Proto-TAI: Quick Design Prototyping Using Tangible Assisted Interfaces

Author(s):  
Cecil Piya ◽  
Karthik Ramani

In the real world, we use our innate manual dexterity to create and manipulate 3D objects. Conventional virtual design tools largely neglect this skill by imposing non-intuitive 2D control mechanisms for interacting with 3D design models. Their usage is thus cumbersome, time consuming and requires training. We propose a novel design paradigm that combines users’ manual dexterity with the physical affordances of non-instrumented and ordinary objects to support virtual 3D design constructions. We demonstrate this paradigm through Proto-TAI, a quick prototyping application where 2D shapes are assembled into 3D representations of ideated design concepts. Here, users can create 2D shapes in a pen-based sketch medium and use expressive handheld movements of a planar proxy to configure the shapes in 3D space. The proxy provides a metaphorical means for possessing and controlling the shapes. Here, a depth sensor and computer vision algorithms track the proxy’s spatial movement. The 3D design prototype constructed in our system can be fabricated using a laser cutter and physically assembled on-the-fly. Our system has vast implications in many design and assembly contexts, and we demonstrate its usability and efficacy through user studies and evaluations.

2010 ◽  
Vol 2010 ◽  
pp. 1-11 ◽  
Author(s):  
Hossein Azari ◽  
Irene Cheng ◽  
Anup Basu

We introduce a different approach of applying stereoscopy principles to implement a virtual 3D pointing technique called stereo 3D mouse cursor (S3D-Cursor) based on two or more views of an ordinary mouse cursor. The basics of such an idea have already been applied as a by-product of some stereo-based visualization applications with usually less attention to its strengths or weaknesses as a generic alternative of its 2D counterpart in stereoscopic 3D space. Here, we examine if such an idea satisfies all or the main expected requirements of an abstract 3D cursor. Moreover, we analyze its accuracy and evaluate the applicability of this approach in terms of different efficiency factors. For this purpose, we have adapted a real-time point-based rendering software called QSplat to a multiview rendering version named QSplatMV. We have implemented the S3D-Cursor on top of this new application and developed a simple editing toolset for manipulating the virtual 3D objects. Our user evaluation results suggest the effectiveness of the approach in terms of detection accuracy and user satisfaction compared to using an ordinary mouse cursor on a conventional 2D screen.


2014 ◽  
Vol 644-650 ◽  
pp. 4162-4166
Author(s):  
Dan Dan Guo ◽  
Xi’an Zhu

An effective Human action recognition method based on the human skeletal information which is extracted by Kinect depth sensor is proposed in this paper. Skeleton’s 3D space coordinates and the angles between nodes of human related actions are collected as action characteristics through the research of human skeletal structure, node data and research on human actions. First, 3D information of human skeletons is acquired by Kinect depth sensors and the cosine of relevant nodes is calculated. Then human skeletal information within the time prior to current state is stored in real time. Finally, the relevant locations of the skeleton nodes and the variation of the cosine of skeletal joints within a certain time are analyzed to recognize the human motion. This algorithm has higher adaptability and practicability because of the complicated sample trainings and recognizing processes of traditional method is not taken up. The results of the experiment indicate that this method is with high recognition rate.


Author(s):  
Paul Winkelman ◽  
Ian Yellowley

This paper outlines continuing work on the intelligent design catalogue. The intelligent design catalogue seeks to create a virtual design environment that is linked to a catalogue of standard parts. The theoretical framework for this research draws on several engineering areas. Within manufacturing, process plans can be developed in a virtual environment independently of the machines on the shop floor just as products can be conceptually designed independently of the standard parts available. The standard parts themselves can be grouped borrowing from classification schemes of Group Technology. Object-Oriented Programming (OOP) provides an environment for the development of the software that runs the intelligent design catalogue. As the objects of OOP parallel standard components, OOP also serves as a design paradigm after which the catalogue can be modelled. . Design theory suggests frameworks for developing a (semi-) hierarchical structure for cataloguing parts and design case studies offer insight into differences between novice and expert designers.


Author(s):  
David J. French ◽  
Brett Stone ◽  
Thomas T. Nysetvold ◽  
Ammon Hepworth ◽  
W. Edward Red

Real-time simultaneous multi-user (RSM) computer-aided design (CAD) is currently a major area of research and industry interest due to its potential to reduce design lead times and improve design quality through enhanced collaboration. Minecraft, a popular multi-player online game in which players use blocks to design structures, is of academic interest as a natural experiment in collaborative 3D design of very complex structures. Virtual teams of up to forty simultaneous designers have created city-scale models with total design times in the thousands of hours. Using observation and a survey of Minecraft users, we offer insights into how virtual design teams might effectively build, communicate, and manage projects in an RSM CAD design environment. The results suggest that RSM CAD will be useful and practical in an engineering setting with several simultaneous contributors. We also discuss the potential effects of RSM CAD on team organization, planning, design concurrency, communication, and mentoring.


1970 ◽  
Vol 1 (2) ◽  
pp. 161-169 ◽  
Author(s):  
Ronald L. Nuttall ◽  
James L. Fozard

The effects of age and socioeconomic status (SES) on the twelve ability tests of the General Aptitude Test Battery (GATB) were examined with a population of 1146 healthy men between 25 and 83 years of age. The main effects of Age and SES were highly significant and of about equal size. The interaction effect was not significant, indicating that Age and SES do not interact in this ability domain. All twelve tests had highly significant declines with Age but the magnitudes of the declines differed greatly. Most affected by Age was the psychomotor test, Disassemble, while least affected were Arithmetic Reason and Vocabulary. Nine tests showed highly significant SES differences with Computation most differentiating followed by Mark Making, 3D—Space, Vocabulary and Arithmetic Reason. Unrelated to SES were the manual dexterity tests of Place, Turn, and Disassemble. Only 3D-Space was highly related to both Age and SES.


2021 ◽  
Vol 2070 (1) ◽  
pp. 012204
Author(s):  
Aravind P Madhu ◽  
C Akhil Balu ◽  
Akshay Krishnan ◽  
Adithya Aravind ◽  
Jibin Noble ◽  
...  

Abstract Stereoscopic, or multi-view, display systems that can give significant visual clues for the human brain to understand three-dimensional (3D) objects, they are regarded as better alternatives to traditional two-dimensional (2D) displays. A device that can render 3D images for viewers without the use of specific headgear or glasses is known as an auto-stereoscopic display. Manipulation of light rays via Light engines is also used to create 3D images in 3D space. We introduce a new auto-stereoscopic swept-volume display (SVD) system based on light-emitting diode (LED) arrays in this research. A display device plus a graphics control sub-system makes up this system. The display device is a 2D revolving panel of LEDs that generates 3D images using “persistence of vision”.


2020 ◽  
Author(s):  
Kai J. Sandbrink ◽  
Pranav Mamidanna ◽  
Claudio Michaelis ◽  
Mackenzie Weygandt Mathis ◽  
Matthias Bethge ◽  
...  

Biological motor control is versatile and efficient. Muscles are flexible and undergo continuous changes requiring distributed adaptive control mechanisms. How proprioception solves this problem in the brain is unknown. Here we pursue a task-driven modeling approach that has provided important insights into other sensory systems. However, unlike for vision and audition where large annotated datasets of raw images or sound are readily available, data of relevant proprioceptive stimuli are not. We generated a large-scale dataset of human arm trajectories as the hand is tracing the alphabet in 3D space, then using a musculoskeletal model derived the spindle firing rates during these movements. We propose an action recognition task that allows training of hierarchical models to classify the character identity from the spindle firing patterns. Artificial neural networks could robustly solve this task, and the networks’ units show directional movement tuning akin to neurons in the primate somatosensory cortex. The same architectures with random weights also show similar kinematic feature tuning but do not reproduce the diversity of preferred directional tuning nor do they have invariant tuning across 3D space. Taken together our model is the first to link tuning properties in the proprioceptive system to the behavioral level.HighlightsWe provide a normative approach to derive neural tuning of proprioceptive features from behaviorally-defined objectives.We propose a method for creating a scalable muscle spindles dataset based on kinematic data and define an action recognition task as a benchmark.Hierarchical neural networks solve the recognition task from muscle spindle inputs.Individual neural network units in middle layers resemble neurons in primate somatosensory cortex & make predictions for neurons along the proprioceptive pathway.


2018 ◽  
Vol 7 (1) ◽  
pp. 11
Author(s):  
Syed Muhammad Ali ◽  
Zeeshan Mahmood ◽  
Dr. Tahir Qadri

This paper presents an intuitive and interactive computer simulated augmented reality interface that gives the illusion of a 3D immersive environment. The projector displays a rendered virtual scene on a flat 2D surface (floor or table) based on the user’s viewpoint to create a head coupled perspective. The projected image is view-dependent which changes and deforms relative to user’s position in space. The nature of perspective projection is distorted and anamorphic such that the deformations in the image give an illusion of a virtual three dimensional holographic scene in which the objects are popping out or floating above the projection plane like real 3D objects. Also, the user can manipulate and interact with 3D objects in a virtual environment by controlling the position and orientation of 3D models, interacting with GUI incorporated in virtual scene and can view, move, manipulate and observe the details of objects from any angle naturally by using his hands. The head and hand tracking is achieved by a low cost 3D depth sensor ‘Kinect’. We describe the implementation of the system in OpenGL and Unity3D game engine. Stereoscopic 3D along with other enhancements are also introduced which further improves the 3D perception. The approach does not require head mounted displays or expensive 3D hologram projectors as it is based on perspective projection technique. Our experiments show the potential of the system providing users a powerful, realistic illusion of 3D.


2020 ◽  
Vol 2020 (5) ◽  
pp. 120-1-120-5
Author(s):  
Ingeborg Tastl ◽  
Alexandra Ju

Designers need to specify the colors for their 3D objects in form of sRGB values, but, given the limitations of the color 3D printing process, they have no idea how those colors chosen on a screen will look once printed in 3D. In addition, HP Inc. wants to showcase the color capabilities of our 3D color printing systems in an effective way. This paper describes an aesthetically pleasing tool to effectively showcase the color capabilities of our color 3D printing systems. It is also a reference color system that enables designers 1) to select colors that are achievable with our printing systems, 2) to interactively composite color palettes for their 3D design and 3) to get the desired printed color in a time and cost-efficient way that minimizes iterations. The system itself consists of a series of subobjects where each sub-object shows how a color looks like when manufactured in different surface orientations. It can be disassembled and used for compositing color palettes for 3D objects, and it is also designed to be manufactured and cleaned fully assembled, showcasing the power of 3D printing.


2018 ◽  
Vol 1 (1) ◽  
pp. 11
Author(s):  
Syed Muhammad Ali ◽  
Zeeshan Mahmood ◽  
Dr. Tahir Qadri

This paper presents an intuitive and interactive computer simulated augmented reality interface that gives the illusion of a 3D immersive environment. The projector displays a rendered virtual scene on a flat 2D surface (floor or table) based on the user’s viewpoint to create a head coupled perspective. The projected image is view-dependent which changes and deforms relative to user’s position in space. The nature of perspective projection is distorted and anamorphic such that the deformations in the image give an illusion of a virtual three dimensional holographic scene in which the objects are popping out or floating above the projection plane like real 3D objects. Also, the user can manipulate and interact with 3D objects in a virtual environment by controlling the position and orientation of 3D models, interacting with GUI incorporated in virtual scene and can view, move, manipulate and observe the details of objects from any angle naturally by using his hands. The head and hand tracking is achieved by a low cost 3D depth sensor ‘Kinect’. We describe the implementation of the system in OpenGL and Unity3D game engine. Stereoscopic 3D along with other enhancements are also introduced which further improves the 3D perception. The approach does not require head mounted displays or expensive 3D hologram projectors as it is based on perspective projection technique. Our experiments show the potential of the system providing users a powerful, realistic illusion of 3D.


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