Now showing 1 - 10 of 27
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From movements to objects: Creating physical sculptures from Iaido sword motions

2014 , Ueno, T. , Brych, A. , Israel, J.H. , Eisenack, G. , Jastram, B.

This project was concerned with the development of physical sculptures from the motion of an Iaido sword. Iaido is a Japanese traditional martial art concerned with moving a sword and performing a cutting motion at the same time. It is practiced to prepare the swordsman for a surprise attack. All phases of the stroke have to be absolutely flawless to keep the performer alive. From the perspective of Iaido practitioners the performance of Iaido can be regarded as the will to accomplish perfection and finality. This work is concerned with creating a physical sculpture which displays the motions of the Iaido sword during various movement cycles. In order to achieve this, the sword's movements were captured by using a motion capturing system, processed in a 3D CAD system and printed by means of a 3D printer. Video footage of the project is available at http://vimeo.com/62947874.

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Hybride Interaktionstechniken des immersiven Skizzierens in frühen Phasen der Produktentwicklung

2011 , Israel, J.H.

Neue Unterstützungsmöglichkeiten für kreative Entwurfstätigkeiten werden in dieser Arbeit durch die Verknüpfung von Virtual Reality-Technologie, begreifbaren Benutzungsschnittstellen und der Methodik des Skizzierens erschlossen. Die empirisch gewonnen Ergebnisse unterstreichen das Gewicht des immersiven Skizzierens für die zukünftige Virtuelle Produktentstehung.

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Sketching In Space - Freihändiges Modellieren in Virtuellen Umgebungen

2011 , Israel, J.H.

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Investigating three-dimensional sketching for early conceptual design - results from expert discussions and user studies

2009 , Israel, J.H. , Wiese, E. , Mateescu, M. , Zöllner, C. , Stark, R.

As immersive 3D user interfaces reach broader acceptance, their use as sketching media is attracting both commercial and academic interests. So far, little is known about user requirements and cognitive aspects of immersive 3D sketching. Also the latter's integration into the workflow of virtual product development is far from being solved. We present results from two focus group expert discussions, a comparative user study on immersive 3D sketching conducted among professional furniture designers and a qualitative content analysis of user statements. The results of the focus group discussions show a strong interest in using the three-dimensional (3D) space as a medium for conceptual design. Users expect it to provide new means for the sketching process, namely spatiality, one-to-one proportions, associations, and formability. Eight groups of functions required for 3D sketching were outlined during the discussions. The comparative study was intended to find and investigate advantages of immersive three-dimensional space and its additional degrees-of-freedom for creative/reflective externalization processes. We compared a 3D and a 2D baseline condition in the same technical environment, a VR-Cave system. In both conditions, no haptic feedback was provided and the 2D condition was not intended to simulate traditional 2D sketching (on paper). The results from our user study show that both the sketching process and the resulting sketches differ in the 2D and 3D condition, namely in terms of the perceived fluency of sketch creation, in terms of the perceived appropriateness for the task, and in terms of the perceived stimulation by the medium, the movement speed, the sketch sizes, the degree of detail, the functional aspects, and the usage time. In order to validate the results of the focus group discussions, we produced a questionnaire to check for the subjectively perceived advantages and disadvantages in both the 2D and 3D conditions. A qualitative content analysis of the user statements revealed that the biggest advantage of 3D sketching lies in the sketching process itself. In particular, the participants emphasized the system's ability to foster inspiration and to improve the recognition of spatiality and spatial thinking. We argue that both 2D and 3D sketching are relevant for early conceptual design. As we progress towards 3D sketching, new tangible interactive tools are needed, which account for the user's perceptual and cognitive abilities.

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Mastering digital materiality in immersive modelling

2013 , Israel, J.H. , Mauderli, L. , Greslin, L.

In theory, the potential to use virtual reality systems for creating visually rich and free-spirited models and prototypes is high. In contrast, immersive modelling is not relevant in today's design practice and design researchers are often sceptical if it will ever be possible to use virtual environments (i.e. virtual material) with the same fidelity as physical materials. The aim of this paper is to search for bridges which allow designers to use the potential of immersive modelling even though no materiality (i.e. no touchable material) is present. It describes four approaches of mastering digital materiality which emerged during a design study among four design students who used an immersive modelling system for two weeks all day long. All approaches imply different means of substituting the missing material constraints. Furthermore the results of a post-study survey among the participants are discussed. The results of this study suggest that designers can find indi vidual ways to handle digital material in immersive environments which may satisfy their professional expectations and standards. They may possibly be able to develop a professional level of manipulative skills within virtual environments comparable to their work with physical material. It can be expected that more approaches to immersive modelling appear as the technology advances and designers become engaged with it.

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Welchen Einfluss haben immersive Modelliermethoden auf den Beruf des Designers?

2011 , Rothenburg, U. , Israel, J.H.

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Towards hybrid modelling environments - merging desktop-CAD and virtual reality-technologies

2010 , Stark, R. , Israel, J.H. , Wöhler, T.

Immersive virtual environments are a important technology within the overall toolset of virtual product creation[1]. Immersive modelling systems which allow for creating product models receive interest from both academic research and industry [2-4]. This paper describes three empirical studies on immersive modelling techniques conducted with 52 industrial designers, engineers and design students. Based on the results of these studies, a methodology for hybrid modelling environments is introduced and exemplified. This methodology enables designers and engineers to solve spatial, interactive and creative design tasks in immersive, collaborative environments while maintaining CAD modelling as a familiar design method.

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Virtuelle Produktentstehung in der Automobilindustrie

2011 , Stark, R. , Hayka, H. , Israel, J.H. , Kim, M. , Müller, P. , Völlinger, U.

Virtualisierung der Produktentstehung trägt entscheidend zur Kostenreduktion, zur Verkürzung der Produktentstehungszeiten sowie zur Steigerung der Produktqualität bei. Die Automobilindustrie hat frühzeitig diese Vorzüge erkannt und setzt verstärkt Methoden und Technologien der Virtuellen Produktentstehung (VPE) ein. In diesem Artikel werden die Methoden und Vorgehensmodelle der Virtuellen Produktentstehung dargestellt und Unterschiede und Anknüpfungspunkte zu denen der Softwareentwicklung herausgearbeitet. Der Artikel beschreibt zunächst die Phasen der Virtuellen Produktentstehung samt der zu verarbeitenden Informationen und der eingesetzten Werkzeuge (z. B. CAx, PDM). Anschließend werden die Entwicklung, die Erprobung sowie die Arbeitsvorbereitung (hierbei insbesondere die Digitale Fabrik) detailliert und relevante Informationen und Werkzeuge vorgestellt. Das Vorgehen wird mit Beispielen aus der Automobilindustrie unterlegt. Der Artikel schließt mit der Darstellung kurz- und mittelfristig zu erwartender Entwicklungen der Virtuellen Produktentstehung.

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An object-centric interaction framework for tangible interfaces in virtual environments

2011 , Israel, J.H. , Belaifa, O. , Gispen, A. , Stark, R.

The spatial and semantic integration of tangible user interfaces (TUI) into virtual environments is a promising approach to enhance mixed reality-applications with dynamic three-dimensional graphics and graspable controls. Although various software frameworks for virtual reality periphery [e.g. 26, 311 and tangible interaction exist [cf. 7, 18, 221, a novel framework which provides a high-level TUI-object-centric interface (instead of device-centric interface) and duplex access to important physical properties of TUI-objects, e.g. three-dimensional position, sensor states, force actuators could foster the development of such mixed-reality applications. This paper describes a TUI-VR-framework whose aim is to support the development of physically enriched VR-applications. It focuses on the spatial and manipulative properties of TUI-objects, leaving it to the application to implement interaction techniques, semantics and expressive physical/digital couplings [cf. 10, 27]. On the programming side, the primary goals of the framework are the integration of a device abstraction layer, a lightweight application programming interface and full duplex communication between the TUI-application and interaction devices. The framework allows for a distributed system configuration and is highly customizable. Various virtual reality tracking frameworks and devices (e.g. VRPN, Ascension Motion Star, force-feedback devices) and physical toolkits (e.g. Phidgets) are already integrated. Further adapters can also easily be integrated. The capabilities and flexibility of the framework are illustrated at the end of the paper by means of two use cases.

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Shape modeling with sketched feature lines in immersive 3D environments

2010 , Perkunder, H. , Israel, J.H. , Alexa, M.