100 research outputs found

    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

    Animating Virtual Human for Virtual Batik Modeling

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    This research paper describes a development of animating virtual human for virtual batik modeling project. The objectives of this project are to animate the virtual human, to map the cloth with the virtual human body, to present the batik cloth, and to evaluate the application in terms of realism of virtual human look, realism of virtual human movement, realism of 3D scene, application suitability, application usability, fashion suitability and user acceptance. The final goal is to accomplish an animated virtual human for virtual batik modeling. There are 3 essential phases which research and analysis (data collection of modeling and animating technique), development (model and animate virtual human, map cloth to body and add a music) and evaluation (evaluation of realism of virtual human look, realism of virtual human movement, realism of props, application suitability, application usability, fashion suitability and user acceptance). The result for application usability is the highest percentage which 90%. Result show that this application is useful to the people. In conclusion, this project has met the objective, which the realism is achieved by used a suitable technique for modeling and animating

    Animating Virtual Human for Virtual Batik Modeling

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    This research paper describes a development of animating virtual human for virtual batik modeling project. The objectives of this project are to animate the virtual human, to map the cloth with the virtual human body, to present the batik cloth, and to evaluate the application in terms of realism of virtual human look, realism of virtual human movement, realism of 3D scene, application suitability, application usability, fashion suitability and user acceptance. The final goal is to accomplish an animated virtual human for virtual batik modeling. There are 3 essential phases which research and analysis (data collection of modeling and animating technique), development (model and animate virtual human, map cloth to body and add a music) and evaluation (evaluation of realism of virtual human look, realism of virtual human movement, realism of props, application suitability, application usability, fashion suitability and user acceptance). The result for application usability is the highest percentage which 90%. Result show that this application is useful to the people. In conclusion, this project has met the objective, which the realism is achieved by used a suitable technique for modeling and animating

    Self-supervised Learning of Primitive-based Robotic Manipulation

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    HAPTIC AND VISUAL SIMULATION OF BONE DISSECTION

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    Marco AgusIn bone dissection virtual simulation, force restitution represents the key to realistically mimicking a patient– specific operating environment. The force is rendered using haptic devices controlled by parametrized mathematical models that represent the bone–burr contact. This dissertation presents and discusses a haptic simulation of a bone cutting burr, that it is being developed as a component of a training system for temporal bone surgery. A physically based model was used to describe the burr– bone interaction, including haptic forces evaluation, bone erosion process and resulting debris. The model was experimentally validated and calibrated by employing a custom experimental set–up consisting of a force–controlled robot arm holding a high–speed rotating tool and a contact force measuring apparatus. Psychophysical testing was also carried out to assess individual reaction to the haptic environment. The results suggest that the simulator is capable of rendering the basic material differences required for bone burring tasks. The current implementation, directly operating on a voxel discretization of patientspecific 3D CT and MR imaging data, is efficient enough to provide real–time haptic and visual feedback on a low–end multi–processing PC platform.

    Robotic Cloth Manipulation: Real Implementation using Model Predictive Control and Reinforcement Learning

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    Objectius de Desenvolupament Sostenible::9 - Indústria, Innovació i Infraestructur

    Robotic Cloth Manipulation: Real Implementation using Model Predictive Control and Reinforcement Learning

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    Objectius de Desenvolupament Sostenible::9 - Indústria, Innovació i Infraestructura::9.5 - Augmentar la investigació científica i millorar la capacitat tecnològica dels sectors industrials de tots els països, en particular els països en desenvolupament, entre d’altres maneres fomentant la innovació i augmentant substancialment, d’aquí al 2030, el nombre de persones que treballen en el camp de la investigació i el desenvolupa­ment per cada milió d’habitants, així com la despesa en investigació i desenvolupament dels sectors públic i priva

    Shape deformations based on vector fields

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    This thesis explores applications of vector field processing to shape deformations. We present a novel method to construct divergence-free vector fields which are used to deform shapes by vector field integration (Chapter 2). The resulting deformation is volume-preserving and no self-intersections occur. We add more controllability to this approach by introducing implicit boundaries (Chapter 3), a shape editing method which resembles the well-known boundary constraint modeling metaphor. While the vector fields are originally defined in space, we also present a surface-based version of this approach which allows for more exact boundary selection and deformation control (Chapter 4). We show that vectorfield- based shape deformations can be used to animate elastic motions without complex physical simulations (Chapter 5). We also introduce an alternative approach to exactly preserve the volume of skinned triangle meshes (Chapter 6). This is accomplished by constructing a displacement field on the mesh surface which restores the original volume after deformation. Finally, we demonstrate that shape deformation by vector field integration can also be used to visualize smoke-like streak surfaces in dynamic flow fields (Chapter 7).In dieser Dissertation werden verschiedene Anwendungen der Vektorfeldverarbeitung im Bereich Objektdeformation untersucht. Wir präsentieren eine neuartige Methode zur Konstruktion von divergenzfreien Vektorfeldern, welche mittels Integration zum Deformieren von Objekten verwendet werden (Kapitel 2). Die so entstehende Deformation ist volumenerhaltend und keine Selbstüberschneidungen treten auf. Inspiriert von etablierten, auf Randbedingungen beruhenden Methoden, erweitern wir diese Idee hinsichtlich Kontrollierbarkeit mittels impliziten Abgrenzungen (Kapitel 3). Während die ursprüngliche Konstruktion im Raum definiert ist, präsentieren wir auch eine oberflächenbasierte Version, welche ein genaueres Festlegen der Abgrenzungen und bessere Kontrolle ermöglicht (Kapitel 4). Wir zeigen, dass vektorfeldbasierte Deformationen auch zur Animation von elastischen Bewegungen benutzt werden können, ohne dass komplexe Simulationen nötig sind (Kapitel 5). Des weiteren zeigen wir eine alternative Möglichkeit, mit der man das Volumen von Dreiecksnetzen erhalten kann, welche mittels Skelett-Animation deformiert werden (Kapitel 6). Dies erreichen wir durch ein Deformationsfeld auf der Oberfläche, das das ursprüngliche Volumen wieder hergestellt. Wir zeigen außerdem, dass Deformierungen mittels Vektorfeld-Integration auch zur Visualisierung von Rauch in dynamischen Flüssen genutzt werden können(Kapitel 7)

    Digital Fabrication Approaches for the Design and Development of Shape-Changing Displays

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    Interactive shape-changing displays enable dynamic representations of data and information through physically reconfigurable geometry. The actuated physical deformations of these displays can be utilised in a wide range of new application areas, such as dynamic landscape and topographical modelling, architectural design, physical telepresence and object manipulation. Traditionally, shape-changing displays have a high development cost in mechanical complexity, technical skills and time/finances required for fabrication. There is still a limited number of robust shape-changing displays that go beyond one-off prototypes. Specifically, there is limited focus on low-cost/accessible design and development approaches involving digital fabrication (e.g. 3D printing). To address this challenge, this thesis presents accessible digital fabrication approaches that support the development of shape-changing displays with a range of application examples – such as physical terrain modelling and interior design artefacts. Both laser cutting and 3D printing methods have been explored to ensure generalisability and accessibility for a range of potential users. The first design-led content generation explorations show that novice users, from the general public, can successfully design and present their own application ideas using the physical animation features of the display. By engaging with domain experts in designing shape-changing content to represent data specific to their work domains the thesis was able to demonstrate the utility of shape-changing displays beyond novel systems and describe practical use-case scenarios and applications through rapid prototyping methods. This thesis then demonstrates new ways of designing and building shape-changing displays that goes beyond current implementation examples available (e.g. pin arrays and continuous surface shape-changing displays). To achieve this, the thesis demonstrates how laser cutting and 3D printing can be utilised to rapidly fabricate deformable surfaces for shape-changing displays with embedded electronics. This thesis is concluded with a discussion of research implications and future direction for this work

    Realistic Visualization of Accessories within Interactive Simulation Systems for Garment Prototyping

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    In virtual garment prototyping, designers create a garment design by using Computer Aided Design (CAD). In difference to traditional CAD the word "aided" in this case refers to the computer replicating real world behavior of garments. This allows the designer to interact naturally with his design. The designer has a wide range of expressions within his work. This is done by defining details on a garment which are not limited to the type of cloth used. The way how cloth patterns are sewn together and the style and usage of details of the cloth's surface, like appliqués, have a strong impact on the visual appearance of a garment to a large degree. Therefore, virtual and real garments usually have a lot of such surface details. Interactive virtual garment prototyping itself is an interdisciplinary field. Several problems have to be solved to create an efficiently usable real-time virtual prototyping system for garment manufacturers. Such a system can be roughly separated into three sub-components. The first component deals with acquisition of material and other data needed to let a simulation mimic plausible real world behavior of the garment. The second component is the garment simulation process itself. Finally, the third component is centered on the visualization of the simulation results. Therefore, the overall process spans several scientific areas which have to take into account the needs of each other in order to get an overall interactive system. In my work I especially target the third section, which deals with the visualization. On the scientific side, the developments in the last years have shown great improvements on both speed and reliability of simulation and rendering approaches suitable for the virtual prototyping of garments. However, with the currently existing approaches there are still many problems to be solved, especially if interactive simulation and visualization need to work together and many object and surface details come into play. This is the case when using a virtual prototyping in a productive environment. The currently available approaches try to handle most of the surface details as part of the simulation. This generates a lot of data early in the pipeline which needs to be transferred and processed, requiring a lot of processing time and easily stalls the pipeline defined by the simulation and visualization system. Additionally, real world garment examples are already complicated in their cloth arrangement alone. This requires additional computational power. Therefore, the interactive garment simulation tends to lose its capability to allow interactive handling of the garment. In my work I present a solution, which solves this problem by moving the handling of design details from the simulation stage entirely to a completely GPU based rendering stage. This way, the behavior of the garment and its visual appearance are separated. Therefore, the simulation part can fully concentrate on simulating the fabric behavior, while the visualization handles the placing of surface details lighting, materials and self-shadowing. Thus, a much higher degree of surface complexity can be achieved within an interactive virtual prototyping system as can be done with the current existing approaches
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