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Creators/Authors contains: "Krishnamurthy, Vinayak R."

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  1. 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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  2. 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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  3. 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 (A–B–C), resulting in a rich design space for auxetics that is previously unexplored. 
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