16 research outputs found

    From Mathematics to Aesthetics:Towards the design of smart products, systems and services

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    Mechanisms for naming An algebraic approach with an application to Java

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    AbstractThe present paper investigates the hypothesis that a variety of mechanisms for naming can be understood as algebraic concepts. These concepts are developed and then they are applied to aspects of Java to see whether indeed they lead to compact characterizations of the language's mechanisms for naming. Focus is on object oriented themes: inheritance, polymorphism and encapsulation

    Designing Fractal Line Pied-de-poules: A Case Study in Algorithmic Design Mediating between Culture and Fractal Mathematics

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    Millions of people own and wear pied-de-poule (houndstooth) garments. The pattern has an intriguing basic figure and a typical set of symmetries. The origin of the pattern lies in a specific type of weaving. In this article I apply computational techniques to modernize this ancient decorative pattern. In particular I describe a way to enrich pied-de-poule with a fractal structure. Although a first fractal line pied-de-poule was shown at Bridges 2015, a number of fundamental questions still remained. The following questions are addressed in this article: Does the original pied-de-poule appear as a limit case when the fractal structure is increasingly refined? Can we prove that the pattern is regular in the sense that one formula describes all patterns? What is special about pied-de-poule when it comes to making these fractals? Can the technique be generalized? The results and techniques in this article anticipate a fashion future in which decorative patterns, including pied-de-poule, will be part of our global culture, as they are now, but rendered in more refined ways and using new technologies. These new technologies include digital manufacturing technologies such as laser-cutting and 3D printing, but also computational and mathematical tools such as Lindenmayer rules (originally devised to describe the algorithmic beauty of plants)

    Algoritmisch ritme: algorithmic art as material in an interactive dance-projection

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    Algoritmisch Ritme is an interactive dance installation that responds to the position of the body’s core. The projection is fractal art. This paper reports on the applied aesthetic principles, as well as on the applied equations. The result is an inspiring and responsive experience

    Algoritmisch ritme: algorithmic art as material in an interactive dance-projection

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    Algoritmisch Ritme is an interactive dance installation that responds to the position of the body’s core. The projection is fractal art. This paper reports on the applied aesthetic principles, as well as on the applied equations. The result is an inspiring and responsive experience

    Semantics-driven design for bonding with human scent

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    We describe two design explorations based on human scent using a terminology of 'open' and 'closed' semantics. We define 'open' by: each design is a carrier or container, conveying something else (the scent), which has its own meaning, not designed by the designer. If a product has no such a carrier function, its meaning, although eventually determined by the user or observer, can be controlled to a significant extent by the designer; that is what we call 'closed' semantics. In the design explorations of this paper, the designs carry scent, which belongs to the olfactory modality, but the other sensory modalities are still relevant (one can see the design, for example, or touch it). Therefore, each product that is a carrier offers an interplay between distinct sensory modalities (one for contents which is downloadable, the others being more or less fixed)

    A program for Victory Boogie Woogie

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    The paintings of Piet Mondrian have been attractive for programmers and researchers writing programs that produce compositions resembling the originals. In earlier work published in Leonardo, a generic framework was proposed, which turned out flexible and could be adapted to generate many different Mondrian types. Until recently, there were hardly any attempts to target Mondrian's Victory Boogie Woogie, which is more difficult than most of the earlier Mondrian types. This article describes an extension of the Leonardo approach by including Victory Boogie Woogie. This work poses different challenges because of its uniqueness, its complexity and the fact that it is unfinished. In the extension, three principles for modelling and programming are used: (1) working with cells, (2) nesting, and (3) object-orientation. The program entered and won a Dutch national competition on programming Victory Boogie Woogie in 2013

    Perceived Depth and Roughness of Virtual Buttons with Touchscreens

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    With the rapidly increasing penetration of touchscreens in various application sectors, more sophisticated and configurable haptic effects can be rendered on touchscreens (e.g., buttons). In this paper, we presented a design process to instantiate a wide range of vibrotactile stimuli for rendering various virtual buttons on touchscreens. We study the perceived depth and roughness of rendered virtual buttons. There are two stages: the design of the drive signals and the main study. We generated and screened drive signals to render vibrotactile stimuli for virtual buttons through varying envelope shapes, superposition methods, compound waveform composition (CWC) types, durations, and frequencies. The results show that the perceived depth of virtual buttons can be very deep, and the perceived roughness can be very rough around the resonant frequency. Perceived depth and roughness decrease when the frequency increases or decreases from the resonant frequency. A longer duration of vibrotactile stimuli and adding pulse numbers could increase the perceived depth and roughness. Perceived depth and roughness have a similar trend with varying frequencies at a fixed duration

    Designing ultra-personalized product service systems

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    Design games are rarely used to design shoes but data and emerging digital fabrication systems are rapidly changing how designers make things. We envision a near future where shoes are personalised using algorithmic, parametric, and generative systems that are data-driven. In this article, we describe and deploy a design game for shoes to help designers create circular Ultra-Personalised Product Service System. Designing such products (that include services supported by systems that last over product lifetimes) presents a multitude of challenges; product challenges in negotiating design considerations, service challenges in customer journeys and systemic challenges in creating data flows. The UPPSS game was designed to help scaffold designers in confronting these challenges. The UPPSS game was deployed with 16 industrial design students over nine weeks where shoes, services, and systems were all made using code to program personalisation systems. Each participant wrote a reflection on the process. The reflections were analysed to see how the design game resulted in facing the challenges and learnings of a UPPSS. Conclusions are presented from the challenges and opportunities confronted in the game, and what it meant to the emerging practices of designing a UPPSS

    Peripheral Display for Conveying Real-time Pain Condition of Persons with Severe Intellectual Disabilities to their Caregivers

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    An effective assisting tool for caregivers to monitor pain of persons with severe intellectual disabilities (SID) is eagerly needed, since these persons have difficulties with self-report. The Bio response System detecting stress and the techniques with potential to distinguish pain from stress suggest the possibility to detect pain with physiological data. In the current paper, we propose the design of a peripheral display for making caregivers aware of the real-time pain condition of their clients without added attention burden. An iterative user-centered design process resulted in two prototypes and corresponding evaluations of one peripheral display. The potential of the display to help caregivers be promptly aware of the pain condition of clients was tested with targeted users. Guidelines for the design of peripheral display applications in similar semi-hospitalized contexts are provided. Further steps in this study will be to test the adjusted Bio response System for detecting pain in persons with SID adequately
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