2,022 research outputs found

    A constraint-based methodology for product design with virtual reality

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    This paper presents a constraint-based methodology for product design with advanced virtual reality technologies. A hierarchically structured and constraint-based data model is developed to support product design from features to parts and further to assemblies in a VR environment. Product design in the VR environment is performed in an intuitive manner through precise constraint-based manipulations. Constraint-based manipulations are accompanied with automatic constraint recognition and precise constraint satisfaction to establish constraints between objects, and are further realized by allowable motions for precise 3D interactions in the VR environment. The allowable motions are represented as a mathematical matrix and derived from constraints between objects by constraint solving. A procedure-based degrees-of-freedom combination approach is presented for 3D constraint solving. A rule-based constraint recognition engine is developed for both constraint-based manipulations and implicitly incorporating constraints into the VR environment. An intuitive method is presented for recognizing pairs of mating features between assembly components. Examples are presented to demonstrate the efficacy of the proposed methodology

    Multiple-view product representation and development using augmented reality technology

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    Ph.DDOCTOR OF PHILOSOPH

    Direct modeling techniques in the conceptual design stage in immersive environments for DfA&D

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    Due to the fast – growing competition of the mass – products markets, companies are looking for new technologies to maximize productivity and minimize time and costs. In the perspective of Computer Aided Process Planning (CAPP), companies want to optimize fixture design and assembly planning for different goals. To meet these demands, the designers' interest in Design for Assembly and Disassembly is growing considerably and is increasingly being integrated into the CAPP. The work described in this thesis aims to exploit immersive technologies to support the design of mating elements and assembly / disassembly, by developing a data exchange flow between the immersive environment and the modeling environment that provides the high – level modeling rules, both for modeling features and for assembly relationships. The main objective of the research is to develop the capability to model and execute simple coupling commands in a virtual environment by using fast direct modeling commands. With this tool the designer can model the coupling elements, position them and modify their layout. Thanks to the physical engine embedded in the scene editor software, it is possible to take into consideration physical laws such as gravity and collision between elements. A library of predefined assembly features has been developed through the use of an external modeling engine and put into communication with the immersive interaction environment. Subsequently, the research involved the study of immersive technologies for workforce development and training of workers. The research on immersive training involved industrial case studies, such as the projection of the disassembly sequence of an industrial product on a head mounted display, and less industrial case studies, such as the manual skills development of carpenters for AEC sectors and the surgeon training in the pre – operative planning in medical field

    TrauMAP - Integrating Anatomical and Physiological Simulation (Dissertation Proposal)

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    In trauma, many injuries impact anatomical structures, which may in turn affect physiological processes - not only those processes within the structure, but also ones occurring in physical proximity to them. Our goal with this research is to model mechanical interactions of different body systems and their impingement on underlying physiological processes. We are particularly concerned with pathological situations in which body system functions that normally do not interact become dependent as a result of mechanical behavior. Towards that end, the proposed TRAUMAP system (Trauma Modeling of Anatomy and Physiology) consists of three modules: (1) a hypothesis generator for suggesting possible structural changes that result from the direct injuries sustained; (2) an information source for responding to operator querying about anatomical structures, physiological processes, and pathophysiological processes; and (3) a continuous system simulator for simulating and illustrating anatomical and physiological changes in three dimensions. Models that can capture such changes may serve as an infrastructure for more detailed modeling and benefit surgical planning, surgical training, and general medical education, enabling students to visualize better, in an interactive environment, certain basic anatomical and physiological dependencies

    An Egocentric Spatial Data Model for Intelligent Mobile Geographic Information Systems

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    Individuals in unknown locations, such as utility workers in the field, soldiers on a mission, or sightseeing tourists, share the need for an answer to two basic questions: Where am I? and What is in front of me?Because such information is not readily available in foreign locations, aids in the form of paper maps or mobile GISs, which give individuals an all-inclusive view of the environment, are often used. This panoptic view may hinder the positioning and orienteering process, since people perceive their surroundings perspectively from their current position. In this thesis, I describe a novel framework that resolves this problem by applying sensors that gather the individual\u27s spatial frame of reference. This spatial frame of reference, in combination with an egocentric spatial data model enables an injective mapping between the real world and the data frame of reference, hence, alleviating the individual\u27s cognitive workload. Furthermore, our egocentric spatial data model allows intelligent mobile Geographic Information Systems to capture the notions of here and there, and, consequently, provides insight into the individual\u27s surroundings. Finally, our framework, in conjunction with the context given by the task to be performed, enables intelligent mobile Geographic Information Systems to implicitly answer questions with respect to where, what, and how

    Early aspects: aspect-oriented requirements engineering and architecture design

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    This paper reports on the third Early Aspects: Aspect-Oriented Requirements Engineering and Architecture Design Workshop, which has been held in Lancaster, UK, on March 21, 2004. The workshop included a presentation session and working sessions in which the particular topics on early aspects were discussed. The primary goal of the workshop was to focus on challenges to defining methodical software development processes for aspects from early on in the software life cycle and explore the potential of proposed methods and techniques to scale up to industrial applications

    A Defense of Pure Connectionism

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    Connectionism is an approach to neural-networks-based cognitive modeling that encompasses the recent deep learning movement in artificial intelligence. It came of age in the 1980s, with its roots in cybernetics and earlier attempts to model the brain as a system of simple parallel processors. Connectionist models center on statistical inference within neural networks with empirically learnable parameters, which can be represented as graphical models. More recent approaches focus on learning and inference within hierarchical generative models. Contra influential and ongoing critiques, I argue in this dissertation that the connectionist approach to cognitive science possesses in principle (and, as is becoming increasingly clear, in practice) the resources to model even the most rich and distinctly human cognitive capacities, such as abstract, conceptual thought and natural language comprehension and production. Consonant with much previous philosophical work on connectionism, I argue that a core principle—that proximal representations in a vector space have similar semantic values—is the key to a successful connectionist account of the systematicity and productivity of thought, language, and other core cognitive phenomena. My work here differs from preceding work in philosophy in several respects: (1) I compare a wide variety of connectionist responses to the systematicity challenge and isolate two main strands that are both historically important and reflected in ongoing work today: (a) vector symbolic architectures and (b) (compositional) vector space semantic models; (2) I consider very recent applications of these approaches, including their deployment on large-scale machine learning tasks such as machine translation; (3) I argue, again on the basis mostly of recent developments, for a continuity in representation and processing across natural language, image processing and other domains; (4) I explicitly link broad, abstract features of connectionist representation to recent proposals in cognitive science similar in spirit, such as hierarchical Bayesian and free energy minimization approaches, and offer a single rebuttal of criticisms of these related paradigms; (5) I critique recent alternative proposals that argue for a hybrid Classical (i.e. serial symbolic)/statistical model of mind; (6) I argue that defending the most plausible form of a connectionist cognitive architecture requires rethinking certain distinctions that have figured prominently in the history of the philosophy of mind and language, such as that between word- and phrase-level semantic content, and between inference and association

    Solid Modeling

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    To appear in the Encyclopedia of Electrical and Electronics Engineering, Ed. J. Webster, John Wiley & Sons, 1999.A solid model is a digital representation of the geometry of an existing or envisioned physical object. Solid models are used in many industries, from entertainment to health care. They play a major role in the discrete-part manufacturing industries, where precise models of parts and assemblies are created using solid modeling software or more general computer-aided design (CAD) systems. Solid modeling is an interdisciplinary field that involves a growing number of areas. Its objectives evolved from a deep understanding of the practices and requirements of the targeted application domains. Its formulation and rigor are based on mathematical foundations derived from general and algebraic topology, and from Euclidean, differential, and algebraic geometry. The computational aspects of solid modeling deal with efficient data structures and algorithms, and benefit from recent developments in the field of computational geometry. Efficient processing is essential, because the complexity of industrial models is growing faster than the performance of commercial workstations. Techniques for modeling and analyzing surfaces and for computing their intersections are important in solid modeling. This area of research, sometimes called computer aided geometric design, has strong ties with numerical analysis and differential geometry. Graphic user-interface (GUI) techniques also play a crucial role in solid modeling, since they determine the overall usability of the modeler and impace the user's productivity. There have always been strong symbiotic links and overlaps between the solid modeling community and the computer graphics community. Solid modeling interfaces are based on efficient three-dimensional (3D) graphics techniques, whereas research in 3D graphics focuses on fast or photo-realistic rendering of complex scenes, often composed of solid models, and on realistic or artistic animations of non-rigid objects. A similar symbiotic relation with computer vision is regaining popularity, as many research efforts in vision are model-based and attempt to extract 3D models from images or video sequences of existing parts or scenes. These efforts are particularly important for solid modeling, because the cost of manually designing solid models of existing objects or scenes far excees the other costs (hardware, software, maintenance, and training) associated with solid modeling. Finally, the growing complexity of solid models and the growing need for collaboration, reusability of design, and interoperability of software require expertise in distributed databases, constraint management systems, optimization techniques, object linking standards, and internet protocols. This report provides a brief overview of the solid modeling field, its fundamental technologies, and some important applications

    Shared control for natural motion and safety in hands-on robotic surgery

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    Hands-on robotic surgery is where the surgeon controls the tool's motion by applying forces and torques to the robot holding the tool, allowing the robot-environment interaction to be felt though the tool itself. To further improve results, shared control strategies are used to combine the strengths of the surgeon with those of the robot. One such strategy is active constraints, which prevent motion into regions deemed unsafe or unnecessary. While research in active constraints on rigid anatomy has been well-established, limited work on dynamic active constraints (DACs) for deformable soft tissue has been performed, particularly on strategies which handle multiple sensing modalities. In addition, attaching the tool to the robot imposes the end effector dynamics onto the surgeon, reducing dexterity and increasing fatigue. Current control policies on these systems only compensate for gravity, ignoring other dynamic effects. This thesis presents several research contributions to shared control in hands-on robotic surgery, which create a more natural motion for the surgeon and expand the usage of DACs to point clouds. A novel null-space based optimization technique has been developed which minimizes the end effector friction, mass, and inertia of redundant robots, creating a more natural motion, one which is closer to the feeling of the tool unattached to the robot. By operating in the null-space, the surgeon is left in full control of the procedure. A novel DACs approach has also been developed, which operates on point clouds. This allows its application to various sensing technologies, such as 3D cameras or CT scans and, therefore, various surgeries. Experimental validation in point-to-point motion trials and a virtual reality ultrasound scenario demonstrate a reduction in work when maneuvering the tool and improvements in accuracy and speed when performing virtual ultrasound scans. Overall, the results suggest that these techniques could increase the ease of use for the surgeon and improve patient safety.Open Acces
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