3,389 research outputs found

    Stereoscopic Sketchpad: 3D Digital Ink

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    --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

    The Mole: a pressure-sensitive mouse

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    The traditional mouse enables the positioning of a cursor in a 2D plane, as well as the interaction of binary elements within that plane (e.g., buttons, links, icons). While this basic functionality is sufficient for interacting with every modern computing environment, it makes little use of the human hand\u27s ability to perform complex multi-directional movements. Devices developed to capture these multi-directional capabilities typically lack the familiar form and function of the mouse. This thesis details the design and development of a pressure-sensitive device called The Mole. The Mole retains the familiar form and function of the mouse while passively measuring the magnitude of normal hand force (i.e., downward force normal to the 2D operating surface). The measurement of this force lends itself to the development of novel interactions, far beyond what is possible with a typical mouse. This thesis demonstrates two such interactions: the positioning of a cursor in 3D space, and the simultaneous manipulation of cursor position and graphic tool parameters

    Identification and evaluation of innovation opportunities emerging from technology and business trends

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    Master's thesis in Offshore Technology : Industrial Asset ManagementNew technology emerges faster than ever before, and the development is increasing exponentially. The speed of development is too rapid for businesses to investigate and identify potential value from them. There is a need for a culture of innovation and technology adoption and must be treated as the backbone of the company’s value chain. This master will explore a systematic approach to investigate and evaluate innovation opportunities emerging from technology and business trends. The goal of the project is to prove that a systematic method may assist the industry in identifying and evaluating opportunities to achieve competitive advantages. The method consisted of three main parts; 1. Selection and screening of industry 2. Screening of technology trends and business trends with potential for disrupting the industry 3. Identification and evaluation of ideas. The selected industry was Norwegian salmon farming and segment was salmon sea farming production. In total, 14 ideas were elaborated in this thesis. 9 ideas were rejected by the first screening. 5 ideas reached the second screening where 3 ideas were rejected at this point. 2 ideas cleared the second screening had potential to be a business opportunity and was evaluated in a business model canvas. The research prove that it is possible to systematically identify and screen innovation opportunity emerging from technology and business trends today. Time and access to information is identified as the two main enablers to increasing quality of the ideas, in addition to selecting an industry with innovation potential

    Realization And Evaluation Of A 3-Degrees-Of-Freedom Mouse Model

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    Kinesiology research has shown that translation and rotation are inseparable actions in the real world. Motivated by this fact, this thesis explores a model for the computer mouse, the new addition being rotational input about vertical axis of a mouse. We realize our model through Mushaca, a 3-degrees-of-freedom mouse (3DOF mouse) that can sense rotation, in addition to sensing XY planar translation. The thesis presents two realizations of Mushaca - namely a MEMS version that uses accelerometer and gyroscope, and an optical sensor version that uses two optical sensors. Through a controlled user study we try to find out if that rotation is an useful input modality in pointing devices. The user study shows that in general rotation is a useful input modality, but it excels a standard mouse only in certain scenarios. Through the user study we also study the effect of the rotating coordinate system of the mouse and also how users adapt to this changing frame of reference through kinesthetic learning

    A framework for digital watercolor

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    This research develops an extendible framework for reproducing watercolor in a digital environment, with a focus on interactivity using the GPU. The framework uses the lattice Boltzmann method, a relatively new approach to fluid dynamics, and the Kubelka-Munk reflectance model to capture the optical properties of watercolor. The work is demonstrated through several paintings produced using the system
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