1,963 research outputs found

    Freeform User Interfaces for Graphical Computing

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    報告番号: 甲15222 ; 学位授与年月日: 2000-03-29 ; 学位の種別: 課程博士 ; 学位の種類: 博士(工学) ; 学位記番号: 博工第4717号 ; 研究科・専攻: 工学系研究科情報工学専

    Effects of Schisandrin B on Rod Photoreceptors in the pde6c Larval Retina

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    Current Rapid prototyping tools although reduce development time, they still have several restrictions such as print volume and print times. Through this thesis, two prototyping kits are proposed, a rod connector based, user controlled computational support system that re-purposes surface models and transforms them into structurally scaffolded constructs with movable joints; and a planar connector based system that implements movable joints to create functional prototypes. The rod based system enables users to interactively personalize scaffolded structures by re-purposing existing surface mesh models; analyze scaffolded constructs in-situ for better structurality, add movable joints to increase functionality, and attach personalized appearances to the scaffolding for increased customization.vThe planar connector system uses movable and electronic embedded connectors to functionalize planar surfaces to create multi-fidelity prototypes capable of interacting with the environment

    Integration between Creativity and Engineering in Industrial Design

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    The objective of the paper is to illustrate which are the key issues today in the industrial design workflow, paying particular attention to the most creative part of the workflow, highlighting those nodes which still make hard the styling activities and giving a brief survey of the researches aimed at smoothing the transfer of the design intent along the whole design cycle and at providing tools even more adhering at the mentality of creative people. Based on the experience gained working in two different European projects, through the collaboration with industrial designers in the automotive and the household supplies fields, a general industrial design workflow will be depicted, highlighting the main differences between the automotive and non-automotive sectors; the problems still present in the design activity will be also illustrated. The paper includes short surveys, in relation to the aesthetic design, in matter of research activities aimed at - identifying the links between shape characteristics of a product and the transmitted emotions - better supporting, in a digital way, the 2D sketching phase and the automatic interpretation and transfer of the 2D sketches into a 3D surface model - improving the 3D Modeling phase

    Elastic Tail Propulsion at Low Re

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    The use of microswimmers, or microscopic swimming robots, in the medical field is becoming more sought after for applications such as targeted drug delivery and microsurgery. While such microswimmers do not yet exist for use on patients, many researchers are working on this front to make them a reality. One of the main challenges in making these microswimmers a reality is creating propulsion in a low Reynolds number environment. This project aims to create and test a prototype of a swimmer which employs 3D circular movement of its tail for propulsion in a very viscous fluid, mimicking a low Reynolds environment in the macroscale. To create a successful proof of concept of 3D circular propulsion, simulations, prototyping, and experimental evaluation of the prototype were conducted during the course of this project. Finite element analysis using the commercial software COMSOL was conducted to design a swimmer tail that would generate a positive thrust force, and a velocity at an order of magnitude consistent with the analytical prediction. Guided by the simulation results, a prototype was fully realized, and testing was conducted resulting in a speed of 0.5 mm/s, which matched with the order of magnitude of the speed obtained from the simulations. The data collected from testing accompanied by simulations confirmed our proof of concept. Lastly, additional simulations were performed to find optimal parameters that can be implemented in the swimmer design for future testing. In essence, this report will provide an overview of the design, construction, and testing of a scaled-up experimental platform to examine the principle of elastic propulsion in highly viscous fluid

    IDeS Method Applied to an Innovative Motorbike—Applying Topology Optimization and Augmented Reality

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    This study is on the conception of the DS700 HYBRID project by the application of the Industrial Design Structure method (IDeS), which applies different tools sourced from engineering and style departments, including QFD and SDE, used to create the concept of a hybrid motorbike that could reach the market in the near future. SDE is an engineering approach for the design and development of industrial design projects, and it finds important applications in the automotive sector. In addition, analysis tools such as QFD, comprising benchmarking and top-flop analysis are carried out to maximize the creative process. The key characteristics of the bike and the degree of innovation are identified and outlined, the market segment is identified, and the stylistic trends that are most suitable for a naked motorbike of the future are analyzed. In the second part the styling of each superstructure and of all the components of the vehicle is carried out. Afterwards the aesthetics and engineering perspectives are accounted for to complete the project. This is achieved with modelling and computing tools such as 3D CAD, visual renderings, and FEM simulations, and virtual prototyping thanks to augmented reality (AR), and finally physical prototyping with the use of additive manufacturing (AM). The result is a product conception able to compete in the present challenging market, with a design that is technically feasible and also reaches new lightness targets for efficiency

    Remixing physical objects through tangible tools

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    Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2011.This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.Cataloged from student submitted PDF version of thesis.Includes bibliographical references (p. 147-164).In this document we present new tools for remixing physical objects. These tools allow users to copy, edit and manipulate the properties of one or more objects to create a new physical object. We already have these capabilities using digital media: we can easily mash up videos, music and text. However, it remains difficult to remix physical objects and we cannot access the advantages of digital media, which are nondestructive, scalable and scriptable. We can bridge this gap by both integrating 2D and 3D scanning technology into design tools and employing aordable rapid prototyping technology to materialize these remixed objects. In so doing, we hope to promote copying as a tool for creation. This document presents two tools, CopyCAD and KidCAD, the first designed for makers and crafters, the second for children. CopyCAD is an augmented Computer Numerically Controlled (CNC) milling machine which allows users to copy arbitrary real world object geometry into 2D CAD designs at scale through the use of a camera-projector system. CopyCAD gathers properties from physical objects, sketches and touch interactions directly on a milling machine, allowing novice users to copy parts of real world objects, modify them and create a new physical part. KidCAD is a sculpting interface built on top of a gel-based realtime 2.5D scanner. It allows children to stamp objects into the block of gel, which are scanned in realtime, as if they were stamped into clay. Children can use everyday objects, their hands and tangible tools to design new toys or objects that will be 3D printed. This work enables novice users to easily approach designing physical objects by copying from other objects and sketching new designs. With increased access to such tools we hope that a wide range of people will be empowered to create their own objects, toys, tools and parts.by Sean Follmer.S.M

    Creating animation for a video game opening - The War of water

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    The project creates 3D animation for a video game opening. The main idea of this animation is to ask people to save the water. The designer created the characters, the story, and the animation. The main stage is set in 2116 AD. The world has no clean water, and the main character, Taimei, is a twenty-year-old girl, who is going to find a new source of water for all of humanity. On the other hand, the R.O.C. Robot Army is doing everything they can to stop her. This game will adapt Japanese cartoon style with Toon Shader and Toon Outlines in Three-dimensional; the duration of the animation will be one and a half minutes long

    Proceedings of the 2021 DigitalFUTURES

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    This open access book is a compilation of selected papers from 2021 DigitalFUTURES—The 3rd International Conference on Computational Design and Robotic Fabrication (CDRF 2021). The work focuses on novel techniques for computational design and robotic fabrication. The contents make valuable contributions to academic researchers, designers, and engineers in the industry. As well, readers encounter new ideas about understanding material intelligence in architecture

    Development of an Upper Limb Myoelectric Prothesis in Flexible/Hybrid Material, for Application in Young Patients

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    With the recent developments in the Additive Manufacturing (AM) industry, new methods of prostheses production have taken over the prosthetic industry. These new prostheses models produced using 3-Dimensional (3D)-printing methods solve some of the issues of the most common prostheses, such as cost and weight, but, despite their growth, still present high rejection rates, especially in children. These rejections are mostly related to the low levels of anthropomorphism and limitations in terms of functionality associated to 3D printed prostheses. The main goal of this study was to develop an aesthetically appealing 3D printed myoelectric prosthesis for a four year old child with a transverse metacarpal total deficiency. The development of the prosthesis was based on the assessment and improvement of current 3D printable prosthetic models, and the integration of a myoelectric classifier and the electronic components into the model. The whole prosthesis was designed using a combination of the Fusion 360 CAD and SolidWorks CAD 2021 softwares, and produced using The Original Prusa i3 MK3S with polyactic acid (PLA) or Filaflex filaments. The prosthesis was designed through an iterative process, where several prototypes were developed in order to optimise its appearance and functionality. Some printed models were subjected to pull tests, that evaluated its flexibility and allowed the development of the electronic sector of the prosthesis. The developed prosthesis possessed a high level of anthropomorphism and functionality, consisting of a solution that is quite similar to the human hand and was able to simulate the intended movements, although with some limitations. Additionally, the device was relatively cheap and light when compared to existing 3D-printed myoelectric prostheses. Although this thesis has some limitations, it certainly contributed to clarify many of the doubts that still exist in the scientific community. Hopefully, it will help to further develop the prosthetic industry.Nos últimos anos, o desenvolvimento de técnicas de Manufactura Aditiva (MA) tem permitido a evolução nos métodos de produção de próteses. Esses novos modelos de próteses produzidos usando métodos de impressão 3D resolvem alguns dos problemas das próteses mais comuns no mercado, como custo e peso, mas, apesar destes avanços, ainda apresenta altas taxas de rejeição, principalmente em crianças. Essas taxas de rejeição estão muitas vezes relacionadas com os baixos níveis de antropomorfismo e funcionalidade destes modelos. O principal objetivo deste estudo tornou-se então desenvolver uma prótese mioelétrica esteticamente atraente, produzida através de impressão 3D, para ima criança de quatro anos e com deficiência total do metacarpo transverso. O desenvolvimento da prótese deu-se por meio da avaliação do modelos atuais de próteses produzidos por impressão 3D, melhoria das suas características e integração de um classificador mioeletrico e os componentes eletrônicos associados. A prótese foi toda projetada usando uma combinação dos softwares Fusion 360 CAD e SolidWorks CAD 2021 e produzido utilizando a The Original Prusa i3 MK3S e filamentos de PLA ou Filaflex. A prótese foi concebida através de um processo iterativo, onde vários protótipos foram desenvolvidos de forma a otimizar a sua aparência e funcionalidade. Alguns dos modelos impressos foram submetidos a testes de tração, de forma a avaliar a sua flexiblidade e desenvolver as componentes eletrónicas da prótese. A prótese desenvolvida possuía um alto nível de antropomorfismo e funcionalidade, obtendo-se uma solução bastante semelhante à mão humana capaz de simular, embora com algumas limitações, os movimentos pretendidos. Além disso, o dispositivo é relativamente barato e leve quando comparado com outros modelos de próteses produzidos por impressão 3D. Embora o protótipo final tenha algumas limitações, certamente contribui para o desenvolvimento do modelo prótetico e esclarece alguns dos problemas em modelos antigos. Espera-se que este estudo ajude a aprofundar e desenvolver a indústria das próteses
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