2,599 research outputs found
COMPUTER-GENERATED CARS YOU HAVE TO LOVE: HOW IMAGE MORPHING AND WARPING HELP DESIGNERS TO OPTIMIZE THEIR DESIGN SKETCHES
Although product design is considered as a core determinant of a product\u27s market success, systematic approaches that allow managers to increase a product\u27s visual attractiveness are not available. The present research addresses this gap by adapting an approach that was originally developed in research on human facial attractiveness to a product design context. In particular, we propose that image morphing and warping techniques can be used to identify and manipulate those design features that drive a product\u27s perceived attractiveness. Moreover, we also develop a computer-assisted interface that allows consumers to individually determine their optimal car design. Three studies with real consumers focusing on the automotive market confirm the viability and the usefulness of our approach. From a managerial perspective, the approach may increase the effectiveness of design efforts and may help in integrating consumers\u27 preferences in an early stage of the product design process
Curve and skeleton based shape deformation In product design
In this report we present an intuitive curve and skeleton based approach for digital product modelling. Morphing-like deformations have been developed to allow for the evaluation of a larger set of alternative shapes compared to the set of shapes generated by the current modelling tools. The method helps designers to search in the product domain for alternative shapes in a straightforward way and eliminates the work-arounds. Through a slide-bar control, these alternative shapes are generated by the transformation of an initial shape into the target one by means of a suitable skeleton extraction transparent to the user and a user-defined profile curve for the target surface. The initial shape is abstracted by a skeleton and a distance function from the skeleton to the surface. For the target surface two categories have been considered, namely revolution-like and sweep-like surfaces. They are both defined through curves: an axis or a path and a profile. The user has to specify only the profile curve, as the axis or the path is represented by the skeletal curve extracted from the initial surface. The distribution of the morphing-like deformation is computed based on the skeletal curve, the distance function and the user-defined profile curve. The use of the skeleton guarantee the generated shapes belong to specific product domains and are therefore context-dependent
Dense 3D Face Correspondence
We present an algorithm that automatically establishes dense correspondences
between a large number of 3D faces. Starting from automatically detected sparse
correspondences on the outer boundary of 3D faces, the algorithm triangulates
existing correspondences and expands them iteratively by matching points of
distinctive surface curvature along the triangle edges. After exhausting
keypoint matches, further correspondences are established by generating evenly
distributed points within triangles by evolving level set geodesic curves from
the centroids of large triangles. A deformable model (K3DM) is constructed from
the dense corresponded faces and an algorithm is proposed for morphing the K3DM
to fit unseen faces. This algorithm iterates between rigid alignment of an
unseen face followed by regularized morphing of the deformable model. We have
extensively evaluated the proposed algorithms on synthetic data and real 3D
faces from the FRGCv2, Bosphorus, BU3DFE and UND Ear databases using
quantitative and qualitative benchmarks. Our algorithm achieved dense
correspondences with a mean localisation error of 1.28mm on synthetic faces and
detected anthropometric landmarks on unseen real faces from the FRGCv2
database with 3mm precision. Furthermore, our deformable model fitting
algorithm achieved 98.5% face recognition accuracy on the FRGCv2 and 98.6% on
Bosphorus database. Our dense model is also able to generalize to unseen
datasets.Comment: 24 Pages, 12 Figures, 6 Tables and 3 Algorithm
Design and semantics of form and movement (DeSForM 2006)
Design and Semantics of Form and Movement (DeSForM) grew from applied research exploring emerging design methods and practices to support new generation product and interface design. The products and interfaces are concerned with: the context of ubiquitous computing and ambient technologies and the need for greater empathy in the pre-programmed behaviour of the ‘machines’ that populate our lives. Such explorative research in the CfDR has been led by Young, supported by Kyffin, Visiting Professor from Philips Design and sponsored by Philips Design over a period of four years (research funding £87k). DeSForM1 was the first of a series of three conferences that enable the presentation and debate of international work within this field: • 1st European conference on Design and Semantics of Form and Movement (DeSForM1), Baltic, Gateshead, 2005, Feijs L., Kyffin S. & Young R.A. eds. • 2nd European conference on Design and Semantics of Form and Movement (DeSForM2), Evoluon, Eindhoven, 2006, Feijs L., Kyffin S. & Young R.A. eds. • 3rd European conference on Design and Semantics of Form and Movement (DeSForM3), New Design School Building, Newcastle, 2007, Feijs L., Kyffin S. & Young R.A. eds. Philips sponsorship of practice-based enquiry led to research by three teams of research students over three years and on-going sponsorship of research through the Northumbria University Design and Innovation Laboratory (nuDIL). Young has been invited on the steering panel of the UK Thinking Digital Conference concerning the latest developments in digital and media technologies. Informed by this research is the work of PhD student Yukie Nakano who examines new technologies in relation to eco-design textiles
Design Pedagogy: Pictographic Design Artefacts Perceived Artificial Intelligence Elements for Product Designers
This paper interprets a design pedagogy based on the Internet of Things (IoT) communication in the cyber-physical system challenges. This literature study discovers pictographic through artificial intelligence (AI). The product designers perceive the product form imaging beyond the engagement of design artefacts in the industrial design. The digital information sets are supplied through a design artefact evolution using heuristic evaluation. By the dual-method of designers’ human cognition, the design concept continuum develops arts and design education. The results identify an exact meaning of design pedagogy that the academicians will understand the specific content analysis type.
Keywords: Artificial intelligence; industrial design; form imagery; internet of things
eISSN: 2398-4287© 2021. The Authors. Published for AMER ABRA cE-Bs by e-International Publishing House, Ltd., UK. This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). Peer–review under responsibility of AMER (Association of Malaysian Environment-Behaviour Researchers), ABRA (Association of Behavioural Researchers on Asians/Africans/Arabians) and cE-Bs (Centre for Environment-Behaviour Studies), Faculty of Architecture, Planning & Surveying, Universiti Teknologi MARA, Malaysia.
DOI: https://doi.org/10.21834/ebpj.v6iSI4%20(Special%20Issue%204).290
Digital design of medical replicas via desktop systems: shape evaluation of colon parts
In this paper, we aim at providing results concerning the application of desktop systems for rapid prototyping of medical replicas
that involve complex shapes, as, for example, folds of a colon. Medical replicas may assist preoperative planning or tutoring in
surgery to better understand the interaction among pathology and organs. Major goals of the paper concern with guiding the
digital design workflow of the replicas and understanding their final performance, according to the requirements asked by the
medics (shape accuracy, capability of seeing both inner and outer details, and support and possible interfacing with other organs).
In particular, after the analysis of these requirements, we apply digital design for colon replicas, adopting two desktop systems. ,e
experimental results confirm that the proposed preprocessing strategy is able to conduct to the manufacturing of colon replicas
divided in self-supporting segments, minimizing the supports during printing. ,is allows also to reach an acceptable level of final
quality, according to the request of having a 3D presurgery overview of the problems. ,ese replicas are compared through reverse
engineering acquisitions made by a structured-light system, to assess the achieved shape and dimensional accuracy. Final results
demonstrate that low-cost desktop systems, coupled with proper strategy of preprocessing, may have shape deviation in the range
of ±1 mm, good for physical manipulations during medical diagnosis and explanation
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