3,989 research outputs found

    A modular approach to communication using prediction

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    EVALUATING ENGINEERING LEARNING AND GENDER NEUTRALITY FOR THE PRODUCT DESIGN OF A MODULAR ROBOTIC KIT

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    The development of a system is informed from design factors in order to success- fully support the intended usability from the perceived affordances [1]. The theory of ‘Human Centered Design’ champions that these factors be derived from the user itself. It is based on exploiting these affordances that the boundary of technology is pushed to sometimes invent new methods or sometimes approach a problem from newer perspectives. This thesis is an example where we inform our design rationales from children in order to develop a gender neutral modular robotic toy kit

    Physical pixels

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    Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2000.Includes bibliographical references (leaves 48-51).The picture element, or pixel, is a conceptual unit of representation for digital information. Like all data structures of the computer, pixels are invisible and therefore require an output device to be seen. The physical unit of display, or physical pixel, can be any form that makes the pixel visible. Pixels are often represented as the electronically addressable phosphors of a video monitor, but the potential for different visualizations inspires the development of novel phenotypes. Four new systems of physical pixels are presented: Nami, Peano, the Digital Palette and 20/20 Refurbished. In each case, the combination of material, hardware and software design results in a unique visualization of computation. The chief contribution of this research is the articulation of a mode of artistic practice in which custom units of representation integrate physical and digital media to engender a new art.by Kelly Bowman Heaton.S.M

    Posing 3D Models from Drawing

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    Inferring the 3D pose of a character from a drawing is a complex and under-constrained problem. Solving it may help automate various parts of an animation production pipeline such as pre-visualisation. In this paper, a novel way of inferring the 3D pose from a monocular 2D sketch is proposed. The proposed method does not make any external assumptions about the model, allowing it to be used on different types of characters. The inference of the 3D pose is formulated as an optimisation problem and a parallel variation of the Particle Swarm Optimisation algorithm called PARAC-LOAPSO is utilised for searching the minimum. Testing in isolation as well as part of a larger scene, the presented method is evaluated by posing a lamp, a horse and a human character. The results show that this method is robust, highly scalable and is able to be extended to various types of models

    Interaction Design for Digital Musical Instruments

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    The thesis aims to elucidate the process of designing interactive systems for musical performance that combine software and hardware in an intuitive and elegant fashion. The original contribution to knowledge consists of: (1) a critical assessment of recent trends in digital musical instrument design, (2) a descriptive model of interaction design for the digital musician and (3) a highly customisable multi-touch performance system that was designed in accordance with the model. Digital musical instruments are composed of a separate control interface and a sound generation system that exchange information. When designing the way in which a digital musical instrument responds to the actions of a performer, we are creating a layer of interactive behaviour that is abstracted from the physical controls. Often, the structure of this layer depends heavily upon: 1. The accepted design conventions of the hardware in use 2. Established musical systems, acoustic or digital 3. The physical configuration of the hardware devices and the grouping of controls that such configuration suggests This thesis proposes an alternate way to approach the design of digital musical instrument behaviour – examining the implicit characteristics of its composite devices. When we separate the conversational ability of a particular sensor type from its hardware body, we can look in a new way at the actual communication tools at the heart of the device. We can subsequently combine these separate pieces using a series of generic interaction strategies in order to create rich interactive experiences that are not immediately obvious or directly inspired by the physical properties of the hardware. This research ultimately aims to enhance and clarify the existing toolkit of interaction design for the digital musician

    Integrating Animation Artists into the Animation Design of Social Robots: An Open-Source Robot Animation Software

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    International audienceMovements are an important part of robot design and we need dedicated tools to design them. As previous research has shown, 3D animation techniques are of great use to animate a robot. However, most robots don't benefit from an animation tool and therefore from animation artists knowledge. We present an open-source robot animation software to address this issue and describe some principles for designing a robot animation software derived from the specificity of robot as a medium

    Audio-haptic relationships as compositional and performance strategies

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    As a performer of firstly acoustic and latterly electronic and electro-instrumental music, I constantly seek to improve my mode of interaction with the digital realm: that is, to achieve a high level of sensitivity and expression. This thesis illustrates reasons why making use of haptic interfaces—which offer physical feedback and resistance to the performer—may be viewed as an important approach in addressing the shortcomings of some the standard systems used to mediate the performer’s engagement with various sorts of digital musical information. By examining the links between sound and touch, and the performer-instrument relationship, various new compositional and performance strategies start to emerge. I explore these through a portfolio of original musical works, which span the continuum of composition and improvisation, largely based around performance paradigms for piano and live electronics. I implement new haptic technologies, using vibrotactile feedback and resistant interfaces, as well as exploring more metaphorical connections between sound and touch. I demonstrate the impact that the research brings to the creative musical outcomes, along with the implications that these techniques have on the wider field of live electronic musical performance

    Spatial Motion Doodles: Sketching Animation in VR Using Hand Gestures and Laban Motion Analysis

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    International audienceWe present a method for easily drafting expressive character animation by playing with instrumented rigid objects. We parse the input 6D trajectories (position and orientation over time)-called spatial motion doodles-into sequences of actions and convert them into detailed character animations using a dataset of parameterized motion clips which are automatically fitted to the doodles in terms of global trajectory and timing. Moreover, we capture the expres-siveness of user-manipulation by analyzing Laban effort qualities in the input spatial motion doodles and transferring them to the synthetic motions we generate. We validate the ease of use of our system and the expressiveness of the resulting animations through a series of user studies, showing the interest of our approach for interactive digital storytelling applications dedicated to children and non-expert users, as well as for providing fast drafting tools for animators
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