ELNAZ TAFRIHI BAILEY DESIGN PORTFOLIO 2021
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InsightXR InsightXR intends to enable multiple users to visualize 3D designs and collaborate on them using AR and VR technology. It provides designers with user eye tracking data (attention maps and 3D fixation points), as well as user-generated feedback (areas marked up as positive, negative and neutral) that will ultimately be used to inform the generation of new designs using interactive genetic algorithms (IGA). The value of this method is the use of human agents besides the algorithm to find optimized solutions based on collective user expertise and overall qualitative feedback.
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InsightXR Use of immersive remote collaboration has been widely explored both in the academic environment and within the workplace. Unprecedented times such as the COVID-19 pandemic increased the demand for remote collaboration, altering the way we practice design. This increased need for immersive remote collaboration in the field of design was the motivation behind the development of InsightXR, a platform that allows inclusive participation of users regardless of their location or time zones, while exploring generative design. This research tries to answer the question: How can we propose a new method of interactive design optimization in virtual and augmented reality where we include users’
feedback to improve the design optimization process in remote collaboration? InsightXR intends to enable multiple users to visualize 3D designs and collaborate on them using AR and VR technology. It provides designers with user eye tracking data, as well as user-generated feedback that will ultimately be used to inform the generation of new designs using interactive genetic algorithms (IGA). The value of this method is the use of human agents besides the algorithm to find optimized solutions based on collective user expertise and overall qualitative feedback. InsightXR can be utilized in the following categories: co-located and synchronous, remote and synchronous, and remote and asynchronous. Figure 1. InsightXR VR Application.
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Figure 2. AR Application. (a) Login page. (b) Point cloud based object placement. (c) Markup feature. (d) Sticky notes for written comments. (e) Layers feature to enable/disable different layers. 2
Virtual Bauer Wurster Virtual Bauer Wurster brings you a virtual experience of the School of Architecture at the University of California, Berkeley. Students can post design work and interact with classmates inside their own 3D models. Guests can visit studios, leave feedback to students and interact with each other.
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Virtual Bauer Wurster Virtual Bauer Wurster brings you a virtual experience of the School of Architecture at the University of California, Berkeley. Students can post design work and interact with classmates inside their own 3D models. Guests can visit studios, leave feedback to students and interact with each other. Users are able to enter Virtual Bauer Wurster by downloading the custom application and will choose an avatar that will represent them as they navigate the virtual space. Once inside, the user can explore anywhere they might go when physically in the building — from the gallery, to the courtyard, to the studio floors where students work at their assigned desks. One of the most innovative features is that students who work in Virtual Bauer Wurster will be able to upload their 2D drawings and
3D models to their desks in real time, and communicate with one another inside the platform. In 2020, Deanna Van Buren’s Rupp Prize exhibition Building for a Decarceration Nation was added to Virtual Bauer Wurster. It was located in two spaces, the Bauer Wurster Gallery and Room 108 and presented fullscale models of several mobile responses that Designing Justice + Designing Spaces has created and deployed as part of their work to address the root causes of mass incarceration. These include a mobile refuge room for formerly-incarcerated people; mobile vending units for micro-entrepreneurs; and the Hit/Hug Punching Bag.
Figure 3. Virtual Bauer Wurster lobby space
Figure 4. Multiple users interacting in the studio space
Figure 5. Avatar page menu with options to change characters and their associated colors 4
RattlesNeck In this research we discuss novel means to improve cyclist safety with RattlesNeck, a fully integrated wearable device that senses approaching vehicles with embedded sonar sensors.
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RattlesNeck In this research we discuss novel means to improve cyclist safety with RattlesNeck, a fully integrated wearable device that senses approaching vehicles with embedded sonar sensors. This device – a tool computationally designed via Grasshopper, body 3D scanning, and stereolithography 3D printing – uses haptic technology to warn bike riders of road hazards. To further mitigate collision risk, the system uses distance-based, LED lights to alert car drivers of cyclist proximity. A supplementary mobile application also collects crowdsourced data to convey statistically safer routes in real-time. We developed a 3D model of our initial prototype. To produce an accurate 3D model that was comfortable for
our users, we used a 3D Structure Sensor to scan a user’s body to generate point-cloud data. This process provided the essential mapping and design foundation for our initial prototypes. We developed a 3D design model that could serve as the exterior casing for other components of the design (e.g., sonar sensors, LED lights, Feather, etc.). The latest prototype has a slim chamber with fewer electronics around the neck. The device can fit around the neck of any cyclist and provide more accurate haptic feedback. In order to generate a more intuitive and adaptive interaction, we 3D printed our product with a flexible material using Stereolithography 3D printing technology with a Form 2 3D printer.
Figure 8. Body 3D scan used for 3D product design
RATTLESNECK TUI FALL 2019
Figure 6. RattlesNeck’s safety signals at night RATTLESNECK TUI FALL 2019
Figure 7. 3D design evolution PAGE 4
(a)the user, using (b) (c) (d) (e) Profile page for Profile Profile page page for for the the user, user, using using Profile Profile page page for for the the user, user, using using Statistics on the profile of the Statistics Statistics on on the the profile profile of ofthe the Statistics Statistics on on the the profile profile ofof the the Overview of previous trips that the Risk Overview Overview detail page of of previous previous with high trips trips risk that that the the Risk Risk detail detail page page with with high high risk risk Overview Overview ofof previous previous trips trips that that the the Risk detail detail page page with with high high risk risk Figure 9. RattlesNeck Application. (a) Welcome page. Profile page with personalized data based on previous trip. (c) Trips pageRisk with safety data based on previous routes . (d) Risk detail page with high risk data to personalize the app and data to(b) personalize the app and data to personalize the app and data data to to personalize personalize the the app app and and rider, aggregating risk over time rider, rider, aggregating aggregating risk risk over over time time rider, rider, aggregating aggregating risk risk over over time time biker has taken, displaying safety zones biker biker and has has safety taken, taken, information displaying displaying safety safety zones zones and and safety safety information information zone. (e) Statistics on the profile of the rider with risk overtime biker biker has has taken, taken, displaying displaying safety safety zones zones and and safety safety information information trips experience trips experience trips experience trips trips experience experience percentage and route recorded percentage percentage about the and and ride route route recorded recorded about about the the ride ride percentage percentage and and route route recorded recorded about about the the ride ride
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VR-All-Present In this research we propose a new product that will help connect users in VR and in physical space through eye-tracking technology and help them engage better.
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VR-All-Present Virtual reality (VR) has made communication and collaboration easier by providing an opportunity for us to meet remotely in a fully immersive environment. However, VR technology still has serious limitations regarding connecting people emotionally in the physical and virtual space in collaborative settings. By researching various VR applications that are designed for asymmetric interactions, we discovered that people who are participating through VR often become a passive participant among people who are gathering in the physical space due to two factors: 1) Lack of physical interaction in the space. 2) Inability to provide eye contact between the two user groups. In response to these issues, we designed an interactive device equipped with eye tracking
technology and connected to the VR space using Google Firebase to signify the physical presence of the VR participant. For the initial prototype, we used sound sensors to detect voices of users in the physical space, and initialize the eye tracking. For eye tracking in the physical space we used the Raspberry Pi module 2 camera, and OpenCV library to detect faces and eyes in the physical space. In the next step, we used CLAHE (Contrast Limited Adaptive Histogram Equalization) in OpenCV to increase the contrast of the video, and made the video black and white. Then by analyzing the data that was extracted from detected eyes in the video, we set rules to identify left eye and right eye based on their corner points.
Figure 10. Facial expressions of users visualized on avatars in VR
User 2 (Physical Space) User 1 (Physical Space)
User 3 (Physical Space)
VR User
Figure 11. Experiment setup in the physical spaces and the virtual reality space.
Figure 12. Physical prototype of the device with integrated camera
Figure 13. Eye tracking using OpenCV CLAHE 8
Bampfa AR BAMPFA AR explores new modes of narrative and storytelling using augmented reality as a medium. The project tells the story behind the new BAMPFA building from its inauguration in 1940 as the university printing press, to an abandoned structure covered with graffiti by local artists, to a contemporary museum redesigned by the New York–based design firm Diller Scofidio + Renfro.
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