1,562 research outputs found

    Digital fabrication of custom interactive objects with rich materials

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    As ubiquitous computing is becoming reality, people interact with an increasing number of computer interfaces embedded in physical objects. Today, interaction with those objects largely relies on integrated touchscreens. In contrast, humans are capable of rich interaction with physical objects and their materials through sensory feedback and dexterous manipulation skills. However, developing physical user interfaces that offer versatile interaction and leverage these capabilities is challenging. It requires novel technologies for prototyping interfaces with custom interactivity that support rich materials of everyday objects. Moreover, such technologies need to be accessible to empower a wide audience of researchers, makers, and users. This thesis investigates digital fabrication as a key technology to address these challenges. It contributes four novel design and fabrication approaches for interactive objects with rich materials. The contributions enable easy, accessible, and versatile design and fabrication of interactive objects with custom stretchability, input and output on complex geometries and diverse materials, tactile output on 3D-object geometries, and capabilities of changing their shape and material properties. Together, the contributions of this thesis advance the fields of digital fabrication, rapid prototyping, and ubiquitous computing towards the bigger goal of exploring interactive objects with rich materials as a new generation of physical interfaces.Computer werden zunehmend in Geräten integriert, mit welchen Menschen im Alltag interagieren. Heutzutage basiert diese Interaktion weitgehend auf Touchscreens. Im Kontrast dazu steht die reichhaltige Interaktion mit physischen Objekten und Materialien durch sensorisches Feedback und geschickte Manipulation. Interfaces zu entwerfen, die diese Fähigkeiten nutzen, ist allerdings problematisch. Hierfür sind Technologien zum Prototyping neuer Interfaces mit benutzerdefinierter Interaktivität und Kompatibilität mit vielfältigen Materialien erforderlich. Zudem sollten solche Technologien zugänglich sein, um ein breites Publikum zu erreichen. Diese Dissertation erforscht die digitale Fabrikation als Schlüsseltechnologie, um diese Probleme zu adressieren. Sie trägt vier neue Design- und Fabrikationsansätze für das Prototyping interaktiver Objekte mit reichhaltigen Materialien bei. Diese ermöglichen einfaches, zugängliches und vielseitiges Design und Fabrikation von interaktiven Objekten mit individueller Dehnbarkeit, Ein- und Ausgabe auf komplexen Geometrien und vielfältigen Materialien, taktiler Ausgabe auf 3D-Objektgeometrien und der Fähigkeit ihre Form und Materialeigenschaften zu ändern. Insgesamt trägt diese Dissertation zum Fortschritt der Bereiche der digitalen Fabrikation, des Rapid Prototyping und des Ubiquitous Computing in Richtung des größeren Ziels, der Exploration interaktiver Objekte mit reichhaltigen Materialien als eine neue Generation von physischen Interfaces, bei

    Denatured: Emergent realities of encyclopedic DNA elements

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    The Human Genome Project was the center of much controversy in the 1990\u27s, as creating a map of the human genome drew into question the boundaries between nature and nurture, or science and society. Fifteen years have now passed since the Human Genome Project\u27s completion, and the new paradigm of genetics is no longer governed by a strict nature/nurture dualism. This project looks at one of the Human Genome Project\u27s successors: the Encyclopedia of DNA Elements (ENCODE) project, which has created new boundaries and limitations in this new phase of genetic thinking. Using a frame analysis and Actor-Network Theory approach to follow how ENCODE has formed and reformed over the years, this project traces the ENCODE project as a new way of translating genetic code from the cell to the world around it, and ultimately back into the cell. Throughout these processes, the ENCODE project brings into question the meaning of human, creates a platform for viewing the genome as a moldable substance, and ultimately presents itself as the end of human disease

    Supporting Multiple Stakeholders in Agile Development

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    Agile software development practices require several stakeholders with different kinds of expertise to collaborate while specifying requirements, designing and modeling software, and verifying whether developers have implemented requirements correctly. We studied 112 requirements engineering (RE) tools from academia and the features of 13 actively maintained behavior-driven development (BDD) tools, which support various stakeholders in specifying and verifying the application behavior. Overall, we found that there is a growing tool specialization targeted towards a specific type of stakeholders. Particularly with BDD tools, we found no adequate support for non-technical stakeholders —- they are required to use an integrated development environment (IDE) —- which is not adapted to suit their expertise. We argue that employing separate tools for requirements specification, modeling, implementation, and verification is counter-productive for agile development. Such an approach makes it difficult to manage associated artifacts and support rapid implementation and feedback loops. To avoid dispersion of requirements and other software-related artifacts among separate tools, establish traceability between requirements and the application source code, and streamline a collaborative software development workflow, we propose to adapt an IDE as an agile development platform. With our approach, we provide in-IDE graphical interfaces to support non-technical stakeholders in creating and maintaining requirements concurrently with the implementation. With such graphical interfaces, we also guide non-technical stakeholders through the object-oriented design process and support them in verifying the modeled behavior. This approach has two advantages: (i) compared with employing separate tools, creating and maintaining requirements directly within a development platform eliminates the necessity to recover trace links, and (ii) various natively created artifacts can be composed into stakeholder-specific interactive live in-IDE documentation. These advantages have a direct impact on how various stakeholders collaborate with each other, and allow for rapid feedback, which is much desired in agile practices. We exemplify our approach using the Glamorous Toolkit IDE. Moreover, the discussed building blocks can be implemented in any IDE with a rich-enough graphical engine and reflective capabilities

    An evaluation of comfort afforded by hearing protection devices

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    This paper focused on the comfort afforded by 3 models of hearing protection devices. Devices were selected and, after being tested in a real occupational context, evaluated using a questionnaire regarding different comfort indexes. In this way, it was possible to compare the “performance” of the hearing protectors regarding the comfort indexes, and to determine which one, globally, has afforded the greatest comfort. Since that it is not likely that all the indexes contribute in the same way to the global comfort sensation, each worker was asked to score the importance of each index evaluated before. This enabled to order the indexes by the importance they have on the global comfort feeling. It is hopped that this study contributes to a greater efficacy of the hearing conservation programs implemented through the use of hearing protection

    Sindarin: A Versatile Scripting API for the Pharo Debugger

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    International audienceDebugging is one of the most important and time consuming activities in software maintenance, yet mainstream debuggers are not well-adapted to several debugging scenarios. This has led to the research of new techniques covering specific families of complex bugs. Notably, recent research proposes to empower developers with scripting DSLs, plugin-based and moldable debuggers. However, these solutions are tailored to specific use-cases, or too costly for one-time-use scenarios. In this paper we argue that exposing a debugging scripting interface in mainstream debuggers helps in solving many challenging debugging scenarios. For this purpose, we present Sindarin, a scripting API that eases the expression and automation of different strategies developers pursue during their debugging sessions. Sindarin provides a GDB-like API, augmented with AST-bytecode-source code mappings and object-centric capabilities. To demonstrate the versatility of Sindarin, we reproduce several advanced breakpoints and non-trivial debugging mechanisms from the literature

    Supporting multiple stakeholders in agile development

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    Agile software development practices require several stakeholders with different kinds of expertise to collaborate while specifying requirements, designing, and modelling software, and verifying whether developers have implemented requirements correctly. We studied 112 requirements engineering (RE) tools from academia and the features of 13 actively maintained behavior-driven development (BDD) tools, which support various stakeholders in specifying and verifying the application behavior. Overall, we found that there is a growing tool specialization targeted towards a specific type of stakeholders. Particularly with BDD tools, we found no adequate support for non-technical stakeholders-- they are required to use an integrated development environment (IDE)-- which is not adapted to suit their expertise. We argue that employing separate tools for requirements specification, modelling, implementation, and verification is counterproductive for agile development. Such an approach makes it difficult to manage associated artifacts and support rapid implementation and feedback loops. To avoid dispersion of requirements and other software-related artifacts among separate tools, establish traceability between requirements and the application source code, and streamline a collaborative software development workflow, we propose to adapt an IDE as an agile development platform. With our approach, we provide in-IDE graphical interfaces to support non-technical stakeholders in creating and maintaining requirements concurrently with the implementation. With such graphical interfaces, we also guide non-technical stakeholders through the object-oriented design process and support them in verifying the modelled behavior. This approach has two advantages: (i) compared with employing separate tools, creating, and maintaining requirements directly within a development platform eliminates the necessity to recover trace links, and (ii) various natively created artifacts can be composed into stakeholder-specific interactive live in-IDE documentation. These advantages have a direct impact on how various stakeholders collaborate with each other, and allow for rapid feedback, which is much desired in agile practices. We exemplify our approach using the Glamorous Toolkit IDE. Moreover, the discussed building blocks can be implemented in any IDE with a rich-enough graphical engine and reflective capabilities

    Affordance of garden towards restorative process of hospitalized children

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    This study investigates sense of affordance attains by hospitalized children participating in a pediatric-ward garden during their restoration in hospital. Affordances are the functional meanings generated when children play with the garden features, either alone or with peers. According to ecological perceptual psychology, the affordances are interrelated with stimulation and feedback when the children interact with the garden contents. The functional meanings of the garden can be seen in four different levels of affordances: potential, perceived, utilized and shaped affordances. The affordances generate movement through play and positive perceptual judgments such as attachment, affiliation, memory, bonding and affection toward the garden features. Responses from 31 patients, aged 6-12 years, are elicited by semi-structured interview. It is found that 84% (n=26) patients perceived and utilized the affordances of play equipment. However, less number of patients (52%; n=16) perceived the plant as significant element of the garden. This perception suggests the affordances of the play equipment are greater than the plant. Moreover, all patients recognized the affordances of microclimatic factors (rain, sunlight, temperature and wind). Thus through play participation with the garden elements afford the patients to increase their cognitive performances, improve performance tasks (i.e. play) and increased social performances. In healthcare delivery, these improvements are considered restoration. This seems to suggest that garden is an environmental intervention in affording hospitalized children to foster health recovery

    Topology-aware equipartitioning with coscheduling on multicore systems

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    Over the last decade, multicore architectures have become omnipresent. Today, they are used in the whole product range from server systems to handheld computers. The deployed software still undergoes the slow transition from sequential to parallel. This transition, however, is gaining more and more momentum due to the increased availability of more sophisticated parallel programming environments, which replace the some-times crude results of ad-hoc parallelization. Combined with the ever increasing complexity of multicore architectures, this results in a scheduling problem that is different from what it has been, because features such as non-uniform memory access, shared caches, or simultaneous multithreading have to be considered. In this paper, we compare different ways of scheduling multiple parallel applications. Due to emerging parallel programming environments, we only consider malleable applications, i. e., applications where the parallelism degree can be changed on the fly. We propose a topology-aware scheduling scheme that combines equipartitioning and coscheduling. It does not suffer from the drawbacks of the individual concepts and also allows to run applications at different degrees of parallelisms without compromising fairness. We find that topology-awareness increases performance for all evaluated workloads. The combination with coscheduling is more sensitive towards the executed workloads. However, the gained versatility allows new use cases to be explored, which were not possible before
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