3,090 research outputs found

    Remote Real-Time Collaboration Platform enabled by the Capture, Digitisation and Transfer of Human-Workpiece Interactions

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    In this highly globalised manufacturing ecosystem, product design and verification activities, production and inspection processes, and technical support services are spread across global supply chains and customer networks. Therefore, a platform for global teams to collaborate with each other in real-time to perform complex tasks is highly desirable. This work investigates the design and development of a remote real-time collaboration platform by using human motion capture technology powered by infrared light based depth imaging sensors borrowed from the gaming industry. The unique functionality of the proposed platform is the sharing of physical contexts during a collaboration session by not only exchanging human actions but also the effects of those actions on the task environment. This enables teams to remotely work on a common task problem at the same time and also get immediate feedback from each other which is vital for collaborative design, inspection and verifications tasks in the factories of the future

    Remote real-time collaboration through synchronous exchange of digitised human-workpiece interactions

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    In this highly globalised manufacturing ecosystem, product design and verification activities, production and inspection processes, and technical support services are spread across global supply chains and customer networks. Therefore, collaborative infrastructures that enable global teams to collaborate with each other in real-time in performing complex manufacturing-related tasks is highly desirable. This work demonstrates the design and implementation of a remote real-time collaboration platform by using human motion capture technology powered by infrared light based depth imaging sensors and a synchronous data transfer protocol from computer networks. The unique functionality of the proposed platform is the sharing of physical contexts during a collaboration session by not only exchanging human actions but also the effects of those actions on the workpieces and the task environment. Results show that this platform could enable teams to remotely work on a common engineering problem at the same time and also get immediate feedback from each other making it valuable for collaborative design, inspection and verifications tasks in the factories of the future. An additional benefit of the implemented platform is its use of low cost off the shelf equipment thereby making it accessible to SMEs that are connected to larger organisations via complex supply chains

    Generating Light Estimation for Mixed-reality Devices through Collaborative Visual Sensing

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    abstract: Mixed reality mobile platforms co-locate virtual objects with physical spaces, creating immersive user experiences. To create visual harmony between virtual and physical spaces, the virtual scene must be accurately illuminated with realistic physical lighting. To this end, a system was designed that Generates Light Estimation Across Mixed-reality (GLEAM) devices to continually sense realistic lighting of a physical scene in all directions. GLEAM optionally operate across multiple mobile mixed-reality devices to leverage collaborative multi-viewpoint sensing for improved estimation. The system implements policies that prioritize resolution, coverage, or update interval of the illumination estimation depending on the situational needs of the virtual scene and physical environment. To evaluate the runtime performance and perceptual efficacy of the system, GLEAM was implemented on the Unity 3D Game Engine. The implementation was deployed on Android and iOS devices. On these implementations, GLEAM can prioritize dynamic estimation with update intervals as low as 15 ms or prioritize high spatial quality with update intervals of 200 ms. User studies across 99 participants and 26 scene comparisons reported a preference towards GLEAM over other lighting techniques in 66.67% of the presented augmented scenes and indifference in 12.57% of the scenes. A controlled lighting user study on 18 participants revealed a general preference for policies that strike a balance between resolution and update rate.Dissertation/ThesisMasters Thesis Computer Science 201

    Superar el límite de la pantalla:el futuro integrado del diseño industrial e innovación de la interfaz

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    Tesis inédita de la Universidad Complutense de Madrid, Facultad de Bellas Artes, leída el 27-11-2019The goals of this thesis are to streamline the design process of CDDs for both theirhardware and software, simplify the process of their conception, creation andproduction, motivate the design and interactive innovations for the next generationof CDDs.Starting with the process of investigating the design history of CDDs, we noticed theincreasing bi-directional influence between the graphical interface design and theindustrial design of these products. We started to work on the hypothesis:“A connection point between classical industrial design theories and moderninnovations in the world of interface design can be found, and the future of CDDrequires a universal design system for both its hardware and software.”In order to put our hypothesis into practice, it is important to clarify the generic andspecific objectives...El fin de esta tesis es mejorar el proceso de diseño de DDC tanto para su hardware como para su software, simplificar el proceso de concepción, creación y producción,así como motivar el diseño y las innovaciones interactivas para la próxima generación de DDC. Comenzando con un proceso de investigación que respete la historia del diseño de los DDC, notamos un incremento en la influencia bidireccional entre el diseño de interfaz gráfica y el diseño industrial de estos productos. Trabajamos sobre esta hipótesis: “Se puede encontrar un punto de conexión entre las teorías clásicas de diseño industrial y las innovaciones modernas en el mundo del diseño de interfaz. El futuro de los DDC requiere un sistema de diseño unificado para ambos: hardware y software.”Para poner nuestra hipótesis en práctica, es importante aclarar los objetivos genéricos y específicos...Fac. de Bellas ArtesTRUEunpu

    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

    Overview of Swallow --- A Scalable 480-core System for Investigating the Performance and Energy Efficiency of Many-core Applications and Operating Systems

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    We present Swallow, a scalable many-core architecture, with a current configuration of 480 x 32-bit processors. Swallow is an open-source architecture, designed from the ground up to deliver scalable increases in usable computational power to allow experimentation with many-core applications and the operating systems that support them. Scalability is enabled by the creation of a tile-able system with a low-latency interconnect, featuring an attractive communication-to-computation ratio and the use of a distributed memory configuration. We analyse the energy and computational and communication performances of Swallow. The system provides 240GIPS with each core consuming 71--193mW, dependent on workload. Power consumption per instruction is lower than almost all systems of comparable scale. We also show how the use of a distributed operating system (nOS) allows the easy creation of scalable software to exploit Swallow's potential. Finally, we show two use case studies: modelling neurons and the overlay of shared memory on a distributed memory system.Comment: An open source release of the Swallow system design and code will follow and references to these will be added at a later dat

    Ubiquitous computing and natural interfaces for environmental information

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    Dissertação apresentada na Faculdade de Ciências e Tecnologia da Universidade Nova de Lisboa para obtenção do Grau de Mestre em Engenharia do Ambiente, perfil Gestão e Sistemas AmbientaisThe next computing revolution‘s objective is to embed every street, building, room and object with computational power. Ubiquitous computing (ubicomp) will allow every object to receive and transmit information, sense its surroundings and act accordingly, be located from anywhere in the world, connect every person. Everyone will have the possibility to access information, despite their age, computer knowledge, literacy or physical impairment. It will impact the world in a profound way, empowering mankind, improving the environment, but will also create new challenges that our society, economy, health and global environment will have to overcome. Negative impacts have to be identified and dealt with in advance. Despite these concerns, environmental studies have been mostly absent from discussions on the new paradigm. This thesis seeks to examine ubiquitous computing, its technological emergence, raise awareness towards future impacts and explore the design of new interfaces and rich interaction modes. Environmental information is approached as an area which may greatly benefit from ubicomp as a way to gather, treat and disseminate it, simultaneously complying with the Aarhus convention. In an educational context, new media are poised to revolutionize the way we perceive, learn and interact with environmental information. cUbiq is presented as a natural interface to access that information
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