2007年7月30日 星期一

2007年7月26日 星期四

Fashion Couloior

Architecture Design during the study at NTUT. [spring, 2004]






Design about KING LEAR: The Cycle of Life

An device design selected in OISTAT: Scenofest, Prague Quadrennial 2003 [summer, 2003]
The spacial SCENOFEST exhibition "A Lear for Our Times" issued challenge: How couldthis epic play be staged today that would make it truly a play for our times.

This is from the opera of KING LEAR to capturing the element from the past of real history. And mixing with digital media to represent a new scenario about LEAR.

I use AutoCAD to capturing a real story from the map and re-colour it:
























The Cycle of Life's Presentation (PDF file)
The Cycle of Life Exhibited at the PQ' 03 at Prague.

2007年7月3日 星期二

COnceptual MOdeling ENvironment

A 3D user interface for integrating the use of tangible tools into conceptual modeling [summer, 2007]
Conceptual modeling is an actively creative stage in a design process. Through hand modeling and manipulation of different kinds of modeling tool kits for specific materials, designers are able to generate forms. This article presents a tangible human-computer interface of a C-StressBall for form manipulation and a CBenchWhirler for visual control. They create a new way of interaction between the virtual world and the physical space. They are aimed to ease the operation in design process by using CAD.

A test drawing a strong man.


A test drawing an elephant.


1. Introduction
1.1. Conceptual modeling in architecture design
• Tangible sense is help designer to express more creative ideas by the senses of solidness and transform the spatial ideas into design models.
• CAD contains high capacity computing power. It can overcome the constraints of gravity and generate with higher degree of form. But, it in deed takes extra efforts in process planning rather than form generation.
• Ubiquitous Computing pushes computers into background and leave only the valuable information opposed to user.
• Tangible User Interface bridge the gap between virtual world and the physical environment.

1.2. Objective
• Use TUI to redesign CAD’s operation in terms of HCI, fits in the early phase of design process.
• Traditional modeling tool go through human civilization and evolved for a long time, user could have ease understand of characteristic through practicing the sense of touch.
• Construct a working prototype which is suitable for a design environment.
• Two physical tangible tools: C-StressBall and C-BenchWhirler are established to contact with the tangible’s features and the modeling behaviors in the COMOEN.


2. System Design
2.1. System outline• Traditional modeling tool go through human civilization and evolved for a long time to develop the detail functions in the model-shaping process.
• Users could understand their characteristic easily through practicing the sense of touch.
• Two physical tangible tools: C-StressBall and C-BenchWhirler are established to contact with the tangible’s features and the modeling behaviors in the COMOEN.


2.2. C-StressBall

• The actual feeling from C-StressBall is the objects crowd out from hands.
• C-StressBall hold with the fingers and extruding the substance for design.
• It reflects the pressure level in creating different size of ink dots.
• Following gesture location from COMOEN to display the outcome in virtual world.
• The IR distance sensor inside in C-StressBall connect to microcontroller offer the sense of pressure level of touch.

2.3. C-BenchWhirler

• It provides a way of revolving the turntable with hand, which can rotating the objects in the virtual environment.
• Providing designer switches the forms with different angles intuitively while rotating the C-BenchWhirler.
• C-BenchWhirler is a circular turntable to make fast and ease adjustments of view.
The optics mouse has repacked into C-BenchWhirler under table to detect turning actions.

2.4. Image capturing system
• Image capturing board is used for real time retrieving visual data from two CCD cameras.
• By LED light on C-StressBall, Image recognition is used to track lighting in the space.
• Two CCD camera are placed on the (x, y) plane and (y, z) plane separately in order to obtain actual position from C-StressBall.


2.5. Output to the Virtual Environment
• In order to obtain the spatial coordinate and pressure information. A text file format is used to save (x, y, z) position and pressure strength from IRX board.
• C++ language is used to program new functions in MAYA, so that it can use the information from the txt file to display 3D animation.


3. Design outcome
• COMOEN only utilizing the “sphere” function reaches a good sense to present concept.
• Strength of using touches succeed in impelling design detail more thoroughly.
• In few minutes, designer achieve a proper model through the consideration of volume and size.



The process of implementation
Use C-StressBall to Detect Different level from the pressure.


COMOEN in CAADFutures 2007 presentation slides (PDF)


Publication

Huang, C.C. (2007). Conceptual Modeling Environment (COMOEN), Computer-Aided Architectural Design Futures 2007. Netherlands: Springer Press. Sydney, Australia. pp.31-43. (Full-text PDF)
Huang, C.C. (2006). An Approach to 3D Conceptual Modeling: Using Spatial Input Device. In the Proceedings of ASCAAD 2006 Conference. Sharjah, UAE.
Huang, C.C. (2006). A Gestural Spatial Interface for Conceptual Modeling. In the Proceedings of APCHI 2006 Conference. Taipei, Taiwan.

2007年7月2日 星期一

Missing A Person(想一個人)

This Song is created For my small CAT- "多多".
We live together for 7 years along.
But, He died on 2007/01/08.


Special thanks for NTUT classmates, You ALL are the "BEST".
特別感謝北科大 建築系 同學們
當天全力捧場 你們都是最棒的



The lyrics & music
歌詞&吉他簡譜(PDF file)

2007年6月29日 星期五

SmartFloor: Guiding Elder Walks in the Night

獲選由經濟部能源局舉辦「2007全國LED照明應用創意設計競賽」第三名!

This project done at the smart house class at NTUST [spring, 2007]
Smartfloor is a computationally augmented physical tiles designed for sensing the walking and visulize the path. The system functions as a distributed sensor network consisting of nodes, embedded with computational capabilities and LED light pattern, which communicate to neighbor nodes to determine a network topology through a system of joints. Tiles can sense and communicate to the other one. This system is served elders living in the home, to guid the path for kitchten and bathroom at night, help for security and convenienty.


聰慧地板:在夜間提示高齡者路徑指引
NTUST聰慧住宅課程期末成果
設計構想
好的居家環境應提供人們安全無慮的生活處所,尤其在老人身上創造一個無障礙的生活環境。但老人在居家中充滿了許多產生意外的因子,高達90﹪的老人在家裡會發生跌倒及墜落的意外事故(林玉子,民86)。因此使用者使用環境的安全,關係著空間規劃者的設計恰當性。
鑒於老人生理功能的退化,伴隨頻尿以及飲水需求的頻率提升。造成更多在夜間行走的活動機會。在這一系列的活動之中,必須克服一系列「明暗光線的適應」、「開關按鈕」、和「環境認知」的行為(謝瑩蕙,民94)。探路和通行的過程中一不小心都可能產生意外。
地板可以以最直接的方式察覺使用者的生活動作,有別於視訊裝置以及穿戴式(wearable)感測技術的機制,提供方便與尊重隱私的感測方法。因此本研究透過聰慧地板(smart floor)的開發,設計一套互動機制與環境光源的提示提供老人在居家環境中獲得居家照護的應用。

特點說明
A. 單元與單元之間互動的機制
地板能指示空間輪廓已提示光源的功能,假設當地板受壓力感測時,感知的地板向四個方向連接單元地板傳遞訊息(圖1a),在四個連接單元地板接受到訊息後,回傳訊息於原感知地板(圖1b)。透過訊息與訊息相互傳遞的過程,訊息的傳遞與受到回傳的訊息將與以互相抵銷,而沒有互相抵銷的訊息則繼續向外傳遞(圖1c),隨者訊息不斷的傳遞,範圍越為擴大(圖1d)。最後傳遞到空間牆面,則無地板單元可再傳遞訊息,遂停止傳遞;無傳遞的地板單元即隨者空間的輪廓,啟動環境光源機制(圖1e)。同理推論空間輪廓照明系統可隨者室內家具的擺放亮起光源(圖1f),除了輔助老人辨識空間輪廓,並提示老人家具所在位置,避免行走時碰撞家具意外的發生。


(圖1)空間輪廓系統的運作機制

B. 結合不同屬性元件產生的關係
當地板受腳步觸動時,便會由向上下左右向四面將接的單元傳送訊息(如圖2b),藉由訊息不斷的傳遞,有一塊地板必定將被踩到的訊息傳遞到出入口屬性的地板元件。出入口元件受感知後的反應與地板元件不同,它將回傳訊息給前一次通訊的地板(如圖2c),以次類推向外回傳訊息。地板系統即可找出通往出入口的路徑(如圖2d),並與以照明引導。


(圖2)地板元件與門元件透過互相通訊以尋找出路徑的方法。

實作說明
本地板單元的雛形(prototype)使用美國Parallax開發的BasicStamp微處理器進行開發。地板採取九宮格的區塊,分別能偵測壓力;在地板的上下四週分別安裝光源的發光。地板內部,微處理器可以透過壓力的感測或是運算中指令的執行個別開啟光源。外部我們將地板上下左右四個面向的邊緣製作傳輸和接收訊號的機制,透過簡單的有無通電的偵測達成通訊協定(圖3)。


(圖3)電路設計圖

地板模型的實作運用電路正負極接觸後產生電流的原理,利用簍空絕緣隔離材,當適當的壓力施壓於地板時,正極導電材與負極導電材透過簍空絕緣材相接觸產生電流,使LED燈發光。當地板壓力消失時,正極導電材與負極導電材即回覆原被絕緣材所隔離不接觸的狀態(圖4)。


(圖4)導電感測圖


(圖5)老人半夜上廁所時透過聰慧地板的指引,明確找到入口位置和行走方向。當老人下床踩踏到地板時,地板即感測到老人下床,啟動空間輪廓照明系統,與牆邊相鄰的地板亮起環境光源,輔助辨識空間環境。地板能辨識老人所在空間位置,並提供路徑指引光源,並同時在出入口門框亮起光源,光源的亮度會隨者老人離出入口的距越接近而增強,暗示老人離出入口的距離。


(圖6)地板雛型實作

文獻
林玉子(民86)。經營一輩子的家。台北市:胡氏圖書出版社。
謝瑩蕙(民94)。因應高齡者身心狀況的終身住宅之可變性研究-以透天厝為例。中原大學建築研究所碩士論文。

InteractiveWall: Making Light Pattern from People Activities

interactual interior design project done at the Department of Applied Mathematics, NCTU. [winter, 2007]

人型互動光牆:活絡空間中的社交氣氛
位於交通大學應用數學系電腦使用中心

構想
遍佈式運算(ubiquitous computing)提供科技運算自然地融入空間的觀點。一般而言,一群一群的團體以及個人很難在沒有任何共識的前提下發生社交行為。但是對於開放性空間設計的機能中,設計者就從事運用建築手法企圖提供人群社交互動的空間使用。基於此,本設計在環境中提出一種新的互動元素(LED光點)融入空間的使用中,提供一空間使用情境以提升人群在空間中的熱絡氛圍,進而促發更多非正式社交(informal-communication)的發生。

本設計提供環境尺度的互動,隨著環境中的動態移動改變光點的紋理(pattern)。可以明顯被使用者查覺到存在空間中的感覺,以此熱絡空間中的社交氣氛。希望藉此增境社交行為的發生。

設計
1. 藉由光點隱喻(metaphor)的方式傳達訊息。
2. 使用LED應用在建築設計的元素(牆)之中。
3. 轉換人型活動的狀況成為光點的紋理。
4. 不需要學習或攜帶任何的裝置,就可以在此環境中互動。
5. 提供使用者在環境中產生同樂(entertain together)、合作(compete)、競賽(compete)性的互動行為。


(圖1)a-h分別表示於不同時間下環境感測活動後顯示於互動光牆上的圖形紋理


(圖2)使用者穿越空間時察覺牆面中綠色光點圖形與環境活動的改變


(圖3)a-c分別表示在電腦程式運算過程中感測到動態的移動(如綠點所示)

實作
本設計採用的架構流程為:1) 視訊讀入彩度的訊號;2) 與前一個時間比對畫面;3)將畫面有改變的區域亮燈。

本設計的目的在測試一種未來建築環境的功能性。透過運算(computing)科技使用LED發光的的元素,整合使用者穿越空間以及察覺顯示時和科技的互動關聯。


(圖4)人型互動光牆的硬體結構與環境關係。每顆LED可以呈現綠色光暈(a),透過牆面正上方的攝影機(e)感測環境中不同區域的活動(b; d; g)。將透過視訊感測獲的資訊讀入電腦程式中分析動態位置(i),透過usb序列阜傳輸至牆背後(f)的單晶片元件中(h)。透過單晶片控制LED的開關,呈現出動態的圖形紋理(c)。


(圖5)LED的驅動機制。首先將程式碼寫入單晶片中,設定開關LED燈的訊號字串(b);接著撰寫一支可以傳遞序列阜通訊單晶片的程式(a);最後透過usb訊號驅動單晶片控制LED亮燈。