2,778 research outputs found

    Gaming techniques and the product development process : commonalities and cross-applications

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    The use of computer-based tools is now firmly embedded within the product development process, providing a wide range of uses from visualisation to analysis. However, the specialisation required to make effective use of these tools has led to the compartmentalisation of expertise in design teams, resulting in communication problems between individual members. This paper therefore considers how computer gaming techniques and strategies could be used to enhance communication and group design activities throughout the product design process

    Application-driven visual computing towards industry 4.0 2018

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    245 p.La Tesis recoge contribuciones en tres campos: 1. Agentes Virtuales Interactivos: autónomos, modulares, escalables, ubicuos y atractivos para el usuario. Estos IVA pueden interactuar con los usuarios de manera natural.2. Entornos de RV/RA Inmersivos: RV en la planificación de la producción, el diseño de producto, la simulación de procesos, pruebas y verificación. El Operario Virtual muestra cómo la RV y los Co-bots pueden trabajar en un entorno seguro. En el Operario Aumentado la RA muestra información relevante al trabajador de una manera no intrusiva. 3. Gestión Interactiva de Modelos 3D: gestión online y visualización de modelos CAD multimedia, mediante conversión automática de modelos CAD a la Web. La tecnología Web3D permite la visualización e interacción de estos modelos en dispositivos móviles de baja potencia.Además, estas contribuciones han permitido analizar los desafíos presentados por Industry 4.0. La tesis ha contribuido a proporcionar una prueba de concepto para algunos de esos desafíos: en factores humanos, simulación, visualización e integración de modelos

    Worker-robot cooperation and integration into the manufacturing workcell via the holonic control architecture

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    Cooperative manufacturing is a new field of research, which addresses new challenges beyond the physical safety of the worker. Those new challenges appear due to the need to connect the worker and the cobot from the informatics point of view in one cooperative workcell. This requires developing an appropriate manufacturing control system, which fits the nature of both the worker and the cobot. Furthermore, the manufacturing control system must be able to understand the production variations, to guide the cooperation between worker and the cobot and adapt with the production variations.Die kooperative Fertigung ist ein neues Forschungsgebiet, das sich neuen Herausforderungen stellt. Diese neuen Herausforderungen ergeben sich aus der Notwendigkeit, den Arbeiter und den Cobot aus der Sicht der Informatik in einem kooperativen Arbeitsplatz zu verbinden. Dies erfordert die Entwicklung eines geeigneten Produktionskontrollsystems, das sowohl der Natur des Arbeiters als auch der des Cobots entspricht. Darüber hinaus muss die Fertigungssteuerung in der Lage sein, die Produktionsschwankungen zu verstehen, um die Zusammenarbeit zwischen Arbeiter und Cobot zu steuern

    An aesthetics of touch: investigating the language of design relating to form

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    How well can designers communicate qualities of touch? This paper presents evidence that they have some capability to do so, much of which appears to have been learned, but at present make limited use of such language. Interviews with graduate designer-makers suggest that they are aware of and value the importance of touch and materiality in their work, but lack a vocabulary to fully relate to their detailed explanations of other aspects such as their intent or selection of materials. We believe that more attention should be paid to the verbal dialogue that happens in the design process, particularly as other researchers show that even making-based learning also has a strong verbal element to it. However, verbal language alone does not appear to be adequate for a comprehensive language of touch. Graduate designers-makers’ descriptive practices combined non-verbal manipulation within verbal accounts. We thus argue that haptic vocabularies do not simply describe material qualities, but rather are situated competences that physically demonstrate the presence of haptic qualities. Such competencies are more important than groups of verbal vocabularies in isolation. Design support for developing and extending haptic competences must take this wide range of considerations into account to comprehensively improve designers’ capabilities

    LEDs urban carpet: a portable interactive installation for urban environments

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    The aim of this paper project is to generate a new kind of physical scenario where people can interact by means of technology with the urban and social environment. This paper suggests that introducing a new kind technological interactive platform, in this case a LED-s Urban Carpet, in a public space could enhance social awareness and interaction between people nearby. In order to achieve the paper goal, a theoretical framework for understanding and designing interactive computing systems to be embedded in an urban landscape is developed. Also, the experiences in building and field testing the LED-s Urban Carpet prototype in three different urban locations in the heritage city of Bath are reported. Initial findings about how people move, congregate and socialize around the interactive installation are presented, and the levels and types of interaction around the installation as well. In addition, some social factors that can cause embarrassment or that can inspire social interaction around the public display are explored. The design and test of the LED-s Urban Carpet is evaluated in relation with the theoretical background. Finally suggestions are made for improve the prototype and develop further systems. This project was partially funded by MSc. Adaptive Architecture and Computation and Cityware: a research project funded by the EPSRC, UK

    Affective Computing

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    This book provides an overview of state of the art research in Affective Computing. It presents new ideas, original results and practical experiences in this increasingly important research field. The book consists of 23 chapters categorized into four sections. Since one of the most important means of human communication is facial expression, the first section of this book (Chapters 1 to 7) presents a research on synthesis and recognition of facial expressions. Given that we not only use the face but also body movements to express ourselves, in the second section (Chapters 8 to 11) we present a research on perception and generation of emotional expressions by using full-body motions. The third section of the book (Chapters 12 to 16) presents computational models on emotion, as well as findings from neuroscience research. In the last section of the book (Chapters 17 to 22) we present applications related to affective computing
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