1,091 research outputs found

    Collision Detection and Merging of Deformable B-Spline Surfaces in Virtual Reality Environment

    Get PDF
    This thesis presents a computational framework for representing, manipulating and merging rigid and deformable freeform objects in virtual reality (VR) environment. The core algorithms for collision detection, merging, and physics-based modeling used within this framework assume that all 3D deformable objects are B-spline surfaces. The interactive design tool can be represented as a B-spline surface, an implicit surface or a point, to allow the user a variety of rigid or deformable tools. The collision detection system utilizes the fact that the blending matrices used to discretize the B-spline surface are independent of the position of the control points and, therefore, can be pre-calculated. Complex B-spline surfaces can be generated by merging various B-spline surface patches using the B-spline surface patches merging algorithm presented in this thesis. Finally, the physics-based modeling system uses the mass-spring representation to determine the deformation and the reaction force values provided to the user. This helps to simulate realistic material behaviour of the model and assist the user in validating the design before performing extensive product detailing or finite element analysis using commercially available CAD software. The novelty of the proposed method stems from the pre-calculated blending matrices used to generate the points for graphical rendering, collision detection, merging of B-spline patches, and nodes for the mass spring system. This approach reduces computational time by avoiding the need to solve complex equations for blending functions of B-splines and perform the inversion of large matrices. This alternative approach to the mechanical concept design will also help to do away with the need to build prototypes for conceptualization and preliminary validation of the idea thereby reducing the time and cost of concept design phase and the wastage of resources

    Fourteenth Biennial Status Report: März 2017 - February 2019

    No full text

    Earth as Interface: Exploring chemical senses with Multisensory HCI Design for Environmental Health Communication

    Get PDF
    As environmental problems intensify, the chemical senses -that is smell and taste, are the most relevantsenses to evidence them.As such, environmental exposure vectors that can reach human beings comprise air,food, soil and water[1].Within this context, understanding the link between environmental exposures andhealth[2]is crucial to make informed choices, protect the environment and adapt to new environmentalconditions[3].Smell and taste lead therefore to multi-sensorial experiences which convey multi-layered information aboutlocal and global events[4]. However, these senses are usually absent when those problems are represented indigital systems. The multisensory HCIdesign framework investigateschemical sense inclusion withdigital systems[5]. Ongoing efforts tackledigitalization of smell and taste for digital delivery, transmission or substitution [6]. Despite experimentsproved technological feasibility, its dissemination depends on relevant applicationdevelopment[7].This thesis aims to fillthose gaps by demonstratinghow chemical senses provide the means to link environment and health based on scientific andgeolocation narratives [8], [9],[10]. We present a Multisensory HCI design process which accomplished symbolicdisplaying smell and taste and led us to a new multi-sensorial interaction system presented herein. We describe the conceptualization, design and evaluation of Earthsensum, an exploratory case study project.Earthsensumoffered to 16 participants in the study, environmental smell and taste experiences about real geolocations to participants of the study. These experiences were represented digitally using mobilevirtual reality (MVR) and mobile augmented reality (MAR). Its technologies bridge the real and digital Worlds through digital representations where we can reproduce the multi-sensorial experiences. Our study findings showed that the purposed interaction system is intuitive and can lead not only to a betterunderstanding of smell and taste perception as also of environmental problems. Participants comprehensionabout the link between environmental exposures and health was successful and they would recommend thissystem as education tools. Our conceptual design approach was validated and further developments wereencouraged.In this thesis,we demonstratehow to applyMultisensory HCI methodology to design with chemical senses. Weconclude that the presented symbolic representation model of smell and taste allows communicatingtheseexperiences on digital platforms. Due to its context-dependency, MVR and MAR platforms are adequatetechnologies to be applied for this purpose.Future developments intend to explore further the conceptual approach. These developments are centredon the use of the system to induce hopefully behaviourchange. Thisthesisopens up new application possibilities of digital chemical sense communication,Multisensory HCI Design and environmental health communication.À medida que os problemas ambientais se intensificam, os sentidos químicos -isto é, o cheiroe sabor, são os sentidos mais relevantes para evidenciá-los. Como tais, os vetores de exposição ambiental que podem atingir os seres humanos compreendem o ar, alimentos, solo e água [1]. Neste contexto, compreender a ligação entre as exposições ambientais e a saúde [2] é crucial para exercerescolhas informadas, proteger o meio ambiente e adaptar a novas condições ambientais [3]. O cheiroe o saborconduzemassima experiências multissensoriais que transmitem informações de múltiplas camadas sobre eventos locais e globais [4]. No entanto, esses sentidos geralmente estão ausentes quando esses problemas são representados em sistemas digitais. A disciplina do design de Interação Humano-Computador(HCI)multissensorial investiga a inclusão dossentidos químicos em sistemas digitais [9]. O seu foco atual residena digitalização de cheirose sabores para o envio, transmissão ou substituiçãode sentidos[10]. Apesar dasexperimentaçõescomprovarem a viabilidade tecnológica, a sua disseminação está dependentedo desenvolvimento de aplicações relevantes [11]. Estatese pretendepreencher estas lacunas ao demonstrar como os sentidos químicos explicitama interconexãoentre o meio ambiente e a saúde, recorrendo a narrativas científicas econtextualizadasgeograficamente[12], [13], [14]. Apresentamos uma metodologiade design HCImultissensorial que concretizouum sistema de representação simbólica de cheiro e sabor e nos conduziu a um novo sistema de interação multissensorial, que aqui apresentamos. Descrevemos o nosso estudo exploratório Earthsensum, que integra aconceptualização, design e avaliação. Earthsensumofereceu a 16participantes do estudo experiências ambientais de cheiro e sabor relacionadas com localizações geográficasreais. Essas experiências foram representadas digitalmente através derealidade virtual(VR)e realidade aumentada(AR).Estas tecnologias conectamo mundo real e digital através de representações digitais onde podemos reproduzir as experiências multissensoriais. Os resultados do nosso estudo provaramque o sistema interativo proposto é intuitivo e pode levar não apenas a uma melhor compreensão da perceção do cheiroe sabor, como também dos problemas ambientais. O entendimentosobre a interdependência entre exposições ambientais e saúde teve êxitoe os participantes recomendariam este sistema como ferramenta para aeducação. A nossa abordagem conceptual foi positivamentevalidadae novos desenvolvimentos foram incentivados. Nesta tese, demonstramos como aplicar metodologiasde design HCImultissensorialpara projetar com ossentidos químicos. Comprovamosque o modelo apresentado de representação simbólica do cheiroe do saborpermite comunicar essas experiênciasem plataformas digitais. Por serem dependentesdocontexto, as plataformas de aplicações emVR e AR são tecnologias adequadaspara este fim.Desenvolvimentos futuros pretendem aprofundar a nossa abordagemconceptual. Em particular, aspiramos desenvolvera aplicaçãodo sistema para promover mudanças de comportamento. Esta tese propõenovas possibilidades de aplicação da comunicação dos sentidos químicos em plataformas digitais, dedesign multissensorial HCI e de comunicação de saúde ambiental

    Embodied geosensification-models, taxonomies and applications for engaging the body in immersive analytics of geospatial data

    Get PDF
    This thesis examines how we can use immersive multisensory displays and body-focused interaction technologies to analyze geospatial data. It merges relevant aspects from an array of interdisciplinary research areas, from cartography to the cognitive sciences, to form three taxonomies that describe the senses, data representations, and interactions made possible by these technologies. These taxonomies are then integrated into an overarching design model for such "Embodied Geosensifications". This model provides guidance for system specification and is validated with practical examples

    Virtual Reality Games for Motor Rehabilitation

    Get PDF
    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 product’s 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

    Collaborative Interaction Techniques in Virtual Reality for Emergency Management

    Get PDF
    Virtual Reality (VR) technology has had many interesting applications over the last decades. It can be seen in a multitude of industries: entertainment, education, tourism to crisis management among others. Many of them, feature collaborative uses of VR technology. This thesis presents the design, development and evaluation of a multi-user VR system, aimed at collaborative usage focused on a crisis scenario based on real-life wildfire as the use case. The system also features a dual-map interface to display geographical information, providing both two-dimensional and three-dimensional views over the region and data relevant to the scenario. The main goals of this thesis are to understand how people can collaborate in VR, test which interface is preferred, as well as what kinds of notification mechanisms are more user friendly. The Virtual Environment (VE) displays relevant geo-located information, such as roads, towns, vehicles and the wildfire itself, in a dual-map setup, in two and three dimensions. Users are able to share the environment and, simultaneously, use available tools to interact with the maps and communicate with each other, while controlling the wildfire playback time to understand how it propagates. Actions such as drawing, measuring distances, directing vehicles and notifying other users are available. Users can propose actions that can then be accepted or denied. Eighteen subjects took part in a user study to evaluate the application. Participants were asked to perform several tasks, using the tools available, while sharing that same environment with the researcher. Upon analyzing data from the testing sessions, it is possible to state that most users agree they would be able to use the system to collaborate. The results also support the presence of both types of map interfaces, two-dimensional and three-dimensional, as they are objectively better suited for different tasks; users, subjectively, affirmed preference for both of them, depending on the task at hand.A Realidade Virtual (RV) tem demonstrado ter várias aplicações interessantes ao longo das últimas décadas. Faz parte de múltiplas indústrias, tais como entertenimento, educação, turismo, gestão de crises, entre outras. Muitas delas usam a tecnologia num contexto colaborativo. Nesta tese é apresentado o design, desenvolvimento e avaliação de um sistema multiutilizador de RV, dedicado ao uso colaborativo durante um cenário de crise baseado num fogo real. É também implementada uma interface dual-map que visualiza informação geográfica, providenciando duas vistas (2D e 3D) sobre a região e dados relevantes ao cenário descrito. Perceber como podem as pessoas colaborar em RV, testar qual a interface preferida e quais os tipos de mecanismos de notificação preferíveis são os objectivos principais desta tese. O Ambiente Virtual (AV) apresenta informação geo-referenciada relevante, como estradas, povoações, veículos e o próprio incêndio, através da interface dual. Utilizadores podem partilhar o ambiente e, simultaneamente, usar as ferramentas disponíveis para interagir com os mapas e comunicar entre si, enquanto controlam o progresso do incêndio para melhor entender como se propaga. Ações como desenhar, medir distâncias, direcionar veículos e notificar outros utilizadores estão disponíveis. Utilizadores podem também propor ações que serão aceites ou recusadas. Dezoito pessoas fizeram parte do estudo de utilizador para avaliar a aplicação. Os participantes executaram múltiplas tarefas, usando as ferramentas disponíveis, enquanto partilhavam o mesmo AV que o investigador. Após análise dos dados gerados, é possível afirmar que a maioria dos participantes consideram que seriam capazes de usar o sistema para colaborar. Os resultados também suportam a presença de ambos os tipos de mapas, 2D e 3D, pois ambos são objectivamente melhores para tarefas distintas; participantes, subjectivamente, afirmam preferência por ambas, dependendo da tarefa a executar

    Making a stronger case for comparative research to investigate the behavioral and neurological bases of three-dimensional navigation

    Get PDF
    The rich diversity of avian natural history provides exciting possibilities for comparative research aimed at understanding three-dimensional navigation. We propose some hypotheses relating differences in natural history to potential behavioral and neurological adaptations possessed by contrasting bird species. This comparative approach may offer unique insights into some of the important questions raised by Jeffery et al

    Making a stronger case for comparative research to investigate the behavioral and neurological bases of three-dimensional navigation

    Get PDF
    The rich diversity of avian natural history provides exciting possibilities for comparative research aimed at understanding three-dimensional navigation. We propose some hypotheses relating differences in natural history to potential behavioral and neurological adaptations possessed by contrasting bird species. This comparative approach may offer unique insights into some of the important questions raised by Jeffery et al

    Electronic Imaging & the Visual Arts. EVA 2019 Florence

    Get PDF
    The Publication is following the yearly Editions of EVA FLORENCE. The State of Art is presented regarding the Application of Technologies (in particular of digital type) to Cultural Heritage. The more recent results of the Researches in the considered Area are presented. Information Technologies of interest for Culture Heritage are presented: multimedia systems, data-bases, data protection, access to digital content, Virtual Galleries. Particular reference is reserved to digital images (Electronic Imaging & the Visual Arts), regarding Cultural Institutions (Museums, Libraries, Palace - Monuments, Archaeological Sites). The International Conference includes the following Sessions: Strategic Issues; New Science and Culture Developments & Applications; New Technical Developments & Applications; Cultural Activities – Real and Virtual Galleries and Related Initiatives, Access to the Culture Information. One Workshop regards Innovation and Enterprise. The more recent results of the Researches at national and international level are reported in the Area of Technologies and Culture Heritage, also with experimental demonstrations of developed Activities

    A framework for three-dimensional navigation research

    Get PDF
    We have argued that the neurocognitive representation of large-scale, navigable three-dimensional space is anisotropic, having different properties in vertical versus horizontal dimensions. Three broad categories organize the experimental and theoretical issues raised by the commentators: (1) frames of reference, (2) comparative cognition, and (3) the role of experience. These categories contain the core of a research program to show how three-dimensional space is represented and used by humans and other animal
    corecore