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8/3/2019 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).