10 research outputs found

    Grasping, Communicating, Understanding: Connecting Reality and Virtuality

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    "Several simulation projects in the area of production and logistics indicated that, although we have sophisticated input and output devices for computer supported modeling, physical models still play an important role for cognition and communication. We therefore introduce the concept of a Graspable User Interface that aims at combining two model worlds, the one inside the computer and a corresponding physical one in the outside world. Sensored user hands will couple physical objects of the real world with virtual objects, thus allowing fairly unrestricted manipulation and expression. In this way modeling with real physical objects can create an abstract virtual model. Some applications of this concept are presented. A further perspective for a new action oriented communication and learning with artifacts is envisioned." [author's abstract

    Lernförderliche ÜbergĂ€nge zwischen gegenstĂ€ndlichen und abstrakten Modellen technischer Systeme

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    "Es wird eine rechnergestĂŒtzten Lernumgebung fĂŒr den Technikunterricht vorgestellt, die das Modellieren technischer Systeme im GegenstĂ€ndlichen ermöglichen soll und zugleich den Übergang von realen stofflichen Objekten zu virtuellen abstrakten Rechnermodellen unterstĂŒtzt. Das heißt, mit gegenstĂ€ndlichen Bausteinen können Modelle technischer Systeme aufgebaut und synchron dazu Ă€hnliche rechnerinterne generiert werden. Der sinnlichen Wahrnehmung und ÜberprĂŒfung realstofflicher PhĂ€nomene wird eine zentrale Bedeutung fĂŒr das Begreifen und Beurteilen komplexer ZusammenhĂ€nge zuerkannt. An Beispielen aus der Steuerungstechnik wird eine schrittweise, nachvollziehbare und ĂŒberprĂŒfbare Abstraktion, ausgehend von konkret erfahrbaren ZusammenhĂ€ngen, zu physikalischen, funktionalen und numerischen Modellen demonstriert." [Autorenreferat

    A Human-Perceived Softness Measure of Virtual 3D Objects

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    We introduce the problem of computing a human-perceived softness measure for virtual 3D objects. As the virtual objects do not exist in the real world, we do not directly consider their physical properties but instead compute the human-perceived softness of the geometric shapes. In an initial experiment, we find that humans are highly consistent in their responses when given a pair of vertices on a 3D model and asked to select the vertex that they perceive to be more soft. This motivates us to take a crowdsourcing and machine learning framework. We collect crowdsourced data for such pairs of vertices. We then combine a learning-to-rank approach and a multi-layer neural network to learn a non-linear softness measure mapping any vertex to a softness value. For a new 3D shape, we can use the learned measure to compute the relative softness of every vertex on its surface. We demonstrate the robustness of our framework with a variety of 3D shapes and compare our non-linear learning approach with a linear method from previous work. Finally, we demonstrate the accuracy of our learned measure with user studies comparing our measure with the human-perceived softness of both virtual and real objects, and we show the usefulness of our measure with some applications

    Integration of rapid prototyping and reverse engineering for complex 3D shape design

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    Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Mechanical Engineering, 1996.Includes bibliographical references (p. 103-105).by David W. Robinson.M.S

    Digital fabrication of custom interactive objects with rich materials

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    As ubiquitous computing is becoming reality, people interact with an increasing number of computer interfaces embedded in physical objects. Today, interaction with those objects largely relies on integrated touchscreens. In contrast, humans are capable of rich interaction with physical objects and their materials through sensory feedback and dexterous manipulation skills. However, developing physical user interfaces that offer versatile interaction and leverage these capabilities is challenging. It requires novel technologies for prototyping interfaces with custom interactivity that support rich materials of everyday objects. Moreover, such technologies need to be accessible to empower a wide audience of researchers, makers, and users. This thesis investigates digital fabrication as a key technology to address these challenges. It contributes four novel design and fabrication approaches for interactive objects with rich materials. The contributions enable easy, accessible, and versatile design and fabrication of interactive objects with custom stretchability, input and output on complex geometries and diverse materials, tactile output on 3D-object geometries, and capabilities of changing their shape and material properties. Together, the contributions of this thesis advance the fields of digital fabrication, rapid prototyping, and ubiquitous computing towards the bigger goal of exploring interactive objects with rich materials as a new generation of physical interfaces.Computer werden zunehmend in GerĂ€ten integriert, mit welchen Menschen im Alltag interagieren. Heutzutage basiert diese Interaktion weitgehend auf Touchscreens. Im Kontrast dazu steht die reichhaltige Interaktion mit physischen Objekten und Materialien durch sensorisches Feedback und geschickte Manipulation. Interfaces zu entwerfen, die diese FĂ€higkeiten nutzen, ist allerdings problematisch. HierfĂŒr sind Technologien zum Prototyping neuer Interfaces mit benutzerdefinierter InteraktivitĂ€t und KompatibilitĂ€t mit vielfĂ€ltigen Materialien erforderlich. Zudem sollten solche Technologien zugĂ€nglich sein, um ein breites Publikum zu erreichen. Diese Dissertation erforscht die digitale Fabrikation als SchlĂŒsseltechnologie, um diese Probleme zu adressieren. Sie trĂ€gt vier neue Design- und FabrikationsansĂ€tze fĂŒr das Prototyping interaktiver Objekte mit reichhaltigen Materialien bei. Diese ermöglichen einfaches, zugĂ€ngliches und vielseitiges Design und Fabrikation von interaktiven Objekten mit individueller Dehnbarkeit, Ein- und Ausgabe auf komplexen Geometrien und vielfĂ€ltigen Materialien, taktiler Ausgabe auf 3D-Objektgeometrien und der FĂ€higkeit ihre Form und Materialeigenschaften zu Ă€ndern. Insgesamt trĂ€gt diese Dissertation zum Fortschritt der Bereiche der digitalen Fabrikation, des Rapid Prototyping und des Ubiquitous Computing in Richtung des grĂ¶ĂŸeren Ziels, der Exploration interaktiver Objekte mit reichhaltigen Materialien als eine neue Generation von physischen Interfaces, bei

    Multimodal feedback cues on manual lifting in virtual environments

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    Improper manipulation of real-world objects increases the risk of developing work- related back injuries. In an effort to reduce such a risk and encourage appropriate lifting and moving methods, a Virtual Environment (VE) was employed. Virtual simulations can be used for ergonomic analysis. In this work, the VEs made use of multiple feedback techniques to allow a person to estimate the forces acting on their lower back. A person's head and hand movements were tracked in real-time whilst manipulating an object. A NIOSH lifting equation was used to calculate and determine the Lifting Index whereby the results were conveyed in real time. Visual display feedback techniques were designed and the effect of cues to enhance user performance was experimentally evaluated. The feedback cues provide the user with information about the forces acting on their lower back as they perform manual lifting tasks in VEs. Four different methods were compared and contrasted: No Feedback, Text, Colour and Combined Colour and Text. This work also investigated various types of auditory feedback technique to support object manipulation in VEs. Auditory feedback has been demonstrated to convey information in computer applications effectively, but little work has been reported on the efficacy of such techniques, particularly for ergonomic design. Four different methods were compared and contrasted: No Feedback, White-noise, Pitch and Tempo. A combined Audio-Visual (AV) technique was also examined by mixing both senses. The effect of Tactile Augmentation was also examined. Three different weights (real) were used and the results obtained by experiment were compared with the experiment using virtual weights in order to evaluate whether or not the presence of a real weighted object enhanced people's sense of realism. The goals of this study were to explore various senses of feedback technique (visual, auditory and tactile), compare the performance characteristics of each technique and understand their relative advantages and drawbacks.EThOS - Electronic Theses Online ServiceGBUnited Kingdo

    Multimodal feedback cues on manual lifting in virtual environments

    Get PDF
    Improper manipulation of real-world objects increases the risk of developing work- related back injuries. In an effort to reduce such a risk and encourage appropriate lifting and moving methods, a Virtual Environment (VE) was employed. Virtual simulations can be used for ergonomic analysis. In this work, the VEs made use of multiple feedback techniques to allow a person to estimate the forces acting on their lower back. A person's head and hand movements were tracked in real-time whilst manipulating an object. A NIOSH lifting equation was used to calculate and determine the Lifting Index whereby the results were conveyed in real time. Visual display feedback techniques were designed and the effect of cues to enhance user performance was experimentally evaluated. The feedback cues provide the user with information about the forces acting on their lower back as they perform manual lifting tasks in VEs. Four different methods were compared and contrasted: No Feedback, Text, Colour and Combined Colour and Text. This work also investigated various types of auditory feedback technique to support object manipulation in VEs. Auditory feedback has been demonstrated to convey information in computer applications effectively, but little work has been reported on the efficacy of such techniques, particularly for ergonomic design. Four different methods were compared and contrasted: No Feedback, White-noise, Pitch and Tempo. A combined Audio-Visual (AV) technique was also examined by mixing both senses. The effect of Tactile Augmentation was also examined. Three different weights (real) were used and the results obtained by experiment were compared with the experiment using virtual weights in order to evaluate whether or not the presence of a real weighted object enhanced people's sense of realism. The goals of this study were to explore various senses of feedback technique (visual, auditory and tactile), compare the performance characteristics of each technique and understand their relative advantages and drawbacks
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