2,733 research outputs found

    A verification library for multibody simulation software

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    A multibody dynamics verification library, that maintains and manages test and validation data is proposed, based on RRC Robot arm and CASE backhoe validation and a comparitive study of DADS, DISCOS, and CONTOPS that are existing public domain and commercial multibody dynamic simulation programs. Using simple representative problems, simulation results from each program are cross checked, and the validation results are presented. Functionalities of the verification library are defined, in order to automate validation procedure

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Strength Guided Motion

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    A methodology and algorithm is presented that generates motions imitating the way humans complete a lifting task under various loading conditions. The path taken depends on natural parameters: the figure geometry, the given load, the final destination, and especially, the strength model of the agent. Additional user controllable parameters of the motion are the comfort of the action and the perceived exertion of the agent. The algorithm uses this information to incrementally compute a motion path of the end effector moving the load. It is therefore instantaneously adaptable to changing force, loading, and strength conditions. Various strategies are used to model human behavior (such as pull back, add additional joints, and jerk) that compute the driving torques as the situation changes. The strength model dictates acceptable kinematic postures. The resulting algorithm offers torque control without the tedious user expression of driving forces under a dynamics model. The algorithm runs in near-realtime and offers an agent-dependent toolkit for fast path prediction. Examples are presented for various lifting tasks, including one- and two-handed lifts, and raising the body from a seated posture

    Wearable performance

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    This is the post-print version of the article. The official published version can be accessed from the link below - Copyright @ 2009 Taylor & FrancisWearable computing devices worn on the body provide the potential for digital interaction in the world. A new stage of computing technology at the beginning of the 21st Century links the personal and the pervasive through mobile wearables. The convergence between the miniaturisation of microchips (nanotechnology), intelligent textile or interfacial materials production, advances in biotechnology and the growth of wireless, ubiquitous computing emphasises not only mobility but integration into clothing or the human body. In artistic contexts one expects such integrated wearable devices to have the two-way function of interface instruments (e.g. sensor data acquisition and exchange) worn for particular purposes, either for communication with the environment or various aesthetic and compositional expressions. 'Wearable performance' briefly surveys the context for wearables in the performance arts and distinguishes display and performative/interfacial garments. It then focuses on the authors' experiments with 'design in motion' and digital performance, examining prototyping at the DAP-Lab which involves transdisciplinary convergences between fashion and dance, interactive system architecture, electronic textiles, wearable technologies and digital animation. The concept of an 'evolving' garment design that is materialised (mobilised) in live performance between partners originates from DAP Lab's work with telepresence and distributed media addressing the 'connective tissues' and 'wearabilities' of projected bodies through a study of shared embodiment and perception/proprioception in the wearer (tactile sensory processing). Such notions of wearability are applied both to the immediate sensory processing on the performer's body and to the processing of the responsive, animate environment. Wearable computing devices worn on the body provide the potential for digital interaction in the world. A new stage of computing technology at the beginning of the 21st Century links the personal and the pervasive through mobile wearables. The convergence between the miniaturisation of microchips (nanotechnology), intelligent textile or interfacial materials production, advances in biotechnology and the growth of wireless, ubiquitous computing emphasises not only mobility but integration into clothing or the human body. In artistic contexts one expects such integrated wearable devices to have the two-way function of interface instruments (e.g. sensor data acquisition and exchange) worn for particular purposes, either for communication with the environment or various aesthetic and compositional expressions. 'Wearable performance' briefly surveys the context for wearables in the performance arts and distinguishes display and performative/interfacial garments. It then focuses on the authors' experiments with 'design in motion' and digital performance, examining prototyping at the DAP-Lab which involves transdisciplinary convergences between fashion and dance, interactive system architecture, electronic textiles, wearable technologies and digital animation. The concept of an 'evolving' garment design that is materialised (mobilised) in live performance between partners originates from DAP Lab's work with telepresence and distributed media addressing the 'connective tissues' and 'wearabilities' of projected bodies through a study of shared embodiment and perception/proprioception in the wearer (tactile sensory processing). Such notions of wearability are applied both to the immediate sensory processing on the performer's body and to the processing of the responsive, animate environment

    Research in constraint-based layout, visualization, CAD, and related topics : a bibliographical survey

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    The present work compiles numerous papers in the area of computer-aided design, graphics, layout configuration, and user interfaces in general. There is nearly no conference on graphics, multimedia, and user interfaces that does not include a section on constraint-based graphics; on the other hand most conferences on constraint processing favour applications in graphics. This work of bibliographical pointers may serve as a basis for a detailed and comprehensive survey of this important and challenging field in the intersection of constraint processing and graphics. In order to reach this ambitious aim, and also to keep this study up-to-date, the authors appreciate any comment and update information

    Survey on some key technologies of virtual tourism system based on Web3D

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    Some key technologies on how to build large-scale virtual tourism systssems comprehensively on Web browsers and mobiles were analyzed and the current R&D status on Web3D virtual tourism was surveyed insightfully. Then, some methods were summarized, including 3D trees or plants modeling, 3D architectural modeling, 3D Virtual Human behavior modeling, virtual agents path planning, collision detection and progressive transmission strategy suitable for developing large scale Web3D tourism scenarios. Also, some bottleneck problems of Web3D virtual tourism system were investigated. At the same time, the lightweight 3D engine, the lightweight 3D modeling, the lightweight 3D streaming and P2P based progressive transmission of huge Web3D tourism contents would become much helpful to breakthrough those bottlenecks of Web3D tourism systems were pointed out. In addition, all kinds of Web3D engines in terms of lightweight, realism and efficiency that would be a good reference for developers to choose during various applications were compared comprehensively. Finally, the prospect of future investigation of Web3D tourism system is presented, which will be going on in terms of four characteristics lightweight, high-speed, realism, beauty.

    Socially communicative characters for interactive applications

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    Interactive Face Animation - Comprehensive Environment (iFACE) is a general-purpose software framework that encapsulates the functionality of “face multimedia object” for a variety of interactive applications such as games and online services. iFACE exposes programming interfaces and provides authoring and scripting tools to design a face object, define its behaviours, and animate it through static or interactive situations. The framework is based on four parameterized spaces of Geometry, Mood, Personality, and Knowledge that together form the appearance and behaviour of the face object. iFACE can function as a common “face engine” for design and runtime environments to simplify the work of content and software developers
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