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Craft, Augmented Reality and Tangible Interfaces. Current Practices and Emerging Opportunities

Self Replicating Machines

Tangible User Interfaces (TUI)

Digitalization of Matter

Augmented Virtuality (AV)

Tangibilization of Bits

Augmented Reality (AR)

Digital Fabrication (DF)

Real

Virtual Reality (VR)

Virtual

1. Fab-Lab Neil Gershenfeld

6. HandScape Jay Lee

10. BMW workshop BMW Services

13. Medical Training with Haptic Systems

15. VR Training Systems

2. Ponoko David Ten Have and Derek Elley

7. I/O Brush Kimiko Ryokai

11. F35 Helmet Mounted Display Northrop Grumman 12. Invisible Maze Jeppe Hein

14. Construction Training with Haptic Systems

3. High-Low Tech Leah Buechley

8. Siftables David Merrill and Jeevan Kalanithi

4. Factum Arte Adam Lowe

5. Self Assembly Skylar Tibbits

9. Sixth Sense Pranav Mistry

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Craft, Augmented Reality and Tangible Interfaces. Current Practices and Emerging Opportunities

The rapid development of digital technologies and cybernetic system are bridging the gap between real and virtual and therefore creating a seamless continuum 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 digital information into physical space, can have strong implications on traditional modes of production and craft. The apparent contradiction between the determinacy of digital tools and the unpredictable nature of materials and craftsmanship force us to explore questions 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 different case studies are located.

Gershenfeld on Personal Fabrication

Sennett on Craftsmanship

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Craft, Augmented Reality and Tangible Interfaces. Current Practices and Emerging Opportunities

Image of the FabLab Amsterdam.

http:/cba.mit.edu/

Digital Fabrication provides a smooth connection between digital forms and material reality. Digitalization of Matter looks at ways in which craftsmen can introduce electronic intelligence into their traditional methods. As a counterpart, Tangibilization of Bits implies a strategy for exploring craftsmanship in its relationship to digital information in its binary nature. Self-Assembling Machines merge together information and matter by embedding a computational logic to matter itself, which allows intelligent matter to assemble into machines (and eventually self-replicating machines). Tangible User interface, probably the most applicable field for the production of crafts, focuses on manipulating information by the use of physical objects. In this way, artists and craftsmen amplify their tools with sensors and actuators. Augmented Reality, on the other hand, overlays information, unperceptible with our normal senses, by overlaying perceptions (primary vision) with reality. At the digital end of the spectrum, Augmented Virtuality and Virtual Reality can provide valuable tools for training craftsmen.

Fab-Lab Network

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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 flexible computer controlled tools that cover several different length scales and various materials, with the aim to make almost anything. This includes technologyenabled 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 individuals 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.

Fab-Lab Network

Image of the FabLab Amsterdam.

http:/cba.mit.edu/

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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 first manufacturers that uses distributed manufacturing 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 products, many believe that such distributed, on-demand manufacturing could create a major paradigm shift in manufacturing.

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

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 designing 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 computation, physical materials, manufacturing processes, traditional crafts, and design.

Lilipad Arduino, and conductive string

Origami Craft with Electronic circuit

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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 reflect his interest in mediation and surface and are concerned with the interconnected relationship between our understanding of reality 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 Simon Schaffer, and art historians Joseph Koerner and Dario Gamboni. Adam Lowe is considered one of the leading innovators in the field of digital mediation and Factum Arte has become his obsession.

Fabrication Machine

Installation

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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 themselves, much the way a strand of DNA zips itself together. Its a big concept at early stages; Tibbits shows us three in-the-lab projects that hint at what a self-assembling future might look like.

Coded String

Self-Assembly Machine

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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 measuring tape. While a traditional measuring tape only measures linear distance, the addition of orientation sensors allows a vector measurement of both length and direction, and the tape can serve as an input device to computer drawing and modeling applications. HandSCAPE provides a simple interface for generating digital 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 digital domain. HandSCAPE preserves reliance on human senses and skills by referring to the familiar process of measuring objects and space.

Design

Prototype

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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, textures, 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 video 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 surface. On the canvas, artists can draw with the special ink they just picked up from their immediate environment.

Brush Detail

picking a color

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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 information and media in physical, natural ways that approach interactions with physical objects in our everyday 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, graphical display, and wireless communication capabilities. They can be physically manipulated as a group to interact with digital information and media. Siftables can be used to implement any number of gestural interaction languages and HCI applications.

One Siftable

Siftable in a system

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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 augments the physical world around us with digital information and lets us use natural hand gestures to interact with that information. It frees information from its confines 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 components are coupled in a pendant like mobile wearable device. The projector projects visual information enabling surfaces, walls and physical objects around us to be used as interfaces; while the camera recognizes and tracks users hand gestures and physical objects using computer-vision based techniques.

prototype components

projection on a newspaper

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Craft, Augmented Reality and Tangible Interfaces. Current Practices and Emerging Opportunities

10. Project Name: Helmet Mounted Display (The case of F35 fighter) 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 display 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, eyeglasses (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 increase total resolution and field of view. Combining real-world view with CGI can be done by projecting the CGI through a partially reflective mirror and viewing the real world directly. This method is often called Optical See-Through. Major HMD applications include military, governmental (fire, police, etc.) and civilian/ commercial (medicine, video gaming, sports, etc.).

detail of the helmet

Nightvision

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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 benefit 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 additional three-dimensional information on the engine he is repairing, for example, to help him in diagnosing and 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 working steps through headphones integrated inside the goggles.

AR Googles.

See-through AR.

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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 digital 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 film The Shining to Pac-Man. The maze changes from day to day, inviting visitors to make repeat visits.

Explanation of the Game

Users Navigating the Labyrinth

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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 assist in the creation of virtual objects and the enhancement 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 invasive procedures and remote surgery using teleoperators. A particular advantage of this type of work is that the surgeon can perform many more operations of a similar type, and with less fatigue. Research indicates that haptic interfaces are a significant teaching aid in palpatory diagnosis (detection of medical problems via touch).

Manipulation of a Brain Model

Commercial Haptic Device

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