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Generating 3D product design models in real-time using hand motion and gesture
This thesis was submitted for the degree of Master of Philosophy and awarded by Brunel University.Three dimensional product design models are widely used in conceptual design and in the early stage of prototyping during the design processes. A product design specification often demands a substantial amount of 3D models to be constructed within a short period of time. Current methods begin with designers sketching product concepts in 2D using pencil and paper, which in turn are then translated into 3D models by a design individual with CAD expertise, using a 3D modelling software package such as Pro Engineer, Solid Works, Auto CAD etc. Several novel methods have been used to incorporate hand motion as a way of interacting with computers. There are three main types of technology available to capture motion data, capable of translating human motion into numeric data which can be read by a computer system. The first being, hand gesture glove-based systems such as “Cyberglove”, these systems are generally used to capture hand gesture and joint angle information. The second is full body motion capture systems, optical and non-optical-based, and finally vision based gesture recognition systems which capture full degree of - freedom (DOF) hand motion estimation. There has yet to be a method using any of the above mentioned input devices to rapidly produce 3D product design models in real time, using hand motion and gestures. In this research, a novel method is presented, using a motion capture system to capture hand gestures and motion in real time, to recreate 3D curves and surfaces, which can be translated into 3D product design models. The main aim of this research is to develop a hand motion and gesture-based rapid 3D product modelling method, allowing designers to interactively sketch out 3D concepts in real time using a virtual workspace.
A database of a number of hand signs was built for both architectural hand signs (preliminary study) and Product Design hand signs. A marker set model with a total of eight markers (five on the left hand and three on right hand/marker pen) was designed and used in the capture of hand gestures with the use of an Optical Motion Capture System. A preliminary testing session was successfully completed to determine whether the Motion Capture system would be suitable for a real-time application, by effectively modelling a train station in an offline state using hand motion and gesture. An OpenGL software application was programmed using C++ and the Microsoft Foundation Classes which was used to communicate and pass information of captured motion from the EVaRT system to the user
CAD and virtual reality in construction
Includes bibliographical references (p. 175-184).Thesis (B.Sc)--University of Hong Kong, 2007.published_or_final_versio
Toward semantic model generation from sketch and multi-touch interactions
Designers usually start their design process by exploring and evolving their ideas rapidly through sketching since this helps them to make numerous attempts at creating, practicing, simulating, and representing ideas. Creativity inherent in solving the ill-defined problems (Eastman, 1969) often emerges when designers explore potential solutions while sketching in the design process (Schön, 1992). When using computer programs such as CAD or Building Information Modeling (BIM) tools, designers often preplan the tasks prior to executing commands instead of engaging in the process of designing. Researchers argue that these programs force designers to focus on how to use a tool (i.e. how to execute series of commands) rather than how to explore a design, and thus hinder creativity in the early stages of the design process (Goel, 1995; Dorta, 2007). Since recent design and documentation works have been computer-generated using BIM software, transitions between ideas in sketches and those in digital CAD systems have become necessary. By employing sketch interactions, we argue that a computer system can provide a rapid, flexible, and iterative method to create 3D models with sufficient data for facilitating smooth transitions between designers’ early sketches and BIM programs.
This dissertation begins by describing the modern design workflows and discussing the necessary data to be exchanged in the early stage of design. It then briefly introduces the modern cognitive theories, including embodiment (Varela, Rosch, & Thompson, 1992), situated action (Suchman, 1986), and distributed cognition (Hutchins, 1995). It continues by identifying problems in current CAD programs used in the early stage of the design process, using these theories as lenses. After reviewing modern attempts, including sketch tools and design automation tools, we describe the design and implementation of a sketch and multi-touch program, SolidSketch, to facilitate and augment our abilities to work on ill-defined problems in the early stage of design. SolidSketch is a parametric modeling program that enables users to construct 3D parametric models rapidly through sketch and multi-touch interactions. It combines the benefits of traditional design tools, such as physical models and pencil sketches (i.e. rapid, low-cost, and flexible methods), with the computational power offered by digital modeling tools, such as CAD. To close the gap between modern BIM and traditional sketch tools, the models created with SolidSketch can be read by other BIM programs. We then evaluate the programs with comparisons to the commercial CAD programs and other sketch programs. We also report a case study in which participants used the system for their design explorations. Finally, we conclude with the potential impacts of this new technology and the next steps for ultimately bringing greater computational power to the early stages of design.Ph.D
Development of a design feature database to support design for additive manufacturing (DfAM)
This research introduces a method to aid the design of products or parts to be made using Additive Manufacturing (AM), particularly the laser sintering (LS) system. The research began with a literature review that encompassed the subjects of design and AM and through this the need for an assistive design approach for AM was identified. Undertaking the literature review also confirmed that little has been done in the area of supporting the design of AM parts or products.
Preliminary investigations were conducted to identify the design factors to consider for AM. Two preliminary investigations were conducted, the first investigation was conducted to identify the reasons for designing for AM, the need for a design support tool for AM and current challenges of student industrial designers designing parts or products for AM, and also to identify the type of design support they required. Further investigation were conducted to examine how AM products are developed by professional industrial designers and to understand their design processes and procedures. The study has identified specific AM enabled design features that the designers have been able to create within their case study products. Detailed observation of the case study products and parts reveals a number of features that are only economical or possible to produce with AM.
A taxonomy of AM enabled design features was developed as a precursor for the development of a computer based design tool. The AM enabled design features was defined as a features that would be uneconomical or very expensive to be produced with conventional methods. The taxonomy has four top-level taxons based on four main reasons for using AM, namely user fit requirements, improved product functionality requirements, parts consolidation requirements and improvement of aesthetics or form requirements. Each of these requirements was expanded further into thirteen sub categories of applications that contained 106 examples of design features that are only possible to manufacture using AM technology. The collected and grouped design features were presented in a form of a database as a method to aid product design of parts or products for AM. A series of user trials were conducted that showed the database enabled industrial designers to visualise and gather design feature information that could be incorporated into their own design work. Finally, conclusions are drawn and suggestions for future work are listed. In summary, it can be concluded that this research project has been a success, having addressed all of the objectives that were identified at its outset. From the user trial results, it is clear to see that the proposed tool would be an effective tool to support product design for AM, particularly from an educational perspective. The tool was found to be beneficial to student designers to take advantage of the design freedom offered by AM in order to produce improved product design. As AM becomes more widely used, it is anticipated that new design features will emerge that could be included in future versions of the database so that it will remain a rich source of inspirational information for tomorrow s industrial designers
Involving users in the design process: the role of product representations in co-designing
Allowing users to be part of shaping change in new product development can contribute to
more successful products. Advances in recent years in digital product representations (such
as CAD and rapid prototyping) can potentially offer economic and time-saving benefits to
this process. The research in this thesis has generated guidelines to support co-designing
activity by exploring the issues of user involvement in the design process, paying particular
attention to the use of digital (computer-based) and non-digital product representations to
facilitate understanding and communication. The guidelines emerged through empirical
research.
The first stage of the research explored users' perceptions of physical and emotional product
properties through digital and rapid prototyped representations: initial guidelines for
Including product representations in co-designing were generated. An Interview study was
then conducted to examine the wider issues of user involvement in designing and the use of
digital and non-digital product representations from the standpoint of ten practicing -
designers. Challenges and barriers to user Involvement were perceived but designers were
open-minded to the Idea of digital co-designing. In parallel an audit was undertaken to
evaluate product representation technologies for their ability to facilitate co-designing:
traditional non-digital methods of sketching and hand-made models were used to develop
criteria for this benchmarking. Limitations were found with existing technology and it was
apparent that traditional methods (e. g. hand-drawn sketches and models) were better able
to facilitate co-designing at this time than digital methods. These findings led to
recommendations for future co-designing tools.
Co-designing processes were then explored through six practical studies conducted with
individuals and small groups of users. Users experimented with designing and making
improved handles for a small gardening tool through sketching and day modelling. Design
concepts were then taken further into digital media, through 3D scanning, digital CAD
images and rapid prototyping and presented back to users for evaluation. Co-designing was
also explored through a commercial context with an international packaging manufacturer.
Ten users communicated design ideas for improved packaging by triangulation of notes,
sketches, discussion and modelling activity. This produced user-led design criteria and
commercially valuable concept designs. Important insights were gained into how codesigning
may be facilitated within a commercial context and the experiences of the
stakeholders. Several pertinent ethical issues such as ownership of ideas, incentives and
rewards for user involvement were raised. The thesis concludes with guidelines and
recommendations for co-designing, particularly regarding the role of product
representations
2 Degree of Freedom Robotic Leg
Professor Xing, an assistant professor at Cal Poly, proposed the 2 DOF Robotic Leg project for this quarter’s senior project class. The project is to build a robotic leg attached at the hip to a stand, which will be used as a teaching tool and eventually help develop Cal Poly’s very own robotic quadruped. Since this project has multiple uses after its completion, there are multiple customers that it must perform well for: the Cal Poly Mechanical Engineering (ME) Department, the ME Lab instructors, and the students. The Scope of Work (Sections 2 & 3) is composed of 2 main sections: Background and Objectives. The Background covers all research regarding similar products and dynamic systems while the Objectives outline the problem statement and the team’s objectives required to complete this project. The following sections are comprised Team Capy’s process of achieving those objectives throughout the yearlong project. This is described in detail and broken into the following sections: Concept Design, Final Design, Manufacturing plan, Design Verification Plan, Project Management, and Conclusion. This project’s scope has significantly changed throughout the year, resulting in a very iterative design process that led to excellent results. This document details every step of that process, leading to the development of the final design and its manufacturing process
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