33 research outputs found
UTILIZING AUGMENTED REALITY FOR EDUCATIONAL UNDERSTANDING AND CONSTRUCTION OF TRADITIONAL HALE
Arch.D
Sustainable interaction for mobility system
The results of top-down policymaking approach are not enough, "sustainable development can not be imposed from above. It will not take root unless people across the country are actively engaged (UK DEFRA 2002, 7) ".
The goal of this research is to try to use the interaction and gamification strategy as a tool combined with a set of personal data to increase users' awareness of the impact of each action.
The research context is the mobility system. The increase in road congestion and so the risk to compromise human well-being are just some of the critical points in the future. There are already some possible solutions for these problems, such as shared mobility and autonomous cars, but this is not just a business or technological change. Citizens will first and foremost influence the future with their decisions and behaviour.
For the experimentation, a case study was developed, useful for obtaining and analyzing the qualitative and quantitative research results.
The case study, thought to be developed within a fully self-driving car, concerns the design of an interactive augmented reality game in which the userâ role is to make decisions as a leader of his fictional world, as result of his decisions the environment around him change.
The game continually reconfigures itself taking advantage of users' personal information and data collected through different ways. The gesture, copy, and other characterizing elements will follow the needs of each user.
Instead of a more traditional approach that results frustrating and not very involving for the user, the game uses an ironic, surreal, and funny tone of voice in order to be more engageable.
The goal is to make conscious users towards the environment that surrounds him and his ability to affect positively or negative the system in which he lives
Virtual reality for fixture design and assembly
Due to today's heavy, growing competition environment, manufacturing companies have to develop and employ new emerging technologies to increase productivity, reduce production costs, improve product quality, and shorten lead time. The domain of Virtual Reality (VR) has gained great attention during the past few years and is currently
explored for practical uses in various industrial areas e.g. CAD, CAM, CAE, CIM, CAPP and computer simulation etc.
Owing to the trend towards reducing lead time and human effort devoted to fixtureplanning, the computerization of fixture design is required. Consequently, computer aided fixture design (CAFD) has become an important role of computer aided design/manufacture (CAD/CAM integration. However, there is very little ongoing research specially focused on using the VR technology as a promising solution to enhance CAFD systems' capability and functionality.
This thesis reviews the possibility of using interactive Virtual Reality (VR) technology to support the conventional fixture design and assembly process. The trend that the use of VR benefits to fulfil the optimization of fixture design and assembly in VE has been identified and investigated.
The primary objectives were to develop an interactive VR system entitled Virtual Reality Fixture Design & Assembly System (VFDAS), which will allow fixture designers to complete the entire design process for modular fixtures within the Virtual Environment (VE) for instance: Fixture element selection, fixture layout design, assembly, analysis and so on. The main advantage of VFDAS is that the VR system has the capability of simulating the various physical behaviours for virtual fixture elements according to Newtonian physical laws, which will be taken into account throughout the fixture design and evaluation process. For example: gravity, friction, collision detection, mass, applied force, reaction force and elasticity. Almost the whole fixture design and assembly process is achieved as if in the real physics world, and this provides a promise for computer aided fixture design (CAFD) in the future.
The VFDAS system was validated in terms of the collision detection, rendering speed, friction, mass, gravity, applied force, elasticity and toppling. These simulation results are presented and quantified by a series of simple examples to show what the system can achieve and what the limitations are.
The research concluded VR is a useful technology and VFDAS has potential to support education and application for fixture design. There is scope for further development to add more useful functionality to the VFDAS system
Virtual reality for fixture design and assembly
Due to today's heavy, growing competition environment, manufacturing companies have to develop and employ new emerging technologies to increase productivity, reduce production costs, improve product quality, and shorten lead time. The domain of Virtual Reality (VR) has gained great attention during the past few years and is currently
explored for practical uses in various industrial areas e.g. CAD, CAM, CAE, CIM, CAPP and computer simulation etc.
Owing to the trend towards reducing lead time and human effort devoted to fixtureplanning, the computerization of fixture design is required. Consequently, computer aided fixture design (CAFD) has become an important role of computer aided design/manufacture (CAD/CAM integration. However, there is very little ongoing research specially focused on using the VR technology as a promising solution to enhance CAFD systems' capability and functionality.
This thesis reviews the possibility of using interactive Virtual Reality (VR) technology to support the conventional fixture design and assembly process. The trend that the use of VR benefits to fulfil the optimization of fixture design and assembly in VE has been identified and investigated.
The primary objectives were to develop an interactive VR system entitled Virtual Reality Fixture Design & Assembly System (VFDAS), which will allow fixture designers to complete the entire design process for modular fixtures within the Virtual Environment (VE) for instance: Fixture element selection, fixture layout design, assembly, analysis and so on. The main advantage of VFDAS is that the VR system has the capability of simulating the various physical behaviours for virtual fixture elements according to Newtonian physical laws, which will be taken into account throughout the fixture design and evaluation process. For example: gravity, friction, collision detection, mass, applied force, reaction force and elasticity. Almost the whole fixture design and assembly process is achieved as if in the real physics world, and this provides a promise for computer aided fixture design (CAFD) in the future.
The VFDAS system was validated in terms of the collision detection, rendering speed, friction, mass, gravity, applied force, elasticity and toppling. These simulation results are presented and quantified by a series of simple examples to show what the system can achieve and what the limitations are.
The research concluded VR is a useful technology and VFDAS has potential to support education and application for fixture design. There is scope for further development to add more useful functionality to the VFDAS system
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EVA London 2022: Electronic Visualisation and the Arts
The Electronic Visualisation and the Arts London 2022 Conference (EVA London 2022) is co-sponsored by the Computer Arts Society (CAS) and BCS, the Chartered Institute for IT, of which the CAS is a Specialist Group. Of course, this has been a difficult time for all conferences, with the Covid-19 pandemic. For the first time since 2019, the EVA London 2022 Conference is a physical conference. It is also an online conference, as it was in the previous two years. We continue with publishing the proceedings, both online, with open access via ScienceOpen, and also in our traditional printed form, for the second year in full colour. Over recent decades, the EVA London Conference on Electronic Visualisation and the Arts has established itself as one of the United Kingdomâs most innovative and interdisciplinary conferences. It brings together a wide range of research domains to celebrate a diverse set of interests, with a specialised focus on visualisation. The long and short papers in this volume cover varied topics concerning the arts, visualisations, and IT, including 3D graphics, animation, artificial intelligence, creativity, culture, design, digital art, ethics, heritage, literature, museums, music, philosophy, politics, publishing, social media, and virtual reality, as well as other related interdisciplinary areas.
The EVA London 2022 proceedings presents a wide spectrum of papers, demonstrations, Research Workshop contributions, other workshops, and for the seventh year, the EVA London Symposium, in the form of an opening morning session, with three invited contributors. The conference includes a number of other associated evening events including ones organised by the Computer Arts Society, Art in Flux, and EVA International. As in previous years, there are Research Workshop contributions in this volume, aimed at encouraging participation by postgraduate students and early-career artists, accepted either through the peer-review process or directly by the Research Workshop chair. The Research Workshop contributors are offered bursaries to aid participation. In particular, EVA London liaises with Art in Flux, a London-based group of digital artists. The EVA London 2022 proceedings includes long papers and short âposterâ papers from international researchers inside and outside academia, from graduate artists, PhD students, industry professionals, established scholars, and senior researchers, who value EVA London for its interdisciplinary community. The conference also features keynote talks. A special feature this year is support for Ukrainian culture after its invasion earlier in the year. This publication has resulted from a selective peer review process, fitting as many excellent submissions as possible into the proceedings.
This year, submission numbers were lower than previous years, mostly likely due to the pandemic and a new requirement to submit drafts of long papers for review as well as abstracts. It is still pleasing to have so many good proposals from which to select the papers that have been included. EVA London is part of a larger network of EVA international conferences. EVA events have been held in Athens, Beijing, Berlin, Brussels, California, Cambridge (both UK and USA), Canberra, Copenhagen, Dallas, Delhi, Edinburgh, Florence, Gifu (Japan), Glasgow, Harvard, Jerusalem, Kiev, Laval, London, Madrid, Montreal, Moscow, New York, Paris, Prague, St Petersburg, Thessaloniki, and Warsaw. Further venues for EVA conferences are very much encouraged by the EVA community. As noted earlier, this volume is a record of accepted submissions to EVA London 2022. Associated online presentations are in general recorded and made available online after the conference
Improving Hybrid Brainstorming Outcomes with Scripting and Group Awareness Support
Previous research has shown that hybrid brainstorming, which combines individual and group methods, generates more ideas than either approach alone. However, the quality of these ideas remains similar across different methods. This study, guided by the dual-pathway to creativity model, tested two computer-supported scaffolds â scripting and group awareness support â for enhancing idea quality in hybrid brainstorming. 94 higher education students,grouped into triads, were tasked with generating ideas in three conditions. The Control condition used standard hybrid brainstorming without extra support. In the Experimental 1 condition, students received scripting support during individual brainstorming, and students in the Experimental 2 condition were provided with group awareness support during the group phase in addition. While the quantity of ideas was similar across all conditions, the Experimental 2 condition produced ideas of higher quality, and the Experimental 1 condition also showed improved idea quality in the individual phase compared to the Control condition
Large language model-based code generation for the control of construction assembly robots:A hierarchical generation approach
Offline programming (OLP) is a mainstream approach for controlling assembly robots at construction sites. However, existing methods are tailored to specific assembly tasks and workflows, and thus lack flexibility. Additionally, the emerging large language model (LLM)-based OLP cannot effectively handle the code logic of robot programming. Thus, this paper addresses the question: How can robot control programs be generated effectively and accurately for diverse construction assembly tasks using LLM techniques? This paper describes a closed user-on-the-loop control framework for construction assembly robots based on LLM techniques. A hierarchical strategy to generate robot control programs is proposed to logically integrate code generation at high and low levels. Additionally, customized application programming interfaces and a chain of action are combined to enhance the LLM's understanding of assembly action logic. An assembly task set was designed to evaluate the feasibility and reliability of the proposed approach. The results show that the proposed approach (1) is widely applicable to diverse assembly tasks, and (2) can improve the quality of the generated code by decreasing the number of errors. Our approach facilitates the automation of construction assembly tasks by simplifying the robot control process
KEER2022
AvanttĂtol: KEER2022. DiversitiesDescripciĂł del recurs: 25 juliol 202
Open Communitition
The recent enthusiasm in popular culture for massively multiplayer online environments has proven that eclectic online communities have the potential to develop powerful problem solving capacities through the enactment of a collective intelligence. In collaborative design, this calls for the implementation of a shared environment leveraging the collective intelligence of online communities through open competition. The goal is to spur innovation through a public process where the emerging design ideas are available to all competitors.
Foreseeing a radical change in the identity of the architect, becoming but the designer of these emergent communal design environments, this paper aims at making the case for this alternate CAAD model through the execution of a pilot study. This study, based on the Serpentine Pavilion procedural framework, sends a sample group of designers to a shared videogame environment, where they are asked to create their own pavilion using a kit of parts drawn from the reverse engineering of Frank Gehryâs 2008 pavilion. These iterations are scored in real time against a set of quantitative programmatic requirements, but they are also assessed qualitatively through more subjective criteria by the community of competitors, enriched by the immersive virtual experience of each otherâs designs. Observation and analysis of participants has been undertaken through the recording of design sessions and online survey.
This pilot study is currently being undertaken, yet the initial results hint at displaying much potential for a participative, intuitive and instantaneous form of collaborative CAAD based on communal competition
Design revolutions: IASDR 2019 Conference Proceedings. Volume 4: Learning, Technology, Thinking
In September 2019 Manchester School of Art at Manchester Metropolitan University was honoured to host the bi-annual conference of the International Association of Societies of Design Research (IASDR) under the unifying theme of DESIGN REVOLUTIONS. This was the first time the conference had been held in the UK. Through key research themes across nine conference tracks â Change, Learning, Living, Making, People, Technology, Thinking, Value and Voices â the conference opened up compelling, meaningful and radical dialogue of the role of design in addressing societal and organisational challenges. This Volume 4 includes papers from Learning, Technology and Thinking tracks of the conference