4,400 research outputs found
Augmented reality meeting table: a novel multi-user interface for architectural design
Immersive virtual environments have received widespread attention as providing possible replacements for the media and systems that designers traditionally use, as well as, more generally, in providing support for collaborative work. Relatively little attention has been given to date however to the problem of how to merge immersive virtual environments into real world work settings, and so to add to the media at the disposal of the designer and the design team, rather than to replace it. In this paper we report on a research project in which optical see-through augmented reality displays have been developed together with prototype decision support software for architectural and urban design. We suggest that a critical characteristic of multi user augmented reality is its ability to generate visualisations from a first person perspective in which the scale of rendition of the design model follows many of the conventions that designers are used to. Different scales of model appear to allow designers to focus on different aspects of the design under consideration. Augmenting the scene with simulations of pedestrian movement appears to assist both in scale recognition, and in moving from a first person to a third person understanding of the design. This research project is funded by the European Commission IST program (IST-2000-28559)
Investigating user preferences in utilizing a 2D paper or 3D sketch based interface for creating 3D virtual models
Computer modelling of 2D drawings is becoming increasingly popular in modern design as can be witnessed in the shift of modern computer modelling applications from software requiring specialised training to ones targeted for the general consumer market. Despite this, traditional sketching is still prevalent in design, particularly so in the early design stages. Thus, research trends in computer-aided modelling focus on the the development of sketch based interfaces that are as natural as possible. In this report, we present a hybrid sketch based interface which allows the user to make draw sketches using offline as well as online sketching modalities, displaying the 3D models in an immersive setup,
thus linking the object interaction possible through immersive modelling to the flexibility allowed by paper-based sketching. The interface was evaluated in a user study which shows that such a hybrid system can be considered as having pragmatic and hedonic value.peer-reviewe
Stereoscopic Sketchpad: 3D Digital Ink
--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 âdigital inkâ 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
RoboJam: A Musical Mixture Density Network for Collaborative Touchscreen Interaction
RoboJam is a machine-learning system for generating music that assists users
of a touchscreen music app by performing responses to their short
improvisations. This system uses a recurrent artificial neural network to
generate sequences of touchscreen interactions and absolute timings, rather
than high-level musical notes. To accomplish this, RoboJam's network uses a
mixture density layer to predict appropriate touch interaction locations in
space and time. In this paper, we describe the design and implementation of
RoboJam's network and how it has been integrated into a touchscreen music app.
A preliminary evaluation analyses the system in terms of training, musical
generation and user interaction
Design algoritmico de um produto baseado em dados do consumidor
There is a growing trend of using computers creatively in order to enrich
the design process. There are three Computational Design techniques that
stand-out: Parametric Design, Generative Design and Algorithmic Design.
This dissertation intends to test the viability of using these techniques in a
context of product development. These techniques show tremendous potential for products that can be customizable by consumers, exploring the
combination of various manufacturing methods. To achieve these goals a
case study with customization potential and the ability to test algorithmic design techniques has been selected. The results originate from 2 approaches: a generative approach and an algorithmic approach, with each
having different evaluation methods. The generative approach is able to explore a solution search space and compares the generated curvatures, whilst
the algorithmic approach takes advantage of rapid prototyping principles.
The performance indicators for the case studyâs conception stage using CD
techniques are very positive, but the production stage needs more research.Cada vez mais os computadores sĂŁo usados de forma criativa para aprofundar o processo de design. Existem trĂȘs tĂ©cnicas de design computacional que merecem destaque: design paramĂ©trico, design generativo e design algorĂtmico. Este trabalho tem como intuito testar a viabilidade do uso destas tĂ©cnicas num contexto de desenvolvimento de produto. Estas tĂ©cnicas demonstram um grande potencial para produtos que possam ser customizĂĄveis, explorando a combinação de diferentes mĂ©todos de produção. Para isso foi selecionado um caso de estudo com potencial de customização onde seja possĂvel testar a aplicação das tĂ©cnicas de design algorĂtmico. Os resultados provĂȘm de 2 abordagens: uma abordagem generativa e uma abordagem algorĂtmica, com cada abordagem a ter
um método de avaliação de resultados. A abordagem generativa varre um
espaço de soluçÔes e compara as curvaturas geradas enquanto a abordagem
algorĂtmica aproveita os princĂpios de prototipagem rĂĄpida. Os indicadores
obtidos para a fase de conceção do caso de estudo usando as técnicas de CD
foram positivos, no entanto a fase da produção necessita mais investigação.Mestrado em Engenharia Mecùnic
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Automated Design of Tissue Engineering Scaffolds by Advanced CAD
The design of scaffolds with an intricate and controlled internal structure represents a
challenge for Tissue Engineering. Several scaffold manufacturing techniques allow the
creation of complex and random architectures, but have little or no control over geometrical
parameters such as pore size, shape and interconnectivity- things that are essential for tissue
regeneration. The combined use of CAD software and layer manufacturing techniques allow
a high degree of control over those parameters, resulting in reproducible geometrical
architectures. However, the design of the complex and intricate network of channels that are
required in conventional CAD, is extremely time consuming: manually setting thousands of
different geometrical parameters may require several days in which to design the individual
scaffold structures. This research proposes an automated design methodology in order to
overcome those limitations. The combined use of Object Oriented Programming and
advanced CAD software, allows the rapid generation of thousands of different geometrical
elements. Each has a different set of parameters that can be changed by the software, either
randomly or according to a given mathematical formula, so that they match the different
distribution of geometrical elements such as pore size and pore interconnectivity.
This work describes a methodology that has been used to design five cubic scaffolds with
pore size ranging from about 200 to 800 ”m, each with an increased complexity of the
internal geometry.Mechanical Engineerin
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