6,380 research outputs found

    The difficulty of folding self-folding origami

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    Why is it difficult to refold a previously folded sheet of paper? We show that even crease patterns with only one designed folding motion inevitably contain an exponential number of `distractor' folding branches accessible from a bifurcation at the flat state. Consequently, refolding a sheet requires finding the ground state in a glassy energy landscape with an exponential number of other attractors of higher energy, much like in models of protein folding (Levinthal's paradox) and other NP-hard satisfiability (SAT) problems. As in these problems, we find that refolding a sheet requires actuation at multiple carefully chosen creases. We show that seeding successful folding in this way can be understood in terms of sub-patterns that fold when cut out (`folding islands'). Besides providing guidelines for the placement of active hinges in origami applications, our results point to fundamental limits on the programmability of energy landscapes in sheets.Comment: 8 pages, 5 figure

    Spartan Daily, March 7, 2001

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    Volume 116, Issue 29https://scholarworks.sjsu.edu/spartandaily/9665/thumbnail.jp

    Spartan Daily, March 7, 2001

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    Volume 116, Issue 29https://scholarworks.sjsu.edu/spartandaily/9665/thumbnail.jp

    Minefield: The Mining of HMS \u3cem\u3eAchates\u3c/em\u3e, 25 July 1941

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    End-to-End Privacy for Open Big Data Markets

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    The idea of an open data market envisions the creation of a data trading model to facilitate exchange of data between different parties in the Internet of Things (IoT) domain. The data collected by IoT products and solutions are expected to be traded in these markets. Data owners will collect data using IoT products and solutions. Data consumers who are interested will negotiate with the data owners to get access to such data. Data captured by IoT products will allow data consumers to further understand the preferences and behaviours of data owners and to generate additional business value using different techniques ranging from waste reduction to personalized service offerings. In open data markets, data consumers will be able to give back part of the additional value generated to the data owners. However, privacy becomes a significant issue when data that can be used to derive extremely personal information is being traded. This paper discusses why privacy matters in the IoT domain in general and especially in open data markets and surveys existing privacy-preserving strategies and design techniques that can be used to facilitate end to end privacy for open data markets. We also highlight some of the major research challenges that need to be address in order to make the vision of open data markets a reality through ensuring the privacy of stakeholders.Comment: Accepted to be published in IEEE Cloud Computing Magazine: Special Issue Cloud Computing and the La

    Twisty Little Passages: The Several Editions of Lady Caroline Lamb\u27s Glenarvon

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    A literary criticism of the book Glenarvon, by Lady Caroline Lamb is presented. It presents the symbolic significance of the characters. It outlines the consequences of denying true love and the importance of aristocratic leadership and self-control. It examines the preface of the book in which the author states that the novel is not immoral even with the inclusion of crimes and she asks readers to recognize that her intention of writing the book is to describe human nature

    Punched Card Accounting from the Audit Viewpoint

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    ElectroCutscenes: Realistic Haptic Feedback in Cutscenes of Virtual Reality Games Using Electric Muscle Stimulation

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    Cutscenes in Virtual Reality (VR) games enhance story telling by delivering output in the form of visual, auditory, or haptic feedback (e.g., using vibrating handheld controllers). Since they lack interaction in the form of user input, cutscenes would significantly benefit from improved feedback. We introduce the concept and implementation of ElectroCutscenes, a concept in which Electric Muscle Stimulation (EMS) is leveraged to elicit physical user movements to correspond to those of personal avatars in cutscenes of VR games while the user stays passive. Through a user study (N=22) in which users passively received kinesthetic feedback resulting in involuntarily movements, we show that ElectroCutscenes significantly increases perceived presence and realism compared to controller-based vibrotactile and no haptic feedback. Furthermore, we found preliminary evidence that combining visual and EMS feedback can evoke movements that are not actuated by either of them alone. We discuss how to enhance realism and presence of cutscenes in VR games even when EMS can partially rather than completely actuate the desired body movements

    A Longitudinal Analysis of Student Learning Gains in Oral Competency

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    Declining enrollments and increased competition for college students have emphasized the need to demonstrate students are learning what we think they are learning. Taking a longitudinal look at speech evaluations from the basic course, this study tracked student learning gains in each rubric area on speeches evaluated between 2009-2019. Using a digital evaluation template called WebGrader (Cooper, 2011), students who had delivered informative (exposition) speeches and persuasive speeches to convince (N = 2,725) were compared, with a separate analysis comparing gains from the informative speech to the persuasive speech to actuate (N = 2,764). The study furthers instrument validation and a pedagogical model based on 3,951 archived student speeches collected from 22 instructors over the last 10 years. Results showed small, but significant student learning gains in each of the rubric areas. However, a ceiling effect appears in the initial speech evaluation, making it difficult to demonstrate gains. A principal component analysis was performed on 14 core rubrics used to rate student learning outcomes on informative speeches. Support was found for a two-factor (Delivery and Structure) model

    ThermoPixels:Toolkit for Personalizing Arousal-based Interfaces through Hybrid Crafting

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    Much research has shown the potential of affective interfaces to support people reflect on, and understand their bodily responses. Yet, people find it difficult to engage with, and understand their biodata which they have limited prior experience with. Building on affective interfaces and material-centered design, we developed ThermoPixels, a toolkit including thermochromic and heating materials, as well as galvanic skin response sensors for creating representations of physiological arousal. Within 10 workshops, 20 participants created personalized representations of physiological arousal and its real-time changes using the toolkit. We report on participants’ material exploration, their experience of creating shapes and the use of colors for emotional awareness and regulation. Reflecting on our findings, we discuss embodied exploration and creative expression, the value of technology in emotion regulation and its social context, and the importance of understanding material limitations for effective sense-making
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