Raspall - Case Studies

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    VirtualReal

    1. Fab-Lab

    Neil Gershenfeld

    2. Ponoko

    David Ten Have

    and Derek Elley

    3. High-Low Tech

    Leah Buechley

    6. HandScape

    Jay Lee

    7. I/O Brush

    Kimiko Ryokai

    8. Siftables

    David Merrill and

    Jeevan Kalanithi

    5. Self Assembly

    Skylar Tibbits9. Sixth Sense

    Pranav Mistry

    12. Invisible Maze

    Jeppe Hein

    10. BMW work-

    shop

    BMW Services

    15. VR Training

    Systems

    13. Medical

    Training with

    Haptic Systems

    14. Construction

    Training with

    Haptic Systems

    11. F35 Helmet

    Mounted Display

    Northrop Grum-

    man

    DigitalFabricatio

    n

    (DF)

    TangibilizationofBits

    SelfReplicatingM

    achines

    DigitalizationofM

    atter

    TangibleUserInterfaces

    (TUI)

    AugmentedReality

    (AR)

    AugmentedVirtu

    ality

    (AV)

    VirtualReality

    (VR)

    4. Factum Arte

    Adam Lowe

    Craft, Augmented Reality

    and Tangible Interfaces.

    Current Practices

    and Emerging Opportunities

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    Craft, Augmented Reality

    and Tangible Interfaces.

    Current Practices

    and Emerging Opportunities

    Gershenfeld on Personal Fabrication

    Sennett on Craftsmanship

    The rapid development of digital technologies

    and cybernetic system are bridging the gap between

    real and virtual and therefore creating a seamless con-

    tinuum in which both worlds overlap each other. New

    human-computer interfaces allows visualizations and

    manipulations of complex data and are opening new

    opportunities to rethink ways in which we create the

    physical world.

    Tangible User Interfaces, which explores the

    manipulation data by means of physical objects, and

    augmented reality, which allows for an overlaying digi-

    tal information into physical space, can have strong

    implications on traditional modes of production and

    craft. The apparent contradiction between the deter-

    minacy of digital tools and the unpredictable nature of

    materials and craftsmanship force us to explore ques-

    tions such as: Can digital technologies deal with the

    constrains of natural materials and hand-labor?

    This research explores modes in which digital

    technologies are starting to look at traditional modes

    of operating with physical material, i.e. craftsmanship.

    Eight categories that spans from full reality to

    full virtuality provide a spectrum in which the differentcase studies are located.

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    Craft, Augmented Reality

    and Tangible Interfaces.

    Current Practices

    and Emerging Opportunities

    Fab-Lab Network

    Image of the FabLab Amsterdam.

    http:/cba.m

    it.edu/

    Digital Fabrication provides a smooth connec-

    tion between digital forms and material reality.

    Digitalization of Matterlooks at ways in whichcraftsmen can introduce electronic intelligence into

    their traditional methods.

    As a counterpart, Tangibilization of Bits im-

    plies a strategy for exploring craftsmanship in its rela-

    tionship to digital information in its binary nature.

    Self-Assembling Machines merge together

    information and matter by embedding a computationallogic to matter itself, which allows intelligent matter to

    assemble into machines (and eventually self-replicat-

    ing machines).

    Tangible User interface, probably the most ap-

    plicable eld for the production of crafts, focuses on

    manipulating information by the use of physical ob-

    jects. In this way, artists and craftsmen amplify their

    tools with sensors and actuators.

    Augmented Reality, on the other hand, over-

    lays information, unperceptible with our normal sens-

    es, by overlaying perceptions (primary vision) with re-

    ality.

    At the digital end of the spectrum, Augmented

    Virtuality and Virtual Reality can provide valuable

    tools for training craftsmen.

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    Fab-Lab Network

    Image of the FabLab Amsterdam.

    http:/cba.m

    it.e

    du/

    Craft, Augmented Reality

    and Tangible Interfaces.

    Current Practices

    and Emerging Opportunities

    01.

    Project Name: Fab Lab

    Project Credits: Neil Gershenfeld. Center for Bits and

    Atoms. MIT.

    Project Brief Description:

    A Fab Lab (fabrication laboratory) is a small-scale

    workshop offering personal digital fabrication. A Fab

    Lab is generally equipped with an array of exible

    computer controlled tools that cover several different

    length scales and various materials, with the aim to

    make almost anything. This includes technology-

    enabled products generally perceived as limited to

    mass production. While Fab Labs have yet to compete

    with mass production and its associated economies of

    scale in fabricating widely distributed products, they

    have already shown the potential to empower indi-

    viduals to create smart devices for themselves. These

    devices can be tailored to local or personal needs in

    ways that are not practical or economical using mass

    production.

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    Panoko Platform connecting buyers,

    suppliers, designers and fabricators

    panoko webpage

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    Craft, Augmented Reality

    and Tangible Interfaces.

    Current Practices

    and Emerging Opportunities

    02.

    Project Name: Ponoko

    Project Credits: Ponoko was founded by David Ten

    Have and Derek Elley in 2007

    Project Brief Description:

    Ponoko is an online service for manufacturing, is one of

    the rst manufacturers that uses distributed manufac-

    turing and on-demand manufacturing. Ponoko builds

    on the success of the information age, and applies it to

    digital fabrication. Customers who have digital designs

    can contract with Ponoko, and sell their objects either

    via the Ponoko site, or their own retail outlets. Ponoko

    takes orders, and has it cut at the time of purchase

    by laser cutters or shop-bots (CNC milling machines).

    The manufacturers exist in a distributed network that is

    growing around the world, and often the manufacturer

    closest to the customer is sourced. While Ponoko uses

    desktop manufacturers to produce small-scale prod-

    ucts, many believe that such distributed, on-demand

    manufacturing could create a major paradigm shift in

    manufacturing.

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    Lilipad Arduino, and conductive string

    Origami Craft with Electronic circuit

    Craft, Augmented Reality

    and Tangible Interfaces.

    Current Practices

    and Emerging Opportunities

    03.

    Project Name: High-Low Tech

    Project Credits: Leah Buechley. Media Lab. MIT.

    Project Brief Description:

    The High-Low Tech group integrates high and low

    technological materials, processes, and cultures. The

    primary aim is to engage diverse audiences in design-

    ing and building their own technologies by situating

    computation in new cultural and material contexts,

    and by developing tools that democratize engineering.

    The group believe that the future of technology will

    be largely determined by end-users who will design,

    build, and hack their own devices, and our goal is to

    inspire, shape, support, and study these communities.

    To this end, they explore the intersection of computa-

    tion, physical materials, manufacturing processes, tra-

    ditional crafts, and design.

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    Fabrication Machine

    Installation

    Craft, Augmented Reality

    and Tangible Interfaces.

    Current Practices

    and Emerging Opportunities

    04.

    Project Name: Factum Arte

    Project Credits: Adam Lowe and Dwight Perry

    Project Brief Description:

    Factum Arte latest works reect his interest in media-

    tion and surface and are concerned with the intercon-

    nected relationship between our understanding of re-

    ality and the diverse methods we use to represent it.

    Their research is closely related to collaborations with

    sociologist Bruno Latour, philosophers Adrian Cussins

    and Brian Cantwell-Smith, the historian of science Si-

    mon Schaffer, and art historians Joseph Koerner and

    Dario Gamboni. Adam Lowe is considered one of the

    leading innovators in the eld of digital mediation and

    Factum Arte has become his obsession.

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    Coded String

    Self-Assembly Machine

    Craft, Augmented Reality

    and Tangible Interfaces.

    Current Practices

    and Emerging Opportunities

    05.

    Project Name: Self Assembly

    Project Credits: Skylar Tibbits

    Project Brief Description:

    MIT researcher Skylar Tibbits works on self-assembly

    -- the idea that instead of building something (a chair, a

    skyscraper), we can create materials that build them-

    selves, much the way a strand of DNA zips itself to-

    gether. Its a big concept at early stages; Tibbits shows

    us three in-the-lab projects that hint at what a self-as-

    sembling future might look like.

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    Design

    Prototype

    Craft, Augmented Reality

    and Tangible Interfaces.

    Current Practices

    and Emerging Opportunities

    06.

    Project Name: HandScape

    Project Credits: Jay Lee. MIT.

    Project Brief Description:

    HandSCAPE is an orientation-aware digital measur-

    ing tape. While a traditional measuring tape only mea-

    sures linear distance, the addition of orientation sen-

    sors allows a vector measurement of both length and

    direction, and the tape can serve as an input device to

    computer drawing and modeling applications. Hand-

    SCAPE provides a simple interface for generating digi-

    tal models of physical objects.The interaction involves

    taking measurements of several physical objects and

    the distances between them. Once the model has

    been generated, the user can manipulate it in the digi-

    tal domain. HandSCAPE preserves reliance on human

    senses and skills by referring to the familiar process of

    measuring objects and space.

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    Brush Detail

    picking a color

    Craft, Augmented Reality

    and Tangible Interfaces.

    Current Practices

    and Emerging Opportunities

    07.

    Project Name: I/O Brush

    Project Credits: Kimiko Ryokai

    Project Brief Description:

    I/O Brush is a new drawing tool to explore colors, tex-

    tures, and movements found in everyday materials by

    picking up and drawing with them. I/O Brush looks

    like a regular physical paintbrush but has a small vid-

    eo camera with lights and touch sensors embedded

    inside. Outside of the drawing canvas, the brush can

    pick up color, texture, and movement of a brushed sur-

    face. On the canvas, artists can draw with the special

    ink they just picked up from their immediate environ-

    ment.

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    One Siftable

    Siftable in a system

    Craft, Augmented Reality

    and Tangible Interfaces.

    Current Practices

    and Emerging Opportunities

    08.

    Project Name: Siftables

    Project Credits: David Merrill and Jeevan Kalanithi

    Project Brief Description:

    Siftables aims to enable people to interact with infor-

    mation and media in physical, natural ways that ap-

    proach interactions with physical objects in our every-

    day lives. As an interaction platform, Siftables applies

    technology and methodology from wireless sensor

    networks to tangible user interfaces. Siftables are

    independent, compact devices with sensing, graphi-

    cal display, and wireless communication capabilities.

    They can be physically manipulated as a group to in-

    teract with digital information and media. Siftables can

    be used to implement any number of gestural interac-

    tion languages and HCI applications.

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    prototype components

    projection on a newspaper

    Craft, Augmented Reality

    and Tangible Interfaces.

    Current Practices

    and Emerging Opportunities

    09.

    Project Name: Sixth Sense

    Project Credits: Pranav Mistry

    Project Brief Description:

    SixthSense is a wearable gestural interface that aug-

    ments the physical world around us with digital infor-

    mation and lets us use natural hand gestures to inter-

    act with that information. It frees information from its

    connes by seamlessly integrating it with reality, and

    thus making the entire world your computer.

    The SixthSense prototype is comprised of a pocket

    projector, a mirror and a camera. The hardware com-

    ponents are coupled in a pendant like mobile wearable

    device. The projector projects visual information en-

    abling surfaces, walls and physical objects around us

    to be used as interfaces; while the camera recognizes

    and tracks users hand gestures and physical objectsusing computer-vision based techniques.

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    detail of the helmet

    Nightvision

    Craft, Augmented Reality

    and Tangible Interfaces.

    Current Practices

    and Emerging Opportunities

    10.

    Project Name: Helmet Mounted Display (The case of

    F35 ghter)

    Project Credits: Northrop Grumman

    Project Brief Description:

    A head-mounted display or helmet mounted display,

    both abbreviated HMD, is a display device, worn on

    the head or as part of a helmet, that has a small dis-

    play optic in front of one or each eye. A typical HMD

    has either one or two small displays with lenses and

    semitransparent mirrors embedded in a helmet, eye-

    glasses (also known as data glasses) or visor. The

    display units are miniaturised and may include CRT,

    LCDs, Liquid crystal on silicon (LCos), or OLED.

    Some vendors employ multiple micro-displays to in-

    crease total resolution and eld of view. Combining

    real-world view with CGI can be done by projectingthe CGI through a partially reective mirror and view-

    ing the real world directly. This method is often called

    Optical See-Through. Major HMD applications include

    military, governmental (re, police, etc.) and civilian/

    commercial (medicine, video gaming, sports, etc.).

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    AR Googles.

    See-through AR.

    Craft, Augmented Reality

    and Tangible Interfaces.

    Current Practices

    and Emerging Opportunities

    11.

    Project Name: BMW Augmented Reality in Practice

    Project Credits: BMW Services

    Project Brief Description:

    BMW Augmented Reality guides the mechanic through

    the entire repair procedure. Growing demands and

    increasing technical complexity are thus met with a

    constantly high level of service. Customers can rest

    assured that when their BMW is serviced it will ben-

    et from maximum expertise, cutting-edge technology

    and professional staff. And so, even after many years

    of driving, they can safely rely on the performance of

    their BMW.

    Using augmented reality, the mechanic receives ad-

    ditional three-dimensional information on the engine

    he is repairing, for example, to help him in diagnosingand solving the fault. Apart from the real environment,

    he sees virtually animated components, the tools to

    be used and hears instruction on each of the work-

    ing steps through headphones integrated inside the

    goggles.

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    Explanation of the Game

    Users Navigating the Labyrinth

    Craft, Augmented Reality

    and Tangible Interfaces.

    Current Practices

    and Emerging Opportunities

    12.

    Project Name: Invisible Maze

    Project Credits: Jeppe Hein

    Project Brief Description:

    The promised maze is there but it only materialises as

    we move around in it. Visitors are equipped with digi-

    tal headphones operated by infrared rays that cause

    them to vibrate every time they bump into one of the

    mazes virtual walls. Thus, the exhibition is perceived

    as a both minimalist and a spectacular playground.

    The maze structure spans six different variants, all of

    them referring to labyrinths from our common cultural

    history. From the medieval labyrinth in Chartres to

    Kubriks fateful dead end from the lm The Shining to

    Pac-Man. The maze changes from day to day, inviting

    visitors to make repeat visits.

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    Manipulation of a Brain Model

    Commercial Haptic Device

    Craft, Augmented Reality

    and Tangible Interfaces.

    Current Practices

    and Emerging Opportunities

    13.

    Project Name: Haptic Devices for Medical Training

    and Intervention

    Project Brief Description:

    Haptic technology, or haptics, is a tactile feedback

    technology that takes advantage of a users sense of

    touch by applying forces, vibrations, or motions to the

    user. This mechanical stimulation may be used to as-

    sist in the creation of virtual objects and the enhance-

    ment of the remote control for machines and devices.

    It has been described as doing for the sense of touch

    what computer graphics does for vision.

    Various haptic interfaces for medical simulation may

    prove especially useful for training of minimally inva-

    sive procedures and remote surgery using teleopera-

    tors. A particular advantage of this type of work is that

    the surgeon can perform many more operations of asimilar type, and with less fatigue. Research indicates

    that haptic interfaces are a signicant teaching aid in

    palpatory diagnosis (detection of medical problems via

    touch).