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Creators/Authors contains: "Krishnamurthy, Vinayak"

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  1. Abstract We present an experimental investigation of spatial audio feedback using smartphones to support direction localization in pointing tasks for people with visual impairments (PVIs). We do this using a mobile game based on a bow-and-arrow metaphor. Our game provides a combination of spatial and non-spatial (sound beacon) audio to help the user locate the direction of the target. Our experiments with sighted, sighted-blindfolded, and visually impaired users shows that (a) the efficacy of spatial audio is relatively higher for PVIs than for blindfolded sighted users during the initial reaction time for direction localization, (b) the general behavior between PVIs and blind-folded individuals is statistically similar, and (c) the lack of spatial audio significantly reduces the localization performance even in sighted blind-folded users. Based on our findings, we discuss the system and interaction design implications for making future mobile-based spatial interactions accessible to PVIs. 
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  2. Abstract This article studies fine motor strategies for precise spatial manipulation in close-to-body interactions. Our innate ability for precise work is the result of the confluence of visuo-tactile perception, proprioception, and bi-manual motor control. Contrary to this, most mixed-reality (MR) systems are designed for interactions at arms length. To develop guidelines for precise manipulations in MR systems, there is a need for a systematic study of motor strategies including physical indexing, bi-manual coordination, and the relationship between visual and tactile feedback. To address this need, we present a series of experiments using three variations of a tablet-based MR interface using a close-range motion capture system and motion-tracked shape proxies. We investigate an elaborate version of the classic peg-and-hole task that our results strongly suggests the critical need for high precision tracking to enable precise manipulation. 
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  3. In this work, we introduce an approach to model topologically interlocked corrugated bricks that can be assembled in a water-tight manner (space-filling) to design a variety of spatial structures. Our approach takes inspiration from recently developed methods that utilize Voronoi tessellation of spatial domains by using symmetrically arranged Voronoi sites. However, in contrast to these existing methods, we focus our attention on Voronoi sites modeled using helical trajectories, which can provide corrugation and better interlocking. For symmetries, we only use affine transformations based on the Bravais lattice to avoid self-intersections. This methodology naturally results in structures that are both space-filling (owing to Voronoi tessellation) as well as interlocking by corrugation (owing to helical trajectories). The resulting shapes of the bricks appear to be similar to a variety of pasta noodles, thereby inspiring the names, Voronoi Spaghetti and VoroNoodles. 
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  4. Abstract In this paper, we introduce a novel prototyping workflow, QuickProbe, that enables a user to create quick-and-dirty prototypes taking direct inspiration from existing physical objects. Our workflow is inspired by the notion of prototyping-in-context using physical scaffolds in digital environments. To achieve this we introduce a simple kinesthetic-geometric curve representation wherein we integrated the geometric representation of the curve with the virtual kinesthetic feedback. We test the efficacy of this kinesthetic-geometric curve representation through a qualitative user study conducted with ten participants. In this study, users were asked to generate wire-frame curve networks on top of the physical shapes by sampling multiple control points along the surface. We conducted two different sets of experiments in this work. In the first set of experiments, users were tasked with tracing the physical shape of the object. In the second set of experiments, the goal was to explore different artistic designs that the user could draw using the physical scaffolding of the shapes. Through our user studies, we showed the variety of designs that the users were able to create. We also evaluated the similarities and differences we observed between the two different sets of experiments. We further discuss the user feedback and the possible design scenarios where our QuickProbe workflow can be used. 
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  5. This Research Work In Progress Paper examines empirical evidence on the impacts of feedback from an intelligent tutoring software on sketching skill development. Sketching is a vital skill for engineering design, but sketching is only taught limitedly in engineering education. Teaching sketching usually involves one-on-one feedback which limits its application in large classrooms. To meet the demands of feedback for sketching instruction, SketchTivity was developed as an intelligent tutoring software. SketchTivity provides immediate personalized feedback on sketching freehand practice. The current study examines the effectiveness of the feedback of SketchTivity by comparing students practicing with the feedback and without. Students were evaluated on their motivation for practicing sketching, the development of their skills, and their perceptions of the software. This work in progress paper examines preliminary analysis in all three of these areas. 
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  6. A novel methodology is introduced for designing auxetic (negative Poisson's ratio) structures based on topological principles and is demonstrated by investigating a new class of auxetics based on two‐dimensional (2D) textile weave patterns. Conventional methodology for designing auxetic materials typically involves determining a single deformable block (a unit cell) of material whose shape results in auxetic behavior. Consequently, patterning such a unit cell in a 2D (or 3D) domain results in a larger structure that exhibits overall auxetic behavior. Such an approach naturally relies on some prior intuition and experience regarding which unit cells may be auxetic. Second, tuning the properties of the resulting structures is typically limited to parametric variations of the geometry of a specific type of unit cell. Thus, most of the currently known auxetic structures belong to a selected few classes of unit cell geometries that are explicitly defined in accordance with a specified topological (i.e., grid structure). Herein, a new class of auxetic structures is demonstrated that, while periodic, can be generated implicitly, i.e., without reference to a specific unit cell design. The approach leverages weave‐based parameters (ABC), resulting in a rich design space for auxetics that is previously unexplored.

     
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  7. An approach for modeling topologically interlocked building blocks that can be assembled in a water‐tight manner (space filling) to design a variety of spatial structures is introduced. This approach takes inspiration from recent methods utilizing Voronoi tessellation of spatial domains using symmetrically arranged Voronoi sites. Attention is focused on building blocks that result from helical stacking of planar 2‐honeycombs (i.e., tessellations of the plane with a single prototile) generated through a combination of wallpaper symmetries and Voronoi tessellation. This unique combination gives rise to structures that are both space‐filling (due to Voronoi tessellation) and interlocking (due to helical trajectories). Algorithms are developed to generate two different varieties of helical building blocks, namely, corrugated and smooth. These varieties result naturally from the method of discretization and shape generation and lead to distinct interlocking behavior. In order to study these varieties, finite‐element analyses (FEA) are conducted on different tiles parametrized by 1) the polygonal unit cell determined by the wallpaper symmetry and 2) the parameters of the helical line generating the Voronoi tessellation. Analyses reveal that the new design of the geometry of the building blocks enables strong variation of the engagement force between the blocks.

     
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