Rapid prototyping techniques for CNC machining have been developed in an effort to produce functional prototypes in appropriate materials. One of the major challenges for rapid machining is to develop an automatic fixturing system for securing the part during the machining process. The method proposed in this paper is the use of sacrificial fixturing, similar to the support structures in existing rapid processes like Stereolithography. During the machining process, sacrificial supports emerge incrementally and, at the end of the process, are the only entities connecting the part to the stock material. This paper presents methodologies for the design of sacrificial support structures for a rapid machining process and illustrates them using a complex sample part machined in the laboratory.
In this paper, we describe an experiment designed to evaluate the effectiveness of three interfaces for surveillance or remote control using live 360-degree video feeds from a person or vehicle in the field. Video feeds are simulated using a game engine. While locating targets within a 3D terrain using a 2D 360-degree interface, participants indicated perceived egocentric directions to targets and later placed targets on an overhead view of the terrain. Interfaces were compared based on target finding and map placement performance. Results suggest 1) nonseamless interfaces with visual boundaries facilitate spatial understanding, 2) correct perception of self-to-object relationships is not correlated with understanding object-toobject relationships within the environment, and 3) increased video game experience corresponds with better spatial understanding of an environment observed in 360-degrees. This work can assist researchers of panoramic video systems in evaluating the optimal interface for observation and teleoperation of remote systems.
In this paper we describe a novel approach for comparing users' spatial cognition when using different depictions of 360-degree video on a traditional 2D display. By using virtual cameras within a game engine and texture mapping of these camera feeds to an arbitrary shape, we were able to offer users a 360-degree interface composed of four 90-degree views, two 180-degree views, or one 360-degree view of the same interactive environment. An example experiment is described using these interfaces. This technique for creating alternative displays of wide-angle video facilitates the exploration of how compressed or fish-eye distortions affect spatial perception of the environment and can benefit the creation of interfaces for surveillance and remote system teleoperation. Disciplines Cognition and Perception | Cognitive Psychology | Graphics and Human Computer Interfaces CommentsThis is a conference proceeding from Proceedings of SPIE 8291 (2012) ABSTRACTIn this paper we describe a novel approach for comparing users' spatial cognition when using different depictions of 360-degree video on a traditional 2D display. By using virtual cameras within a game engine and texture mapping of these camera feeds to an arbitrary shape, we were able to offer users a 360-degree interface composed of four 90-degree views, two 180-degree views, or one 360-degree view of the same interactive environment. An example experiment is described using these interfaces. This technique for creating alternative displays of wide-angle video facilitates the exploration of how compressed or fish-eye distortions affect spatial perception of the environment and can benefit the creation of interfaces for surveillance and remote system teleoperation.
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