scholarly journals ClothSurface: Exploring a Low-Cost Prototyping Tool to Support Ideation for Shape Displays

2019 ◽  
Vol 3 (3) ◽  
pp. 64
Author(s):  
Jeffrey C. F. Ho

A shape-changing user interface is a type of interface that interacts with users by changing its physical form. Although researchers have been extensively studying shape-changing user interfaces, relevant research on its various design aspects—including tools and methods—remains limited. Prototyping shape-changing interfaces often requires sophisticated equipment and knowledge, which makes this sphere of design unwelcoming for designers with limited resources and technical knowledge (e.g., design students). In this study, we propose ClothSurface—a simple and low-cost prototyping tool to design for shape displays—and explore its use through a series of design sessions. The results reveal that ClothSurface can allow inexperienced designers to illustrate their ideas and to explore the design space of shape displays.

2021 ◽  
Vol 0 (0) ◽  
Author(s):  
Robert Christie

Abstract This paper presents an overview of the general chemical principles underlying the structures, synthesis and technical performance of azo pigments, the dominant chemical class of industrial organic pigments in the yellow, orange, and red shade areas, both numerically and in terms of tonnage manufactured. A description of the most significant historical features in this group of pigments is provided, starting from the discovery of the chemistry on which azo colorants are based by Griess in the mid-nineteenth century, through the commercial introduction of the most important classical azo pigments in the early twentieth century, including products known as the Hansa Yellows, β-naphthol reds, including metal salt pigments, and the diarylide yellows and oranges, to the development in the 1950s and 1960s of two classes of azo pigments that exhibit high performance, disazo condensation pigments and benzimidazolone-based azo pigments. A feature that complicates the description of the chemical structures of azo pigments is that they exist in the solid state as the ketohydrazone rather than the hydroxyazo form, in which they have been traditionally been illustrated. Numerous structural studies conducted over the years on an extensive range of azo pigments have demonstrated this feature. In this text, they are referred to throughout as azo (hydrazone) pigments. Since a common synthetic procedure is used in the manufacture of virtually all azo (hydrazone) pigments, this is discussed in some detail, including practical aspects. The procedure brings together two organic components as the fundamental starting materials, a diazo component and a coupling component. An important reason for the dominance of azo (hydrazone) pigments is that they are highly cost-effective. The syntheses generally involve low cost, commodity organic starting materials and are carried out in water as the reaction solvent, which offers obvious economic and environmental advantages. The versatility of the approach means that an immense number of products may be prepared, so that they have been adapted structurally to meet the requirements of many applications. On an industrial scale, the processes are straightforward, making use of simple, multi-purpose chemical plant. Azo pigments may be produced in virtually quantitative yields and the processes are carried out at or below ambient temperatures, thus presenting low energy requirements. Finally, provided that careful control of the reaction conditions is maintained, azo pigments may be prepared directly by an aqueous precipitation process that can optimise physical form, with control of particle size distribution, crystalline structure, and surface character. The applications of azo pigments are outlined, with more detail reserved for subsequent papers on individual products.


Sensors ◽  
2021 ◽  
Vol 21 (9) ◽  
pp. 2944
Author(s):  
Benjamin James Ralph ◽  
Marcel Sorger ◽  
Benjamin Schödinger ◽  
Hans-Jörg Schmölzer ◽  
Karin Hartl ◽  
...  

Smart factories are an integral element of the manufacturing infrastructure in the context of the fourth industrial revolution. Nevertheless, there is frequently a deficiency of adequate training facilities for future engineering experts in the academic environment. For this reason, this paper describes the development and implementation of two different layer architectures for the metal processing environment. The first architecture is based on low-cost but resilient devices, allowing interested parties to work with mostly open-source interfaces and standard back-end programming environments. Additionally, one proprietary and two open-source graphical user interfaces (GUIs) were developed. Those interfaces can be adapted front-end as well as back-end, ensuring a holistic comprehension of their capabilities and limits. As a result, a six-layer architecture, from digitization to an interactive project management tool, was designed and implemented in the practical workflow at the academic institution. To take the complexity of thermo-mechanical processing in the metal processing field into account, an alternative layer, connected with the thermo-mechanical treatment simulator Gleeble 3800, was designed. This framework is capable of transferring sensor data with high frequency, enabling data collection for the numerical simulation of complex material behavior under high temperature processing. Finally, the possibility of connecting both systems by using open-source software packages is demonstrated.


Author(s):  
Martin Gebert ◽  
Wolfgang Steger ◽  
Ralph Stelzer

Virtual Reality (VR) visualization of product data in engineering applications requires a largely manual process of translating various product data into a 3D representation. Modern game engines allow low-cost, high-end visualization using latest stereoscopic Head-Mounted Displays (HMDs) and input controllers. Thus, using them for VR tasks in the engineering industry is especially appealing. As standardized formats for 3D product representations do not currently meet the requirements that arise from engineering applications, the presented paper suggests an Enhanced Scene Graph (ESG) that carries arbitrary product data derived from various engineering tools. The ESG contains formal descriptions of geometric and non-geometric data that are functionally structured. A VR visualization may be derived from the formal description in the ESG immediately. The generic elements of the ESG offer flexibility in the choice of both engineering tools and renderers that create the virtual scene. Furthermore, the ESG allows storing user annotations, thereby sending feedback from the visualization directly to the engineers involved in the product development process. Individual user interfaces for VR controllers can be assigned and their controls mapped, guaranteeing intuitive scene interaction. The use of the ESG promises significant value to the visualization process as particular tasks are being automated and greatly simplified.


2021 ◽  
Author(s):  
Arfan Ahmed ◽  
Sarah Aziz ◽  
Uzair Shah ◽  
Asmaa Hassan ◽  
Alaa Abd-Alrazaq ◽  
...  

BACKGROUND Anxiety and depression are amongst the most commonly prevalent mental health disorders (CMDs) worldwide. Chatbot apps can play an important role in relieving anxiety and depression. Users’ reviews of chatbot apps are considered an important source of data to explore users’ opinion and satisfaction of chatbot apps. OBJECTIVE This study aims to explore users’ opinions, satisfaction, and attitudes about anxiety and depression chatbot apps through conducting a thematic analysis of users’ reviews of 11 anxiety and depression chatbot apps collected from Google play and Apple store. In addition, we propose a workflow to provide a methodological approach for future analysis of review comments. METHODS We analyzed 205,881 user review comments from chatbots dedicated for users with anxiety and depression symptoms. Using scrapper tools (Google Play Scraper and App Store Scraper python libraries), we extracted text and metadata. The reviews were divided into positive and negative meta themes, based on users rating per review. We analysed the reviews using word frequencies of bigrams (words in pair).A topic modelling technique, Latent Dirichlet Allocation (LDA) was applied to identify topics in the reviews, and analysed for detecting themes and subthemes. RESULTS A thematic analysis was conducted on 5 topics for each sentimental set. Reviews were categorized as either positive or negative. For positive reviews, the main themes were confidence and affirmation building, adequate analysis, and consultation, caring as a friend, and easy to use. Whereas for negative reviews results revealed the following themes: usability issues, update Issues, Privacy and Non-creative conversation. CONCLUSIONS Chatbots appear to have the ability to provide users suffering from anxiety and depression feel confident and give them support via a tool that is easy to use, low cost, containing adequate symptom detection whilst providing feeling of having a close friend to converse with. Users tend to dislike technical and privacy issues. Users expect engaging and creative conversations via appealing user interfaces.


Author(s):  
Annika Maya Rivero

The population pyramid is being inverted and the designers are facing challenges in the way they design products, spaces, and services for elder people. Although the design is composed of both cultural and social aspects, the functional aspect takes relevance for autonomy and empowerment of the person that gets older. To design products centered on the physical capacities of the elder population, the aging suit has being used as a tool for the gerontodesign. In countries like Mexico, its application is limited by the manufacturing cost. For this reason, as part of a design methodology for elder people, a low-cost suit was developed focus on the design students and professionals located in Latin America.


Author(s):  
Mikael Wiberg

Interaction is a core concept in the fields of Ubiquitous computing, Ambient systems design, and generally in the fields of HCI and Interaction Design. Despite this, a lack of knowledge about the fundamental character of interaction still exists. Researchers have explored interaction from the viewpoints of user-centered design and design of graphical user interfaces, where interaction stands for the link between technology and humans or denotes the use aspect. A framework is proposed for exploring interaction as a design space in itself between a human and the technology. It is proposed that this framework for interaction as a design space for Interaction Design, in which the very form of the in-between, the interaction, be explicitly targeted. It is an opportunity to go beyond user and usability studies to seek answers to fundamental questions concerning the form and character of interaction as implemented in today’s interactive systems. Moreover, this framework is an opportunity to expand and explain a new design space for Interaction Design. The proposed framework, anchored in two exemplifying cases, illustrates the character and the form of interaction as it situates itself in online, ubiquitous and everyday IT use.


2002 ◽  
pp. 144-174
Author(s):  
Bhumip Khasnabish

Traditionally, real-time voice communications–both within and outside of corporations (enterprises)—are achieved using public domain circuit-switched telephone networks (PSTNs). These networks use technologies that have been maturing over the last 150 years. However, the recent advances in and proliferation of packet-based switching technologies, World Wide Web (WWW) and PC-based user interfaces, and innovative digital signal processing (DSP) techniques are making real-time voice transmission using packet switching–particularly IP-based techniques—more feasible, at least within the logical boundaries of enterprise networks. Although the IP-based Internet is only about 25 years old, its compatibility with Ethernet2 , and its flexibility, openness and low-cost availability have enabled it to gain more than 260 million users worldwide3. In addition, proliferation of the WWW, multimedia PCs, and innovations in DSP during the last five years has made voice transmission over packet networks, particularly over IP, very attractive economically. In this chapter, we briefly review the technologies and standards—as recommended by IETF and ITU-T—that are making voice over IP (VoIP) a reality in both public and enterprise networks. Our focus is on low bit rate speech compression and silence suppression, voice packetization and encapsulation, sources of packet-voice impairments and methods to mitigate them, and packet-voice transmission engineering.


2018 ◽  
Vol 101 (6) ◽  
pp. 1857-1863 ◽  
Author(s):  
Madhavi Mantha ◽  
John R Urban ◽  
William A Mark ◽  
Anatoly Chernyshev ◽  
Kevin M Kubachka

Abstract In the last several years, economically motivated adulteration (EMA) of foods including honey has received increased attention. The addition of inexpensive sweeteners such as high fructose corn syrup or cane sugar to honey is still encountered despite scientific methods that can routinely detect this type of adulteration. The standard method for detection of these adulterants utilizes isotope ratio mass spectrometry (IRMS); however, this technique requires an elevated degree of technical knowledge for operation as well as a high cost for purchase and maintenance. Cavity ring down spectroscopy (CRDS) has demonstrated potential for this type of analysis and is less expensive with simpler operation. This study evaluates CRDS for the detection of low-cost sweeteners added to honey and compares the performance of CRDS to IRMS. Several honey samples were analyzed, and the advantages and limitations specific to CRDS were evaluated. Overall, the results indicate that CRDS provides a performance comparable to the benchmark technique IRMS for EMA honey analysis.


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