10 research outputs found

    Haptically extended augmented prototyping

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    Everything augmented: on the real in augmented reality

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    What is augmented in Augmented Reality (AR)? In this paper, we review existing opinions and show how little consensus exists on this matter. Subsequently, we approach the question from a theoretical and technology-independent perspective. We identify spatial and content-based relationships between the virtual and the real as being decisive for AR and come to the conclusion that virtual content augments that to which it relates. Subsequently, we categorize different forms of AR based on what is augmented. We distinguish between augmented environments, augmented objects, augmented humans and augmented content and consider the possibility of augmented perception. The categories are illustrated with AR (art) works and conceptual differences between them are pointed out. Moreover, we discuss what the real contributes to AR and how it can shape (future) AR experiences. A summary of our findings and suggestions for future research and practice, such as research into multimodal and crossmodal AR, conclude the paper

    From data to innovation : empowering sustainable new product development with AI and data science : insights from Portuguese industries

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    Unlocking the potential of AI and Data Science (AI/DS) in New Product Development (NPD) stands as a promising avenue for innovation acceleration. According to Gomes (2022), despite recognizing the potential of these technologies for better decision-making, many Portuguese firms lack the resources, hindering competitiveness and innovation.This dissertation examines this paradox, aiming to reveal the AI/DS potential for 'Innovation Analytics' in Portugal's NPD landscape. Through a mixed-methods approach involving surveys, semi-structured interviews, and a practical application, this study investigates the impact of AI/DS adoption on sustainable NPD. Key contributions of this research include a proposed conceptual framework harmonizing both AI/DS and functional departments with Cooper's Stage-Gate model (potentially acting as a roadmap for AI/DS implementation for NPD), insights from AI/DS adoption and a practical examples for rapid innovation using AI tools. The study's insights highlight correlations between AI/DS interest and innovation in NPD, supported by real-world cases. Additionally, a practical application employing AI tools like DALL·E and ChatGPT demonstrates these technologies transformative potential for rapid innovation, improving market research efficiency and product concept visualization. While some Portuguese industry sectors exhibited varied AI/DS adoption profiles, the study found that these sectoral differences were not significant. The insights offered provide guidance for venturing into the realm of AI/DS-powered sustainable innovation.A inclusão da Inteligência Artificial e Ciência de Dados (IA/CD) no Desenvolvimento de Novos Produtos (DNP) surge como potencial acelerador da inovação. Segundo Gomes (2022) apesar de considerarem estas tecnologias para uma melhor tomada de decisão, muitas empresas portuguesas carecem de recursos, limitando a competitividade e inovação. Pretende-se examinar o potencial da IA/CD no contexto do DNP sustentável em Portugal. Utilizando uma abordagem com métodos mistos: inquéritos, entrevistas semiestruturadas e uma aplicação prática, investigou-se o impacto da IA/CD no DNP. As contribuições-chave englobam uma proposta de framework conceptual alinhando IA/CD com departamentos funcionais, baseada no modelo Stage-Gate de Cooper (servindo como guia de implementação), insights das diversas indústrias na adoção da IA/CD e um exemplo prático para a inovação sustentável. Foram descobertas correlações entre o interesse em IA/CD e a inovação no DNP. Adicionalmente, um guia prático, utilizando ferramentas de IA como DALL·E e ChatGPT, evidencia o potencial transformador destas tecnologias para inovação célere, melhorando a pesquisa de mercado e a visualização de conceitos de produtos. Apesar de alguns setores da indústria portuguesa apresentarem perfis variados de adoção de IA/CD, concluiu-se que essas diferenças setoriais não são significativas. Reconhecendo limitações, esta dissertação fornece orientações no domínio da inovação sustentável impulsionada pela IA/CD

    The feasibility of using virtual prototyping technologies for product evaluation

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    With the continuous development in computer and communications technology the use of computer aided design in design processes is becoming more commonplace. A wide range of virtual prototyping technologies are currently in development, some of which are commercially viable for use within a product design process. These virtual prototyping technologies range from graphics tablets to haptic devices. With the compression of design cycles the feasibility of using these technologies for product evaluation is becoming an ever more important consideration. This thesis begins by presenting the findings of a comprehensive literature review defining product design with a focus on product evaluation and a discussion of current virtual prototyping technologies. From the literature review it was clear that user involvement in the product evaluation process is critical. The literature review was followed by a series of interconnected studies starting with an investigation into design consultancies' access and use of prototyping technologies and their evaluation methods. Although design consultancies are already using photo-realistic renderings, animations and sometimes 3600 view CAD models for their virtual product evaluations, current virtual prototyping hardware and software is often unsatisfactory for their needs. Some emergent technologies such as haptic interfaces are currently not commonly used in industry. This study was followed by an investigation into users' psychological acceptance and physiological discomfort when using a variety of virtual prototyping tools for product evaluation compared with using physical prototypes, ranging from on-screen photo-realistic renderings to 3D 3600 view models developed using a range of design software. The third study then went on to explore the feasibility of using these virtual prototyping tools and the effect on product preference when compared to using physical prototypes. The forth study looked at the designer's requirements for current and future virtual prototyping tools, design tools and evaluation methods. In the final chapters of the thesis the relative strengths and weaknesses of these technologies were re-evaluated and a definitive set of user requirements based on the documentary evidence of the previous studies was produced. This was followed by the development of a speculative series of scenarios for the next generation of virtual prototyping technologies ranging from improvements to existing technologies through to blue sky concepts. These scenarios were then evaluated by designers and consumers to produce documentary evidence and recommendations for preferred and suitable combinations of virtual prototyping technologies. Such hardware and software will require a user interface that is intuitive, simple, easy to use and suitable for both the designers who create the virtual prototypes and the consumers who evaluate them

    Persuasive by design: a model and toolkit for designing evidence-based interventions

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    Presence 2005: the eighth annual international workshop on presence, 21-23 September, 2005 University College London (Conference proceedings)

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    OVERVIEW (taken from the CALL FOR PAPERS) Academics and practitioners with an interest in the concept of (tele)presence are invited to submit their work for presentation at PRESENCE 2005 at University College London in London, England, September 21-23, 2005. The eighth in a series of highly successful international workshops, PRESENCE 2005 will provide an open discussion forum to share ideas regarding concepts and theories, measurement techniques, technology, and applications related to presence, the psychological state or subjective perception in which a person fails to accurately and completely acknowledge the role of technology in an experience, including the sense of 'being there' experienced by users of advanced media such as virtual reality. The concept of presence in virtual environments has been around for at least 15 years, and the earlier idea of telepresence at least since Minsky's seminal paper in 1980. Recently there has been a burst of funded research activity in this area for the first time with the European FET Presence Research initiative. What do we really know about presence and its determinants? How can presence be successfully delivered with today's technology? This conference invites papers that are based on empirical results from studies of presence and related issues and/or which contribute to the technology for the delivery of presence. Papers that make substantial advances in theoretical understanding of presence are also welcome. The interest is not solely in virtual environments but in mixed reality environments. Submissions will be reviewed more rigorously than in previous conferences. High quality papers are therefore sought which make substantial contributions to the field. Approximately 20 papers will be selected for two successive special issues for the journal Presence: Teleoperators and Virtual Environments. PRESENCE 2005 takes place in London and is hosted by University College London. The conference is organized by ISPR, the International Society for Presence Research and is supported by the European Commission's FET Presence Research Initiative through the Presencia and IST OMNIPRES projects and by University College London

    Arguably augmented reality : relationships between the virtual and the real

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    This thesis is about augmented reality (AR). AR is commonly considered a technology that integrates virtual images into a user’s view of the real world. Yet, this thesis is not about such technologies. We believe a technology-based notion of AR is incomplete. In this thesis, we challenge the technology-oriented view, provide new perspectives on AR and propose a different understanding. We argue that AR is characterized by the relationships between the virtual and the real and approach AR from a fundamental, experience-focused view. By doing so, we create an unusually broad and diverse image of what AR is, or arguably could be. We discuss the fundamental characteristics of AR and the many possible manifestations it can take and propose new, imaginative AR environments that have no counterpart in a purely physical world. Computer Systems, Imagery and Medi

    Development of a flexible augmented prototyping system

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    In designing physical objects, tangible models play an important part. Recent advances in augmented reality displays show new directions to support this field of prototyping. This paper focuses on the combination of rapid prototyping of physical objects and luminous tangible interfaces: digital imagery is projected on physical models. This yields a number of issues, including the design of the mixed-reality dialogue and the perceived quality of the augmented prototype. A system, called WARP (Workbench for Augmented Rapid Prototyping) is under development; the first implementation employs a turntable supports movement of the object, while a variety of materials and lighting conditions can be applied. Its evaluation yields a number of future issues, including hybrid modeling and optics and location tracking
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