

    Listening to twining chords and wedded words in Joyce's Ulysses: an interdisciplinary approach

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    This research study aims to shed light on how Joyce made use of music in Ulysses to create a literary work that exceeded the borders of literature until then, producing an extradimensional and transdisciplinary work of art that did not fit in the classification ranks that existed in the early stage of the twentieth century. This interdisciplinary study is organised according to its main concern, which is the analysis of the influence of music in both the structure and the characterisation of Ulysses. The first section deals with the musical structure found in Joyce's masterpiece as a whole – and in each of the chapters – with a particular emphasis on the 'Sirens' episode. The next section studies the characters in Ulysses as performers, and it can subsequently be divided into two parts: the analysis of the characterisation in the work – with Joyce's own concept and use of the leitmotif –, and the study of the counterpoint between characters in Ulysses. Finally, an annex is included in which the reader will observe how Joyce referred to his work – as a whole or in parts – in terms that can be expected to describe a musical composition instead of literature. The conclusion of the annex is the result of the analysis of Joyce's letters in Ellmann's compound, and it contextualises the starting point of the study

    Stretchable and washable electronics for embedding in textiles

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    From wearable towards epidermal computing : soft wearable devices for rich interaction on the skin

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    Human skin provides a large, always available, and easy to access real-estate for interaction. Recent advances in new materials, electronics, and human-computer interaction have led to the emergence of electronic devices that reside directly on the user's skin. These conformal devices, referred to as Epidermal Devices, have mechanical properties compatible with human skin: they are very thin, often thinner than human hair; they elastically deform when the body is moving, and stretch with the user's skin. Firstly, this thesis provides a conceptual understanding of Epidermal Devices in the HCI literature. We compare and contrast them with other technical approaches that enable novel on-skin interactions. Then, through a multi-disciplinary analysis of Epidermal Devices, we identify the design goals and challenges that need to be addressed for advancing this emerging research area in HCI. Following this, our fundamental empirical research investigated how epidermal devices of different rigidity levels affect passive and active tactile perception. Generally, a correlation was found between the device rigidity and tactile sensitivity thresholds as well as roughness discrimination ability. Based on these findings, we derive design recommendations for realizing epidermal devices. Secondly, this thesis contributes novel Epidermal Devices that enable rich on-body interaction. SkinMarks contributes to the fabrication and design of novel Epidermal Devices that are highly skin-conformal and enable touch, squeeze, and bend sensing with co-located visual output. These devices can be deployed on highly challenging body locations, enabling novel interaction techniques and expanding the design space of on-body interaction. Multi-Touch Skin enables high-resolution multi-touch input on the body. We present the first non-rectangular and high-resolution multi-touch sensor overlays for use on skin and introduce a design tool that generates such sensors in custom shapes and sizes. Empirical results from two technical evaluations confirm that the sensor achieves a high signal-to-noise ratio on the body under various grounding conditions and has a high spatial accuracy even when subjected to strong deformations. Thirdly, Epidermal Devices are in contact with the skin, they offer opportunities for sensing rich physiological signals from the body. To leverage this unique property, this thesis presents rapid fabrication and computational design techniques for realizing Multi-Modal Epidermal Devices that can measure multiple physiological signals from the human body. Devices fabricated through these techniques can measure ECG (Electrocardiogram), EMG (Electromyogram), and EDA (Electro-Dermal Activity). We also contribute a computational design and optimization method based on underlying human anatomical models to create optimized device designs that provide an optimal trade-off between physiological signal acquisition capability and device size. The graphical tool allows for easily specifying design preferences and to visually analyze the generated designs in real-time, enabling designer-in-the-loop optimization. Experimental results show high quantitative agreement between the prediction of the optimizer and experimentally collected physiological data. Finally, taking a multi-disciplinary perspective, we outline the roadmap for future research in this area by highlighting the next important steps, opportunities, and challenges. Taken together, this thesis contributes towards a holistic understanding of Epidermal Devices}: it provides an empirical and conceptual understanding as well as technical insights through contributions in DIY (Do-It-Yourself), rapid fabrication, and computational design techniques.Die menschliche Haut bietet eine große, stets verfügbare und leicht zugängliche Fläche für Interaktion. Jüngste Fortschritte in den Bereichen Materialwissenschaft, Elektronik und Mensch-Computer-Interaktion (Human-Computer-Interaction, HCI) [so that you can later use the Englisch abbreviation] haben zur Entwicklung elektronischer Geräte geführt, die sich direkt auf der Haut des Benutzers befinden. Diese sogenannten Epidermisgeräte haben mechanische Eigenschaften, die mit der menschlichen Haut kompatibel sind: Sie sind sehr dünn, oft dünner als ein menschliches Haar; sie verformen sich elastisch, wenn sich der Körper bewegt, und dehnen sich mit der Haut des Benutzers. Diese Thesis bietet, erstens, ein konzeptionelles Verständnis von Epidermisgeräten in der HCI-Literatur. Wir vergleichen sie mit anderen technischen Ansätzen, die neuartige Interaktionen auf der Haut ermöglichen. Dann identifizieren wir durch eine multidisziplinäre Analyse von Epidermisgeräten die Designziele und Herausforderungen, die angegangen werden müssen, um diesen aufstrebenden Forschungsbereich voranzubringen. Im Anschluss daran untersuchten wir in unserer empirischen Grundlagenforschung, wie epidermale Geräte unterschiedlicher Steifigkeit die passive und aktive taktile Wahrnehmung beeinflussen. Im Allgemeinen wurde eine Korrelation zwischen der Steifigkeit des Geräts und den taktilen Empfindlichkeitsschwellen sowie der Fähigkeit zur Rauheitsunterscheidung festgestellt. Basierend auf diesen Ergebnissen leiten wir Designempfehlungen für die Realisierung epidermaler Geräte ab. Zweitens trägt diese Thesis zu neuartigen Epidermisgeräten bei, die eine reichhaltige Interaktion am Körper ermöglichen. SkinMarks trägt zur Herstellung und zum Design neuartiger Epidermisgeräte bei, die hochgradig an die Haut angepasst sind und Berührungs-, Quetsch- und Biegesensoren mit gleichzeitiger visueller Ausgabe ermöglichen. Diese Geräte können an sehr schwierigen Körperstellen eingesetzt werden, ermöglichen neuartige Interaktionstechniken und erweitern den Designraum für die Interaktion am Körper. Multi-Touch Skin ermöglicht hochauflösende Multi-Touch-Eingaben am Körper. Wir präsentieren die ersten nicht-rechteckigen und hochauflösenden Multi-Touch-Sensor-Overlays zur Verwendung auf der Haut und stellen ein Design-Tool vor, das solche Sensoren in benutzerdefinierten Formen und Größen erzeugt. Empirische Ergebnisse aus zwei technischen Evaluierungen bestätigen, dass der Sensor auf dem Körper unter verschiedenen Bedingungen ein hohes Signal-Rausch-Verhältnis erreicht und eine hohe räumliche Auflösung aufweist, selbst wenn er starken Verformungen ausgesetzt ist. Drittens, da Epidermisgeräte in Kontakt mit der Haut stehen, bieten sie die Möglichkeit, reichhaltige physiologische Signale des Körpers zu erfassen. Um diese einzigartige Eigenschaft zu nutzen, werden in dieser Arbeit Techniken zur schnellen Herstellung und zum computergestützten Design von multimodalen Epidermisgeräten vorgestellt, die mehrere physiologische Signale des menschlichen Körpers messen können. Die mit diesen Techniken hergestellten Geräte können EKG (Elektrokardiogramm), EMG (Elektromyogramm) und EDA (elektrodermale Aktivität) messen. Darüber hinaus stellen wir eine computergestützte Design- und Optimierungsmethode vor, die auf den zugrunde liegenden anatomischen Modellen des Menschen basiert, um optimierte Gerätedesigns zu erstellen. Diese Designs bieten einen optimalen Kompromiss zwischen der Fähigkeit zur Erfassung physiologischer Signale und der Größe des Geräts. Das grafische Tool ermöglicht die einfache Festlegung von Designpräferenzen und die visuelle Analyse der generierten Designs in Echtzeit, was eine Optimierung durch den Designer im laufenden Betrieb ermöglicht. Experimentelle Ergebnisse zeigen eine hohe quantitative Übereinstimmung zwischen den Vorhersagen des Optimierers und den experimentell erfassten physiologischen Daten. Schließlich skizzieren wir aus einer multidisziplinären Perspektive einen Fahrplan für zukünftige Forschung in diesem Bereich, indem wir die nächsten wichtigen Schritte, Möglichkeiten und Herausforderungen hervorheben. Insgesamt trägt diese Arbeit zu einem ganzheitlichen Verständnis von Epidermisgeräten bei: Sie liefert ein empirisches und konzeptionelles Verständnis sowie technische Einblicke durch Beiträge zu DIY (Do-It-Yourself), schneller Fertigung und computergestützten Entwurfstechniken

    Digital fabrication of custom interactive objects with rich materials

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    As ubiquitous computing is becoming reality, people interact with an increasing number of computer interfaces embedded in physical objects. Today, interaction with those objects largely relies on integrated touchscreens. In contrast, humans are capable of rich interaction with physical objects and their materials through sensory feedback and dexterous manipulation skills. However, developing physical user interfaces that offer versatile interaction and leverage these capabilities is challenging. It requires novel technologies for prototyping interfaces with custom interactivity that support rich materials of everyday objects. Moreover, such technologies need to be accessible to empower a wide audience of researchers, makers, and users. This thesis investigates digital fabrication as a key technology to address these challenges. It contributes four novel design and fabrication approaches for interactive objects with rich materials. The contributions enable easy, accessible, and versatile design and fabrication of interactive objects with custom stretchability, input and output on complex geometries and diverse materials, tactile output on 3D-object geometries, and capabilities of changing their shape and material properties. Together, the contributions of this thesis advance the fields of digital fabrication, rapid prototyping, and ubiquitous computing towards the bigger goal of exploring interactive objects with rich materials as a new generation of physical interfaces.Computer werden zunehmend in Geräten integriert, mit welchen Menschen im Alltag interagieren. Heutzutage basiert diese Interaktion weitgehend auf Touchscreens. Im Kontrast dazu steht die reichhaltige Interaktion mit physischen Objekten und Materialien durch sensorisches Feedback und geschickte Manipulation. Interfaces zu entwerfen, die diese Fähigkeiten nutzen, ist allerdings problematisch. Hierfür sind Technologien zum Prototyping neuer Interfaces mit benutzerdefinierter Interaktivität und Kompatibilität mit vielfältigen Materialien erforderlich. Zudem sollten solche Technologien zugänglich sein, um ein breites Publikum zu erreichen. Diese Dissertation erforscht die digitale Fabrikation als Schlüsseltechnologie, um diese Probleme zu adressieren. Sie trägt vier neue Design- und Fabrikationsansätze für das Prototyping interaktiver Objekte mit reichhaltigen Materialien bei. Diese ermöglichen einfaches, zugängliches und vielseitiges Design und Fabrikation von interaktiven Objekten mit individueller Dehnbarkeit, Ein- und Ausgabe auf komplexen Geometrien und vielfältigen Materialien, taktiler Ausgabe auf 3D-Objektgeometrien und der Fähigkeit ihre Form und Materialeigenschaften zu ändern. Insgesamt trägt diese Dissertation zum Fortschritt der Bereiche der digitalen Fabrikation, des Rapid Prototyping und des Ubiquitous Computing in Richtung des größeren Ziels, der Exploration interaktiver Objekte mit reichhaltigen Materialien als eine neue Generation von physischen Interfaces, bei

    An investigation into the feasibility of the integration of microwave circuitry into a woven textile

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    To investigate the integration of a textile antenna into a woven substrate at the point of production. The antenna was to have the characteristics of a conventional fabric interms of the handle and drape

    BRIXâ‚‚ - A Versatile Toolkit for Rapid Prototyping and Education in Ubiquitous Computing

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    Zehe S. BRIX₂ - A Versatile Toolkit for Rapid Prototyping and Education in Ubiquitous Computing. Bielefeld: Universität Bielefeld; 2018

    Sculptured computational objects with smart and active computing materials

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2001.Includes bibliographical references (leaves 325-328).This thesis presents the creative, technological, and philosophical means and methodology, by which technology artists and researchers can materially and sculpturally transform physical computing technology from hard, remotely-designed, plastic shells, into intimately created, sensual computing objects and artifacts. It asserts that the rigid, square, and prefabricated physical materials of computing technology are a fundamental technological and artistic limitation to anyone who wishes to sensually transform physical computing technology, or develop a rich artistic vocabulary for it. Smart and active sculptural computing materials are presented as a solution to this problem. Practically, smart computing materials reduce the number of separate, rigid, and square prefabricated parts required to create physical computing objects. Artistically, active sculptural computing materials give artists and designers the ability to directly manipulate, shape, experiment with, and therefore aesthetically understand the real, physical materials of computing technology. Such active design materials will also enable creative people to develop a meaningful artistic relationship between physical form and computation. The total contributions of this thesis include a proposal for a future three-dimensional design/technology practice, a portfolio of sensually transformed expressive computational objects (including new physical interfaces, electronic fashions, and embroidered musical instruments), and the smart and active sculptural computing materials and processes (in this case smart textiles), which make that transformation possible. Projects from the design portfolio include: The Triangles, and its applications; Electronic Fashions, including the Firefly Dress and Necklace, New Year's Eve Ball Gown, and Serial Suit; The Musical Jacket; Electronic Tablecloths; and a series of Embroidered Musical Instruments with embroidered pressure sensors. Contributions from the supporting technical area include: the first fabric keypad (a row and column switch matrix), a new conductive yarn capable of tying and electrical/mechanical knot, an advanced process for machine embroidering highly conductive, flexible and visually diverse electrodes, an empirical model of complex impedance sensing, and a definition of and test for the machine sewability and flexibility of yarns. These contributions are presented in three sections: 1) the supporting arguments, and philosophy of materiality and computation behind this work, 2) the design portfolio, and 3) the supporting technical story.by Margaret A. Orth.Ph.D
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