400 research outputs found
Improving Visualization Skills in Engineering Education
This article analyzes the importance of visualization skills in engineering education. It proposes a dual approach based on computer graphics applications using both Web-based graphic applications and a sketch based modeling system. It addresses the importance of spatial abilities in the context of engineering education and the available techniques for evaluating these abilities from a psychological point of view. It then reviews some Web resources conceived to help students improve their spatial abilities and presents two educational applications. Finally, it presents a pilot study carried out at La Laguna University
Paper-based Mixed Reality Sketch Augmentation as a Conceptual Design Support Tool
This undergraduate student paper explores usage of mixed reality techniques as support tools for conceptual design. A proof-of-concept was developed to illustrate this principle. Using this as an example, a small group of designers was interviewed to determine their views on the use of this technology. These interviews are the main contribution of this paper. Several interesting applications were determined, suggesting possible usage in a wide range of domains. Paper-based sketching, mixed reality and sketch augmentation techniques complement each other, and the combination results in a highly intuitive interface
MelodicBrush : a cross-modal link between ancient and digital art forms
Author name used in this publication: Stephen ChanRefereed conference paper2011-2012 > Academic research: refereed > Refereed conference paperVersion of RecordPublishe
ParSketch: a Sketch-based Interface for a 2D Parametric Geometry Editor
ParSketch is a software prototype to evaluate the usability and functionality of a sketching interface aimed at defining 2D parametric sections. Currently, ParSketch interprets strokes which can be recognized as geometry (line, arc, circle, ellipse, or composed entities that are automatically segmented into those basic entities), or graphic gestures representing constraints (dimension, parallel, perpendicular, tangent, concentric, horizontal or vertical). From the functionality point of view, ParSketch compares to current commercial parametric CAD applications, as it offers many of the features provided by such applications. A theoretical analysis of the efficiency component of usability is provided that justifies the potential capability of sketching interfaces to compete with classical WIMP applications. Finally, a usability study is presented, which makes special emphasis in the satisfaction component of usability.The Spanish Ministry of Science and Education and the European Union (Project DPI2004-01373) supported this work. It was also partially supported by Fundació Caixa Castelló-Bancaixa under the Universitat Jaume I program for Research Promotion (Project P1-1B2004-02)
SketchyDynamics: A Library for the Development of Physics Simulation Applications with Sketch-Based Interfaces
Sketch-based interfaces provide a powerful, natural and intuitive way for users to interact with an application. By combining a sketch-based interface with a physically simulated environment, an application offers the means for users to rapidly sketch a set of objects, like if they are doing it on piece of paper, and see how these objects behave in a simulation. In this paper we present SketchyDynamics, a library that intends to facilitate the creation of applications by rapidly providing them a sketch-based interface and physics simulation capabilities. SketchyDynamics was designed to be versatile and customizable but also simple. In fact, a simple application where the user draws objects and they are immediately simulated, colliding with each other and reacting to the specified physical forces, can be created with only 3 lines of code. In order to validate SketchyDynamics design choices, we also present some details of the usability evaluation that was conducted with a proof-of-concept prototype
Actas do 12º Encontro Português de Computação Gráfica
Actas do 12º Encontro Portugês de Computação Gráfica, Porto, 8-10 de Outubro de 2003O Encontro Português de Computação Gráfica teve lugar nesse ano 2003, naquela que foi a sua 12ª edição, no ISEP – Instituto Superior de Engenharia do Porto, entre os 8 a 10 de Outubro. O 12º Encontro Português de Computação Gráfica (12EPCG) veio no seguimento de encontros anteriores realizados anualmente e reuniu investigadores, docentes e profissionais nacionais e estrangeiros, que realizam trabalho ou utilizam a Computação Gráfica, Realidade Virtual e Multimédia, assim como todas as suas áreas afins, no sentido de
permitir a divulgação de projectos realizados ou em curso e fomentar a troca de experiências e a discussão de questões relacionadas com a Computação Gráfica em Portugal, entre as comunidades académica,industrial e a de utilizadores finais. Este é o livro de actas do 12EPCG.Fundação Ilídio PinhoFC
Stereoscopic Sketchpad: 3D Digital Ink
--Context--
This project looked at the development of a stereoscopic 3D environment in which a user is able to draw freely in all three dimensions. The main focus was on the storage and manipulation of the ‘digital ink’ with which the user draws. For a drawing and sketching package to be effective it must not only have an easy to use user interface, it must be able to handle all input data quickly and efficiently so that the user is able to focus fully on their drawing.
--Background--
When it comes to sketching in three dimensions the majority of applications currently available rely on vector based drawing methods. This is primarily because the applications are designed to take a users two dimensional input and transform this into a three dimensional model. Having the sketch represented as vectors makes it simpler for
the program to act upon its geometry and thus convert it to a model. There are a number of methods to achieve this aim including Gesture Based Modelling, Reconstruction and Blobby Inflation. Other vector based applications focus on the creation of curves allowing the user to draw within or on existing 3D models. They also allow the user to create wire frame type models. These stroke based applications bring the user closer to traditional sketching rather than the more structured modelling methods detailed.
While at present the field is inundated with vector based applications mainly focused upon sketch-based modelling there are significantly less voxel based applications. The majority of these applications focus on the deformation and sculpting of voxmaps, almost the opposite of drawing and sketching, and the creation of three dimensional voxmaps from standard two dimensional pixmaps. How to actually sketch freely within a scene represented by a voxmap has rarely been explored. This comes as a surprise when so many of the standard 2D drawing programs in use today are pixel based.
--Method--
As part of this project a simple three dimensional drawing program was designed and implemented using C and C++. This tool is known as Sketch3D and was created using a Model View Controller (MVC) architecture. Due to the modular nature of Sketch3Ds system architecture it is possible to plug a range of different data structures into the program to represent the ink in a variety of ways. A series of data structures have been implemented and were tested for efficiency. These structures were a simple list, a 3D array, and an octree. They have been tested for: the time it takes to insert or remove points from the structure; how easy it is to manipulate points once they are stored; and also how the number of points stored effects the draw and rendering times.
One of the key issues brought up by this project was devising a means by which a user is able to draw in three dimensions while using only two dimensional input devices. The method settled upon and implemented involves using the mouse or a digital pen to sketch as one would in a standard 2D drawing package but also linking the up and down keyboard keys to the current depth. This allows the user to move in and out of the scene as they draw. A couple of user interface tools were also developed to assist the user. A 3D cursor was implemented and also a toggle, which when on, highlights all of the points intersecting the depth plane on which the cursor currently resides. These tools allow the user to see exactly where they are drawing in relation to previously drawn lines.
--Results--
The tests conducted on the data structures clearly revealed that the octree was the most effective data structure. While not the most efficient in every area, it manages to avoid the major pitfalls of the other structures. The list was extremely quick to render and draw to the screen but suffered severely when it comes to finding and manipulating points already stored. In contrast the three dimensional array was able to erase or manipulate points effectively while the draw time rendered the structure effectively useless, taking huge amounts of time to draw each frame.
The focus of this research was on how a 3D sketching package would go about storing
and accessing the digital ink. This is just a basis for further research in this area and many
issues touched upon in this paper will require a more in depth analysis. The primary area of
this future research would be the creation of an effective user interface and the introduction
of regular sketching package features such as the saving and loading of images
Interfaz caligráfica para el diseño industrial
[ESP] En la actualidad continúan predominando las interfaces gráficas de usuario basadas
en el paradigma WIMP (Windows, Icon, Menu, Pointing Device), lo que supone en
ciertas ocasiones una excesiva rigidez para el diseñador en las primeras etapas del
proceso de diseño, donde los bocetos realizados con lápiz y papel constituyen
todavía la herramienta fundamental que permite expresar la creatividad del
ingeniero. Debido a esto, la existencia de una interfaz gráfica de usuario basada en
esbozos y gestos, resulta de gran interés, ya que facilitaría la comunicación y la
creatividad del diseñador. Dentro de este contexto, el grupo de investigación
REGEO ha desarrollado una aplicación para generar automáticamente modelos
virtuales 3D, partiendo de dibujos a mano alzada en 2D. Esta aplicación automática
se enmarca en la línea de lo que se denominan Interfaces Caligráficas. Aunque
todavía queda mucho trabajo por hacer, la aplicación presenta mejoras en
comparación con las formas tradicionales de modelado con ordenador, ya que la
metodología utilizada para modelar es más familiar. Estudios preliminares muestran
que nuestro sistema de modelado presenta ciertas ventajas respecto a los actuales
sistemas CAD.
[ENG]At present user’s graphics interfaces based on WIMP (Windows, Icon, Menu,
Pointing Device) systems are still the most common technique, which in many cases
involves an excessive stiffness for the user at the first stages of the design process,in which pen-and-paper sketches are the basic tools to express the engineer’s
creativity. As a consequence, a user’s graphic interfaz based on sketches and
gestures becomes relevant as it should help the designer’s communication and
creativity. Within this context, the research team REGEO has developed a computer
application to automatically generate 3D virtual models from freehand 2D drawings.
This automatic application can be included in the research area of Calligraphic
Interfaces. While much work remains to be done, the current application already
shows gains with respect to more traditional forms of modeling in that it embodies a
drawing approach familiar. Preliminary studies show that our modeling system
compares favorably to commercial grade CAD systems.[ENG] At present user’s graphics interfaces based on WIMP (Windows, Icon, Menu,
Pointing Device) systems are still the most common technique, which in many cases
involves an excessive stiffness for the user at the first stages of the design process,in which pen-and-paper sketches are the basic tools to express the engineer’s
creativity. As a consequence, a user’s graphic interfaz based on sketches and
gestures becomes relevant as it should help the designer’s communication and
creativity. Within this context, the research team REGEO has developed a computer
application to automatically generate 3D virtual models from freehand 2D drawings.
This automatic application can be included in the research area of Calligraphic
Interfaces. While much work remains to be done, the current application already
shows gains with respect to more traditional forms of modeling in that it embodies a
drawing approach familiar. Preliminary studies show that our modeling system
compares favorably to commercial grade CAD systems
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