159 research outputs found

    Efficient abstractions for visualization and interaction

    Get PDF
    Abstractions, such as functions and methods, are an essential tool for any programmer. Abstractions encapsulate the details of a computation: the programmer only needs to know what the abstraction achieves, not how it achieves it. However, using abstractions can come at a cost: the resulting program may be inefficient. This can lead to programmers not using some abstractions, instead writing the entire functionality from the ground up. In this thesis, we present several results that make this situation less likely when programming interactive visualizations. We present results that make abstractions more efficient in the areas of graphics, layout and events

    Computational Tools and Experimental Methods for the Development of Passive Prosthetic Feet

    Get PDF
    Modern prosthetic foot designs are incredibly diverse in comparison to what was o↔ered to amputees at the turn of the millennium. Powered ankles can supply natural levels of joint torque, whilst passive feet continue to optimise for kinematic goals. However, most passive feet still do not solve the issue of unhealthy loads, and an argument can be made that optimisation methods have neglected the less active and elderly amputee. This thesis creates a framework for a novel approach to prosthetic foot optimisation by focusing on the transitionary motor tasks of gait initiation and termination.An advanced FEA model has been created in ANSYSÂź using boundary con-ditions derived from an ISO testing standard that replicates stance phase loading. This model can output standard results found in the literature and goes beyond by parameterising the roll-over shape within the software using custom APDL code. Extensive contact exploration and an experimental study have ensured the robustness of the model. Subject force and kinematic data can be used for speciïŹc boundary conditions, which would allow for easy adaptation to the transitionary motor tasks.This FEA model has been used in the development of prosthetic experiment tool, which can exchange helical springs to assess e↔ects of small changes in sti↔-ness on gait metrics. A rigorous design methodology was employed for all compo-nents, including parametric design studies, response surface optimisation, and ISO level calculations. The design has been manufactured into a working prototype and is ready for clinical trials to determine its eïŹƒcacy.The conclusion of this framework is in the development of an experimental method to collect subject data for use in the models. A pilot study uncovered reliable protocols, which were then veriïŹed with ANOVA statistics. Proportional ratios were deïŹned as additions to metric peak analyses already found in the liter-ature. These tools are ready for deployment in full clinical trials with amputees, so that a new prosthetic optimisation pathway can be discovered for the beneïŹt of less active or elderly amputees

    Modes of Interaction in Computational Architecture

    Get PDF
    This thesis is an enquiry into the importance and influence of interaction in architecture, the importance of which is observed through different modes of interaction occurring in various aspects of architectural discourse and practice. Interaction is primarily observed through the different use of software within architectural practice and in the construction of buildings, façades and systems. In turn, the kind of influences software has on architecture is one of the underlying questions of this thesis. Four qualities: Concept, Materiality, Digitization and Interactivity, are proposed as a theoretical base for the analysis and assessment of different aspects of computational architecture. These four qualities permeate and connect the diverse areas of research discussed, including architecture, cybernetics, computer science, interaction design and new media studies, which in combination provide the theoretical background. The modalities of computational architecture analysed here are, digital interior spaces, digitized design processes and communicational exterior environments. The analysis is conducted through case studies: The Fun Palace, Generator Project, Water Pavilion, Tower of Winds, Institute du Monde Arabe, The KPN building, Aegis Hyposurface, BIX Façade, Galleria Department Store, Dexia Tower, and also E:cue, Microstation, Auto-Cad, Rhino, Top Solid and GenerativeComponents software. These are important for discussion because they present different architectural concepts and thoughts about interactivity within architecture. The analytical processes used in the research distinguished and refined, eight modes of interaction: (1) interaction as a participatory process; (2) cybernetic mutualism; (3) thematic interaction; (4) human-computer interaction during architectural design production; (5) interaction during digital fabrication; (6) parametric interaction; (7) kinetic interaction with dynamic architectural forms; and (8) interaction with façades. Out of these, cybernetic mutualism is the mode of interaction proposed by this thesis

    The high strain-rate behaviour of polymers and nanocomposites for lightweight armour applications

    Get PDF
    The need for efficient, lightweight armour solutions has never been so great as it is today. Increasing numbers of personnel, both military and civilian are being placed in an expanding variety of life-threatening situations, and we must recognise the responsibility to maximise their combat survivability. One way to help protect these people is to provide them with some form of armour. Advanced polymeric materials are finding an increasing range of industrial and defence applications. These materials have the potential to improve the performance of current armour systems, whilst also reducing their cost and weight. Polymers may be reinforced with the addition of nanofillers such as carbon nanotubes or graphene, to produce nanocomposites, an exciting emerging polymer technology. Nanomaterials have been shown to exhibit extraordinary strength, far higher than that of traditional armour materials. Nanocomposites have the possibility of being remarkable materials, with high strength and light weight. The work detailed in this report is an investigation into the mechanical properties of nanocomposites along with some novel blended polymer composites. Two compressive testing techniques have been used to carry out this investigation. The intermediate strain-rate Optical Drop-Weight, and the high strain-rate Split-Hopkinson Pressure Bar. The latter required some significant modifications in order to optimise it for use with low-density polymers. Ultimately, nanocomposites were found to behave virtually indistinguishably from the monolithic polymer matrices. Yield strengths and energy absorption characteristics remained inside the ordinary experimental scatter. Blended composites, in which a long chain length polymer is combined with a chemically similar polymer with a shorter chain length, proved to be more interesting. Yield strengths of these novel materials were increased over that of either constituent material, although energy absorption remained low

    Computer-Aided Geometry Modeling

    Get PDF
    Techniques in computer-aided geometry modeling and their application are addressed. Mathematical modeling, solid geometry models, management of geometric data, development of geometry standards, and interactive and graphic procedures are discussed. The applications include aeronautical and aerospace structures design, fluid flow modeling, and gas turbine design

    Towards a Phenomenological Theory of the Visceral in the Interactive Arts

    Get PDF
    This is a digitised version of a thesis that was deposited in the University Library. If you are the author and you have a query about this item please contact PEARL Admin ([email protected])Metadata merged with duplicate record (http://hdl.handle.net/10026.1/2319) on 20.12.2016 by CS (TIS).This thesis explores the ways in which certain forms of interactive art may and do elicit visceral responses. The term "visceral" refers to the cardiovascular, respiratory, uro-genital and especially excretory systems that affect mind and body on a continuum of awareness. The "visceral" is mentioned in the field of interactive arts, but it remains systematically unexplored and undefined. Further, interactive artworks predominantly focus on the exteroceptive (stimuli from outside) rather than the interoceptive (stimuli arising within the body, especially the viscera) senses. The existentialist phenomenology of Maurice Merleau-Ponty forms the basis for explorations of the visceral dimension of mind/body. New approaches to understanding interactive art, design and the mind/body include: attunements to the world; intertwinings of mind/body, technology and world; and of being in the world. Each artwork within utilizes a variation of the phenomenological methods derived from Merl eau-Ponty's; these are discussed primarily in Chapters One and Three. Because subjective, first-person, experiences are a major aspect of a phenomenological approach, the academic writing is interspersed with subjective experiences of the author and others. This thesis balances facets of knowledge from diverse disciplines that account for visceral phenomena and subjective experience. Along with the textual exegesis, one major work of design and two major works of art were created. These are documented on the compact disc (CDROM) bound within. As an essential component of each artwork, new technological systems were created or co-created by the author. User surveys comprise Appendices Two, Three and Four, and are also online at: www. sfu. ca/-dgromala/thesis. To access the URL: login as , and use the password . Numerous talks, exhibitions and publications that directly relate to the thesis work is in Appendix One. This work begins with an introduction to Merleau-Ponty's ideas of flesh and reversibility. Chapter Two is the review of the literature, while Chapter Three is an explication of the hypothesis, an overview of the field, and a framing of the problem. Discussions of each artwork are in Chapter Four (The Meditation Chamber), Chapter Five (BioMorphic Typography) and Chapter Six (The MeatBook). Chapter Seven forms the conclusion. References to the documentation on the CD are found throughout the thesis, and italicized paragraphs provide an artistic context for each chapter

    Improvisatory music and painting interface

    Get PDF
    Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2004.Includes bibliographical references (p. 101-104).(cont.) theoretical section is accompanied by descriptions of historic and contemporary works that have influenced IMPI.Shaping collective free improvisations in order to obtain solid and succinct works with surprising and synchronized events is not an easy task. This thesis is a proposal towards that goal. It presents the theoretical, philosophical and technical framework of the Improvisatory Music and Painting Interface (IMPI) system: a new computer program for the creation of audiovisual improvisations performed in real time by ensembles of acoustic musicians. The coordination of these improvisations is obtained using a graphical language. This language is employed by one "conductor" in order to generate musical scores and abstract visual animations in real time. Doodling on a digital tablet following the syntax of the language allows both the creation of musical material with different levels of improvisatory participation from the ensemble and also the manipulation of the projected graphics in coordination with the music. The generated musical information is displayed in several formats on multiple computer screens that members of the ensemble play from. The digital graphics are also projected on a screen to be seen by an audience. This system is intended for a non-tonal, non-rhythmic, and texture-oriented musical style, which means that strong emphasis is put on the control of timbral qualities and continuum transitions. One of the main goals of the system is the translation of planned compositional elements (such as precise structure and synchronization between instruments) into the improvisatory domain. The graphics that IMPI generates are organic, fluid, vivid, dynamic, and unified with the music. The concept of controlled improvisation as well as the paradigm of the relationships between acoustic and visual material are both analyzed from an aesthetic point of view. TheHugo SolĂ­s GarcĂ­a.S.M

    Computer-Assisted Interactive Documentary and Performance Arts in Illimitable Space

    Get PDF
    This major component of the research described in this thesis is 3D computer graphics, specifically the realistic physics-based softbody simulation and haptic responsive environments. Minor components include advanced human-computer interaction environments, non-linear documentary storytelling, and theatre performance. The journey of this research has been unusual because it requires a researcher with solid knowledge and background in multiple disciplines; who also has to be creative and sensitive in order to combine the possible areas into a new research direction. [...] It focuses on the advanced computer graphics and emerges from experimental cinematic works and theatrical artistic practices. Some development content and installations are completed to prove and evaluate the described concepts and to be convincing. [...] To summarize, the resulting work involves not only artistic creativity, but solving or combining technological hurdles in motion tracking, pattern recognition, force feedback control, etc., with the available documentary footage on film, video, or images, and text via a variety of devices [....] and programming, and installing all the needed interfaces such that it all works in real-time. Thus, the contribution to the knowledge advancement is in solving these interfacing problems and the real-time aspects of the interaction that have uses in film industry, fashion industry, new age interactive theatre, computer games, and web-based technologies and services for entertainment and education. It also includes building up on this experience to integrate Kinect- and haptic-based interaction, artistic scenery rendering, and other forms of control. This research work connects all the research disciplines, seemingly disjoint fields of research, such as computer graphics, documentary film, interactive media, and theatre performance together.Comment: PhD thesis copy; 272 pages, 83 figures, 6 algorithm
    • 

    corecore