2,647 research outputs found

    A conceptual framework for multi-modal interactive virtual workspaces

    Get PDF
    Construction projects involve a large number of both direct stakeholders (clients, professional teams, contractors, etc.) and indirect stakeholders (local authorities, residents, workers, etc.). Current methods of communicating building design information can lead to several types of difficulties (e.g. incomplete understanding of the planned construction, functional inefficiencies, inaccurate initial work or clashes between components, etc.). Integrated software solutions based on VR technologies can bring significant value improvement and cost reduction to the Construction Industry. The aim of this paper is to present research being carried out in the frame of the DIVERCITY project (Distributed Virtual Workspace for Enhancing Communication within the Construction Industry - IST project n°13365), funded under the European IST programme (Information Society Technologies). DIVERCITY's goal is to develop a Virtual Workspace that addresses three key building construction phases: (1) Client briefing (with detailed interaction between clients and architects); (2) Design Review (which requires detailed input from multidisciplinary teams - architects, engineers, facility managers, etc.); (3) Construction (aiming to fabricate or refurbish the building).Using a distributed architecture, the DIVERCITY system aims to support and enhance concurrent engineering practices for these three phases allowing teams based in different geographic locations to collaboratively design, test and validate shared virtual projects. The global DIVERCITY project will be presented in terms of objectives and the software architecture will be detailed.149-162Pubblicat

    Static and dynamic performance evaluation of a 3-DOF spindle head using CAD–CAE integration methodology

    Get PDF
    Accurate and rapid modeling and performance evaluation over the entire workspace is a crucially important issue in the design optimization of parallel kinematic machines (PKMs), especially for those dedicated for high-speed machining where high rigidity and high dynamics are the essential requirements. By taking a 3-DOF spindle head named A3 head as an example, this paper presents a feature-based CAD–CAE integration methodology for the static and dynamic analyses of PKMs. The approach can be implemented by four steps: (1) creation of a parameterized geometric (CAD) model with analysis features in SolidWorks; (2) extraction of the features from the CAD model using the Application Programming Interface (API) available in SolidWorks; (3) formulation of a CAD model in SAMCEF by mapping the configuration features from SolidWorks to SAMCEF; and (4) conversion of the analysis features into a scripting language named Bacon for Finite Element Analysis (FEA). The merit of this approach lies in that the FE model at different configurations can be updated automatically in batch mode, and PKMs having different topologies can be modeled with ease thanks to the down to link/joint level featuring. The experiment is also carried out to verify the effectiveness of the proposed approach

    Exploring Natural User Abstractions For Shared Perceptual Manipulator Task Modeling & Recovery

    Get PDF
    State-of-the-art domestic robot assistants are essentially autonomous mobile manipulators capable of exerting human-scale precision grasps. To maximize utility and economy, non-technical end-users would need to be nearly as efficient as trained roboticists in control and collaboration of manipulation task behaviors. However, it remains a significant challenge given that many WIMP-style tools require superficial proficiency in robotics, 3D graphics, and computer science for rapid task modeling and recovery. But research on robot-centric collaboration has garnered momentum in recent years; robots are now planning in partially observable environments that maintain geometries and semantic maps, presenting opportunities for non-experts to cooperatively control task behavior with autonomous-planning agents exploiting the knowledge. However, as autonomous systems are not immune to errors under perceptual difficulty, a human-in-the-loop is needed to bias autonomous-planning towards recovery conditions that resume the task and avoid similar errors. In this work, we explore interactive techniques allowing non-technical users to model task behaviors and perceive cooperatively with a service robot under robot-centric collaboration. We evaluate stylus and touch modalities that users can intuitively and effectively convey natural abstractions of high-level tasks, semantic revisions, and geometries about the world. Experiments are conducted with \u27pick-and-place\u27 tasks in an ideal \u27Blocks World\u27 environment using a Kinova JACO six degree-of-freedom manipulator. Possibilities for the architecture and interface are demonstrated with the following features; (1) Semantic \u27Object\u27 and \u27Location\u27 grounding that describe function and ambiguous geometries (2) Task specification with an unordered list of goal predicates, and (3) Guiding task recovery with implied scene geometries and trajectory via symmetry cues and configuration space abstraction. Empirical results from four user studies show our interface was much preferred than the control condition, demonstrating high learnability and ease-of-use that enable our non-technical participants to model complex tasks, provide effective recovery assistance, and teleoperative control

    Enhancing the Competitiveness of the European Construction Industry in the Digital Economy

    Get PDF
    Funding bodies in general, and the European Commission in particular, have for over a decade funded project centred Research and Technology Development (RTD) efforts. While these have traditionally operated in isolation with little co-operation and cross-fertilization of results, a crucial requirement has emerged, following the latest advances in Information and Communication Technologies (ICT), to have a more concerted and co-ordinated action aiming at a better integration, standardisation, dissemination and exploitation of the results from these projects across the European regions and countries. This has been clearly identified as a key requirement within the European Information Society and Technology (IST) Programme. In that respect, based on the promising results and achievements realized by the leading Construction IT community in Europe, a cluster project involving six IST funded projects has been set-up in order to achieve a better integration of research results in the area. This project, ICCI (IST-2001-33022), is targeting a specific sector: the Construction industry, and is addressing a wide spectrum of issues ranging from ICT implementation and deployment to organizational, social, and legal aspects. The paper gives (1) a background description of the context in which ICCI operates, (2) its aims and objectives, (3) the research results achieved to date by its partners within their respective IST project, and (4) a road map identifying areas of collaboration and expected impacts in the European Construction digital economy

    Exploitation of Novel Multiplayer Gesture-based Interaction and Virtual Puppetry for Digital Storytelling to Develop Children’s Narrative Skills

    Get PDF
    In recent years, digital storytelling has demonstrated powerful pedagogical functions by improving creativity, collaboration and intimacy among young children. Saturated with digital media technologies in their daily lives, the young generation demands natural interactive learning environments which offer multimodalities of feedback and meaningful immersive learning experiences. Virtual puppetry assisted storytelling system for young children, which utilises depth motion sensing technology and gesture control as the Human-Computer Interaction (HCI) method, has been proved to provide natural interactive learning experience for single player. In this paper, we designed and developed a novel system that allows multiple players to narrate, and most importantly, to interact with other characters and interactive virtual items in the virtual environment. We have conducted one user experiment with four young children for pedagogical evaluation and another user experiment with five postgraduate students for system evaluation. Our user study shows this novel digital storytelling system has great potential to stimulate learning abilities of young children through collaboration tasks

    Analyzing Digital Literacy Demands, Practices, and Discourses within a Library Computer Programming Club for Children

    Get PDF
    abstract: Among researchers, educators, and other stakeholders in literacy education, there has been a growing emphasis on developing literacy pedagogies that are more responsive to the ways young people experience literacy in their everyday lives, which often make use of digital media and other technologies for exchanging meaning. This dissertation project sought to explore the nature of these digital-age literacies in the context of children learning through and about new technologies. Conducting a year-long, multimethod observational study of an out-of-school library-based program designed to engage students in self-directed learning around the domain of computer programming, this project was framed around an analysis of digital-age literacies in design, discourse, and practice. To address each of these areas, the project developed a methodology grounded in interpretive, naturalistic, and participant-observation methodologies in collaboration with a local library Code Club in a metropolitan area of the Southwestern U.S between September 2016 and December 2017. Participants in the project included a total of 47 students aged 8-14, 3 librarians, and 3 parents. Data sources for the project included (1) artifactual data, such as the designed interfaces of the online platforms students regularly engaged with, (2) observational data such as protocol-based field notes taken during and after each Code Club meeting, and (3) interview data, collected during qualitative interviews with students, parents, and library facilitators outside the program. These data sources were analyzed through a multi-method interpretive framework, including the multimodal analysis of digital artifacts, qualitative coding, and discourse analysis. The findings of the project illustrate the multidimensional nature of digital-age literacy experiences as they are rendered “on the screen” at the content level, “behind the screen” at the procedural level, and “beyond the screen” at the contextual level. The project contributes to the literature on literacy education by taking an multi-method, interdisciplinary approach to expand analytical perspectives on digital media and literacy in a digital age, while also providing an empirical account of this approach in a community-embedded context of implementation.Dissertation/ThesisDoctoral Dissertation Learning, Literacies and Technologies 201

    COVID-19: Teacher Interns’ Perspectives of an Unprecedented Year

    Get PDF
    During COVID-19, digital learning took on an unprecedented central focus in K-12 education. This study applied photovoice qualitative methodology to record and understand the lives and reality for teacher interns as they adapted to abrupt changes in the way they designed and delivered instruction while living homebound during a pandemic. Teacher interns shared their stories of transitioning to virtual or distance learning. Participants (n = 97) were a demographically and culturally diverse group of K-12 public school teacher interns from California. The findings from this study illuminate the need for U.S. public K-12 schools to develop specific professional development training to support teachers when unforeseen events may cause the physical closure of their schools. The implications of this study highlight a shift in the mindset of how to develop practices and policies to support teacher licensure candidates during times of crisis, which may affect their ability to teach and engage students in a distance learning environment. Their experiences showed that out of chaos came the development of critical thinking and unexpected skills that moved education forward for everyone involved

    The effects of tool container location on user performance in graphical user interfaces

    Get PDF
    A common way of organizing Windows, Icons, Menus, and Pointers (WIMP) interfaces is to group tools into tool containers, providing one visual representation. Common tool containers include toolbars and menus, as well as more complex tool containers, like Microsoft Office’s Ribbon, Toolglasses, and marking menus. The location of tool containers has been studied extensively in the past using Fitts’s Law, which governs selection time; however, selection time is only one aspect of user performance. In this thesis, I show that tool container location affects other aspects of user performance, specifically attention and awareness. The problem investigated in this thesis is that designers lack an understanding of the effects of tool container location on two important user performance factors: attention and group awareness. My solution is to provide an initial understanding of the effects of tool container location on these factors. In solving this problem, I developed a taxonomy of tool container location, and carried out two research studies. The two research studies investigated tool container location in two contexts: single-user performance with desktop interfaces, and group performance in tabletop interfaces. Through the two studies, I was able to show that tool container location does affect attention and group awareness, and to provide new recommendations for interface designers
    • …
    corecore