183 research outputs found
Integration of a Balanced Virtual Manikin in a Virtual Reality Platform aimed at Virtual Prototyping
International audienceThe work presented here is aimed at introducing a virtual human controller in a virtual prototyping framework. After a brief introduction describing the problem solved in the paper, we describe the interest as for digital humans in the context of concurrent engineering. This leads us to draw a control architecture enabling to drive virtual humans in a real-time immersed way, and to interact with the product, through motion capture. Unfortunately, we show this control scheme can lead to unfeasible movements because of the lack of balance control. Introducing such a controller is a problem that was never addressed in the context of real-time. We propose an implementation of a balance controller, that we insert into the previously described control scheme. Next section is dedicated to show the results we obtained. Finally, we propose a virtual reality platform into which the digital character controller is integrated
Customizing Experiences for Mobile Virtual Reality
A criação manual de conteúdo para um jogo é um processo demorado e trabalhoso que requer
um conjunto de habilidades diversi cado (normalmente designers, artistas e programadores) e a
gestão de diferentes recursos (hardware e software especializados). Dado que o orçamento, tempo
e recursos são frequentemente muito limitados, os projetos poderiam bene ciar de uma solução
que permitisse poupar e investir noutros aspectos do desenvolvimento. No contexto desta tese,
abordamos este desa o sugerindo a criação de pacotes especí cos para a geração de conteúdo per sonalizável, focados em aplicações de Realidade Virtual (RV) móveis. Esta abordagem divide o
problema numa solução com duas facetas: em primeiro lugar, a Geração Procedural de Conteúdo,
alcançada através de métodos convencionais e pela utilização inovadora de Grandes Modelos de Lin guagem (normalmente conhecidos por Large Language Models). Em segundo lugar, a Co-Criação
de Conteúdo, que enfatiza o desenvolvimento colaborativo de conteúdo. Adicionalmente, dado que
este trabalho se foca na compatibilidade com RV móvel, as limitações de hardware associadas a
capacetes de RV autónomos (standalone VR Headsets) e formas de as ultrapassar são também
abordadas. O conteúdo será gerado utilizando métodos actuais em geração procedural e facilitando
a co-criação de conteúdo pelo utilizador. A utilização de ambas estas abordagens resulta em ambi entes, objectivos e conteúdo geral mais re-jogáveis com muito menos desenho. Esta abordagem está
actualmente a ser aplicada no desenvolvimento de duas aplicações de RV distintas. A primeira,
AViR, destina-se a oferecer apoio psicológico a indivíduos após a perda de uma gravidez. A se gunda, EmotionalVRSystem, visa medir as variações nas respostas emocionais dos participantes
induzidas por alterações no ambiente, utilizando tecnologia EEG para leituras precisas
Digitalization of the product development process at Scania engine assembly
The technology is constantly developing and companies are striving to work towards a more digital approach. Scania CV AB is a world leading Company manufacturing buses and trucks for heavy transport applications. To maintain their competitive position at the market the company has the ambition for the Product development process to become more digitalized. A goal is to implement a more simulation based and drawing free working method. This project has been carried out at the engine assembly department. The purpose with the thesis was to identify how parts of the product development process could be more digitalized. This included identifying the gap that will occur between the current working process and a more digital approach. Furthermore, it involved finding solutions for the gap and to present possible impacts of a digital working approach. The initial phase of the thesis was to find a suitable methodology for this type of study. The project proceeded with conducting a literature study to gain deeper insight of the subjects covered. A good foundation was obtained and the empirical study could commence. The data collection in the empirical study was gathered mainly within Scania through interviews, observations and archive analyses. Based on this information an analysis and result was carried out and presented. A gap was identified describing deficient areas in the current digital environment. The working method Model Based Definition (MBD) and a software called Industrial Path Solutions (IPS) are presented as solutions for the gap. Suggestions of how the working process should be modified have been set as prerequisites. Impacts including cost savings, quality improvements, shorter lead times and ergonomic benefits have been submitted.Tekniken utvecklas ständigt och företag strävar därför att arbeta mot ett mer digitalt arbetssätt. Scania CV AB är ett världsledande företag som tillverkar bussar och lastbilar för tunga transporter. För att behålla sin konkurrenskraftiga position på marknaden har företaget ambitionen att göra produktutvecklingsprocessen mer digitaliserad. Ett mål är att utveckla en mer simuleringsbaserad och ritningslös arbetsmetod. Detta projekt har genomförts på produktionsavdelningen där montering av motorer sker. Syftet med uppsatsen var att identifiera hur delar av den nuvarande produktutvecklingsprocessen skulle kunna bli mer digitaliserad. Detta innebar att identifiera det gap som kommer att uppstå mellan den nuvarande arbetsprocessen och ett mer digitaliserat tillvägagångssätt. Lösningar på gapet och effekterna av ett mer digitalt arbete skulle också presenteras. Den inledande delen av arbetet innefattade att hitta en lämplig metod för denna typ av studie. Projektet fortskred med en litteraturstudie för att få djupare inblick i de ämnen som projektet kommer att grundas i. Med en bra grundförståelse kunde en empirisk studie påbörjas. Datainsamlingen till den empiriska studien samlades huvudsakligen in på Scania genom intervjuer, observationer och arkivanalyser. Baserat på denna information genomfördes och presenterades en analys och ett resultat. Ett gap som beskriver de bristfälliga områden i den nuvarande digitala miljön identifierades. Arbetsmetoden Model Based Definition (MBD) och mjukvaran Industrial Path Solutions (IPS) presenterades som lösningar på gapet. Även förslag på hur arbetsprocessen kan ändras för att möjliggöra för ett mer digitalt tillvägagångssätt har redogjorts. Följderna av detta som inkluderar kostnadsbesparingar, kvalitetsförbättringar, kortare ledtider och ergonomifördelar har också sammanställts
The Multimodal Tutor: Adaptive Feedback from Multimodal Experiences
This doctoral thesis describes the journey of ideation, prototyping and empirical testing of the Multimodal Tutor, a system designed for providing digital feedback that supports psychomotor skills acquisition using learning and multimodal data capturing. The feedback is given in real-time with machine-driven assessment of the learner's task execution. The predictions are tailored by supervised machine learning models trained with human annotated samples. The main contributions of this thesis are: a literature survey on multimodal data for learning, a conceptual model (the Multimodal Learning Analytics Model), a technological framework (the Multimodal Pipeline), a data annotation tool (the Visual Inspection Tool) and a case study in Cardiopulmonary Resuscitation training (CPR Tutor). The CPR Tutor generates real-time, adaptive feedback using kinematic and myographic data and neural networks
Ergonomics integration and user diversity in product design
Consideration of products' ergonomic qualities is one important component for successful product development. Product designers engaged in the core activity of product development need methods that support the consideration of ergonomics along with other product requirements. This thesis aims to address these needs. The first part of the thesis investigates how people working within product development organisations communicate with and about users of their products. The general need for methods to support communication of user aspects in product development is identified through formal interviews with product developers and a review of the management, ergonomics and design literature. The second part of the thesis studies the factors which affect the integration of ergonomics in product design. Supportive methods, including User Characters, for evoking user consideration among designers together with Overlapping methods for scheduling ergonomics evaluation in product design processes are introduced and argued. The third part of the thesis reviews and discusses computer aided ergonomics as a means for integration of ergonomics in product design. A web-based support system for effective employment of human simulation tools is developed using a participative approach and evaluated based on the system's usability. The objective of the fourth part of the thesis is to study how human simulation tools can aid designers' consideration of human diversity to accommodate users of diverse anthropometric characteristics in multivariate design problems such as automobile cockpits. The work involves the evaluation of different approaches for the generation of specific manikin families which can be used as test groups for fitting trials in the virtual design process. The research demonstrates enhancements in design methodology knowledge to support integration of ergonomics in product design processes with a focus on anthropometric diversity in vehicle design.EThOS - Electronic Theses Online ServiceGBUnited Kingdo
"Arte Factus" : estudo e co-design socialmente consciente de artefatos digitais socioenativos
Orientador: Maria Cecília Calani BaranauskasTese (doutorado) - Universidade Estadual de Campinas, Instituto de ComputaçãoResumo: Atualmente, a tecnologia computacional tornou-se cada vez mais pervasiva por meio de computadores de diferentes tamanhos, formas e capacidades. Mas avanços tecnológicos, embora necessários, não são suficientes para tornar a interação com tecnologia computacional mais transparente, como preconizado pela computação ubíqua. Sistemas computacionais atuais ainda exigem um vocabulário técnico de entradas e saídas para serem utilizados. No campo da Interação Humano-Computador (IHC), a adoção da teoria da cognição enativa pode lançar luz sobre um novo paradigma de interação que preenche a lacuna entre ação e percepção. Sistemas computacionais enativos são um promissor tema de pesquisa, mas seu design e avaliação ainda são pouco explorados. Além disso, sistemas enativos, como já proposto na literatura, carecem de consideração do contexto social. O objetivo desta tese de doutorado é contribuir para o design de tecnologia computacional dentro de uma abordagem da cognição enativa, além de também sensível à aspectos sociais. Portanto, esta tese investiga os conceitos de sistemas enativos e socioenativos por meio do co-design de arte interativa e instalações. Para atingir esse objetivo, é proposto um arcabouço teórico-metodológico chamado "Arte Factus" para apoiar o estudo e o co-design socialmente consciente de artefatos digitais. O arcabouço "Arte Factus" foi utilizado em três estudos de design relatados nesta tese: InterArt, InstInt e InsTime. Esses estudos envolveram a participação de 105 estudantes de graduação e pós-graduação em Ciência da Computação e Engenharia de Computação no co-design de 19 instalações. O processo envolveu o uso de tecnologia pervasiva do tipo Faça-Você-Mesmo ("Do-It-Yourself, DIY"), e algumas dessas instalações foram estudadas em oficinas de prática situada que ocorreram em cenários educacionais (escola e museu exploratório de ciências). O arcabouço "Arte Factus", como a principal contribuição desta tese de doutorado, mostrou-se eficaz no apoio ao co-design socialmente consciente de instalações interativas que materializam o conceito de artefatos digitais socioenativos. Além disso, através do estudo dos artefatos criados no contexto desta investigação, esta tese também contribui para a construção teórica do conceito de sistemas socioenativosAbstract: Currently, computational technology has become more and more pervasive with computers of different sizes, shapes, and capacities. But technological advancements, although necessary, are not enough to make the interaction with computational technology more transparent, as preconized by the ubiquitous computing. Current computational systems still require a technical vocabulary of inputs and outputs to be interacted with. Within the field of Human-Computer Interaction (HCI), the adoption of the enactive cognition theory can shed light on a new interaction paradigm that bridges the gap between action and perception. Enactive computational systems are a promising subject of research, but their design and evaluation are still hardly explored. Furthermore, enactive systems as already proposed in the literature lack a social context consideration. The objective of this doctoral thesis is to contribute towards the design of computational technology within an enactive approach to cognition, while also being sensitive to social aspects. Therefore, this thesis investigates the concepts of enactive and socioenactive systems by enabling the co-design of interactive art installations. To achieve this objective, a theoretical-methodological framework named "Arte Factus" is proposed to support the study and socially aware co-design of digital artifacts. The "Arte Factus" framework was used in three design studies reported in this thesis: InterArt, InstInt, and InsTime. These studies involved the participation of 105 Computer Science and Computer Engineering undergraduate and graduate students in the co-design of 19 installations. The process involved the use of pervasive "Do-It-Yourself" (DIY) technology, and some of these installations were further studied in workshops of situated practice that took place in educational scenarios (school and exploratory science museum). The "Arte Factus" framework, as the main contribution of this doctoral thesis, has shown effective in supporting the socially aware co-design of interactive installations that materialize the concept of socioenactive digital artifacts. Moreover, through the study of the artifacts created in the context of this investigation, this thesis also contributes towards the theoretical construction of the concept of socioenactive systemsDoutoradoCiência da ComputaçãoDoutor em Ciência da Computação2017/06762-0FAPESPCAPE
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Generative design for agile robot based additive manufacturing for sustainable aesthetic furniture products
This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University LondonThe Furniture manufacturing industry has been slow to adopt the latest manufacturing technologies, relying heavily upon specialised conventional machinery. This approach not only requires high levels of specialist knowledge, training and capital investment, but also suffers from significant traditional subtractive manufacturing waste and high logistics costs due to centralised manufacturing, with high levels of furniture product not re-cycled or re-used at the end of its life cycle. This doctoral research aims to address these problems by establishing a suitable digital manufacturing technology framework concept to create step changes in the furniture design to manufacturing pathway. The design stage has the potential to contribute massively to the environmental impact of products. In this research, a Robot Base Additive Manufacturing Concept cell for future furniture manufacturing is reported. Generative design illustrates its potential contribution to waste reduction, increased manufacturing efficiency, optimised product performance and reduced environmental impact constituting a truly lean and progressive future for Furniture Manufacturing Design. Through case studies the research will show the potential for exploiting Single Minute Exchange of Die (SMED) concepts through the rule-based AI generative design post-processing of geometry for robot manufacturing, examination of different methodologies for printing and thus the resultant potential for ‘Mass Customised’ Furniture. Aesthetics, structures and the use of Smart Materials not previously economic to manufacture will be considered to demonstrate the potential to flatten the traditional Bill of Materials (BOM) and reduce logistical issues.
The Furniture Industry has developed from an artisan driven craft industry, whose pioneers saw themselves reflected in their crafts and cherished the sense of pride in the originality of their designs, now largely re-configured to an anonymous collective mass output. Digital technologies and smart materials enhancement allow innovative structural fabrication, presenting a plethora of potential for networked artisan craft industries to create extraordinary aesthetics and customisable product designs. Integrating these developments with the computing power of generative design provides the tools for practitioners to create concepts which are well beyond the insight of even the most consummate traditional designers. This framework is becoming an active area of research for application in many different industries. The step changes are empowering artisans to revolutionise the design to manufacture workflow, giving momentum to the concept of conceiving a pre-industrial model of manufacturing with bespoke sustainable design at its heart. The elements of the framework will be described and illustrated using case study models highlighting the potential for creating unique aesthetics for sustainable furniture products. The research presents the methodology to create and compare iterations employing different rule sets through a commercial generative design application and how these outputs can be further customised using parametric strategies in NURBS modellers, with the ultimate goal of creating aesthetic ‘Lean’ and sustainable innovative furniture of the future, thus illustrating how the creative use of digital networks in linking individual practitioners in the making of aesthetic customised products, manufactured local to their markets, could be achieved using this framework.
This research shows a robust ‘green revolution’ is evidently necessary to satisfy the needs of an ever-growing population, allowing the world to thrive within the means of this planet. New approaches to the use of technologies can achieve these changes in Furniture Manufacturing and establish a truly enhanced Circular Economy. Governments around the World are encouraging these initiatives and these approaches are identified and rationalised alongside the drivers for change which will have major impacts on this manufacturing sector.
This research critically examines the Furniture Design and Manufacturing technologies presented through a TRIZ framework against the desired outcomes. Using this approach together with the physical development of a robotic test cell, combined with case study data significant contributions to knowledge in the focused area of Furniture Manufacturing are identified, detailed and enhance Furniture Design, Manufacturing and Environmental Impact for the future. The focused approach also serves to highlight areas requiring further research
Improving fit through the integration of anthropometric data into a computer aided design and manufacture based design process
For all types of clothing and body worn technologies it is important to consider how they integrate and interact with the complex shapes that form the unique profile of the human body. This interaction determines the fit of these products and it is often difficult to generate a fit that can simultaneously accommodate these complex shapes. Achieving the correct fit is determined by a number of different factors that must be combined appropriately to create the fit associated with a particular product. This is particularly applicable to Personal Protective Equipment (PPE) to ensure it provides protection while maintaining comfort, mobility and good interaction with the surrounding environment. Integrating suitable anthropometric data into the design and manufacture of this type of clothing plays a critical role in achieving a good fit. By using various processes of Computer Aided Design (CAD) and Computer Aided Manufacture (CAM), the detail contained within these data can be quickly and accurately transferred into physical tools. The aim of this study was to demonstrate and validate a method of enhancing the fit of PPE handwear. This has been achieved through an action research strategy using descriptive and practical research methods. The research tools primarily used are case studies, used to demonstrate how manually collected 2D anthropometric data can be used to generate computer models that represent these data in a 3D form. The products of the case studies are tools that have been introduced into the design and manufacture processes of commercial handwear manufacturing environments. The tools have successfully been used to produce gloves using two different manufacturing methods and been assessed to analyse their fit. An improvement in fit for the gloves has been quantified through user trials to determine the level of increased performance afforded to the wearer. The conclusions drawn from the case studies demonstrate that the integration of anthropometric data and CAD/CAM can greatly influence the fit of handwear and improve the iterative processes of its design. However, the data alone does not achieve this as the added integration of tacit knowledge related to glove design is needed to ensure the correct properties are included to the meet the needs of the target population. The methods developed in the case studies have the potential to be applied to other products where fit and interaction with the human body are important design considerations.EThOS - Electronic Theses Online ServiceGBUnited Kingdo
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