2,473 research outputs found

    The influence of immersion and presence in early stage engineering designing and building

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    This paper explores the role of a designer's sense of engagement in early stage design. In the field of virtual reality, presence and immersion are standard measures of an individual's sense of engagement and involvement in an activity. High levels of presence might indicate that the designer is highly focused on the work. The central research question is the following: do designers who are more engaged in design activity, as measured by presence and immersive tendency questionnaires, produce better designs? An experiment was conducted to assess presence and immersive tendencies within the context of a hands-on, open-ended design-and-build activity. The results indicated that the designers' sense of immersion and presence ranged widely as well as their sense of frustration and calmness while performing the design activity. It was found that higher levels of presence correlated with either high design performance or low design performance. Lower levels of presence correlated with average design performance. No correlations were found between immersive tendency and design performance. This study suggests that some level of presence can be linked with better design, and it implies that level of presence might serve as an indicator of performance and learning in similar design-and-build activities.National Science Foundation (U.S.) (Award CMMI-1130791

    An approach on 3D digital design: free hand form generation

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    To sketch is to translate a concept from mind to its first representation. Conventionally, sketching of a three dimensional idea is drawn on paper, or by building a physical model, and then adjusting it into digital translation. The thesis hypothesizes that architects employ tangible interactions to assist design-thinking tasks in early design phases. This thesis suggests another approach on 3D digital design, as a complementary resource for expressing a concept, hence enriching the creative process. A proposal for a new CAD paradigm, based on freehand form generation is detailed here, as well as the development and testing completed during the course of the research. This work describes the required characteristics of this kind of system and discusses the possibilities afforded by this new medium of expression, pointing its strengths and current limitations. The fundamental guidelines to this research were: (1) non-intrusiveness of the input and visualization devices, (2) wireless free hand drawing in 3D space, (3) instinctive interface and (4) exporting capabilities to other CAD systems. In conclusion this work argues that 3D design, based on free hand form generation, allows for an enhancement of the traditional creative process through spontaneous and immediate translation of a concept into 3D digital form

    Sketch-based interaction and modeling: where do we stand?

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    Sketching is a natural and intuitive communication tool used for expressing concepts or ideas which are difficult to communicate through text or speech alone. Sketching is therefore used for a variety of purposes, from the expression of ideas on two-dimensional (2D) physical media, to object creation, manipulation, or deformation in three-dimensional (3D) immersive environments. This variety in sketching activities brings about a range of technologies which, while having similar scope, namely that of recording and interpreting the sketch gesture to effect some interaction, adopt different interpretation approaches according to the environment in which the sketch is drawn. In fields such as product design, sketches are drawn at various stages of the design process, and therefore, designers would benefit from sketch interpretation technologies which support these differing interactions. However, research typically focuses on one aspect of sketch interpretation and modeling such that literature on available technologies is fragmented and dispersed. In this paper, we bring together the relevant literature describing technologies which can support the product design industry, namely technologies which support the interpretation of sketches drawn on 2D media, sketch-based search interactions, as well as sketch gestures drawn in 3D media. This paper, therefore, gives a holistic view of the algorithmic support that can be provided in the design process. In so doing, we highlight the research gaps and future research directions required to provide full sketch-based interaction support

    Free-form Shape Modeling in XR: A Systematic Review

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    Shape modeling research in Computer Graphics has been an active area for decades. The ability to create and edit complex 3D shapes has been of key importance in Computer-Aided Design, Animation, Architecture, and Entertainment. With the growing popularity of Virtual and Augmented Reality, new applications and tools have been developed for artistic content creation; real-time interactive shape modeling has become increasingly important for a continuum of virtual and augmented reality environments (eXtended Reality (XR)). Shape modeling in XR opens new possibilities for intuitive design and shape modeling in an accessible way. Artificial Intelligence (AI) approaches generating shape information from text prompts are set to change how artists create and edit 3D models. There has been a substantial body of research on interactive 3D shape modeling. However, there is no recent extensive review of the existing techniques and what AI shape generation means for shape modeling in interactive XR environments. In this state-of-the-art paper, we fill this research gap in the literature by surveying free-form shape modeling work in XR, with a focus on sculpting and 3D sketching, the most intuitive forms of free-form shape modeling. We classify and discuss these works across five dimensions: contribution of the articles, domain setting, interaction tool, auto-completion, and collaborative designing. The paper concludes by discussing the disconnect between interactive 3D sculpting and sketching and how this will likely evolve with the prevalence of AI shape-generation tools in the future

    Better Fit: A Conceptual Solution for Seamless Exercise Experience

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    The development of fitness technology has changed the way we exercise over time, and each technology has allowed people to exercise independently in various ways, such as wearable devices, fitness apps, game consoles, and even social media. The consequence is that more people get used to exercising solely with their digital device and get motivated from virtual communities rather than in a real environment. However, the research shows there can be even more benefit for people by exercising with others in a physical space. The thesis utilizes UX design methodologies to develop a seamless-workout experience that enables a user to easily attend a group-exercise program in a health-club-based environment, targeting beginners to experienced enthusiasts and encouraging them to exercise in a group. This project investigated a number of exercise technologies and methodologies that involved user surveys and observations. The proposed solutions are integrated user-experience design methods, user-interface design, interaction design, motion design, and prototype design. The final deliverables of the project are an interactive prototype and a series of motion prototypes. The purpose of the motion prototypes is to present how a fluid motion design can enhance user experience

    Developing Virtual Reality Visualizations for Unsteady Flow Analysis of Dinosaur Track Formation using ScientiïŹc Sketching

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    We present the results of a two-year design study to developing virtual reality (VR) ïŹ‚ow visualization tools for the analysis of dinosaur track creation in a malleable substrate. Using ScientiïŹc Sketching methodology, we combined input from illustration artists, visualization experts, and domain scientists to create novel visualization methods. By iteratively improving visualization concepts at multiple levels of abstraction we helped domain scientists to gain insights into the relationship between dinosaur foot movements and substrate deformations. We involved over 20 art and computer science students from a VR design course in a rapid visualization sketching cycle, guided by our paleontologist collaborators through multiple critique sessions. This allowed us to explore a wide range of potential visualization methods and select the most promising methods for actual implementation. Our resulting visualization methods provide paleontologists with effective tools to analyze their data through particle, pathline and time surface visualizations. We also introduce a set of visual metaphors to compare foot motion in relation to substrate deformation by using pathsurfaces. This is one of the ïŹrst large-scale projects using ScientiïŹc Sketching as a development methodology. We discuss how the research questions of our collaborators have evolved during the sketching and prototyping phases. Finally, we provide lessons learned and usage considerations for ScientiïŹc Sketching based on the experiences gathered during this project

    One view is not enough: review of and encouragement for multiple and alternative representations in 3D and immersive visualisation

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    The opportunities for 3D visualisations are huge. People can be immersed inside their data, interface with it in natural ways, and see it in ways that are not possible on a traditional desktop screen. Indeed, 3D visualisations, especially those that are immersed inside head-mounted displays are becoming popular. Much of this growth is driven by the availability, popularity and falling cost of head-mounted displays and other immersive technologies. However, there are also challenges. For example, data visualisation objects can be obscured, important facets missed (perhaps behind the viewer), and the interfaces may be unfamiliar. Some of these challenges are not unique to 3D immersive technologies. Indeed, developers of traditional 2D exploratory visualisation tools would use alternative views, across a multiple coordinated view (MCV) system. Coordinated view interfaces help users explore the richness of the data. For instance, an alphabetical list of people in one view shows everyone in the database, while a map view depicts where they live. Each view provides a different task or purpose. While it is possible to translate some desktop interface techniques into the 3D immersive world, it is not always clear what equivalences would be. In this paper, using several case studies, we discuss the challenges and opportunities for using multiple views in immersive visualisation. Our aim is to provide a set of concepts that will enable developers to perform critical thinking, creative thinking and push the boundaries of what is possible with 3D and immersive visualisation. In summary developers should consider how to integrate many views, techniques and presentation styles, and one view is not enough when using 3D and immersive visualisations

    Investigating User Experiences Through Animation-based Sketching

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    Augmented reality meeting table: a novel multi-user interface for architectural design

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    Immersive virtual environments have received widespread attention as providing possible replacements for the media and systems that designers traditionally use, as well as, more generally, in providing support for collaborative work. Relatively little attention has been given to date however to the problem of how to merge immersive virtual environments into real world work settings, and so to add to the media at the disposal of the designer and the design team, rather than to replace it. In this paper we report on a research project in which optical see-through augmented reality displays have been developed together with prototype decision support software for architectural and urban design. We suggest that a critical characteristic of multi user augmented reality is its ability to generate visualisations from a first person perspective in which the scale of rendition of the design model follows many of the conventions that designers are used to. Different scales of model appear to allow designers to focus on different aspects of the design under consideration. Augmenting the scene with simulations of pedestrian movement appears to assist both in scale recognition, and in moving from a first person to a third person understanding of the design. This research project is funded by the European Commission IST program (IST-2000-28559)
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