208,020 research outputs found

    Fibrous smart material: adaptive, low–energy, real–time responsive interior environments

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    The project is an inter-disciplinary initiative for the ‘designed engineering’ of heterogeneous fibres with variable material behaviors to create real-time responsive interior environments (furniture systems). These smart furniture systems will embody properties of real-time adaptive temperature control, real-time structural adaptability and real-time physiological support of the human body. These properties shall be fully self-regulated (devoid of external power sources) via engineering multi-layered fibre compositions, which can sense the forces exerted by the human body and accordingly alter their physical properties. The scale of operation is chosen deliberately, considering the time-span of one year within which we will produce a fully operational 1:1 physical prototype and scientific material-research guidelines. A research through design approach with 3 iterations shall be adopted in this research: working on the yarn (U Twente + EURECAT), textile (TUE) and product (TUD). Each iteration will consist of the development of a prototype, the creation of future usage scenarios + business possibilities, and a workshop to envision future requirements. In this project, prototypes and material output will be co-designed with material scientists, architects, textile and industrial designers and will be used to assess 1) design challenges, 2) business opportunities, and 3) technical feasibility of scalable multi-performative interior systems for applications such as healthcare and future office environments

    Fibrous smart material: adaptive, low–energy, real–time responsive interior environments

    Get PDF
    The project is an inter-disciplinary initiative for the ‘designed engineering’ of heterogeneous fibres with variable material behaviors to create real-time responsive interior environments (furniture systems). These smart furniture systems will embody properties of real-time adaptive temperature control, real-time structural adaptability and real-time physiological support of the human body. These properties shall be fully self-regulated (devoid of external power sources) via engineering multi-layered fibre compositions, which can sense the forces exerted by the human body and accordingly alter their physical properties. The scale of operation is chosen deliberately, considering the time-span of one year within which we will produce a fully operational 1:1 physical prototype and scientific material-research guidelines. A research through design approach with 3 iterations shall be adopted in this research: working on the yarn (U Twente + EURECAT), textile (TUE) and product (TUD). Each iteration will consist of the development of a prototype, the creation of future usage scenarios + business possibilities, and a workshop to envision future requirements. In this project, prototypes and material output will be co-designed with material scientists, architects, textile and industrial designers and will be used to assess 1) design challenges, 2) business opportunities, and 3) technical feasibility of scalable multi-performative interior systems for applications such as healthcare and future office environments

    The responses of people to virtual humans in an immersive virtual environment

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    This paper presents an experiment investigating the impact of behavior and responsiveness on social responses to virtual humans in an immersive virtual environment (IVE). A number of responses are investigated, including presence, copresence, and two physiological responses—heart rate and electrodermal activity (EDA). Our findings suggest that increasing agents’ responsiveness even on a simple level can have a significant impact on certain aspects of people’s social responses to humanoid agents. Despite being aware that the agents were computer-generated, participants with higher levels of social anxiety were significantly more likely to avoid “disturbing” them. This suggests that on some level people can respond to virtual humans as social actors even in the absence of complex interaction. Responses appear to be shaped both by the agents’ behaviors and by people’s expectations of the technology. Participants experienced a significantly higher sense of personal contact when the agents were visually responsive to them, as opposed to static or simply moving. However, this effect diminished with experienced computer users. Our preliminary analysis of objective heart-rate data reveals an identical pattern of responses

    Lessons Learned: The Bush Foundation Infant Toddler Development Program Turns 10

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    Describes a complex ten-year initiative to develop curricula and train faculty, state agencies, and the child care community in reducing barriers to the healthy development of young children in Minnesota, North Dakota, and South Dakota

    The Mundane Computer: Non-Technical Design Challenges Facing Ubiquitous Computing and Ambient Intelligence

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    Interdisciplinary collaboration, to include those who are not natural scientists, engineers and computer scientists, is inherent in the idea of ubiquitous computing, as formulated by Mark Weiser in the late 1980s and early 1990s. However, ubiquitous computing has remained largely a computer science and engineering concept, and its non-technical side remains relatively underdeveloped. The aim of the article is, first, to clarify the kind of interdisciplinary collaboration envisaged by Weiser. Second, the difficulties of understanding the everyday and weaving ubiquitous technologies into the fabric of everyday life until they are indistinguishable from it, as conceived by Weiser, are explored. The contributions of Anne Galloway, Paul Dourish and Philip Agre to creating an understanding of everyday life relevant to the development of ubiquitous computing are discussed, focusing on the notions of performative practice, embodied interaction and contextualisation. Third, it is argued that with the shift to the notion of ambient intelligence, the larger scale socio-economic and socio-political dimensions of context become more explicit, in contrast to the focus on the smaller scale anthropological study of social (mainly workplace) practices inherent in the concept of ubiquitous computing. This can be seen in the adoption of the concept of ambient intelligence within the European Union and in the focus on rebalancing (personal) privacy protection and (state) security in the wake of 11 September 2001. Fourth, the importance of adopting a futures-oriented approach to discussing the issues arising from the notions of ubiquitous computing and ambient intelligence is stressed, while the difficulty of trying to achieve societal foresight is acknowledged

    Effective Early Childhood Programmes

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    Published in collaboration with the Open University, Early Childhood in Focus offers accessible and clear reviews of the best and most recent available research, information and analysis on key policy issues, offering clear messages on core policy topics and questions. This publication, the fourth in the series, looks at the policy issues surrounding the early childhood education and care programmes: there is compelling scientific evidence showing improved long-term outcomes for disadvantaged children who participate in a high-quality programme, but realising this potential through policies and programmes is far from straightforward. It tackles the issue in three parts: The case for early childhood programmes; Evidence for early childhood programme effectiveness; and Challenges for early childhood programmes

    End-to-end Driving via Conditional Imitation Learning

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    Deep networks trained on demonstrations of human driving have learned to follow roads and avoid obstacles. However, driving policies trained via imitation learning cannot be controlled at test time. A vehicle trained end-to-end to imitate an expert cannot be guided to take a specific turn at an upcoming intersection. This limits the utility of such systems. We propose to condition imitation learning on high-level command input. At test time, the learned driving policy functions as a chauffeur that handles sensorimotor coordination but continues to respond to navigational commands. We evaluate different architectures for conditional imitation learning in vision-based driving. We conduct experiments in realistic three-dimensional simulations of urban driving and on a 1/5 scale robotic truck that is trained to drive in a residential area. Both systems drive based on visual input yet remain responsive to high-level navigational commands. The supplementary video can be viewed at https://youtu.be/cFtnflNe5fMComment: Published at the International Conference on Robotics and Automation (ICRA), 201
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