Abstract:We present a computational design system that assists users to model, optimize, and fabricate quad-robots with soft skins.Our system addresses the challenging task of predicting their physical behavior by fully integrating the multibody dynamics of the mechanical skeleton and the elastic behavior of the soft skin. The developed motion control strategy uses an alternating optimization scheme to avoid expensive full space time-optimization, interleaving space-time optimization for the skeleton and frame-by-frame… Show more
“…The designs they target contain no moving parts, but the techniques they propose could be used to automatically prepare the designs generated with our method for fabrication. Computational issues related to the design of soft skins for animatronic characters have also been investigated [Bickel et al 2012;Feng et al 2019]. The animatronic designs generated with our method could also be used to drive the motion of such soft skins, although ensuring that the force transmission mechanisms are designed to be sufficiently strong remains an avenue for future work.…”
We present an algorithmic approach to designing animatronic figures -expressive robotic characters whose movements are driven by a large number of actuators. The input to our design system provides a high-level specification of the space of motions the character should be able to perform. The output consists of a fully functional mechatronic blueprint. We cast the design task as a search problem in a vast combinatorial space of possible solutions. To find an optimal design in this space, we propose an efficient best-first search algorithm that is guided by an admissible heuristic. The objectives guiding the search process demand that the design remains free of singularities and self-collisions at any point in the high-dimensional space of motions the character is expected to be able to execute. To identify worst-case self-collision scenarios for multi degree-of-freedom closed-loop mechanisms, we additionally develop an elegant technique inspired by the concept of adversarial attacks. We demonstrate the efficacy of our approach by creating designs for several animatronic figures of varying complexity.
“…The designs they target contain no moving parts, but the techniques they propose could be used to automatically prepare the designs generated with our method for fabrication. Computational issues related to the design of soft skins for animatronic characters have also been investigated [Bickel et al 2012;Feng et al 2019]. The animatronic designs generated with our method could also be used to drive the motion of such soft skins, although ensuring that the force transmission mechanisms are designed to be sufficiently strong remains an avenue for future work.…”
We present an algorithmic approach to designing animatronic figures -expressive robotic characters whose movements are driven by a large number of actuators. The input to our design system provides a high-level specification of the space of motions the character should be able to perform. The output consists of a fully functional mechatronic blueprint. We cast the design task as a search problem in a vast combinatorial space of possible solutions. To find an optimal design in this space, we propose an efficient best-first search algorithm that is guided by an admissible heuristic. The objectives guiding the search process demand that the design remains free of singularities and self-collisions at any point in the high-dimensional space of motions the character is expected to be able to execute. To identify worst-case self-collision scenarios for multi degree-of-freedom closed-loop mechanisms, we additionally develop an elegant technique inspired by the concept of adversarial attacks. We demonstrate the efficacy of our approach by creating designs for several animatronic figures of varying complexity.
In this paper, we present a new benchmark to validate the suitability of database systems for interactive visualization workloads. While there exist proposals for evaluating database systems on interactive data exploration workloads, none rely on real user traces for database benchmarking. To this end, our long term goal is to collect user traces that represent workloads with different exploration characteristics. In this paper, we present an initial benchmark that focuses on "crossfilter"-style applications, which are a popular interaction type for data exploration and a particularly demanding scenario for testing database system performance. We make our benchmark materials, including input datasets, interaction sequences, corresponding SQL queries, and analysis code, freely available as a community resource, to foster further research in this area: https://osf.io/9xerb/?view_only= 81de1a3f99d04529b6b173a3bd5b4d23. CCS CONCEPTS • Information systems → Data management systems; Data analytics; • Human-centered computing → Visualization systems and tools.
Visual analytics systems enable highly interactive exploratory data analysis. Across a range of fields, these technologies have been successfully employed to help users learn from complex data. However, these same exploratory visualization techniques make it easy for users to discover spurious findings. This paper proposes new methods to monitor a user's analytic focus during visual analysis of structured datasets and use it to surface relevant articles that contextualize the visualized findings. Motivated by interactive analyses of electronic health data, this paper introduces a formal model of analytic focus, a computational approach to dynamically update the focus model at the time of user interaction, and a prototype application that leverages this model to surface relevant medical publications to users during visual analysis of a large corpus of medical records. Evaluation results with 24 users show that the modeling approach has high levels of accuracy and is able to surface highly relevant medical abstracts.CCS Concepts: • Human-centered computing → Visual analytics; User models.
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