
This paper examines transient electronics, ubiquitous biosensing and design in the context of the biodegradable material silk. The intersection of these disciplines will be demonstrated with the hypothetical application scenario You, I, Silk (UISilk) . This design probe furthers the possibilities and probabilities of silken high- tech applications, which might soon enter the human body, for example in form of transient electronics. The speculation on potential impact of silk through the lens of organic and non-digital sensing offers hereby an extended perspective on programmable biomarkers, their potential for Citizen Science and current sensing paradigms.
We present the initial exploration of using ForceForm, a dynamically deformable interactive surface, for an application in the medical domain. ForceForm provides direct dynamic interaction which is soft and malleable. We are interested in pursuing its use as a training tool in medical scenarios which involve the direct interaction with human skin. As an example of this, we have developed a palpation training application. Previous work in this area uses haptic devices which do not have the soft and direct interaction exhibited by ForceForm. This workshop paper details our palpation application and a discussion of the findings of an expert user consultation involving a doctor and a massage therapist.
The smart hair is the basic component of the hairlytop interface, which is a visual/haptic interface patterned with smart hair. The hair is composed of shape memory alloy(s), drive circuit(s), and light sensor(s) capable of controlling their bending. The bending of each smart hair is controlled through the intensity of light from below. The high flexibility in its configuration and unique motion enables us to construct various types of interface. In this paper, we describe details about several prototypes of the hairlytop interface. In addition, we also report experimental results from an evaluation of the accuracy in flex-control of the smart hairs.
Origami is one of the traditional creative activities in Japan. In recent years, its artistic quality is highly evaluated. Some origami works use LEDs, muscle wires or other electronic components. The authors paid attention to the colors of origami and produced color-changing one. We held a workshop for the color-changing origami to get a lot of origami works from the participants. Our origami uses thermochromic ink and conductive ink and it can be folded in the same manner as paper origami since it does not contain any hard electronic components. This document describes the details of the electronic origami, its works, impression of the users and the future vision. This to
In this paper we give an overview of the work done on the methodology of using smart material interfaces as it appears in the literature until now. We address the opportunities offered by smart materials as they have been exploited by other researchers who created smart material interfaces. We do so by surveying smart materials by kind and by looking at how they have been exploited.
This paper presents a programmable façade that contributes significant reduction in energy consumption by regulating the incoming sunlight into the interior of a residential building. Electrochromic and liquid crystal technologies allow the modification of thermal transmittance and view, which are controlled by a model-based plan executive. Except from operating as climate moderator the façade functions as an interface mediating the dynamics between inside and outside, public and private. The interaction design challenge is how to renew the role of the façade to provide new ways of association between the private environment of the house and the public environment of the street, the residents among themselves and their neighbors, and ultimately the house and its urban context.
We report on the development of "Bouncing Star," a smart-ball system, and its applications as an entertainment system. The concept of a "smart-ball interface" is described. We then explain the interaction of the expressions of the ball that we produced. The Bouncing Star has been exhibited ten times, and over 10,000 people have participated in the exhibitions. We discuss the possibilities for a smart-ball interface in the future, based on the observations of exhibition experience.
In this paper, we describe the design and development of shapeable figures filled with polystyrene beads. We discovered we could create solid objects by the extraction of air from a container filled with small polystyrene beads. These objects were easy to shape. They also maintained their shapes after formation. We collected feedback about the formability of these objects by the insertion of pressure sensors. We were also able to control other devices, such as LEDs and DC motors, based on data collected by the pressure sensors. When we controlled the DC motor, we were able to regulate the air pump's power. This allowed us to control the objects' hardness by modulation of the volume of the air inside them. Our method can be employed with applications that require shape manipulation. We applied this method in the construction of a doll figure and a boot. We used "stuffing beads" to create a larger doll shape that can function as a bone inside the doll. The doll prototype's shape could be changed manually. The boot could be adjusted to fit the shape of the user's leg.
Over the past years the technology push and the creation of new technological materials made available on the market many new smart materials. Smart Material Interfaces (SMIs) want to take advantage of these materials to overcome traditional patterns of interaction, leaving behind the "digital feeling" by a more continuous space of interaction, tightly coupling digital and physical world by means of the smart materials' properties. With this workshop about SMIs, we want to draw attention to the emerging field, stimulating research and development in interfaces that make use of smart materials and encourage new and different modalities of interaction.
In this paper, we argue that the relation man-machine is changing from a paradigm in which the interface is acting as an intermediary between user and device to a paradigm in which man and machine communicate directly.
In this paper we will present the design process and development of "Follow the Grass", our smart material interactive pervasive display, with related technical detailed explanation. We will present the design steps and prototypes with instructions for the use of smart materials (NiTiNOL) to create interaction.
Embodied interaction refers to the way our perception of physical and social phenomena develops in interplay with the world we live in [6]. This paper explores the use of interactive textile interfaces to enable embodied interactions with a robot companion of play. More in detail, we investigate the possibility of achieving by design a shared perception with the robot, with the objective to stimulate reflection during play, development of play styles and learning of social competences. A research-through-design approach is used to investigate the emergence of social behaviors during play, by sparking embodied interaction between child and robot. Two prototypes embedding interactive textile modules have been developed: S-Bristle (sensible bristle), a pressure sensitive fabric module that enables sensory-stimulation games, and Interactive Fur an interactive soft woolen cover that sustains perceptual-motor coordination and symbolic games. Both modules have been developed using a phenomenology inspired design approach to embodied interaction, which focuses on perception and bodily experience as means to foster social skills.
This paper introduces paper-strip sculptures, a physical mesh data-structure used to represent 2-manifold mesh surfaces for understanding topological and geometrical aspects of shape modeling with visual and tactual examples. With paper strips it is possible to construct simple paper sculptures that can convincingly illustrate a variety of ideas in shape modeling - such as 2-manifold mesh surfaces, discrete Gaussian curvature, and the Gauss-Bonnet theorem - with hands-on experiments. Such sculptures can also represent links, knots and weaving. Paper-strip sculptures are also useful to represent and understand non-orientable surfaces such as the projective plane and the Klein bottle.
We present an algorithm for curve skeleton extraction via Laplacian-based contraction. Our algorithm can be applied to surfaces with boundaries, polygon soups, and point clouds. We develop a contraction operation that is designed to work on generalized discrete geometry data, particularly point clouds, via local Delaunay triangulation and topological thinning. Our approach is robust to noise and can handle moderate amounts of missing data, allowing skeleton-based manipulation of point clouds without explicit surface reconstruction. By avoiding explicit reconstruction, we are able to perform skeleton-driven topology repair of acquired point clouds in the presence of large amounts of missing data. In such cases, automatic surface reconstruction schemes tend to produce incorrect surface topology. We show that the curve skeletons we extract provide an intuitive and easy-to-manipulate structure for effective topology modification, leading to more faithful surface reconstruction.
Sectional views are widely used in engineering practice due to their clear and concise expression. However, it is difficult for computers to understand because of the large numbers of omitted entities and their diversified representations. This paper aims at reconstructing 3D models from 2D sectional views by improving the traditional volume based method. First, we present a two-stage loop searching algorithm to extract desired loops from sectional views. Then, sub-objects are identified by the hint-based feature identification algorithm with an intuitive loop-matching criterion. After that, a model-directed algorithm is proposed to guide the generation of sub-objects which are assembled together to form the final objects. The algorithm can handle full sections, partial sections and offset sections, as well as orthographic views. Multiple sectional views are supported in our algorithm. Moreover, the domain of objects is extended to inclined quadric surfaces and intersecting quadric surfaces with higher order curves. Experiment results show its practicability.
Ridges are extremal curves of principal curvatures on a surface that indicate salient intrinsic features of its shape. This paper presents a novel approach for extracting ridges of improved quality from isosurfaces of volumetric scalar-valued grids by converting them to implicit trivariate B-spline representations. A robust tracing approach demonstrated to extract ridges accurately from parametric B-spline surfaces is extended to extract ridges directly from the implicit representations resulting in accurate and hence smoother, connected ridge curves as compared to approaches that extract ridges directly from discrete representations. This approach can also be used to extract ridges directly from smooth representations such as isosurfaces of volumetric B-Spline CAD models and algebraic functions, and extended to extract ridges from polygonal meshes, as demonstrated in the paper. Most of the existing approaches for ridge extraction address only crests, a certain subset of the ridges on a surface. The approach presented in this paper enables extraction of all types of generic ridges on a surface thereby presenting a complete solution.
N-sided hole filling plays an important role in vertex blending. Piegl and Tiller presented an algorithm to interpolate the given boundary and cross-boundary derivatives in B-spline form. To deal with the incompatible cases that their algorithm cannot handle, we propose an extension method to manipulate the transition between sharp and rounded features. The algorithm first patches n crescent-shaped extended surfaces to the boundary with G2 continuity to handle incompatibility problem in the corners. Then, we compute the inner curves and the corresponding cross-boundary derivatives fulfilling tangent and twist compatibilities. The generated B-spline Coons patches are G1-continuously connected exactly, and have epsilon-G1 continuity with the extended surfaces. Our method improves the continuity-quality of the shape and reduces the count of the inserted knots. It can be applied to all G0-continuous boundary conditions without any restrictions imposed on the boundary or cross-boundary derivatives. It generates better shapes than some popular industrial modeling systems on these incompatible occasions. Some examples underline its feasibility.
It has recently been shown that if we twist an arbitrary subset of edges of a mesh on an orientable surface, the resulting extended graph rotation system (EGRS) can be used to induce a cyclic weaving on the surface. In extended graph rotation systems, an edge is viewed as a paper strip that can be twisted. The sides of the paper strips provide ``two strands'' to construct weaving structures. Either these strands are ``parallel'' to the mesh edge for an ``untwisted edge'', or they both cross over the edge and over each other for a ``twisted edge''. If an arbitrary subset of edges of a mesh on an orientable surface is twisted in the same helical sense, then the EGRS induces a cyclic plain-weaving on the surface, which consists of cycles that cross other cycles (or themselves) by alternatingly going over and under. In this paper, we show that it is always possible to create a single-cycle plain-weaving starting from a mesh on an arbitrary surface, by selecting an appropriate subset of edges to be twisted. We also demonstrate how, starting from a mesh, to construct a large number of single-cycle plain-woven objects. Interestingly, the single-cycle solutions with a minimal number of edge twists correspond to plain-woven objects that are visually similar to Celtic knots. For converting plain-weaving cycles to 3D thread structures, we extend the original projection method, which previously worked only when all mesh edges are twisted. With the extension described here, our projection method can also be used to handle untwisted edges. We have developed a system that converts any manifold mesh into single-cycle plain-woven objects, by interactively controlling the proportion of edges that are twisted. The system also allows us to change the shapes of the threads with a set of parameters, interactively in real-time. We demonstrate here that by using this system, we can create a wide variety of single-cycle plain-woven objects
This paper develops a new trivariate hierarchical spline scheme for volumetric data representation. Unlike conventional spline formulations and techniques, our new framework is built upon a novel parametric domain called Generalized PolyCube (GPC), comprising a set of regular cubes being glued together. Compared with the conventional PolyCube (PC) that could serve as a ``one-piece'' $3$-manifold domain, GPC has more powerful and flexible representation ability. We develop an effective framework that parameterizes a solid model onto a topologically equivalent GPC domain, and design a hierarchical fitting scheme based on trivariate T-splines. The entire data-spline-conversion modeling framework provides high-accuracy data fitting and greatly reduce the number of superfluous control points. It is a powerful toolkit with broader application appeal in shape modeling, engineering analysis, and reverse engineering.
Piecewise cubic and quartic polynomial curves with adjustable interpolation points are presented in this paper. The adjustable interpolation points are represented by local shape parameters and the given control points. Based on the choice of endpoint tangents of curve segments, piecewise cubic $C^1$, piecewise cubic $G^2$ and piecewise quartic $C^2$ curves are given. The representations of the piecewise cubic $C^1$ curves and the piecewise quartic $C^2$ curves are integrated representations of approximating and interpolating curves. By changing the values of the local shape parameters, local approximating curves and local interpolating curves can be generated respectively.