1,151 research outputs found
RealitySketch: Embedding Responsive Graphics and Visualizations in AR through Dynamic Sketching
We present RealitySketch, an augmented reality interface for sketching
interactive graphics and visualizations. In recent years, an increasing number
of AR sketching tools enable users to draw and embed sketches in the real
world. However, with the current tools, sketched contents are inherently
static, floating in mid air without responding to the real world. This paper
introduces a new way to embed dynamic and responsive graphics in the real
world. In RealitySketch, the user draws graphical elements on a mobile AR
screen and binds them with physical objects in real-time and improvisational
ways, so that the sketched elements dynamically move with the corresponding
physical motion. The user can also quickly visualize and analyze real-world
phenomena through responsive graph plots or interactive visualizations. This
paper contributes to a set of interaction techniques that enable capturing,
parameterizing, and visualizing real-world motion without pre-defined programs
and configurations. Finally, we demonstrate our tool with several application
scenarios, including physics education, sports training, and in-situ tangible
interfaces.Comment: UIST 202
Hydraulic and rotor-dynamic interaction for performance evaluation on a francis turbine
This paper proposes a new methodology to evaluate the technical state of a Francis turbine installed in a hydroelectric plant by coupling computational fluid dynamics (CFD) and rotor-dynamic analysis. CFD simulations predicted the hydraulic performance of the turbine. The obtained field forces, due to the fluid-structure interaction over the blades of the runner, were used as boundary condition in the shaft rotor-dynamic numerical model, which accurately predicted the dynamic behavior of the turbine’s shaft. Both numerical models were validated with in situ experimental measurements. The CFD model was validated measuring the pressure fluctuations near the rotor–stator interaction area and the torque and radial force in the shaft using strain gages. The rotor-dynamic model was validated using accelerometers installed over the bearings supporting the shaft. Results from both numerical models were in agreement with experimental measurements and provided a full diagnose of the dynamic working condition of the principal systems of the turbine. Implementation of this methodology can be applied to further identify potential failure and improve future design
Multi-camera Realtime 3D Tracking of Multiple Flying Animals
Automated tracking of animal movement allows analyses that would not
otherwise be possible by providing great quantities of data. The additional
capability of tracking in realtime - with minimal latency - opens up the
experimental possibility of manipulating sensory feedback, thus allowing
detailed explorations of the neural basis for control of behavior. Here we
describe a new system capable of tracking the position and body orientation of
animals such as flies and birds. The system operates with less than 40 msec
latency and can track multiple animals simultaneously. To achieve these
results, a multi target tracking algorithm was developed based on the Extended
Kalman Filter and the Nearest Neighbor Standard Filter data association
algorithm. In one implementation, an eleven camera system is capable of
tracking three flies simultaneously at 60 frames per second using a gigabit
network of nine standard Intel Pentium 4 and Core 2 Duo computers. This
manuscript presents the rationale and details of the algorithms employed and
shows three implementations of the system. An experiment was performed using
the tracking system to measure the effect of visual contrast on the flight
speed of Drosophila melanogaster. At low contrasts, speed is more variable and
faster on average than at high contrasts. Thus, the system is already a useful
tool to study the neurobiology and behavior of freely flying animals. If
combined with other techniques, such as `virtual reality'-type computer
graphics or genetic manipulation, the tracking system would offer a powerful
new way to investigate the biology of flying animals.Comment: pdfTeX using libpoppler 3.141592-1.40.3-2.2 (Web2C 7.5.6), 18 pages
with 9 figure
The NASA SBIR product catalog
The purpose of this catalog is to assist small business firms in making the community aware of products emerging from their efforts in the Small Business Innovation Research (SBIR) program. It contains descriptions of some products that have advanced into Phase 3 and others that are identified as prospective products. Both lists of products in this catalog are based on information supplied by NASA SBIR contractors in responding to an invitation to be represented in this document. Generally, all products suggested by the small firms were included in order to meet the goals of information exchange for SBIR results. Of the 444 SBIR contractors NASA queried, 137 provided information on 219 products. The catalog presents the product information in the technology areas listed in the table of contents. Within each area, the products are listed in alphabetical order by product name and are given identifying numbers. Also included is an alphabetical listing of the companies that have products described. This listing cross-references the product list and provides information on the business activity of each firm. In addition, there are three indexes: one a list of firms by states, one that lists the products according to NASA Centers that managed the SBIR projects, and one that lists the products by the relevant Technical Topics utilized in NASA's annual program solicitation under which each SBIR project was selected
Collision Detection and Part Interaction Modeling to Facilitate Immersive Virtual Assembly Methods
Realistic part interaction is an important component of an effective virtual assembly application. Both collision detection and part interaction modeling are needed to simulate part-to-part and hand-to-part interactions. This paper examines several polygonal-based collision detection packages and compares their usage for virtual assembly applications with the Voxmap PointShell (VPS) software developed by the Boeing Company. VPS is a software developer’s toolkit for real-time collision and proximity detection, swept-volume generation, dynamic animation, and 6 degree-of-freedom haptics which is based on volumetric collision detection and physically based modeling. VPS works by detecting interactions between two parts: a dynamic object moving in the virtual environment, and a static object defined as a collection of all other objects in the environment. The method was found to provide realistic collision detection and physically-based modeling interaction, with good performance at the expense of contact accuracy. Results from several performance tests on VPS are presented. This paper concludes by presenting how VPS has been implemented to handle multiple dynamic part collisions and two-handed assembly using the 5DT dataglove in a projection screen virtual environment
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A virtual environment for the modelling, simulation and manufacturing of orthopaedic devices
This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University.The objective of this work is to investigate whether the game physics based
modelling is accurate enough to be used in modelling the motion of the human body,
in particular musculoskeletal motion. Hitherto, the implementation of game physics
in the medical field focused only on anatomical representation for education and
training purposes. Introducing gaming platforms and physics engines into
orthopaedics applications will help to overcome several difficulties encountered in
the modelling of articular joints. Implementing a physics engine (PhysX), which is mainly designed for video games, handles intensive computations in optimized ways
at an interactive speed. In this study, the capabilities of the physics engine (PhysX)
and gaming platform for modelling and simulating articular joints are evaluated.
First, a preliminary validation is carried out for mechanical systems with analytical
solutions, before constructing the musculoskeletal model to evaluate the consistency of gaming platforms. The developed musculoskeletal model deals with the human joint as an unconstrained system with 6 DOF which is not available with other joint modeller. The model articulation is driven by contact surfaces and the stiffness of surrounding tissues. A number of contributions, such as contact modelling and
muscle wrapping, have been made in this research to overcome some existing
challenges in joint modelling. Using muscle segmentation, the proposed technique
effectively handles the problem of muscle wrapping, a major concern for many; thus
the shortest path and line of action are no longer problematic. Collision behaviour
has also shown a stable response for colliding as well as resting objects, provided that it is based on the principles of surface properties and the conservation of linear and angular momentums. The precision of collision detection and response are within an acceptable tolerance controllable by varying the mesh density. An image based analysis system is developed in this thesis, mainly in order to validate the
proposed physics based modelling solution. This minimally invasive method is based
on the analysis of marker positions located at bony positions with minimal skin
movement. The image based system overcomes several challenges associated with
the currently existing methods, such as inaccuracy, complication, impracticability
and cost. The analysis part of this research has considered the elbow joint as a case
study to investigate and validate the proposed physics based model. Beside the
interactive 3D simulation, the obtained results are validated by comparing them with
the image based system developed within the current research to investigate joint
kinematics and laxity and also with published material, MJM and results from
experiments performed at the Brunel Orthopaedic Research and Learning Centre.
The proposed modelling shows the advantageous speed, reliability and flexibility of the proposed model. It is shown that the gaming platform and physics engine provide a viable solution to human musculoskeletal modelling. Finally, this thesis considers an extended implementation of the proposed platform for testing and assessing the design of custom-made implants, to enhance joint performance. The developed simulation software is expected to give indicative results as well as testing different types of prosthetic implant. Design parameterization and sensitivity analysis for geometrical features are discussed. Thus, an integrated environment is proposed to link the real-time simulation software with a manufacturing environment so as to assist the production of patient specific implants by rapid manufacturing
Multi-camera real-time three-dimensional tracking of multiple flying animals
Automated tracking of animal movement allows analyses that would not otherwise be possible by providing great quantities of data. The additional capability of tracking in real time—with minimal latency—opens up the experimental possibility of manipulating sensory feedback, thus allowing detailed explorations of the neural basis for control of behaviour. Here, we describe a system capable of tracking the three-dimensional position and body orientation of animals such as flies and birds. The system operates with less than 40 ms latency and can track multiple animals simultaneously. To achieve these results, a multi-target tracking algorithm was developed based on the extended Kalman filter and the nearest neighbour standard filter data association algorithm. In one implementation, an 11-camera system is capable of tracking three flies simultaneously at 60 frames per second using a gigabit network of nine standard Intel Pentium 4 and Core 2 Duo computers. This manuscript presents the rationale and details of the algorithms employed and shows three implementations of the system. An experiment was performed using the tracking system to measure the effect of visual contrast on the flight speed of Drosophila melanogaster. At low contrasts, speed is more variable and faster on average than at high contrasts. Thus, the system is already a
useful tool to study the neurobiology and behaviour of freely flying animals. If combined with other techniques, such as ‘virtual reality’-type computer graphics or genetic manipulation, the tracking system would offer a powerful new way to investigate the biology of flying animals
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