605 research outputs found

    Use of Virtual Reality in Designing Urban Furniture

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    Virtual Reality does not have to be limited to only being a representation and experiential tool - it can be a powerful way of conceiving objects for our physical world as well. The unique features of this technology revolve around the usage of peripheral devices such as controllers (joysticks) and gloves in tandem with VR goggles. By using this type of modeling, designers can overcome some of the current limitations of the design process such as transitioning from sketch to model, scalability of physical models and manipulation difficulties of computer generated models. An analysis has been made of the evolution of design methodology and its natural progression to virtual and augmented reality.  Traditionally the design process of urban design objects starts on paper is evolved through computer modeling and is later tested via physical models and full-scale prototypes. Virtual reality modeling can significantly optimize this process by merging several of the design development phases into one. Sketching, building and testing can be done fully in the virtual environment and the representation of newly created objects will no longer be limited to a 2D surface such as a sheet of paper or a computer screen. The transition to 3D printing is also streamlined with the outcome of the VR designed object being a clear manifestation of the object created in virtual reality. The goal of the study is to develop a piece of urban furniture, using a virtual reality headset, joysticks and modeling software, manipulate its features and multiply/scale it within the digital environment. The research question is whether such modeling can be precise enough to not only be used as a sketching and sculpting tool but can become the next frontier after computer 3D modeling. The experiment is carried out in two different parts of the world simultaneously – USA and Bulgaria and conceived and manipulated in real-time. The results are analyzed and the advantages and disadvantages of the approach are compared to current design development tools

    Children’s Negotiations of Visualization Skills During a Design-Based Learning Experience Using Nondigital and Digital Techniques

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    In the context of a 10-day summer camp makerspace experience that employed design-based learning (DBL) strategies, the purpose of this descriptive case study was to better understand the ways in which children use visualization skills to negotiate design as they move back and forth between the world of nondigital design techniques (i.e., drawing, 3-D drawing with hot glue, sculpture, discussion, writing) and digital technologies (i.e., 3-D scanning, 3-D modeling, 3-D printing). Participants included 20 children aged 6–12. This research was guided by Vossoughi, Hooper, and Escudé’s (2016) call for explicit attention to pedagogical practices during the integration of “making” activities. Content analysis was used to analyze qualitative data, including observation, researcher/facilitator field notes, think aloud protocols, daily reflective exit tickets, and participant artifacts. Findings highlight the ways in which participants negotiated visualization skills through (a) imagining, drawing, and seeing through creating 2-D sketches, (b) reasoning and relating through writing stories, (c) transforming through 3-D extrusion, (d) observing and noticing through 3-D sculpting and 3-D scanning, and (e) manipulating through digital 3-D modeling, mental rotation, and mental transformation. Implications for formal K–12 educational contexts and teacher preparation programs are discussed

    Integration between Creativity and Engineering in Industrial Design

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    The objective of the paper is to illustrate which are the key issues today in the industrial design workflow, paying particular attention to the most creative part of the workflow, highlighting those nodes which still make hard the styling activities and giving a brief survey of the researches aimed at smoothing the transfer of the design intent along the whole design cycle and at providing tools even more adhering at the mentality of creative people. Based on the experience gained working in two different European projects, through the collaboration with industrial designers in the automotive and the household supplies fields, a general industrial design workflow will be depicted, highlighting the main differences between the automotive and non-automotive sectors; the problems still present in the design activity will be also illustrated. The paper includes short surveys, in relation to the aesthetic design, in matter of research activities aimed at - identifying the links between shape characteristics of a product and the transmitted emotions - better supporting, in a digital way, the 2D sketching phase and the automatic interpretation and transfer of the 2D sketches into a 3D surface model - improving the 3D Modeling phase

    Explorative Study on Asymmetric Sketch Interactions for Object Retrieval in Virtual Reality

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    Drawing tools for Virtual Reality (VR) enable users to model 3D designs from within the virtual environment itself. These tools employ sketching and sculpting techniques known from desktop-based interfaces and apply them to hand-based controller interaction. While these techniques allow for mid-air sketching of basic shapes, it remains difficult for users to create detailed and comprehensive 3D models. Our work focuses on supporting the user in designing the virtual environment around them by enhancing sketch-based interfaces with a supporting system for interactive model retrieval. An immersed user can query a database containing detailed 3D models and replace them with the virtual environment through sketching. To understand supportive sketching within a virtual environment, we made an explorative comparison between asymmetric methods of sketch interaction, i.e., 3D mid-air sketching, 2D sketching on a virtual tablet, 2D sketching on a fixed virtual whiteboard, and 2D sketching on a real tablet. Our work shows that different patterns emerge when users interact with 3D sketches rather than 2D sketches to compensate for different results from the retrieval system. In particular, the user adopts strategies when drawing on canvas of different sizes or using a physical device instead of a virtual canvas. While we pose our work as a retrieval problem for 3D models of chairs, our results can be extrapolated to other sketching tasks for virtual environments

    Embodied Interactions for Spatial Design Ideation: Symbolic, Geometric, and Tangible Approaches

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    Computer interfaces are evolving from mere aids for number crunching into active partners in creative processes such as art and design. This is, to a great extent, the result of mass availability of new interaction technology such as depth sensing, sensor integration in mobile devices, and increasing computational power. We are now witnessing the emergence of maker culture that can elevate art and design beyond the purview of enterprises and professionals such as trained engineers and artists. Materializing this transformation is not trivial; everyone has ideas but only a select few can bring them to reality. The challenge is the recognition and the subsequent interpretation of human actions into design intent

    Drawing Light in the Cave: Embodied Spatial Drawing in Virtual Reality with Agency and Presence

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    This thesis project began as an exploration of the ways in which Virtual Reality (VR) could revolutionize drawing. What I learned through this research journey was that drawing could also revolutionize how we see, and therefore, what we can do, in VR. I will begin by establishing a contextual background about the vision that some artists and theorists have had about the potential of VR over the past three decades. These individuals hoped to see VR become a tool that could help us learn to see and do things differently than the conventions of our everyday reality. Throughout this background context, I will form links to how three themes in VR: agency, presence, and embodiment, are all linked to drawing. With a focus on creative works made in VR, I will summarize the challenges to embodiment that I observed through my design research. I will present the pivotal insight in my research: that the root of these challenges lies in the use of linear perspective, a drawing method that evolved into a coordinate system that now underpins computer graphics systems. I will propose that an alternative method of drawing in perspective is made possible through VR; one that is based on the perceptual qualities of how we naturally see. In addition, I will show how VR also offers the possibility of drawing in an embodied way through techniques of spatial gesture drawing. Lastly, I will present two methods for applying these concepts for creatives working with 3D geometry in VR. While these methods will help creators today, I hope that this research can contribute to the innovation of VR software and tools

    Efficient sketch-based creation of detailed character models through data-driven mesh deformations

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    Creation of detailed character models is a very challenging task in animation production. Sketch-based character model creation from a 3D template provides a promising solution. However, how to quickly find correct correspondences between user's drawn sketches and the 3D template model, how to efficiently deform the 3D template model to exactly match user's drawn sketches, and realize real-time interactive modeling is still an open topic. In this paper, we propose a new approach and develop a user interface to effectively tackle this problem. Our proposed approach includes using user's drawn sketches to retrieve a most similar 3D template model from our dataset and marrying human's perception and interactions with computer's highly efficient computing to extract occluding and silhouette contours of the 3D template model and find correct correspondences quickly. We then combine skeleton-based deformation and mesh editing to deform the 3D template model to fit user's drawn sketches and create new and detailed 3D character models. The results presented in this paper demonstrate the effectiveness and advantages of our proposed approach and usefulness of our developed user interface

    Focus+Context via Snaking Paths

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    Focus+context visualizations reveal specific structures in high detail while effectively depicting its surroundings, often relying on transitions between the two areas to provide context. We present an approach to generate focus+context visualizations depicting cylindrical structures along snaking paths that enables the structures themselves to become the transitions and focal areas, simultaneously. A method to automatically create a snaking path through space by applying a path finding algorithm is presented. A 3D curve is created based on the 2D snaking path. We describe a process to deform cylindrical structures in segmented volumetric models to match the curve and provide preliminary geometric models as templates for artists to build upon. Structures are discovered using our constrained volumetric sculpting method that enables removal of occluding material while leaving them intact. We find the resulting visualizations effectively mimic a set of motivating illustrations and discuss some limitations of the automatic approach
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