scholarly journals Tangible Animation - Designing Organic Performance with Multi-Material 3D/4D Printing

2021 ◽  
Author(s):  
◽  
Nicole Hone

<p>Movement transforms a physical object from static to alive. Multi-material 3D printing has the potential to create complex organic effects, given its ability to blend rigid and flexible materials. Add in the fourth dimension of time and the designer’s role extends beyond the design of the object itself and into the choreography of its movement. Despite the presence of this technology over the last decade, there is a lack of research that explores the aesthetics and application of organic movement. Current designs that are dynamic tend to focus on a single motion or lack a supporting context. Meanwhile, there is a desire for authentic, immersive experiences in museums, theme parks and films. In response, this research aims to showcase the potential for multi-material 3D/4D printing to design the organic performance of objects for the exhibition and film industry.  In this thesis, a thematic analysis defines the qualities of organic movement as having a curved shape, variable speed and multimodal composition. Research through Design with a Criteria-Based approach is then used to guide an iterative design process, seeking to translate these qualities into moving objects. The outcome of this research is a series of futuristic aquatic plants, 3D printed with pneumatic chambers and filmed within the context of a narrative. Effective organic behaviour is designed through the digital control of form and materiality, combined with natural physical interactions involving the environment, humans and other 3D prints. The interplay between these two disparate worlds builds on the concept of computer-generated objects (CGO). The design output demonstrates the value of CGO in creating compelling visuals on-screen and sensory interactive encounters in real life. The work highlights the importance of movement and tangibility in bringing objects to life in the same world as the audience. The research also contributes to advancing the practice of physical prop design through the development of 4D printing techniques. It elicits discussion around how multi-material 3D/4D printing aligns with the future of creating immersive experiences for the exhibition and film industry.</p>

2021 ◽  
Author(s):  
◽  
Nicole Hone

<p>Movement transforms a physical object from static to alive. Multi-material 3D printing has the potential to create complex organic effects, given its ability to blend rigid and flexible materials. Add in the fourth dimension of time and the designer’s role extends beyond the design of the object itself and into the choreography of its movement. Despite the presence of this technology over the last decade, there is a lack of research that explores the aesthetics and application of organic movement. Current designs that are dynamic tend to focus on a single motion or lack a supporting context. Meanwhile, there is a desire for authentic, immersive experiences in museums, theme parks and films. In response, this research aims to showcase the potential for multi-material 3D/4D printing to design the organic performance of objects for the exhibition and film industry.  In this thesis, a thematic analysis defines the qualities of organic movement as having a curved shape, variable speed and multimodal composition. Research through Design with a Criteria-Based approach is then used to guide an iterative design process, seeking to translate these qualities into moving objects. The outcome of this research is a series of futuristic aquatic plants, 3D printed with pneumatic chambers and filmed within the context of a narrative. Effective organic behaviour is designed through the digital control of form and materiality, combined with natural physical interactions involving the environment, humans and other 3D prints. The interplay between these two disparate worlds builds on the concept of computer-generated objects (CGO). The design output demonstrates the value of CGO in creating compelling visuals on-screen and sensory interactive encounters in real life. The work highlights the importance of movement and tangibility in bringing objects to life in the same world as the audience. The research also contributes to advancing the practice of physical prop design through the development of 4D printing techniques. It elicits discussion around how multi-material 3D/4D printing aligns with the future of creating immersive experiences for the exhibition and film industry.</p>


Computation ◽  
2021 ◽  
Vol 9 (3) ◽  
pp. 35
Author(s):  
Hind R. Mohammed ◽  
Zahir M. Hussain

Accurate, fast, and automatic detection and classification of animal images is challenging, but it is much needed for many real-life applications. This paper presents a hybrid model of Mamdani Type-2 fuzzy rules and convolutional neural networks (CNNs) applied to identify and distinguish various animals using different datasets consisting of about 27,307 images. The proposed system utilizes fuzzy rules to detect the image and then apply the CNN model for the object’s predicate category. The CNN model was trained and tested based on more than 21,846 pictures of animals. The experiments’ results of the proposed method offered high speed and efficiency, which could be a prominent aspect in designing image-processing systems based on Type 2 fuzzy rules characterization for identifying fixed and moving images. The proposed fuzzy method obtained an accuracy rate for identifying and recognizing moving objects of 98% and a mean square error of 0.1183464 less than other studies. It also achieved a very high rate of correctly predicting malicious objects equal to recall = 0.98121 and a precision rate of 1. The test’s accuracy was evaluated using the F1 Score, which obtained a high percentage of 0.99052.


2020 ◽  
Vol 12 (12) ◽  
pp. 1908
Author(s):  
Tzu-Yi Chuang ◽  
Jen-Yu Han ◽  
Deng-Jie Jhan ◽  
Ming-Der Yang

Moving object detection and tracking from image sequences has been extensively studied in a variety of fields. Nevertheless, observing geometric attributes and identifying the detected objects for further investigation of moving behavior has drawn less attention. The focus of this study is to determine moving trajectories, object heights, and object recognition using a monocular camera configuration. This paper presents a scheme to conduct moving object recognition with three-dimensional (3D) observation using faster region-based convolutional neural network (Faster R-CNN) with a stationary and rotating Pan Tilt Zoom (PTZ) camera and close-range photogrammetry. The camera motion effects are first eliminated to detect objects that contain actual movement, and a moving object recognition process is employed to recognize the object classes and to facilitate the estimation of their geometric attributes. Thus, this information can further contribute to the investigation of object moving behavior. To evaluate the effectiveness of the proposed scheme quantitatively, first, an experiment with indoor synthetic configuration is conducted, then, outdoor real-life data are used to verify the feasibility based on recall, precision, and F1 index. The experiments have shown promising results and have verified the effectiveness of the proposed method in both laboratory and real environments. The proposed approach calculates the height and speed estimates of the recognized moving objects, including pedestrians and vehicles, and shows promising results with acceptable errors and application potential through existing PTZ camera images at a very low cost.


2020 ◽  
Vol 10 (9) ◽  
pp. 3020 ◽  
Author(s):  
Ali Zolfagharian ◽  
Akif Kaynak ◽  
Mahdi Bodaghi ◽  
Abbas Z. Kouzani ◽  
Saleh Gharaie ◽  
...  

Building on the recent progress of four-dimensional (4D) printing to produce dynamic structures, this study aimed to bring this technology to the next level by introducing control-based 4D printing to develop adaptive 4D-printed systems with highly versatile multi-disciplinary applications, including medicine, in the form of assisted soft robots, smart textiles as wearable electronics and other industries such as agriculture and microfluidics. This study introduced and analysed adaptive 4D-printed systems with an advanced manufacturing approach for developing stimuli-responsive constructs that organically adapted to environmental dynamic situations and uncertainties as nature does. The adaptive 4D-printed systems incorporated synergic integration of three-dimensional (3D)-printed sensors into 4D-printing and control units, which could be assembled and programmed to transform their shapes based on the assigned tasks and environmental stimuli. This paper demonstrates the adaptivity of these systems via a combination of proprioceptive sensory feedback, modeling and controllers, as well as the challenges and future opportunities they present.


Author(s):  
Jelle van Dijk ◽  
Remko van der Lugt

AbstractIn this paper we explore the influence of the physical and social environment (the design space) son the formation of shared understanding in multidisciplinary design teams. We concentrate on the creative design meeting as a microenvironment for studying processes of design communication. Our applied research context entails the design of mixed physical–digital interactive systems supporting design meetings. Informed by theories of embodiment that have recently gained interest in cognitive science, we focus on the role of interactive “traces,” representational artifacts both created and used by participants as scaffolds for creating shared understanding. Our research through design approach resulted in two prototypes that form two concrete proposals of how the environment may scaffold shared understanding in design meetings. In several user studies we observed users working with our systems in natural contexts. Our analysis reveals how an ensemble of ongoing social as well as physical interactions, scaffolded by the interactive environment, grounds the formation of shared understanding in teams. We discuss implications for designing collaborative tools and for design communication theory in general.


2018 ◽  
Vol 22 (2) ◽  
pp. 128-136 ◽  
Author(s):  
Kyle W. Eastwood ◽  
Vivek P. Bodani ◽  
Faizal A. Haji ◽  
Thomas Looi ◽  
Hani E. Naguib ◽  
...  

OBJECTIVEEndoscope-assisted repair of craniosynostosis is a safe and efficacious alternative to open techniques. However, this procedure is challenging to learn, and there is significant variation in both its execution and outcomes. Surgical simulators may allow trainees to learn and practice this procedure prior to operating on an actual patient. The purpose of this study was to develop a realistic, relatively inexpensive simulator for endoscope-assisted repair of metopic and sagittal craniosynostosis and to evaluate the models’ fidelity and teaching content.METHODSTwo separate, 3D-printed, plastic powder–based replica skulls exhibiting metopic (age 1 month) and sagittal (age 2 months) craniosynostosis were developed. These models were made into consumable skull “cartridges” that insert into a reusable base resembling an infant’s head. Each cartridge consists of a multilayer scalp (skin, subcutaneous fat, galea, and periosteum); cranial bones with accurate landmarks; and the dura mater. Data related to model construction, use, and cost were collected. Eleven novice surgeons (residents), 9 experienced surgeons (fellows), and 5 expert surgeons (attendings) performed a simulated metopic and sagittal craniosynostosis repair using a neuroendoscope, high-speed drill, rongeurs, lighted retractors, and suction/irrigation. All participants completed a 13-item questionnaire (using 5-point Likert scales) to rate the realism and utility of the models for teaching endoscope-assisted strip suturectomy.RESULTSThe simulators are compact, robust, and relatively inexpensive. They can be rapidly reset for repeated use and contain a minimal amount of consumable material while providing a realistic simulation experience. More than 80% of participants agreed or strongly agreed that the models’ anatomical features, including surface anatomy, subgaleal and subperiosteal tissue planes, anterior fontanelle, and epidural spaces, were realistic and contained appropriate detail. More than 90% of participants indicated that handling the endoscope and the instruments was realistic, and also that the steps required to perform the procedure were representative of the steps required in real life.CONCLUSIONSBoth the metopic and sagittal craniosynostosis simulators were developed using low-cost methods and were successfully designed to be reusable. The simulators were found to realistically represent the surgical procedure and can be used to develop the technical skills required for performing an endoscope-assisted craniosynostosis repair.


2021 ◽  
Author(s):  
◽  
William Rykers

<p>This research is focused towards the use of large-scale FDM 3D printing within the automotive industry, specifically to design a bespoke habitable sleeping environment attached to a Range Rover Sport. 3D printing has risen as a viable form of manufacturing in comparison with conventional methods. Allowing the designer to capitalise on digital data, enabling specific tailored designs to any vehicle model. This thesis asks the question “Can design use the properties of digital vehicle data in conjunction with large-scale FDM 3D printing to sustainably produce bespoke habitable sleeping environments for an automotive context?” Further to this, FDM 3D printing at a large-scale has so far not been explored extensively within the automotive industry.  FDM 3D printing is an emerging technology that possesses the ability to revolutionise the automotive industry, through expansion of functionality, customisation and aesthetic that is currently limited by traditional manufacturing methods. Presently, vehicle models are digitally mapped, creating an opportunity for customisation and automatic adaption through computer aided drawing (CAD). This thesis takes advantage of the digitisation of the automotive industry through 3D modelling and renders as a design and development tool.   This project explored a variety of methods to demonstrate a vision of a 3D printed habitable sleeping environment. The primary methodologies employed in this research project are Research for Design (RfD) and Research through Design (RtD). These methodologies work in conjunction to combine design theory and practice as a genuine method of inquiry. The combination of theory and design practice has ensued in the concepts being analysed, reflected and discussed according to a reflective analysis design approach. The design solution resulted in an innovative and luxury bespoke habitable sleeping space to be FDM 3D printed. Through the use of digitisation, the sleeping capsule was cohesively tailored to the unique design language of the Range Rover Sport. This thesis resulted in various final outputs including a 1:1 digital model, high quality renders, accompanied by small scale prototypes, photographs and sketch models.</p>


2021 ◽  
Vol 11 (5-S) ◽  
pp. 131-137
Author(s):  
Ahmar Khan ◽  
Mir Javid Iqbal ◽  
Saima Amin ◽  
Humaira Bilal ◽  
, Bilquees ◽  
...  

With the approval of first 3D printed drug “spritam” by USFDA, 3D printing is gaining acceptance in healthcare, engineering and other aspects of life. Taking 3D printing towards the next step gives birth to what is referred to as “4D printing”. The full credit behind the unveiling of 4D printing technology in front of the world goes to Massachusetts Institute of Technology (MIT), who revealed “time” in this technology as the fourth dimension.  4D printing is a renovation of 3D printing wherein special materials (referred to as smart materials) are incorporated which change their morphology post printing in response to a stimulus. Depending upon the applicability of this technology, there may be a variety of stimuli, most common among them being pH, water, heat, wind and other forms of energy.  The upper hand of 4D printing over 3D printing is that 3D printed structures are generally immobile, rigid and inanimate whereas 4D printed structures are flexible, mobile and able to interact with the surrounding environment based on the stimulus. This capability of 4D printing to transform 3D structures into smart structures in response to various stimuli promises a great potential for biomedical and bioengineering applications. The potential of 4D printing in developing pre-programmed biomaterials that can undergo transformations lays new foundations for enabling smart pharmacology, personalized medicine, and smart drug delivery, all of which can help in combating diseases in a smarter way. Hence, the theme of this paper is about the potential of 4D printing in creating smart drug delivery, smart pharmacology, targeted drug delivery and better patient compliance. The paper highlights the recent advancements of 4D printing in healthcare sector and ways by which 4D printing is doing wonders in creating smart drug delivery and tailored medicine. The major constraints in the approach have also been highlighted. Keywords: 4D printing, smart, drug delivery system, patient compliance, biomaterials, tailored medicine


Background subtraction is a key part to detect moving objects from the video in computer vision field. It is used to subtract reference frame to every new frame of video scenes. There are wide varieties of background subtraction techniques available in literature to solve real life applications like crowd analysis, human activity tracking system, traffic analysis and many more. Moreover, there were not enough benchmark datasets available which can solve all the challenges of subtraction techniques for object detection. Thus challenges were found in terms of dynamic background, illumination changes, shadow appearance, occlusion and object speed. In this perspective, we have tried to provide exhaustive literature survey on background subtraction techniques for video surveillance applications to solve these challenges in real situations. Additionally, we have surveyed eight benchmark video datasets here namely Wallflower, BMC, PET, IBM, CAVIAR, CD.Net, SABS and RGB-D along with their available ground truth. This study evaluates the performance of five background subtraction methods using performance parameters such as specificity, sensitivity, FNR, PWC and F-Score in order to identify an accurate and efficient method for detecting moving objects in less computational time.


2019 ◽  
Vol 8 (1) ◽  
pp. 1970001
Author(s):  
Joselle M. McCracken ◽  
Brittany M. Rauzan ◽  
Jacob C. E. Kjellman ◽  
Mikhail E. Kandel ◽  
Yu Hao Liu ◽  
...  

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