3,136 research outputs found

    Sketching-out virtual humans: From 2d storyboarding to immediate 3d character animation

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    Virtual beings are playing a remarkable role in today’s public entertainment, while ordinary users are still treated as audiences due to the lack of appropriate expertise, equipment, and computer skills. In this paper, we present a fast and intuitive storyboarding interface, which enables users to sketch-out 3D virtual humans, 2D/3D animations, and character intercommunication. We devised an intuitive “stick figurefleshing-outskin mapping” graphical animation pipeline, which realises the whole process of key framing, 3D pose reconstruction, virtual human modelling, motion path/timing control, and the final animation synthesis by almost pure 2D sketching. A “creative model-based method” is developed, which emulates a human perception process, to generate the 3D human bodies of variational sizes, shapes, and fat distributions. Meanwhile, our current system also supports the sketch-based crowd animation and the storyboarding of the 3D multiple character intercommunication. This system has been formally tested by various users on Tablet PC. After minimal training, even a beginner can create vivid virtual humans and animate them within minutes

    Inspiring service innovation through co-design in public sector healthcare

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    How can we inspire service innovation through the co-design of public sector healthcare delivery particularly when facing a large and complex challenge? The design and development of a new prototype food service to address malnutrition in older adult hospital patients is used as a case study. It describes how methods used predominantly by designers have been adapted to empower, train, inspire, facilitate and guide not only the multi-disciplinary research team - including food scientists, nutritionists, medical sociologists, ergonomists, and technologists - but also service users and providers. The co-design process is based on the idea that much innovation comes from creating a blend of ideas from multiple sources and that the design of the research can influence the degree of innovation. This paper describes the approach and process that has provided the research team with valuable findings, insights and ideas crucial to successful service redesign and innovation and which is resulting in a new food service prototype

    A requirements engineering framework for integrated systems development for the construction industry

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    Computer Integrated Construction (CIC) systems are computer environments through which collaborative working can be undertaken. Although many CIC systems have been developed to demonstrate the communication and collaboration within the construction projects, the uptake of CICs by the industry is still inadequate. This is mainly due to the fact that research methodologies of the CIC development projects are incomplete to bridge the technology transfer gap. Therefore, defining comprehensive methodologies for the development of these systems and their effective implementation on real construction projects is vital. Requirements Engineering (RE) can contribute to the effective uptake of these systems because it drives the systems development for the targeted audience. This paper proposes a requirements engineering approach for industry driven CIC systems development. While some CIC systems are investigated to build a broad and deep contextual knowledge in the area, the EU funded research project, DIVERCITY (Distributed Virtual Workspace for Enhancing Communication within the Construction Industry), is analysed as the main case study project because its requirements engineering approach has the potential to determine a framework for the adaptation of requirements engineering in order to contribute towards the uptake of CIC systems

    Post-Series Design: a tool for catalysing the diffusion of personalisable design.

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    Today a range of increasingly mainstream Digital Fabrication tools help designers not only in prototyping, but also in the production of final parts for consumer products. These hardware tools, while still have significant limitations, they already offer new levels of morphological freedom and logistical flexibility, which allows the efficient production of personalisable products – supposing advanced software tools of Parametric Design. However, since DF, PD and personalisation are still marginal, one may suspect that the Design profession has a shortage of adequate capabilities. Therefore, this contribution proposes a conceptual tool focused on valorising the previous hardware and software tools to achieve meaningfully personalisable products. The proposed canvas tool is structured specifically to facilitate opportunity identification and conceptual design, based on a set of key advantages (variabilities) derived from numerous case studies of existing personalisable products realised with DF. The new approach and tool have been experimented with a class of product design students, but it also aims to facilitate product development at enterprises, coherently with the emerging Industry 4.0 paradigm

    Darkening the Lines

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    A collaborative process reviewed from the inside: David megarrity and Clare carmody examine what it's like to make a 'real play' with 8-12 year olds

    Industry-driven innovative system development for the construction industry: The DIVERCITY project

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    Collaborative working has become possible using the innovative integrated systems in construction as many activities are performed globally with stakeholders situated in various locations. The Integrated VR based information systems can bind the fragmentation and provide communication and collaboration between the distributed stakeholders n various locations. The development of these technologies is vital for the uptake of these systems by the construction industry. This paper starts by emphasising the importance of construction IT research and reviews some future research directions in this area. In particular, the paper explores how virtual prototyping can improve the productivity and effectiveness of construction projects, and presents DIVERCITY, which is th as a case study of the research in virtual prototyping. Besides, the paper explores the requirements engineering of the DIVERCITY project. DIVERCITY has large and evolving requirements, which considered the perspectives of multiple stakeholders, such as clients, architects and contractors. However, practitioners are often unsure of the detail of how virtual environments would support the construction process, and how to overcome some barriers to the introduction of new technologies. This complicates the requirements engineering process

    Approximating the Practice of Mathematics Teaching: What Learning Can Web-based, Multimedia Storyboarding Software Enable?

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    We build on Grossman's notion of approximations of practice as scaled-down representations of practice that enable preservice teachers (PSTs) to learn to teach by doing. We propose the use of media rich, collaborative web-authoring tools for PSTs to create, complete, or edit scenarios in which they practice particular activities of teaching such as explaining a mathematics concept or reviewing students' work. We explain in what way these environments can be used to fit the notion of approximations of practice. We illustrate that contention by describing our experience using the web-based software Depict (in the LessonSketch platform) in the teaching of secondary mathematics methods. This use of multimedia scenarios combines the advantages of visual and video-based approaches to the study of practice with those approaches that ask the PSTs to create scenarios (e.g., lesson plays). We argue the value of integrating this storyboarding web software in a larger environment where scenarios can be created collaboratively, annotated, and commented on in forums.The work reported here has been done with the support of National Science Foundation grants ESI-0353285 and DRL- 0918425 to P. Herbst and D. Chazan.Peer Reviewedhttp://deepblue.lib.umich.edu/bitstream/2027.42/108386/1/Approximating_Practice_by_Storyboarding_R.pdf-1Description of Approximating_Practice_by_Storyboarding_R.pdf : Main articl

    Name It and Claim It: Cross-Campus Collaborations for Community-Based Learning

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    This article describes the value of cross-campus collaborations for community-based learning. We argue that community-based learning both provides unique opportunities for breaking academic silos and invites campus partnerships to make ambitious projects possible. To illustrate, we describe a course Writing for Social Justice that involved created videos for our local YWCA\u27s Racial Justice Program. We begin by discussing the shared value of collaboration across writing studies and librarianship (our disciplinary orientations). We identify four forms of cross-campus collaboration, which engaged us in working with each other, with our community partner, and with other partners across campus. From there, we visualize a timeline, turning from the why of cross-campus collaborations to the how. Finally, we underscore the need to name and claim--to value and cultivate--cross-campus collaborations for community-based learning
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