1e Journée Interaction Humain-Machine, Informatique Graphique et Réalité Virtuelle 2021 : Objets Tangibles
Lundi 7 juin 2021
The talk starts with different morphing mechanisms in natural seeds and microorganisms, and ends with an ecological vision of the future empowered by morphing materials. Nature has engineered many morphing materials for the sake of survival. In particular, environmentally responsive materials combined with unique structures such as bi-layers and honeycombs serve as seed dispersal and burial mechanisms. Unlike many artificial robots, these natural adaptive and autonomous systems are completely electricity-free and biodegradable. Learning from nature, biodegradable morphing mechanisms are developed to save our planet's energy consumption and carbon emissions. This talk will also reflect the designer's role in such efforts to build, or rebuild, a harmonious relationship between technology and environment, humankind and nature.
Lining Yao is an Assistant Professor of Human-Computer Interaction Institute (HCII) at Carnegie Mellon University, School of Computer Science, directing the Morphing Matter Lab (https://www.morphingmatter.cs.cmu.edu/). Morphing Matter lab develops materials, tools, and applications of adaptive, dynamic and intelligent morphing matter from nano to macro scales. Research often combines material science, computational fabrication and creative design practices. Lining and her lab work anti-disciplinarily, publishing and exhibiting across science, engineering, design and art. Lining gained her PhD at MIT Media Lab, where she combined biological and engineering approaches to develop physical materials with dynamic and tunable properties including shape, color, stiffness, texture and density. Beyond her teaching and research in the School of Computer Science, Lining holds courtesy appointments at Mechanical Engineering, as well as Material Sciences and Engineering. She is supervising undergraduate and graduate students across the College of Engineering and College of Art.
This talk presents how tangible objects could be used in Virtual Reality (VR) to enhance the user's perception and immersion. In VR, the user wearing a Head Mounted Display is generally unable to see directly the tangible objects and ends up confronting the virtual objects he sees to the tangible ones he can feel. This situation often leads to breaks of immersion, thus degrading the user's experience in virtual environments. This talk presents some of our last contributions to handle the use of tangible objects for improving our 3D interaction with virtual worlds. The talk will illustrate first how and to what extent a discrepancy between the tangible objects and the virtual objects can be introduced without breaking the user's immersion through different algorithmic strategies. In a second part, the talk will present how we could improve the registration between the tangible and the virtual objects using new technological solutions combined with appropriate 3D interaction techniques. At the end, the talk aims at introducing some of the next challenges in VR for handling haptic feedback through the use of tangible objects.
Maud Marchal is a Full Professor in Computer Science at INSA Rennes and IRISA research unit. She is also a Junior Member of Institut Universitaire de France since 2018. She works on physically-based simulation since her PhD in 2006 at University Joseph Fourier, Grenoble. Since 2008 and her position at INSA, she has explored and contributed to novel VR applications, gathering her expertise on multi-sensory feedback, 3D interaction techniques and interactive physically-based simulations. She is involved in program committees of major conferences of computer graphics, virtual reality and haptics and Associate Editor of IEEE Transactions on Visualization and Computer Graphics, IEEE Computer Graphics and Applications and Computers & Graphics.
She has notably been Program Chair of IEEE Virtual Reality Conference in 2018, 2020 and 2021, Program Chair of IEEE Symposium on Mixed and Augmented Reality in 2021 and General Chair of ACM SIGGRAPH/Eurographics Symposium on Computer Animation in 2018.
Advancements in rapid prototyping technologies are closing the gap between what we can simulate computationally and what we can build. The effect is opening up new design domains as it is now possible to manufacture shapes of astounding complexity. Despite innovations in hardware, however, creating customized products that perform a specific function still depends on extensive expert knowledge. In my work I am developing computational tools that consider the full design to manufacturing pipeline, and are guided by the functionality of the objects being created. I will highlight example applications where the tangible nature is key to the utility. The first topic will cover recent work on tactile line drawings for blind and visually impaired individuals. A multi-projection rendering strategy is introduced to display geometric information of 3D shapes in a 2D tactile medium. Second, in the domain of sports technologies, I will present a novel pipeline for replicating outdoor climbing routes and enabling the same sensorimotor experience in an indoor gym. Finally I will discuss results on 3D printed personalized orthopedic casts that improve thermal-comfort while satisfying strength requirements.
Emily Whiting is an Associate Professor of Computer Science at Boston University and Director of the BU Shape Lab. Her research in Computer Graphics combines digital geometry processing, engineering mechanics, and rapid prototyping to explore the development of computational tools for designing functionally-valid and fabrication-ready real world objects. Her lab's work builds on collaborations in a broad range of fields including architecture, human computer interaction, accessible technologies, and art conservation. She received her PhD from MIT in Computer Graphics and Building Technology. She is the recipient of the NSF CAREER Award, Sloan Research Fellowship, and BU Innovation Career Development Professorship, and she is General Chair of the ACM Symposium on Computational Fabrication in 2020 and 2021.
Time |
Presenter |
Affiliation |
Title |
Recorded video of the presentations |
---|---|---|---|---|
10:05 |
C. Bailly |
Immersion SAS |
||
10:20 |
F. Ben Guefrech |
Univ. Lille |
Revealable Volume Display |
|
10:35 |
INRIA Sophia Antipolis |
Printing-on-Fabric Meta-Material for Self-Shaping Architectural Models |
||
10:50 |
É. Bouzbib |
Univ. Sorbonne |
Robotised Tangible UI for Multimodal Interactions in VR |
|
11:05 |
T. Tricard |
INRIA Nancy |
Using phasor noise to design flexible structures with IceSL |
|
13:00 |
A. Niyazov |
Univ. Toulouse |
Pervasive Freeform User Interfaces |
|
13:15 |
G.-P. Bonneau |
Univ. Grenoble Alpes |
Geometric Construction of Irregular Auxetic Networks |
|
13:30 |
M. Hachet |
INRIA Bordeaux |
||
14:15 |
G. Richard |
Univ. Lille |
The role of haptic feedback on virtual embodiment |
|
14:30 |
M. Garcia |
INRIA Rhone-Alpes |
||
14:45 |
A. Tabard, R. Vuillemot |
Univ. Lyon |
Kit low tech pour la physicalisation spatio-temporelle |