6,871 research outputs found

    A Characterization of Actuation Techniques for Generating Movement in Shape-Changing Interfaces

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    Abstract This article characterizes actuation techniques for generating movement in shape-changing displays with physically reconfigurable geometry. To date, few works in Human Computer Interaction literature provide detailed and reflective descriptions of the implementation techniques used in shape-changing displays. This hinders the rapid development of novel interactions as researchers must initially spend time understanding technologies before prototyping new interactions and applications. To bridge this knowledge gap, we propose a taxonomy that classifies actuator characteristics and simplifies the process for designers to select appropriate technologies that match their requirements for developing shape-displays. We scope our investigation to linear actuators that are used in grid configurations. The taxonomy is validated by (a) examining current implementation techniques of motorized, pneumatic, hydraulic, magnetic, and shape-memory actuators in the literature, (b) constructing prototypes to address limited technical details and explore actuator capabilities in depth, (c) describing a use-case scenario through a case study that details the construction of a 10 ? 10 actuator shape-display, and (d) a set of guidelines to aid researchers in selecting actuation techniques for shape-changing applications. The significance of our taxonomy is twofold. First, we provide an original contribution that enables HCI researchers to appropriately select actuation techniques and build shape-changing applications. This is situated amongst other past works that have investigated broader application scenarios such as a shape-changing vocabulary, a framework for shape transformations, material properties, and technical characteristics of various actuators. Second, we carry out in-depth investigations to validate our taxonomy and expand the knowledge of vertical actuation in shape-changing applications to enable rapid development

    Boxelization: folding 3D objects into boxes

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    We present a method for transforming a 3D object into a cube or a box using a continuous folding sequence. Our method produces a single, connected object that can be physically fabricated and folded from one shape to the other. We segment the object into voxels and search for a voxel-tree that can fold from the input shape to the target shape. This involves three major steps: finding a good voxelization, finding the tree structure that can form the input and target shapes' configurations, and finding a non-intersecting folding sequence. We demonstrate our results on several input 3D objects and also physically fabricate some using a 3D printer

    SERVICE-PROCESS CONFIGURATIONS IN ELECTRONIC RETAILING: A TAXONOMIC ANALYSIS OF ELECTRONIC FOOD RETAILERS

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    Service-processes of electronic retailers are founded on electronic technologies that provide flexibility to sense and respond online to the dynamic and complex needs of customers. In this paper, we develop a taxonomy of service-processes in electronic retailing and demonstrate their linkage to customer satisfaction and customer loyalty. The taxonomy is grounded in a conceptual classification scheme that differentiates service-process stages on a continuum of flexibility. Using data on electronic service-processes collected from 255 electronic food retailers, we identified eight configurations for the taxonomy. We also collected and analyzed publicly reported customer satisfaction survey data that were available for 52 electronic food retailers in the study sample. The results of this analysis indicate positive and significant correlation of the ordering of the taxonomy configurations with (i) customer satisfaction with product information, product selection, web site aesthetics, web site navigation, customer support, and ease of return, and (ii) customer loyalty. Taken together, the results of our empirical analyses demonstrate that the taxonomy captures information and variety within and across the electronic service-process configurations in ways that can be related to customer satisfaction and customer loyalty.Marketing, Research and Development/Tech Change/Emerging Technologies,

    ACM Transactions on Graphics

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    We present an interactive design system to create functional mechanical objects. Our computational approach allows novice users to retarget an existing mechanical template to a user-specified input shape. Our proposed representation for a mechanical template encodes a parameterized mechanism, mechanical constraints that ensure a physically valid configuration, spatial relationships of mechanical parts to the user-provided shape, and functional constraints that specify an intended functionality. We provide an intuitive interface and optimization-in-the-loop approach for finding a valid configuration of the mechanism and the shape to ensure that higher-level functional goals are met. Our algorithm interactively optimizes the mechanism while the user manipulates the placement of mechanical components and the shape. Our system allows users to efficiently explore various design choices and to synthesize customized mechanical objects that can be fabricated with rapid prototyping technologies. We demonstrate the efficacy of our approach by retargeting various mechanical templates to different shapes and fabricating the resulting functional mechanical objects

    Working in Australia's digital games industry

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    The Working in Australia’s Digital Games Industry: A Consolidation Report is the outcome of a comprehensive study on the games industry in Australia by Dr Sandra Haukka from the ARC Centre of Excellence for Creative Industries and Innovation (CCI) based at Queensland University of Technology in Brisbane. The study responds to concerns that Australia’s games industry would not reach its full potential due to a lack of local, highly skilled staff, and a lack of appropriately trained graduates with the necessary knowledge and skills. This is the first of two reports produced with the support of the Games Developers’ Association of Australia. Over coming months researchers will develop a future skills strategy report for the industry

    Animating Human Locomotion with Inverse Dynamics

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    Locomotion is a major component of human activity, and there have been many attempts to reveal its principles through the application of physics and dynamics. Both computer graphics and robotics continue such efforts, but many problems remain unsolved, even in characterizing the simplest case: linear, forward, rhythmic walking

    Coping with Extreme Events: Institutional Flocking

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    Recent measurements in the North Atlantic confirm that the thermohaline circulation driving the Gulf Stream has come to a stand. Oceanographic monitoring over the last 50 years already showed that the circulation was weakening. Under the influence of the large inflow of melting water in Northern Atlantic waters during last summer, it has now virtually stopped. Consequently, the KNMI and the RIVM estimate the average . In this essay we will explore how such a new risk profile affects the distribution of risks among societal groups, and the way in which governing institutions need to adapt in order to be prepared for situations of rapid but unknown change. The next section will first introduce an analytical perspective, building upon the Risk Society thesis and a proposed model of ‘institutional flocking’.temperature to decrease by 3°C in the next 15 years
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