118 research outputs found
Mixed Reality Interiors: Exploring Augmented Reality Immersive Space Planning Design Archetypes for the Creation of Interior Spatial Volume 3D User Interfaces
Augmented reality is an increasingly relevant medium of interaction and media reception with the advances in user worn or hand-held input/output technologies endowing perception of the digital nested within and reactive to the native physical. Our interior spaces are becoming the media interface and this emergence affords designers the opportunity to delve further into crafting an aesthetics for the medium. Beyond having the virtual assets and applications in correct registration with the real-world environment, critical topics are addressed such as the compositional roles of virtual and physical design features including their purpose, modulation, interaction potentials and implementation into varying indoor settings. Examining and formulating methodologies for mixed reality interior 3D UI schemes derived from the convergence of digital media and interior design disciplines comprise the scope of this design research endeavor. A holistic approach is investigated to produce a framework for augmented reality 3D user interface interiors through research and development of pattern language systems for the balanced blending of complimentary digital and physical design elements. These foundational attributes serve in the creation, organization and exploration of interactive possibilities and implications of these hybrid futuristic spatial interface layouts.M.S., Digital Media -- Drexel University, 201
NON-RIGID BODY MECHANICAL PROPERTY RECOVERY FROM IMAGES AND VIDEOS
Material property has great importance in surgical simulation and virtual reality. The mechanical properties of the human soft tissue are critical to characterize the tissue deformation of each patient. Studies have shown that the tissue stiffness described by the tissue properties may indicate abnormal pathological process. The (recovered) elasticity parameters can assist surgeons to perform better pre-op surgical planning and enable medical robots to carry out personalized surgical procedures. Traditional elasticity parameters estimation methods rely largely on known external forces measured by special devices and strain field estimated by landmarks on the deformable bodies. Or they are limited to mechanical property estimation for quasi-static deformation. For virtual reality applications such as virtual try-on, garment material capturing is of equal significance as the geometry reconstruction.
In this thesis, I present novel approaches for automatically estimating the material properties of soft bodies from images or from a video capturing the motion of the deformable body. I use a coupled simulation-optimization-identification framework to deform one soft body at its original, non-deformed state to match the deformed geometry of the same object in its deformed state. The optimal set of material parameters is thereby determined by minimizing the error metric function. This method can simultaneously recover the elasticity parameters of multiple regions of soft bodies using Finite Element Method-based simulation (of either linear or nonlinear materials undergoing large deformation) and particle-swarm optimization methods. I demonstrate the effectiveness of this approach on real-time interaction with virtual organs in patient-specific surgical simulation, using parameters acquired from low-resolution medical images. With the recovered elasticity parameters and the age of the prostate cancer patients as features, I build a cancer grading and staging classifier. The classifier achieves up to 91% for predicting cancer T-Stage and 88% for predicting Gleason score. To recover the mechanical properties of soft bodies from a video, I propose a method which couples statistical graphical model with FEM simulation. Using this method, I can recover the material properties of a soft ball from a high-speed camera video that captures the motion of the
ball.
Furthermore, I extend the material recovery framework to fabric material identification. I propose a novel method for garment material extraction from a single-view image and a learning based cloth material recovery method from a video recording the motion of the cloth. Most recent garment capturing techniques rely on acquiring multiple views of clothing, which may not always be readily available, especially in the case of pre-existing photographs from the web. As an alternative, I propose a method that can compute a 3D model of a human body and its outfit from a single photograph with little human interaction. My proposed learning-based cloth material type recovery method exploits simulated data-set and deep neural network. I demonstrate the effectiveness of my algorithms by re-purposing the reconstructed garments for virtual try-on, garment transfer, and cloth animation on digital characters. With the recovered mechanical properties, one can construct a virtual world with soft objects exhibiting real-world behaviors.Doctor of Philosoph
Virtual Reality Games for Motor Rehabilitation
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 productâs 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
An aesthetics of touch: investigating the language of design relating to form
How well can designers communicate qualities of touch?
This paper presents evidence that they have some capability to do so, much of which appears to have been learned, but at present make limited use of such language. Interviews with graduate designer-makers suggest that they are aware of and value the importance of touch and materiality in their work, but lack a vocabulary to fully relate to their detailed explanations of other aspects such as their intent or selection of materials. We believe that more attention should be paid to the verbal dialogue that happens in the design process, particularly as other researchers show that even making-based learning also has a strong verbal element to it. However, verbal language alone does not appear to be adequate for a comprehensive language of touch. Graduate designers-makersâ descriptive practices combined non-verbal manipulation within verbal accounts. We thus argue that haptic vocabularies do not simply describe material qualities, but rather are situated competences that physically demonstrate the presence of haptic qualities. Such competencies are more important than groups of verbal vocabularies in isolation. Design support for developing and extending haptic competences must take this wide range of considerations into account to comprehensively improve designersâ capabilities
Advanced Mobile Robotics: Volume 3
Mobile robotics is a challenging field with great potential. It covers disciplines including electrical engineering, mechanical engineering, computer science, cognitive science, and social science. It is essential to the design of automated robots, in combination with artificial intelligence, vision, and sensor technologies. Mobile robots are widely used for surveillance, guidance, transportation and entertainment tasks, as well as medical applications. This Special Issue intends to concentrate on recent developments concerning mobile robots and the research surrounding them to enhance studies on the fundamental problems observed in the robots. Various multidisciplinary approaches and integrative contributions including navigation, learning and adaptation, networked system, biologically inspired robots and cognitive methods are welcome contributions to this Special Issue, both from a research and an application perspective
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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
Annals of Scientific Society for Assembly, Handling and Industrial Robotics
This Open Access proceedings present a good overview of the current research landscape of industrial robots. The objective of MHI Colloquium is a successful networking at academic and management level. Thereby the colloquium is focussing on a high level academic exchange to distribute the obtained research results, determine synergetic effects and trends, connect the actors personally and in conclusion strengthen the research field as well as the MHI community. Additionally there is the possibility to become acquainted with the organizing institute. Primary audience are members of the scientific association for assembly, handling and industrial robots (WG MHI)
Reading cyberspace : fictions, figures and (dis)embodiment
My thesis tracks the human body in cyberspace as a popular cultural construct, from its origins in cyberpunk fiction in the 1980s to the pervasion of cyberspatial narratives in contemporary fictions, along with its representations within wider cultural texts, such as film, the mainstream media, and on the Internet. Across the two respective sections of the thesis, I focus upon six recurring literal-metaphorical characters, entities or motifs which serve as points of collision, entanglement and reiteration for a wide variety of discourses. These figuresâthe avatar, the hacker, the nanotechnological swarm, the fursona, the caring computer, and the decaying digitalâhave varying cultural functions in their respective representations of the human/technological interface. Informed by theorists such as Donna Haraway (1991, 2008), N. Katherine Hayles (2001) and others, I trace both their origins and their shifting and (often increasingly prolific) representations from the 1980s to the present. This allows me to uncover these figuresâ registering of contextual discourses, and permits, in turn, an interrogation of the extent of their normative character, along with measuring how and to what extent, if any, these figures may offer alternative visions of human (and other) subjectivity. It also permits a rethinking of âcyberspaceâ itself. Section One analyses three figures that depict the human/technological interface as a space for reinscribing and reifying Cartesian dualistic views of human subjectivity, along with the exclusive and marginalising implications of the remapping of that dualism. The figures in Section Oneâthe avatar, the hacker, and the nanotechnological swarmâhave their roots in the 1980s, and have stratified over time, commonly deployed in describing the human/technological interface. These figures function in first evoking and then managing the threats to the unified masculine subject posed by the altering human/machine relationship, policing rather than collapsing the subjective boundaries between them. They maintain and reiterate their attendant logics of identity, recapitulating an image of technology as the object of human invention, and never a contributor to the substantiation of the human subject. Science fictionâespecially cyberpunkâhas at least partially set the terms for understanding present-day relationships between humans and technologies, and those terms are relentlessly humanistic and teleological, despite their putatively postmodern and fragmentary aesthetic. The threat of the technological other is almost invariably femininecoded, and my work in this section is explicated particularly in the light of Harawayâs work and feminist theories of embodiment, including the work of Elizabeth Grosz (1994) and Margrit Shildrick (1997, 2002). Section Two analyses three emerging figuresâones not so clearly and widely defined in fiction and popular cultureâthat depict the human/technological interface as fundamentally co-substantiating, rather than the latter being the product of the former. Acting as nodes of connection and constitution for various phenomena both depicted in fiction and enacted/performed at the human/technological interface itself, these three figuresâthe fursona, the caring computer, and the decaying digitalâdemonstrate potential ways to understand the human/technological interface outside of conventional, dualistic discourses of transcendental disembodiment of a bounded subject-self. Deploying theoretical work on concepts such as Alison Landsbergâs notion of prosthetic memory (2004) and Brian Massumiâs reading of the âreal-material-but-incorporealâ body (2002), as well as Harawayâs later work on companion species (2008), I position these figures as representative visions of technologically-mediated subjectivity that allow us to imagine our relationships with technology as co-operative, open and materially co-substantiating. I argue that they recover the potential to rupture the unified and dualistic mind-subject that is both represented and contained by the figures seen in Section One, while reflecting a more recognisably prosaic, ongoing transformation of subjective participants in human/technological encounters. In opening up these two respective clusters of human-technological figures, I map two attendant visions of cyberspace. The first is the most common: the smooth, Euclidean grid into which the discrete unified consciousness is projected away from the body, which is conflated with (a reductive understanding of) virtuality, and to which access is allowed or denied based on highly conventional lines of gender, race, sexuality and so on. The second vision is emerging: it is possible to view cyberspace as less of a âspaceâ at all, and more of a technologically-mediated field of material implicationâone which is not discrete from the putatively offline world, which is implicit in the subject formation of its users and participants, and accounts for, rather than disavowing, the physical, bodily substrate from which it is explicated.EThOS - Electronic Theses Online ServiceArts and Humanities Research Council, Research Fellowship : Newcastle University, School of English : AHRCGBUnited Kingdo
Modular soft pneumatic actuator system design for compliance matching
The future of robotics is personal. Never before has technology been as pervasive as it is today, with advanced mobile electronics hardware and multi-level network connectivity pushing âsmartâ devices deeper into our daily lives through home automation systems, virtual assistants, and wearable activity monitoring. As the suite of personal technology around us continues to grow in this way, augmenting and offloading the burden of routine activities of daily living, the notion that this trend will extend to robotics seems inevitable. Transitioning robots from their current principal domain of industrial factory settings to domestic, workplace, or public environments is not simply a matter of relocation or reprogramming, however. The key differences between âtraditionalâ types of robots and those which would best serve personal, proximal, human interactive applications demand a new approach to their design. Chief among these are requirements for safety, adaptability, reliability, reconfigurability, and to a more practical extent, usability. These properties frame the context and objectives of my thesis work, which seeks to provide solutions and answers to not only how these features might be achieved in personal robotic systems, but as well what benefits they can afford. I approach the investigation of these questions from a perspective of compliance matching of hardware systems to their applications, by providing methods to achieve mechanical attributes complimentary to their environment and end-use. These features are fundamental to the burgeoning field of Soft Robotics, wherein flexible, compliant materials are used as the basis for the structure, actuation, sensing, and control of complete robotic systems. Combined with pressurized air as a power source, soft pneumatic actuator (SPA) based systems offers new and novel methods of exploiting the intrinsic compliance of soft material components in robotic systems. While this strategy seems to answer many of the needs for human-safe robotic applications, it also brings new questions and challenges: What are the needs and applications personal robots may best serve? Are soft pneumatic actuators capable of these tasks, or âusefulâ work output and performance? How can SPA based systems be applied to provide complex functionality needed for operation in diverse, real-world environments? What are the theoretical and practical challenges in implementing scalable, multiple degrees of freedom systems, and how can they be overcome? I present solutions to these problems in my thesis work, elucidated through scientific design, testing and evaluation of robotic prototypes which leverage and demonstrate three key features: 1) Intrinsic compliance: provided by passive elastic and flexible component material properties, 2) Extrinsic compliance: rendered through high number of independent, controllable degrees of freedom, and 3) Complementary design: exhibited by modular, plug and play architectures which combine both attributes to achieve compliant systems. Through these core projects and others listed below I have been engaged in soft robotic technology, its application, and solutions to the challenges which are critical to providing a path forward within the soft robotics field, as well as for the future of personal robotics as a whole toward creating a better society
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