Internet-of-Things has reshaped the way people interact with their surroundings and automatize the once manual actions. In a smart home, controlling the Internet-connected lights is as simple as speaking to a nearby c...
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Internet-of-Things has reshaped the way people interact with their surroundings and automatize the once manual actions. In a smart home, controlling the Internet-connected lights is as simple as speaking to a nearby conversational assistant. However, specifying interaction rules, such as making the lamp turn on at specific times or when someone enters the space is not a straightforward task. The complexity of doing such increases as the number and variety of devices increases, along with the number of household members. Thus, managing such systems becomes a problem, including finding out why something has happened. This issue lead to the birth of several low-code development solutions that allow users to define rules to their systems, at the cost of discarding the easiness and accessibility of voice interaction. In this paper we extend the previous published work on Jarvis [1], a conversational interface to manage IoT systems that attempts to address these issues by allowing users to specify time-based rules, use contextual awareness for more natural interactions, provide event management and support causality queries. A proof-of-concept is presented, detailing its architecture and natural language processing capabilities. A feasibility experiment was carried with mostly non-technical participants, providing evidence that Jarvis is intuitive enough to be used by common end-users, with participants showcasing an overall preference by conversational assistants over visual low-code solutions.
Building information modeling (BIM) can facilitate effective three-dimensional (3D) earthwork modeling by furnishing insightful information. An earthwork area is generally represented in a cell-based environment for p...
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Building information modeling (BIM) can facilitate effective three-dimensional (3D) earthwork modeling by furnishing insightful information. An earthwork area is generally represented in a cell-based environment for planning purposes such as allocation plans or equipment plans. However, previous studies utilized conventional methods, which are tedious and time-consuming, to create cell-based representations. Therefore, a method that can be applied to automatically represent earthwork BIM models in a cell-based environment should be developed. To address that research gap, this paper proposes a novel method to develop voxel-based representations of earthwork models. The voxel-based method is parametric, and the size, number, and properties of the voxels can be easily varied. This method, validated for accuracy, rapidly creates a parametric voxel model linked with geotechnical information necessary for earthwork operations. A visual programming tool, Grasshopper, is used to develop an algorithm that can automatically divide the earthwork model into voxels. Finally, experiments are conducted to validate the proposed method using an actual earthwork BIM design. The paper contributes to the existing body of knowledge by proposing a voxel-based earthwork representation and algorithm that automatically create a cell-based 3D environment that is flexible enough to integrate geotechnical parameters. The results indicate that the proposed method will help project engineers, planners, and managers create an optimal-size voxel-based earthwork model with customized geotechnical information.
In recent years numerous robotic solutions have been developed to improve production processes. However, most of the robotic arms are applied in large factories where they perform repetitive tasks supporting mass prod...
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ISBN:
(纸本)9783030409715;9783030409708
In recent years numerous robotic solutions have been developed to improve production processes. However, most of the robotic arms are applied in large factories where they perform repetitive tasks supporting mass production. The complexity of programming and adapting robots for changing production is still a barrier for the application of robot arms in flexible and small-scale production. In this paper, we present the system which allows programming the robot using visual cameras and a set of visual markers. We develop a method for flexible motion planning for the cooperative robot to quickly define the trajectory of the robot in the 3D space. We present the architecture of the system, calibration method and the performance of the system. We also show how to significantly improve the detection range of the visual markers using Convolutional Neural Networks for object detection.
We present TileCode, a video game creation environment that runs on battery-powered microcontroller-based gaming handhelds. Our work is motivated by the popularity of retro video games, the availability of low-cost ga...
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ISBN:
(纸本)9781450375146
We present TileCode, a video game creation environment that runs on battery-powered microcontroller-based gaming handhelds. Our work is motivated by the popularity of retro video games, the availability of low-cost gaming handhelds loaded with many such games, and the concomitant lack of a means to create games on the same handhelds. With TileCode, we seek to close the gap between the consumers and creators of video games and to motivate more individuals to participate in the design and creation of their own games. The TileCode programming model is based on tile maps and provides a visual means for specifying the context around a sprite, how a sprite should move based on that context, and what should happen upon sprite collisions. We demonstrate that a variety of popular video games can be programmed with TileCode using 10-15 visual rules and compare/contrast with block-based versions of the same games implemented using MakeCode Arcade.
Iterative artistic exploration, mechanism building, and interaction programming are essential processes of prototyping interactive kinetic art (IKA). However, scattered tools and interwoven workfows across digital and...
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ISBN:
(纸本)9781450375146
Iterative artistic exploration, mechanism building, and interaction programming are essential processes of prototyping interactive kinetic art (IKA). However, scattered tools and interwoven workfows across digital and physical worlds make the task difficult. We present WIKA, an integrated environment supporting the whole creation process of IKA in the form of a layered picture frame in a single workspace. A projected AR system with a mobile device efficiently makes an interactive tabletop. The projected information connected with physical components (e.g. sensors and motors) enables the programming and simulation on the workspace. Physical components are applied from the initial phase of prototyping using an AR plate, and this supports the iterative trial-and-error process by bridging the workflow. A user study shows that WIKA enabled non-experts to create diverse IKA with their ideas. A tangible interaction and projected information enable the iterative and rapid creation. The method that integrates the hardware and software in the physical environment can be applied to other prototyping tools that support the creation of interactive and kinetic elements.
Statistical analysis is a frequent task in several research fields such as HCI, Psychology, and Medicine. Performing statistical analysis using traditional textual programming languages like R is considered to have se...
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ISBN:
(纸本)9781450356213
Statistical analysis is a frequent task in several research fields such as HCI, Psychology, and Medicine. Performing statistical analysis using traditional textual programming languages like R is considered to have several advantages over GUI applications like SPSS. However, our examination of 40 analysis scripts written using current IDEs for R shows that such scripts are hard to understand and maintain, limiting their replication. We present StatWire, an IDE for R that closely integrates the traditional text-based editor with a visual data flow editor to better support statistical programming. A preliminary evaluation with four R users indicates that this hybrid approach could result in statistical programming that is more understandable and efficient.
For efficient construction-assemblies transportation, volume constrained 3D printing, dry stacking, and facility waste management, a common problem must be solved. It is the practical problem of packing irregular 3D r...
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For efficient construction-assemblies transportation, volume constrained 3D printing, dry stacking, and facility waste management, a common problem must be solved. It is the practical problem of packing irregular 3D rigid objects into a container with fixed dimensions so that the volume of the final packed objects is minimized. To solve this problem, a methodology is presented that begins with capturing the initial as-is 3D shape data for each object, followed by a metaheuristic-based packing optimization algorithm. This methodology is demonstrated to be effective in two situations with known optimum solutions and in a third situation involving packing of real-life as-is objects. A high-level selection algorithm that is designed to guide the search of possible object subsets, when not all objects can fit into a single predefined container, is discussed as well. Performance is examined for variations, and a preliminary sensitivity analysis is performed. The methodology and its key algorithms are demonstrated to produce effective packing solutions in a mostly automatic manner. Object packing for this class of applications in civil engineering can thus be potentially improved in terms of outcome efficiency and level of planning effort required.
Blockly is a visual programming editor by Google, being open-source multi-platform and multi-language, while offering jigsaw-style program blocks. It is very popular and currently adopted by an increasing number of vi...
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ISBN:
(纸本)9783030279288;9783030279271
Blockly is a visual programming editor by Google, being open-source multi-platform and multi-language, while offering jigsaw-style program blocks. It is very popular and currently adopted by an increasing number of visual development solutions. However, as with similar earlier tools, it lacks a full-scale debugger. We present a complete visual debugger for Blockly, working over blocks, supporting the full range of debugging features as with typical source-level debuggers. To support all tracing functions we make no amendments to the underlying JavaScript engine, supporting all debugging operations through code instrumentation inserting invocations to a busy-wait debugger service loop. The latter affects only the source code that is output by Blockly.
Immersive authoring is a paradigm that makes Virtual Reality (VR) application development easier by allowing programmers to create VR content while immersed in the virtual environment. In this paradigm, programmers ma...
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ISBN:
(纸本)9781450375146
Immersive authoring is a paradigm that makes Virtual Reality (VR) application development easier by allowing programmers to create VR content while immersed in the virtual environment. In this paradigm, programmers manipulate programming primitives through direct manipulation and get immediate feedback on their program's state and output. However, existing immersive authoring tools have a low ceiling;their programming primitives are intuitive but can only express a limited set of static relationships between elements in a scene. In this paper, we introduce FlowMatic, an immersive authoring tool that raises the ceiling of expressiveness by allowing programmers to specify reactive behaviors-behaviors that react to discrete events such as user actions, system timers, or collisions. FlowMatic also introduces primitives for programmatically creating and destroying new objects, for abstracting and re-using functionality, and for importing three-dimensional (3D) models. Importantly, FlowMatic uses novel visual representations to allow these primitives to be represented directly in VR. We also describe the results of a user study that illustrates the usability advantages of FlowMatic relative to a two-dimensional (2D) authoring tool and we demonstrate its expressiveness through several example applications that would be impossible to implement with existing immersive authoring tools. By combining a visual program representation with expressive programming primitives and a natural User Interface (UI) for authoring programs, FlowMatic shows how programmers can build fully interactive virtual experiences with immersive authoring.
Collaborative robots promise to transform work across many industries and promote human-robot teaming as a novel paradigm. However, realizing this promise requires the understanding of how existing tasks, developed fo...
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ISBN:
(纸本)9781450375146
Collaborative robots promise to transform work across many industries and promote human-robot teaming as a novel paradigm. However, realizing this promise requires the understanding of how existing tasks, developed for and performed by humans, can be effectively translated into tasks that robots can singularly or human-robot teams can collaboratively perform. In the interest of developing tools that facilitate this process we present Authr, an end-to-end task authoring environment that assists engineers at manufacturing facilities in translating existing manual tasks into plans applicable for human-robot teams and simulates these plans as they would be performed by the human and robot. We evaluated Authr with two user studies, which demonstrate the usability and effectiveness of Authr as an interface and the benefits of assistive task allocation methods for designing complex tasks for human-robot teams. We discuss the implications of these findings for the design of software tools for authoring human-robot collaborative plans.
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