17 research outputs found

    磁場の制御を用いた磁性流体による変形ロボットシートの研究

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    筑波大学 (University of Tsukuba)201

    Electric and Magnetic Manipulation of Liquid Metals

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    Over the past decade, gallium-based liquid metals have attracted enormous attention, emerging as a new cutting-edge multi-functional material for reconfigurable electronics, soft robotics, microfluidics, and biomedical applications, based on utilizing the intrinsic advantages of liquid metal. These unique advantages that combine high electrical conductivity, thermal conductivity, biocompatibility, low mechanical compliance, and viscosity all-in-one make the liquid metal applicable for a tremendous number of applications. Moreover, the self-passivating oxide skin of the liquid metal in an ambient environment forms a unique core (oxide skin)-shell (liquid metal) structure and provides a new strategy for two-dimensional thin films with a thickness of a few nanometers. The reports on the liquid metal can be mainly divided into three categories: 1) liquid-metal-based composite structures; 2) the core-shell strategy for thin films; and 3) electrochemical manipulation of the liquid metal in electrolyte. The liquid metal (LM) composites represent material systems in which LM alloys are either suspended as small droplets within a soft polymer matrix or mixed with metallic nanoparticles to form a biphasic composition, through which the electrical, dielectric, and thermal properties of composites can be controlled, thus enabling their applications in soft-matter sensing, actuation, and energy harvesting. Moreover, the fluidity and conductivity of the liquid metal make it suitable to be directly patterned (i.e., liquid metal ink) on various soft substrates (e.g., polydimethylsiloxane (PDMS) for ultra-stretchable electronics. Compared to the traditional electronics, which are typically composed of intrinsically rigid materials that have limited deformability, the liquid metal based soft electronics are highly flexible, stretchable, and conformable. Most importantly, they are capable of electrical self-healing, enabling their electrical functionality, even under severe damage. These properties and applications of liquid metal composites show great potential for practical usage

    Magnetic Hybrid-Materials

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    Externally tunable properties allow for new applications of suspensions of micro- and nanoparticles in sensors and actuators in technical and medical applications. By means of easy to generate and control magnetic fields, fluids inside of matrices are studied. This monnograph delivers the latest insigths into multi-scale modelling, manufacturing and application of those magnetic hybrid materials

    Magnetic Hybrid-Materials

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    Externally tunable properties allow for new applications of suspensions of micro- and nanoparticles in sensors and actuators in technical and medical applications. By means of easy to generate and control magnetic fields, fluids inside of matrices are studied. This monnograph delivers the latest insigths into multi-scale modelling, manufacturing and application of those magnetic hybrid materials

    Active Materials

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    What is an active material? This book aims to redefine perceptions of the materials that respond to their environment. Through the theory of the structure and functionality of materials found in nature a scientific approach to active materials is first identified. Further interviews with experts from the natural sciences and humanities then seeks to question and redefine this view of materials to create a new definition of active materials

    More playful user interfaces:interfaces that invite social and physical interaction

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    Active Materials

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    What is an active material? This book aims to redefine perceptions of the materials that respond to their environment. Through the theory of the structure and functionality of materials found in nature a scientific approach to active materials is first identified. Further interviews with experts from the natural sciences and humanities then seeks to question and redefine this view of materials to create a new definition of active materials

    Proceedings of the 2018 Canadian Society for Mechanical Engineering (CSME) International Congress

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    Published proceedings of the 2018 Canadian Society for Mechanical Engineering (CSME) International Congress, hosted by York University, 27-30 May 2018

    Designing parametric matter:Exploring adaptive self-assembly through tuneable environments

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    3D digital models can be created using generative processes, which can be transformed and adapted almost infinitely if they remain within their digital design software. For example, it is easy to alter a 3D structure’s/object's colour, size, geometry and topology by adjusting values associated with those attributes. However, when these digital models are fabricated using traditional, highly deterministic fabrication processes, where form is imposed upon materials, the physical structure typically loses all of these adaptive abilities. These reduced physical abilities are primarily a result of how design representations are fabricated and if they can maintain relationships with the physical counterpart/materials post-fabrication. If relationships between design representations and physical materials are removed it can lead to redundancy and significant material waste as the material make-up of a physical structure can’t accommodate fluctuating design demands (e.g. aesthetics, structural, programmatic). This raises the question: how can structures be grown and adapted throughout fabrication processes using programmable self-assembly? This research explores and documents the development of an adaptive design and fabrication system through a series of ‘material probes’, which begin to address this aim. The series of material probes have been carried out using research through design as an approach, which enables an exploration and highlights challenges, developments and reflections of the design process as well as, the potentials of rethinking design and fabrication processes and their relationships with materials. Importantly, the material probes engage with material computation (e.g. self-assembly/autonomous-assembly) and demonstrate that various patterns, shapes and structures can have various material properties (e.g. volume, composition, texture, shape) tuned and adapted throughout the fabrication process by inducing stimuli (e.g. temperature, magnetism, electrical current) and altering parameters of stimuli (e.g. duration, magnitude, location). As a result, the structures created can tune and adapt their material properties across length scales and time scales. These adaptive capacities are enabled by creating what is termed ‘tuneable environments. Significantly, tuneable environments fundamentally rethink design and fabrication processes and their relationships with materials, since inducing stimuli and controlling their parameters can be used as an approach to creating programmable self-assembly. Consequently, the material platforms’ units of matter do not have to have pre-design properties (e.g. geometries, interfaces) This research points towards future potentials of structures that can physically evolve and lead to the decarbonising of urban contexts where they could behave like ‘living material eco-systems’, and resources are shared to meet fluctuating demands through passive means

    Remote tactile feedback on interactive surfaces

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    Direct touch input on interactive surfaces has become a predominating standard for the manipulation of digital information in our everyday lives. However, compared to our rich interchange with the physical world, the interaction with touch-based systems is limited in terms of flexibility of input and expressiveness of output. Particularly, the lack of tactile feedback greatly reduces the general usability of a touch-based system and hinders from a productive entanglement of the virtual information with the physical world. This thesis proposes remote tactile feedback as a novel method to provide programmed tactile stimuli supporting direct touch interactions. The overall principle is to spatially decouple the location of touch input (e.g. fingertip or hand) and the location of the tactile sensation on the user's body (e.g. forearm or back). Remote tactile feedback is an alternative concept which avoids particular challenges of existing approaches. Moreover, the principle provides inherent characteristics which can accommodate for the requirements of current and future touch interfaces. To define the design space, the thesis provides a structured overview of current forms of touch surfaces and identifies trends towards non-planar and non-rigid forms with more versatile input mechanisms. Furthermore, a classification highlights limitations of the current methods to generate tactile feedback on touch-based systems. The proposed notion of tactile sensory relocation is a form of sensory substitution. Underlying neurological and psychological principles corroborate the approach. Thus, characteristics of the human sense of touch and principles from sensory substitution help to create a technical and conceptual framework for remote tactile feedback. Three consecutive user studies measure and compare the effects of both direct and remote tactile feedback on the performance and the subjective ratings of the user. Furthermore, the experiments investigate different body locations for the application of tactile stimuli. The results show high subjective preferences for tactile feedback, regardless of its type of application. Additionally, the data reveals no significant differences between the effects of direct and remote stimuli. The results back the feasibility of the approach and provide parameters for the design of stimuli and the effective use of the concept. The main part of the thesis describes the systematical exploration and analysis of the inherent characteristics of remote tactile feedback. Four specific features of the principle are identified: (1) the simplification of the integration of cutaneous stimuli, (2) the transmission of proactive, reactive and detached feedback, (3) the increased expressiveness of tactile sensations and (4) the provision of tactile feedback during multi-touch. In each class, several prototypical remote tactile interfaces are used in evaluations to analyze the concept. For example, the PhantomStation utilizes psychophysical phenomena to reduce the number of single tactile actuators. An evaluation with the prototype compares standard actuator technologies with each other in order to enable simple and scalable implementations. The ThermalTouch prototype creates remote thermal stimuli to reproduce material characteristics on standard touchscreens. The results show a stable rate of virtual object discrimination based on remotely applied temperature profiles. The AutmotiveRTF system is implemented in a vehicle and supports the driver's input on the in-vehicle-infotainment system. A field study with the system focuses on evaluating the effects of proactive and reactive feedback on the user's performance. The main contributions of the dissertation are: First, the thesis introduces the principle of remote tactile feedback and defines a design space for this approach as an alternative method to provide non-visual cues on interactive surfaces. Second, the thesis describes technical examples to rapidly prototype remote tactile feedback systems. Third, these prototypes are deployed in several evaluations which highlight the beneficial subjective and objective effects of the approach. Finally, the thesis presents features and inherent characteristics of remote tactile feedback as a means to support the interaction on today's touchscreens and future interactive surfaces.Die Interaktion mit berührungsempfindlichen Oberflächen ist heute ein Standard für die Manipulation von digitaler Information. Jedoch weist die Bedienung dieser interaktiven Bildschirme starke Einschränkungen hinsichtlich der Flexibilität bei der Eingabe und der Ausdruckskraft der Ausgabe auf, wenn man sie mit den vielfältigen Möglichkeiten des Umgangs mit Objekten in unserer Alltagswelt vergleicht. Besonders die nicht vorhandenen Tastsinnesrückmeldungen vermindern stark die Benutzbarkeit solcher Systeme und verhindern eine effektive Verknüpfung von virtueller Information und physischer Welt. Die vorliegende Dissertation beschreibt den Ansatz der 'distalen taktilen Rückmeldungen' als neuartige Möglichkeit zur Vermittlung programmierter Tastsinnesreize an Benutzer interaktiver Oberflächen. Das Grundprinzip dabei ist die räumliche Trennung zwischen der Eingabe durch Berührung (z.B. mit der Fingerspitze) und dem daraus resultierenden taktilen Reiz am Körper der Benutzer (z.B. am Rücken). Dabei vermeidet das Konzept der distalen taktilen Rückmeldungen einzelne technische und konzeptionelle Nachteile existierender Ansätze. Zusätzlich bringt es Interaktionsmöglichkeiten mit sich, die den Eigenheiten der Interaktion mit aktuellen und auch zukünftigen berührungsempfindlichen Oberflächen Rechnung tragen. Zu Beginn zeigt ein Überblick zu relevanten Arbeiten den aktuellen Forschungstrend hin zu nicht-flachen und verformbaren berührungsempfindlichen Oberflächen sowie zu vielfältigeren Eingabemethoden. Eine Klassifizierung ordnet existierende technische Verfahren zur Erzeugung von künstlichen Tastsinnesreizen und stellt jeweils konzeptuelle und technische Herausforderungen dar. Der in dieser Arbeit vorgeschlagene Ansatz der Verlagerung von Tastsinnesreizen ist eine Form der sensorischen Substitution, zugrunde liegende neurologische und psychologische Prinzipien untermauern das Vorgehen. Die Wirkprinzipien des menschlichen Tastsinnes und die Systeme zur sensorischen Substitution liefern daher konzeptionelle und technische Richtlinien zur Umsetzung der distalen taktilen Rückmeldungen. Drei aufeinander aufbauende Benutzerstudien vergleichen die Auswirkungen von direkten und distalen taktilen Rückmeldungen auf die Leistung und das Verhalten von Benutzern sowie deren subjektive Bewertung der Interaktion. Außerdem werden in den Experimenten die Effekte von Tastsinnesreizen an verschiedenen Körperstellen untersucht. Die Ergebnisse zeigen starke Präferenzen für Tastsinnesrückmeldungen, unabhängig von deren Applikationsort. Die Daten ergeben weiterhin keine signifikanten Unterschiede bei den quantitativen Effekten von direktem und distalen Rückmeldungen. Diese Ergebnisse befürworten die Realisierbarkeit des Ansatzes und zeigen Richtlinien für weitere praktische Umsetzungen auf. Der Hauptteil der Dissertation beschreibt die systematische Untersuchung und Analyse der inhärenten Möglichkeiten, die sich aus der Vermittlung distaler taktiler Rückmeldungen ergeben. Vier verschiedene Charakteristika werden identifiziert: (1) die vereinfachte Integration von Tastsinnesreizen, (2) die Vermittlung von proaktiven, reaktiven und entkoppelten Rückmeldungen, (3) die erhöhte Bandbreite der taktilen Signale und (4) die Darstellung von individuellen Tastsinnesreizen für verschiedene Kontaktpunkte mit der berührungsempfindlichen Oberfläche. Jedes dieser Prinzipien wird durch prototypische Systeme umgesetzt und in Benutzerstudien analysiert. Beispielsweise nutzt das System PhantomStation psychophysikalische Illusionen, um die Anzahl der einzelnen Reizgeber zu reduzieren. In einer Evaluierung des Prototypen werden mehrere Aktuatortechnologien verglichen, um einfache und skalierbare Ansätze zu identifizieren. Der ThermalTouch-Prototyp wird dazu genutzt, distale thermale Reize zu vermitteln, um so Materialeigenschaften auf Berührungsbildschirmen darstellen zu können. Eine Benutzerstudie zeigt, dass sich auf Basis dieser Temperaturverläufe virtuelle Objekte unterscheiden lassen. Das AutomotiveRTF-System wird schließlich in ein Kraftfahrzeug integriert, um den Fahrer bei der Eingabe auf dem Informations- und Unterhaltungssystem zu unterstützen. Eine Feldstudie untersucht die Auswirkungen der proaktiven und reaktiven Rückmeldungen auf die Benutzerleistung. Die vorliegende Dissertation leistet mehrere Beiträge zur Mensch-Maschine-Interaktion: Das Prinzip der distalen taktilen Rückmeldungen wird eingeführt als Alternative zur Erzeugung nicht-visueller Rückmeldungen auf interaktiven Oberflächen. Es werden technische Verfahrensweisen zur prototypischen Implementierung solcher Systeme vorgeschlagen. Diese technischen Prototypen werden in einer Vielzahl verschiedener Benutzerstudien eingesetzt, welche die quantitativen und qualitativen Vorteile des Ansatzes aufzeigen. Schließlich wird gezeigt, wie sich das Prinzip zur Unterstützung heutiger und zukünftiger Interaktionsformen mit berührungsempfindlichen Bildschirmen nutzen lässt
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