1,950 research outputs found

    Exploration of robotic-wheel technology for enhanced urban mobility and city scale omni-directional personal transportation

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    Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2008.Includes bibliographical references (leaves 50-52).Mobility is traditionally thought of as freedom to access more goods and services. However, in my view, mobility is also largely about personal freedom, i.e., the ability to exceed one's physical limitations, in essence, to become "more than human" in physical capabilities. This thesis explores novel designs for omni-directional motion in a mobility scooter, car and bus with the aim of increasing personal mobility and freedom. What links these designs is the use of split active caster wheel robot technology. In the first section, societal and technological impacts of omni-directional motion in the city are examined. The second section of the thesis presents built and rendered prototypes of these three designs. The third and final section, evaluates implementation issues including robotic controls and an algorithm necessary for real world omni-directional mobility.by Raul-David Valdivia Poblano.S.M

    Design for disassembly and augmented reality applied to a tailstock

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    The work here described aims to offer a starting point for improving and making a generic maintenance process more efficient, first of all thanks to the use of a cutting-edge technology such as augmented reality, as a key tool that makes it possible and immediate to communicate to operators which are the fundamental stages of the maintenance process to be followed in the working area. Furthermore, thanks to the use of two methods applied in the context of the Design for Disassembly (later described), we also propose to search for all the possible sequences to get to the removal of a target component to be adjusted—in particular the optimal one (if it exists, in terms of time and costs) to be subsequently applied in an augmented reality “self-disassembly” model that can be viewed and followed by the operator, in a way that is still very little used today

    RealitySketch: Embedding Responsive Graphics and Visualizations in AR through Dynamic Sketching

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    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

    The Future of Apps and Web

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    Presents survey findings on technology stakeholders' and critics' expectations for trends in the use of apps on smartphones and tablets as opposed to the Web by 2020. Excerpts responses, including views on the convergence of apps and the Web in the cloud

    EgoViz – a Mobile Based Spatial Interaction System

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    This paper describes research carried out in the area of mobile spatial interaction and the development of a mobile (i.e. on-device) version of a simulated web-based 2D directional query processor. The TellMe application integrates location (from GPS, GSM, WiFi) and orientation (from digital compass/tilt sensors) sensing technologies into an enhanced spatial query processing module capable of exploiting a mobile device’s position and orientation for querying real-world 3D spatial datasets. This paper outlines the technique used to combine these technologies and the architecture needed to deploy them on a sensor enabled smartphone (i.e. Nokia 6210 Navigator). With all these sensor technologies now available on one device, it is possible to employ a personal query system that can work effectively in any environment using location and orientation as primary parameters for directional queries. In doing so, novel approaches for determining a user’s query space in 3 dimensions based on line-of-sight and 3D visibility (ego-visibility) are also investigated. The result is a mobile application that is location, direction and orientation aware and using these data is able to identify objects (e.g. buildings, points-of-interest, etc.) by pointing at them or when they are in a specified field-of-view

    Amplifying Actions - Towards Enactive Sound Design

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    Recently, artists and designers have begun to use digital technologies in order to stimulate bodily interaction, while scientists keep revealing new findings about sensorimotor contingencies, changing the way in which we understand human knowledge. However, implicit knowledge generated in artistic projects can become difficult to transfer and scientific research frequently remains isolated due to specific disciplinary languages and methodologies. By mutually enriching holistic creative approaches and highly specific scientific ways of working, this doctoral dissertation aims to set the foundation for Enactive Sound Design. It is focused on sound that engages sensorimotor experience that has been neglected within the existing design practices. The premise is that such a foundation can be best developed if grounded in transdisciplinary methods that bring together scientific and design approaches. The methodology adopted to achieve this goal is practice-based and supported by theoretical research and project analysis. Three different methodologies were formulated and evaluated during this doctoral study, based on a convergence of existing methods from design, psychology and human-computer interaction. First, a basic design approach was used to engage in a reflective creation process and to extend the existing work on interaction gestalt through hands-on activities. Second, psychophysical experiments were carried out and adapted to suit the needed shift from reception-based tests to a performance-based quantitative evaluation. Last, a set of participatory workshops were developed and conducted, within which the enactive sound exercises were iteratively tested through direct and participatory observation, questionnaires and interviews. A foundation for Enactive Sound Design developed in this dissertation includes novel methods that have been generated by extensive explorations into the fertile ground between basic design education, psychophysical experiments and participatory design. Combining creative practices with traditional task analysis further developed this basic design approach. The results were a number of abstract sonic artefacts conceptualised as the experimental apparatuses that can allow psychologists to study enactive sound experience. Furthermore, a collaboration between designers and scientists on a psychophysical study produced a new methodology for the evaluation of sensorimotor performance with tangible sound interfaces.These performance experiments have revealed that sonic feedback can support enactive learning. Finally, participatory workshops resulted in a number of novel methods focused on a holistic perspective fostered through a subjective experience of self-producing sound. They indicated the influence that such an approach may have on both artists and scientists in the future. The role of designer, as a scientific collaborator within psychological research and as a facilitator of participatory workshops, has been evaluated. Thus, this dissertation recommends a number of collaborative methods and strategies that can help designers to understand and reflectively create enactive sound objects. It is hoped that the examples of successful collaborations between designers and scientists presented in this thesis will encourage further projects and connections between different disciplines, with the final goal of creating a more engaging and a more aware sonic future.European Commission 6th Framework and European Science Foundation (COST Action
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