39 research outputs found
Designing a Holistic Brand Experience for revival of IKAT
The Indian fashion industry is one of the largest contributors to the country’s economy. It is
also the fastest growing export business in the country. Although still at its infancy it has a
great potential to make a mark on the world stage.
One of the major business accelerators for the fashion industry has been the internet and social
media. As it is rightly called the era of information, the way people share, consume and
perceive information has dynamically evolved within a short span of time. Talking about the
retail and fashion industries, the internet has not only opened up the global market but has also
served as a platform for digital advertising. Companies that adapted to these rapid changes
with brilliant tweaks in their marketing/advertising strategies have used the social media as a
cost effective and time efficient tool for their benefits.
Amidst all this chaotic evolution there were these sects of people who believed in
conventional or rather traditional ways of developing art who were the most affected. Having
stuck to their ancestral techniques of handicrafts and handlooms competing with
well-established power loom industries have posed several challenges to their livelihood.
Furthermore, owing to the fact that these artisans are technologically handicapped, they have
had no means to market their works on social media, let alone E-commerce websites.
This thesis work is an attempt to help one such weaver group based in Telangana, a cultural
state in India - that works on IKAT weaving techniques. The user group and their work was
closely studied to develop the branding for IKAT products. Lastly, the brand image developed
was made to fit into different advertising mediums
3D Digital Interactive Model of IIT Hyderabad Campus
This project aims to provide campus visitors an interactive tour of the beautiful IIT Hyderabad campus, using a user-friendly interface. In this project, different navigation technology is used to bring up relevant information queried by a user using visual analysis. The concept is a 3-Dimensional interactive campus model. Any visitor can browse, view, and interact with the immersive campus environment by different user actions. User can click on a building, zoom in or out which can help the user to find required information with 360-degree images, and videos. The proposed model can provide the real feel of campus from anywhere. In this project, different design tools and interaction methods were learned and used. Tools like Sketchup, Photoshop, Unity, Adobe XD, helped in designing the model
Presenting tangible heritage through virtual reality in education contexts
Global trends in heritage related work point to an increasing use of cutting edge
computing and technological setups. This emerging digital paradigm, which includes
new tools and platforms such as virtual, augmented, and mixed reality, has revolutionized
the documentation, representation and dissemination of the historical monuments
(Addison 2000). This has positively impacted diverse sectors such as tourism, archeology,
cultural heritage preservation, entertainment etc. Digital cultural heritage is transforming
the education sector as well. It is opening up new avenues in academic research and is
also significantly influencing stakeholders in school and higher education. In line with
these developments, the project is constituted in the following domain:
360 degree Virtual Reality (VR) immersive experiences of historical monuments
based on school syllabuses
Hapto-Visual Game Design through Mid-Air Haptics and Virtual Reality
This master thesis covers the design stages of Hapto-Dot, A Haptic - Visual Game, an
application that explores the future of new media interactive gaming through mid-air haptic
and virtual reality, Game design as a process and game elements as variety of motivating
tools are applied in the design process. The purpose of this thesis is to find out how to
implement game design process and game elements in multi-sensory immersive new media
environments.
The study has been conducted within the frames of design research and it consists of two
main stages: concept and elaboration. Before conducting the design stages an overview about
approaches of game design process and game elements is presented.
Concept of Hapto-Dot was evaluated via interviewing sessions with representatives of target
group. Results of interviews gave the input for refining the concept and defining game
elements in the next elaboration stage.
During elaboration stage two iterations were conducted: the first with simulated prototype
and the second with functional prototype. Prototypes were play-tested for getting feedback to
the design in realistic conditions and for evaluating whether the mobile application is found
playful and engaging enough for being popular among target group.
As the result of research it could be stated that implementing game design process and game
elements in Hapto-Dot was successful and the development of the application
Enhancing school of cognition through Haptics
Learning through experience plays a very crucial role in spatial thinking,
especially for children with poor progress in understanding concepts and with low
memory skill. This study investigated whether the above mentioned problem can
be overcome by a training program designed to enhance their cognition. Children
with lower understanding of 2D and 3D objects and poor in mathematics were
assessed on working memory and their academic performance before and after
their adaptive training program. An adaptive training program was designed which
enhances the learning experience of children by interacting with 3D objects using
force feedback theory. The interaction itself creates a real experience of
interacting with physical world and understand its parameters like weight, mass,
force, friction, shape, material and viscosity. This finding indicates that the force
feedback interaction with the 3D model creates a positive impact on working
memory and associates with the cognitive development of children in the age of 8
to 10 years
PREDICTING HAPTIC PERCEPTION OF TEXTILE TEXTURE AND ANALYSIS BETWEEN SMOOTH-ROUGH PREFERENCES THROUGH IMAGES
Digital images of textile surfaces often trigger
assumptions about their actual tactile properties. For
any given textile cloth sample, visually perceived
tactile properties may not always match with actual
haptic sensations. But many decisions related to
textiles, right from their manufacturing to end use
stages, are often taken on the basis of visual
perceptions alone. Smooth-rough modalities are a
significant tactile property that influences such
decisions. This paper examines “look and feel” and
“touch and feel” impressions triggered by human
haptic interactions with textiles. Smooth-rough
perceptions obtained from high resolution and full
images of textile samples were compared with actual
haptic sensations derived from the same samples. A
three phase experiment was conducted followed by a
semi-structured interview with the participants and
the results were statistically analyzed. The results
indicate that there is a strong positive correlation
between high-resolution image and real cloth haptic
perception
Lattice_Karak: Lattice structure generator for tissue engineering, lightweighting and heat exchanger applications
Lattice structures result from biomimicry to create strong and lightweight materials. Triple Periodic Minimal Surface (TPMS) are complex geometry lattices which are highly challenging to design them using computer-aided drafting tools. Lattice_Karak resolves this problem by providing open-source software for generating TPMS. It has all the features for generating and modifying TPMS like density grading, cell size grading, hybridization and hierarchical unit cell. It also exports the generated TPMS into an STL file for further modeling and additive manufacturing. Lattice_Karak can generate scaffolds, heat sinks and porous structures, making it an excellent application for tissue engineering, lightweighting and heat exchanging. © 2022 The Author(s
Understanding the Role of Perceptual Haptic Conditions on Design Decision
The haptic propositions derived from the textile prototypes often allow for more than one interpretation. It impacts the decision on design alternatives during the phase of design evaluation and validation. The present study aims to conquer this challenge with a haptic design case study of automotive upholstery fabric. It links experimental psychophysics with design decision-making. The study results show that visual cues influence haptic detection accuracy and constancy to choose a final design option. © The Author(s), 2022
Constrained 3D sketching with haptics and active motion annotation
The aim of this work is to enable seamless transformation of product concepts to CAD models. This necessitates availability of 3D product sketches. The present work concerns intuitive generation of 3D strokes and intrinsic support for space sharing and articulation for the components of the product being sketched. Direct creation of 3D strokes in air lacks in precision, stability and control. The inadequacy of proprioceptive feedback for the task is complimented in this work with stereo vision and haptics. Three novel methods based on pencil-paper interaction analogy for haptic rendering of strokes have been investigated. The pen-tilt based rendering is simpler and found to be more effective. For the spatial conformity, two modes of constraints for the stylus movements, corresponding to the motions on a control surface and in a control volume have been studied using novel reactive and field based haptic rendering schemes. The field based haptics, which in effect creates an attractive force field near a surface, though non-realistic, provided highly effective support for the control-surface constraints. The efficacy of the reactive haptic rendering scheme for the constrained environments has been demonstrated using scribble strokes. This can enable distributed collaborative 3D concept development. The notion of motion constraints, defined through sketch strokes enables intuitive generation of articulated 3D sketches and direct exploration of motion annotations found in most product concepts. The work, thus, establishes that modeling of the constraints is a central issue in 3D sketching
Controlled direct 3D sketching with haptic and motion constraints
Present work concerns intuitive generation of 3D sketches with intrinsic support for space constraints and articulation for multi-component product conceptualisation. The issues of lack of precision, stability and control in direct creation of 3D strokes in air, arising out of inadequacy of the proprioceptive feedback alone, are mitigated in this work with inclusion of stereoscopic display and haptics. Investigations based on paper-pencil analogy for haptic rendering revealed that pen-tilt-based method is more effective. For spatial conformity, surface and volumetric constraints have been studied using the novel reactive and field-based haptic rendering schemes. Methodologies for automatic perceptual grouping of strokes enabled interactive exploration of motion in articulated 3D concept sketches. Experiments with designers using the proposed 3D sketching system established that modelling of constraints is the central issue in 3D sketching. For more immersive experience, eye-movement coordinated realistic stereo-rendering and advanced interfaces for large-scale design scenarios are being pursued