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XRDS

Crossroads The ACM Magazine for Students SPRING 2016 V OL .2 2 • NO. 3 XRDS.ACM.ORG

Digital
Fabrication
A Manifest for
Digital Fabrication
Soft Printing with Fabric
Fabrication Lends a Hand
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Crossroads
The ACM Magazine for Students
SP RING 2 01 6 V OL . 2 2 • NO . 3

14

begin
5 LETTER FROM THE EDITORS

8 INBOX

9 INIT
Digital Fabrication:
A human-machine interface for
advanced manufacturing
By Stefanie Mueller
and Nadya Peek

11 ADVICE
How to Deal with Negative Critique
By Andy J. Hunsucker

12 UPDATES
RIT SIGCHI
Cover by Andrij Borys Associates,
By David Byrd
using photo by Steve Marsel,
courtesy of Nervous System
14 CAREERS
How to Get Hired at a Startup
as a Software Developer
By Jack Minardi

15 MILESTONES
Additive Manufacturing
Top Image by Dotshock / shutterstock.com

By Jay Patel

16 BLOGS
Exploring Virtual Reality—
Are We There Yet?
By Andrew J. Hunsucker

2 XRDS • SPRING 2016 • VOL.22 • NO.3


Crossroads
The ACM Magazine for Students
SP RING 2 01 6 V OL . 2 2 • NO . 3

DIGITAL FABRICATION

38 64 86

features end
22 FEATURE 54 FEATURE 78 LABZ
A Manifest for Lots of Parts, Lots of Formats, Design Informatics Lab
Digital Imperfection Lots of Headache By Feras Alsaggaf, Javier Villarroel,
By Amit Zoran By James Coleman, Craig Long, and Billy Wong
Andrew Manto, and Trygve Wastvedt
28 FEATURE 79 BACK
Personal Fabrication: 58 FEATURE The Emergence of 3-D Printing
From automated machines Drowning in Triangle Soup: By Asmaa Rabie
to augmented tools The quest for a better 3-D
By Ilan Moyer printing file format 81 HELLO WORLD
By Jesse Louis-Rosenberg The Brownian
32 FEATURE Wanderlust of Things
L-to-R: Image by Andrey Nikolaev; Painting by Rick Guidice courtesy of NASA; Image by Leonid Andronov

Creating Animated Characters 64 FEATURE By Marinka Zitnik


for the Physical World Island Three Revisited: O’Neill
By Stelian Coros cylinders and digital materials 84 ACRONYMS
By Daniel Cellucci and
38 FEATURE Kenneth C. Cheung 84 POINTERS
Building a Toolkit for
Fabricating Interactive Objects 68 FEATURE 86 EVENTS
By Andrew Spielberg, 3-D Printing: Green or not?
Alanson Sample, Scott E. Hudson, By David Rejeski 88 BEMUSEMENT
Jennifer Mankoff, and James McCann
70 FEATURE
44 FEATURE Fabrication Lends a Hand:
3-D Printing Interactive Objects Creating custom
By Valkyrie Savage assistive technology
By Erin Buehler
50 FEATURE
Soft Printing with Fabric 76 PROFILE
By Huaishu Peng, Scott Hudson, Dennis Bormann: The man
Jennifer Mankoff, and James McCann who introduced Antarctica’s
Davis Station to 3-D printing
By Adrian Scoică

XRDS • SPRING 2016 • VOL.22 • NO.3 3


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4 XRDS • SPRING 2016 • VOL.22 • NO.3


LETTER FROM THE EDITORS

Supporting Creativity,
Expressiveness and
Complexity through
Personal Fabrication

A
s awareness of digital fabrication has grown, and access to fabrication technology
has increased, a new term has entered the cultural dialog: “personal fabrication.”
Neil Gershenfeld, the director of the Center for Bits and Atoms at MIT, is one of
the earliest proponents of personal fabrication. Gershenfeld’s description of this
field is ambitious. In FAB: The Coming Revolution on Your Desktop (Basic Books, 2005),
he describes personal fabrication as the combined use of a range of rapid prototyping
technologies—from creating custom circuit boards and programming microcontrollers,
to designing and fabricating mechani- 3-D printing, or molding and casting),
cal structures. In its most elevated and then given one week to make
UPCOMING ISSUES state, personal fabrication is not mere- something using that technique. The
ly about 3-D printing trinkets and course culminates in a multi-week
Fall 2016 keychains. Rather, it suggests how ac- project in which students combine
[September issue] cess to new technologies can enable techniques and tools from previous
individuals to create their own systems weeks to produce an interactive de-
Quantum Computing
and devices. vice or technology of his or her con-
Article deadline: June 1, 2016 The potential of personal fabrica- ception and design. When I took the
tion was conveyed to me while taking course, projects included a modular
Winter 2016 Gershenfeld’s “How To Make Almost tap-dancing robot, an LED-lit shirt
[December issue] Anything” class at MIT. In each ses- powered with thermoelectric mod-
sion, students are introduced to a ules, a self-documenting construc-
The Future of Work
new tool or prototyping technique, tion kit that built a virtual model of
Article deadline: September 1, 2016 (for example circuit board fabrication its geometry, and an open-hardware
and microcontroller programming, MP3 boombox.

XRDS • SPRING 2016 • VOL.22 • NO.3 5


The projects from How-To-Make
INTER ACTIONS demonstrate how access to digital
fabrication enables individuals to cre- Digital fabrication
ate novel, complex, and personally is in many ways
relevant forms of technology. Digital
fabrication technology is no longer emblematic of the
in the domain of privileged labora- expanded role of
tory settings. Excitingly, more people
now have access to the technology computer science.
outside of the classroom. Over the last
15 years, CNC milling machines, 3-D
printers, laser cutters, and PCB fab-
rication have become more economi-
cally accessible for more people [1]. In
ACM’s Interactions magazine
explores critical relationships a presentation at the FabLearn Con-
ference at Stanford, Professor Mike computer science, architecture, and
between people and
technology, showcasing Eisenberg compared the 1978 Apple engineering students are already fa-
emerging innovations and II to the Makerbot 2012 Replicator 2, miliar with traditions of design and
industry leaders from around predicting personal fabrication could prototyping. These activities have
the world across important lead to a paradigm shift comparable to a natural fit with the capabilities of
applications of design thinking that of personal computing. digital fabrication. However, as we
and the broadening field of However access to digital fabrica- think about personal fabrication more
interaction design. tion technology alone will not lead to broadly, it’s important to question:
widespread and meaningful use. Rath- Who will actually be interested in per-
Our readers represent a growing er, it raises the question of how digital sonal fabrication, and why? How can
community of practice that is fabrication will impact everyday peo- we communicate a diversity of creative
of increasing and vital global ple’s relationship with mainstream opportunities in personal fabrication
importance. manufacturing. Returning to the com- to different people with different in-
parison with personal computing, al- terests? The potential is there. From
though more people than ever have the 3-D printed puppetry in Charlie
access to computers, relatively few Kaufman’s most recent animated film,
people write their own computer pro- “Anomalisa” to the 3-D printed and la-
grams. Instead, personal computers ser cut garments of fashion designer
frequently serve as (incredibly power- Iris van Herpen, we’re already starting
ful) systems for accessing information to see strong evidence for applications
and communicating with others. This of digital fabrication beyond tradition-
is a valuable role for the computer to al engineering prototyping. Digital
play, but it ignores the potential of fabrication is no longer of this planet;
computers to support broader forms astronauts stationed at the Interna-
of creativity and innovation. Personal tional Space Station can create their
fabrication faces a similar situation. own replacement parts on the fly us-
While it opens new opportunities for ing 3-D printing. I’m convinced work-
more people to access and customize ing to answer these pressing questions
physical objects made by companies, it will increase the rate and variation of
has the potential to be much more. innovative applications of digital fab-
In How-To-Make, I observed an eco- rication.
To learn more about us, system for inspiring, supporting, and Equal to the difficulty of motivat-
visit our award-winning website sustaining creative and novel forms ing the use of a technology for new au-
http://interactions.acm.org
of making. In thinking about the fac- diences, is the challenge of teaching
Follow us on tors that made the course successful, people to use it. Personal fabrication
Facebook and Twitter I found myself wondering how these presents a particularly difficult learn-
qualities could be translated beyond ing task. People have to develop profi-
To subscribe:
http://www.acm.org/subscribe the class, to support broader and more ciency with individual tools, as well as
diverse groups of people in designing have the knowledge and confidence to
and making their own products. combine multiple tools and processes.
When introducing any new technol- People who are educated in engineer-
Association for
Computing Machinery ogy, one of the biggest challenges is ing are often familiar with working at
communicating what you can do with different levels of abstraction. This can
it. One advantage in How-To-Make is make it easier to for them to learn and

6 XRDS • SPRING 2016 • VOL.22 • NO.3


IX_XRDS_ThirdVertical_V01.indd 1 3/18/15 3:35 PM
apply the tools and processes inherent while students with circuit design ex- to change how we make things as a
to personal fabrication. Case-in-point, perience create walkthroughs of how society, and it also provides new op-
in How-To-Make, the students with pri- to build and program circuit boards. portunities for engaging a broader and
or experience in programing and me- The tradition of students teaching and more diverse range of people. Com-
chanical or electrical engineering of- supporting other students is at the core puter scientists play an important role
ten fared better than those who came of what drives the development of com- in the shaping the direction of digital
from architecture, art, and design. We plex and original projects; however, fabrication, by developing new design
can draw a lesson here when pursuing scaling this quality of community sup- software, writing systems for sharing
broader forms of personal fabrication. port to a broader audience isn’t easy. digital models, and collaborating with
We must consider how people without Online communities and services offer material scientists and mechanical
formal training in engineering fields one possibility, but they can also fall engineers in developing new fabrica-
can be successful participants. This short in supporting high-tech forms tion machines (to name a few). The
will require the continued develop- of design and DIY. Complex online tu- decisions we make in these tasks will
ment of new and more accessible fab- torials can be difficult for novices to undoubtedly influence the kinds of
rication and design tools. But it will reproduce on their own [2] and accessi- people who participate in personal fab-
also require developing a variety of ble forms of design, like customizable rication in the future.
learning pathways for people with dif- parametric models, often fail to help While we’re on the subject of shap-
ferent backgrounds and skill sets, and people learn the skills required to cre- ing the future, this letter marks the
scaffolding the learning process when ate original designs [3]. The prolifera- start of a new chapter in XRDS’s histo-
moving from simple workflows to com- tion of maker and hacker spaces, and ry. As of this issue, Okke Schrijvers and
plex ones. community events like Maker Faire, myself have officially taken the reins of
Perhaps the most important factor provide more opportunities for in- the magazine. We’re extremely grate-
in How-To-Make’s success is its com- person support. Unfortunately, many ful to our predecessors, Sean Follmer
munity of students and its emphasis of these communities perpetuate the and Inbal Talgam-Cohen and their
on peer learning. For each project, diversity issues of other tech commu- commitment to fostering the intel-
students must post online documen- nities. For example, a 2012 survey re- lectual depth of XRDS, and using it as
tation of how they built it, which other vealed only 20 percent of Maker Faire a platform to encourage engagement
students refer to in subsequent class- participants are women [4]. In order to and participation in computer science.
es. The majority of learning in How-To- support large and diverse communi- Okke and I are proud to work to con-
Make is peer-to-peer; students who are ties of personal fabrication, we must tinue this tradition. We’re particularly
experts in CAD offer to teach others, find ways to make existing digital fab- excited that the first issue under our
rication communities more inclusive, tenure is digital fabrication. It spans
and forge connections between digital multiple disciplines, supports both
fabrication and other “low-tech” ap- creative and scientific applications,
proaches to making. and has relevance for hobbyists, learn-
The questions and challenges I ers, and advanced practitioners. This
raise might seem like challenges for mirrors the way we see XRDS. Going
social scientists and educators, but I forward, we hope to use the magazine

In its most argue they are also relevant questions


for the computer science community.
to communicate and promote the mul-
titude of ways that computer science
elevated state, In many ways, computer science is can be meaningful to different people.

personal growing, from a specialized field of


study to a fundamental skill with rel-
We’re eager for you to join us.

fabrication evance in nearly all fields of human —— Jennifer Jacobs

is not merely about study and expression. In his final state


of the Union, President Obama listed
3-D printing trinkets helping all students learn to write com-
References
[1] Mota, C. The rise of personal fabrication. In
and keychains. puter code as one of his top priorities
for 2016. As coding becomes increas-
Proceedings of the Eighth ACM conference on
Creativity and cognition (C&C ‘11). ACM, New York,

Rather, it suggests ingly ubiquitous, the roles of computer


2011, 279-288.
[2] Wakkary, R. et al. Tutorial authorship and hybrid

how access scientists must expand as well. More


than ever, we have a responsibility for
designers: The joy (and frustration) of DIY tutorials.
In Proceedings of the 33rd Annual ACM Conference on

to new technologies evaluating the social impacts of com-


Human Factors in Computing Systems (CHI ’15). ACM,
New York, 2015, 609–618.

can enable putation, and for considering how new


forms of computation can appeal to
[3] Oehlberg, L. et al. Patterns of physical design remixing
in online maker communities. In Proceedings of the

individuals to create different groups of people.


33rd Annual ACM Conference on Human Factors in
Computing Systems (CHI ‘15). ACM, New York, 2015,

their own systems


639–648.
Digital fabrication is in many ways
[4] Maker Market Study and Media Report: An In-depth
emblematic of the expanded role of
and devices. computer science. It has the potential
Profile of Makers at the Forefront of Hardware
Innovation. Make. 2012.

XRDS • SPRING 2016 • VOL.22 • NO.3 7


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—Marinka Zitnik, Facebook

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XRDS_ACM blog, all about
me: http://xrds.acm.org/
blog/2015/12/an-introduc-
tion-from-an-interaction-
designer/
—Andrew J. Hunsucker
PhD student at Indiana
University in human
computer interaction with
a focus on design pedagogy.
Semi-pro filmmaker, editor,
AE animator and VO artist.
Twitter (@AndrewJHCI)

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8 XRDS • SPRING 2016 • VOL.22 • NO.3


BioBots’ 3-D printer combines a special ink with
living cells to build 3-D miniature human organs and
living tissues, which can be used for personalized
therapy and as a replacement for animal testing.

INIT

Digital Fabrication: A human-machine


interface for advanced manufacturing
A
t the beginning of trol (CNC) were developed. though. Thus a bubble was of machine control and de-
the cold war, some Some 20 years later, addi- born that wasn’t entirely sign projects.
engineers at MIT tive manufacturing using in line with the realities of In fact, making new
came up with the stereolithography was also digital fabrication. machines for making has
idea to replace a machinist invented, and the first 3-D Digital fabrication prom- become a field of its own,
with a computer to control printers were developed us- ised a revolution in manu- and avenues of inquiry
the movements of a metal ing that technology. These facturing. Shapes and around machine build-
milling machine. Because computer-controlled fab- forms that were impossible ing are opening up. It’s as
of the high demand for air- rication methods and ma- to make traditionally for though using machines to
planes, and the progress chines are now referred to low-volume without high- make has resulted in more
made in aerodynamics, as “digital fabrication.” cost were now possible, as making of machines that
complex curves needed to Digital fabrication uses were unprecedented cre- make. Making machines
be fabricated. Machinists codes that define opera- ation and customization by that make is part of what
skilled enough to fabri- tions, for example, design end-users and laypeople. the focus of digital fabri-
cate those shapes were in files that instruct machines To some extent, digital fab- cation research is. New,
short supply. Computers on how the parts can be
have no trouble calculating made. The hope was digi-
axes’ positions on complex tal fabrication would make
curves, and so combining advanced fabrication as ac-
computers and fabrication cessible as digital compu-
machines seemed like a tation had made comput-
great idea. The first forms ers. Manipulating these
of computer numerical con- codes was, after all, some-
thing that anyone could
do; any computer could be
used to edit the codes that

The focus defined the objects, and


sharing codes could be as
of this issue simple as sending an email

is therefore attachment. Digital fabri-


cation, and especially 3-D
rication has delivered on
those promises, but not by
exciting digital fabrication
tools harnessing precision
as much about printing, sounded like it surrounding us with “Star and creativity are being re-
the newest could be the science fiction
future we had been prom-
Trek” replicators. Although
we didn’t experience the
leased to complement the
commodity digital fabri-
developments ised! However, in reality, “Diamond Age”, improve- cation tools, which are al-
in digital the industrial machines
that were being used for
ments in digital fabrication
did give us commodity 3-D
ready on lab benches and
studio spaces everywhere.
fabrication, digital fabrication were dif- printers, laser cutters, and Digital fabrication re-
as it is about ficult to operate, expensive,
and not that flexible. 3-D
CNC mills. People have be-
gun to chip away at the old,
search therefore has a wide
reach. How are things cur-
the yearnings printed parts were small, clunky human-machine in- rently being made on the
we have for brittle, and mostly made of
plastic. That didn’t stop the
terfaces, customize robot
arms for fabrication, and
shop floor? What are new
processes that are being de-
the future. hype around 3-D printing develop many other kinds veloped to print new materi-

XRDS • SPRING 2016 • VOL.22 • NO.3 9


NASA is financing research to feed astronauts in
space using 3-D printing; food will be transformed
from a powdered form, which has a shelf life of 30
years, into customized and nutritious meals.

als and assemble new struc- explores characters of in- range of materials we find Buehler outlines the link
tures? What are the tools teractive objects in “Creat- in the physical world? between digital fabrication
soon to be released to the ing Animated Characters Huaishu Peng, Scott Hud- and assistive technology in
public? What are the tools for the Physical World”; son, Jennifer Mankoff, and “Fabrication Lends a Hand:
that are barely viable dem- while Andrew Spielberg, James McCann show one Creating Custom Assistive
os in laboratories? What James McCann, Alanson example in “Soft Printing Technology.”
are the file formats, design Sample, Scott Hudson, and with Fabric.” Finally, what is the long-
software, and control soft- Jennifer Mankoff explore Zahner Architectural term vision of digital fabri-
ware being used? How is all the possibilities of RFID to Metals has an R&D depart- cation? Will it help us move
this 3-D printing and digi- make objects more interac- ment where engineers such to space? Will it help us
tal fabrication going to be tive in “Building a Toolkit as James Coleman, Craig settle on Mars? In “ Island
environmentally sustain- for Fabricating Interactive Long, Andrew Manto, and Three Revisited: O’Neill’s
able? The focus of this issue Objects.” Valkyrie Savage Trygve Wastvedt figure cylinders and digital mate-
is therefore as much about explores augmenting 3-D out how to make buildings rials,” Daniel Cellucci and
the newest developments in printed objects with elec- with thousands of unique Kenneth C. Cheung outline
digital fabrication, as it is tronics for interactivity in parts. Jesse Louis-Rosen- what digital fabrication
about the yearnings we have “3-D Printing Interactive berg is half of the compu- might mean in the far fu-
for the future. Objects.” tational design studio Ner- ture. Closer to home, Dave
Manufacturing used to Right now, 3-D printers vous System. Zahner works Rejeski has some concrete
encompass many differ- mostly print in rigid ma- on huge buildings and suggestions for keeping 3-D
ent professions, from CAD/ terials or elastomers. They Nervous works on intricate printing sustainable in “3-D
CAM designers to machin- don’t print soft materials jewelry; yet they both have Printing: Green or not?”
ists. Now those things can like yarn or textiles. How the same problems: Cur- The diversity one finds
all be done by the same per- can we create machines rent file formats and work in how people use digital
son using digital fabrica- that print with the same flows for digital fabrica- fabrication machines will
tion tools. What does that tion are not well matched be paralleled by the diver-
mean for the possibilities to their tasks. How can we sity of digital fabrication
of personal-scale digital design better infrastruc- machines that are created.
fabrication? And what does ture for digital fabrication, In this issue, we have col-
personal-scale digital fabri- either in voxel file formats lected just a few examples
cation mean for individual Making new or in completely reconfigu- of where we can see that di-
creativity and digital fabri-
cation? Ilan Moyer explores machines for rable machine workshops?
They outline their head-
versity today. In the future,
we hope for an expressive
these questions in “Per- making has aches and suggestions in and powerful collection
sonal Fabrication Tools:
From automated machines become a field “Lots of Parts, Lots of For-
mats, Lots of Headache”
of tools, processes, and
formats. If the kinks of
to augmented tools,” and of its own, and “Drowning in Triangle working across computers,
Amit Zoran presents a “A
Manifest for Digital Imper- and avenues Soup: The quest for a better
3-D printing file format”
machines, data, and op-
erators can be addressed,
fection” for personal cre- of inquiry respectively. we think this will happen
ation.
Technology is not always
around But even with the cur-
rent file formats, digital
pretty soon. It might even
be revolutionary.
easy to change. How do you machine fabrication is useful in
make it so a user can incor-
porate later interactions
building are fields where custom manu-
facturing is the norm rath-
—Stefanie
— Mueller
and Nadya Peek,
into the tools? Stelian Coros opening up. er than the exception. Erin Issue Editors

10 XRDS • SPRING 2016 • VOL.22 • NO.3


In 2015, the number of official Fab Labs
worldwide doubled from 256 to 549.

ADVICE

How to Deal with Negative Critique

O
ne of the first things a gradu-
ate student must learn is how
to deal with critique. While
assessment exists at all levels
of higher education, graduate students
are expected to be professional and
able to deal with harsh critique.
Critique can come from lots of
places in graduate life, but the most
common and challenging critics will
be conference and journal peer re-
viewers. They are notorious for being
overly harsh, and sometimes may have
an agenda; there have been incidents
where reviewers demand additional
references to a particular author (who
might be the reviewer themselves), or
otherwise challenge solid research be-
cause it doesn’t necessarily align with
their own work.
The peer review system is typi- thing to do when receiving a peer re- tee the editor will agree with you, or
cally double-blind, meaning the au- view that seems unfair is to get a sec- reverse the decision on your paper,
thor doesn’t know who the reviewer ond opinion. It’s sometimes difficult but it’s important the editor is aware
is and the reviewer doesn’t know to separate yourself from your work, of your concerns as this will affect the
who the author is. This is important, especially given the large amount of reputation of their publication.
because it removes biases and pro- effort that goes into a conference or Receiving a rejection and harsh cri-
tects reviewers from further retribu- journal paper. Show the review to your tique on a paper you’ve spent months
tion. The paper committee chair for advisor. A good advisor will be able to working on can be one of the most
a conference, or the journal editor, tell you if the critique is actually unfair brutal experiences a grad student can
knows who both the author(s) and or if it’s simply harsh. go through. But the most important
the reviewers are. Therefore ensuring Occasionally, a review will not just thing to remember is this: There’s al-
reviewers don’t receive papers from be harsh, but might appear to be re- ways another place to send your paper.
authors from their own institution. If viewed by someone who doesn’t un- Some reviewers will hate your paper,
the editor or chair is doing their job, derstand your field, or asks you to some will love it, and some will feel
your paper will be reviewed by expe- make alterations for reasons that don’t it just isn’t right for the venue you’ve
rienced members in your field. These seem valid. If you come across a review submitted it to. Some reviewers will
reviewers will be able to spot flaws in like this, again getting the opinion of be kind and supportive in rejection,
your research and arguments easily. your advisor is a good place to start. If and others will be savage. But their
Image by Ollyy / shutterstock.com

Remember, when a paper is published they agree the review is problematic, goals should be the same: to ensure
it becomes a part of the literature of your next move is to inform the jour- the highest quality research gets pub-
the field. The job of a reviewer is to nal editor or conference paper chair. lished in their field.
validate whether the paper that has These people are in place to make the When you receive your reviews,
been submitted is a significant contri- final decision on your paper for their take the critique, find the important
bution to the field. respective publication. Explain your points, discard the rest, edit your
Just because a review is harsh, that objection clearly, and give examples work, and resubmit.
doesn’t mean it’s also unfair. The first from the review. There’s no guaran- —Andy
— J. Hunsucker

XRDS • SPRING 2016 • VOL.22 • NO.3 11


begin

Establishing the U.S. Postal Service as


3-D printing hubs could streamline the
fast delivery of printed goods and boost
package revenue up to 20% per year.

UPDATES

RIT SIGCHI
Democratizing digitization,
campus outreach, and more.
P
hilo Farnsworth invented uniquely similar: When invented, each HCI,” said Jeremiah Parry-Hill, who
the television in 1928, but it was ungainly, slow, expensive, hard holds the dual role of treasurer and
took more than 20 years for to use, and for many years, not par- secretary for the chapter. The chapter
commercial TV to take off. In ticularly useful or practical. Dr Dan held a similar event last April, which
1946, only 6,000 U.S. households had Ashbrook, director of the Rochester featured HCI-centric films and videos.
a set, within five years 12 million did. Institute of Technology’s (RIT) Future Also that same month, the group host-
Decades later, in 1983, Chuck Hall Everyday Technology Research Lab ed Matt Huenerfauth who gave a talk
brought us stereolithography, more (FETlab), wants to change that para- on methods for evaluating the effec-
commonly known as 3-D printing. It digm by using, ironically, 3-D printing. tiveness of technologies for conveying
took even longer for this technology to At a talk hosted by the school’s ACM American Sign Language.
go mainstream. Although 3-D printing student chapter in November, Ash- Social media is another important
has become a ubiquitous term, and one brook claimed the goal and promise aspect of the RIT SIGCHI community.
can buy a printer at Home Depot or Sta- of “democratizing digital fabrication” The chapter uses its Facebook page to
ples, arguably it is as likely to be used was to expedite the process of moving keep members and other interested
to make a novelty plastic toy as well as a an invention from the impractical to parties informed of upcoming pro-
life-saving medical device. the practical. To further that goal, the fessional opportunities, free or low-
The two different technologies, RIT chapter will play a major role— cost research material, and other an-
with different objectives and invent- nearly half of his FETlab research as- nouncements. In addition, for those
ed in different eras, are nevertheless sistants are student members. unable to attend chapter-hosted pre-
Established in November 2013 with sentations, SIGCHI established a You-
RIT SIGCHI At a Glance faculty advisor Deborah Gears and a
handful of students, the RIT special
Tube channel1 to view both Ashbrook
and Huenerfauth’s talks.
School:
interest group for computer-human in- The chapter aims to expand its
Rochester Institute of Technology
teraction—RIT SIGCHI—is the official reach to those beyond its current mem-
Chapter Name: RIT SIGCHI ACM student chapter at RIT. Situated bership. A robust crowd of 20 attended
Location: Rochester, NY (USA) 330 miles northwest of New York City, Ashbrook’s talk. About half were RIT
Website: near Lake Ontario and the Canadian SIGCHI, while the rest were faculty
https://www.facebook.com/RITHCI border, it has grown to 45 members in members and other interested parties.
Date Established: November 5, 2013 its three-year existence. “We have a ‘big-tent’ philosophy,” Par-
Sponsoring talks and hosting infor- ry-Hill explained, “where we want to
Officers:
mational social gatherings comprised get our message to anyone interested
Sabarinathan Masilamani
Chair the bulk of the chapter’s outreach ef- in human-computer interaction—first
Jeremiah Parry-Hill forts in 2015. At its fall semester kick- to members, then the school, then to
Treasurer/Secretary off event, the group held a pizza-fueled local universities, and ultimately to
Amanda Yung social gathering to discuss recent the western New York region. That will
Communications trends in HCI, as well as view a num- take time.”
Ajantha Vijayasekharan ber of videos on the topic. “In the life “Part of it is logistics issues,” add-
Membership and Events of the graduate student, which is nor- ed Amanda Yung, the organization’s
Current Total Membership: 45 mally focused on balancing studies communications chair. “We’ve had
with life, simply providing a social out-
Contact: rit.sigchi@gmail.com
let around these topics means a lot in 1 https://www.youtube.com/channel/UCsBOsq_
terms of building a community around pRqxl2hVGwmeYWvA

12 XRDS • SPRING 2016 • VOL.22 • NO.3


$3 The amount you need
to fabricate a functional
3-D printed gun.
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Tirumalavan “Balaji” Iyengar, a member of RIT SIGCHI, presents a storyboard to his
classmates. He and his team built a physical Internet-quality metering device that
drips water to reflect the speed of the upstream and downstream Internet connec-
tion, as well as display an LED bargraph of the same information.

some events at other universities lo- tion in the school’s FETlab. “The chap-
cally, for example, in 2013. But getting ter will have a hands-on workshop with
people to and from one campus to an- Professor Ashbrook in the spring se-
other for a one hour presentation can mester,” said Parry-Hill.
be a barrier. Videoconferencing, more Back in November, Ashbrook opened
for logistical reasons, hasn’t been a his presentation quoting techno/sci-
viable option.” The chapter intends ence-fiction author William Gibson,
to explore options for increasing its “The future is already here, it’s just not
range in the coming months. very evenly distributed.” With the help
The RIT SIGCHI chapter also ex- of RIT SIGCHI, students are learning,
pects to continue its work supporting and working, to change that.
the democratization of digital fabrica- —David
— Byrd

XRDS • SPRING 2016 • VOL.22 • NO.3 13


begin

At TED2015, Carbon3D’s Joseph DeSim-


one suggested the possibility of 3-D
printing a tooth in less than 10 minutes,
while you sit in the waiting room.

CAREERS

How to Get Hired at a Startup


as a Software Developer
Editor’s Note: Voxel8’s Jack Minardi
walks us through the resume,
the interview, and to the only advice
you need to get hired at a start-up:
Starting your own.
—Bryan Knowles

A
ccording to software engineer
and writer Joel Spolsky, man-
agers should hire people who
are smart and get things done.
For many applicants, this is done
by demonstrating prior work history.
However, those just coming out of
school may need to be more creative
in how they showcase those talents. In
this article, I will share some pointers
on what you can do to put these traits
forward in your job applications.

SHOW OFF focused on ideas that he simply en- different aspects of software develop-
One good way to show you are pas- joyed doing. ment, from programming to working
sionate about software is to program If you do end up starting your own on a team. Project-based courses also
for the fun of it. This can take many project, you need to put it online so give you a chance to hone your leader-
forms—from contributing to an open that others can see and use it. Both ship skills, which are valuable within
source project that you find useful, Github and Bitbucket are good places a startup.
to starting a new project from the to host your code. Moreover, these
ground up. While I think the easiest sites have the added benefit of teach- SEE THINGS THROUGH
way to find motivation to start your ing you good distributed source con- Demonstrating you can get things
own project is to dream up some- trol tools, like git. Once you’ve put done is a little more difficult than dem-
thing that scratches your own itch. If some of your code online, it is a good onstrating you are smart. Getting good
you are having trouble thinking up a idea to put a link to your Github or marks is one way, but the interview
project there are communities that Bitbucket profile on your resume. process itself also provides a critical
are full of good ideas waiting for mo- Many companies ask to see examples opportunity to show what you can do.
tivated programmers to step up, such of your previous work, and this is an Be prepared to talk to potential em-
Image by Dotshock / shutterstock.com

as reddit.com/r/somebodymakethis. easy way to showcase it. ployers about projects you’ve driven to
Doing technical work purely for The classes you take in college are completion and the key things you’ve
fun can sometime lead to incredible another good way to demonstrate learned along the way. I would much
results. In The Pleasure of Finding how smart you are. Take challenging rather see someone with one complet-
Things Out, physicist Richard Feyn- classes that advance your knowledge ed project than 10 half finished ones,
man said the inspiration for his No- and allow you to practice skills you and seeing good documentation and a
bel prize-winning work came when will use in the real world. To that end, test suite is always a good sign. During
he stopped trying to search for seri- I recommend project-based courses, the interview, your goal is to show you
ous problems to tackle and instead as these provide experience in many have an understanding of what it takes

14 XRDS • SPRING 2016 • VOL.22 • NO.3


2025 In less than 10 years, McKinsey
estimates the economic
impact of 3-D printing to be as
large as half trillion dollars.

MILESTONES

Additive
Manufacturing
to finish projects. When I interview Additive manufacturing, also known as 3-D
people, I look for evidence of this. printing, is a technique to produce three-
Demonstrate that you know every dimensional objects by printing successive
completed engineering project has layering of material. This field promises an
tradeoffs. It is a good idea to discuss exciting future with many plausible applications
what tradeoffs you’ve made in past for everyday life including food, medicine, and
projects. (This is a common inter- technology. Let’s examine a few milestones from
view question!) Sometimes you need the past 30-plus years in the development of 3-D
to choose a technically inferior solu- printers.
tion for time or budget reasons. When
talking about tradeoffs, I am remind-
ed of a famous quote from The Soul
of a New Machine: “Not everything
1980 Hideo Kodama of NMRI (Japan)
invents the first rapid prototyping
system. It uses photopolymers, which harden
worth doing is worth doing right.” when exposed to UV light.
Not everything in a shipped prod-
uct will be perfect. A good engineer
knows which aspects must be ideal
and which can be merely adequate.
1989 S. Scott and Lisa Crump invent and
patent fused deposition modeling
(FDM), a technique used in many commercial
and open-source 3-D printers today. FDM uses a
BE PATIENT nozzle to dispense molten plastic or metal on top
A more appropriate title for this ar- of a controllable movable table.
ticle might have been, “How to Get
Hired at Voxel8 as a Software Devel-
oper.” Although every company is dif-
ferent, the advice here is sufficiently
1999 Researchers at the Wake Forest
Institute for Regenerative Medicine
develop synthetic, growable human bladders
general enough to be applicable to that use a combination of 3-D printed scaffolds
most startups. Remember, startups and human cells from patients.
are especially picky about who they
hire, since each employee can make
or break a team. Most good startups
know this, and frankly you shouldn’t
2005 The RepRap project begins as
an open-source initiative to develop
an inexpensive 3-D printer. The project released
work for the ones that don’t. four official printer models from 2007 to 2010.
Nonetheless, to get hired at a start-
up takes patience. The jobs you want
will reject you, and the only guaran-
teed way to get hired at a startup is
2014 Local Motors unveils Strati,
the first electric 3-D printed car.
The car took 44 hours to print and reaches
to start one yourself. That may be the a speed of approximately 50 miles per hour.
only piece of advice you need.
—Jay
— Patel
Biography
Jack Minardi is the co-founder and software lead at
Voxel8. He graduated from Vanderbilt University with a
B.E. in electrical engineering and worked as a scientific
software developer at Enthought. He then joined the Lewis
Lab at Harvard University as a research fellow, where he
led efforts in precision machine automation and control.

XRDS • SPRING 2016 • VOL.22 • NO.3 15


begin

The XRDS blog highlights a range of topics from conference coverage, to security
and privacy, to CS theory. Selected blog posts, edited for print, are featured in
every issue. Please visit xrds.acm.org/blog to read each post in its entirety. If you
are interested in joining as a student blogger, please contact us.

BLOGS

important detail. While VR completely blocks out the


outside world, AR creates an overlay on the existing world.
This could be used to keep meta-information about the
environment available, such as directions to a location
or weather information. Recently Microsoft unveiled
the HoloLens, which will allow players to turn any room
into a gaming space. At E3 2015, Microsoft demoed their
HoloLens with Minecraft, showing how players could play
in multiplayer worlds, and even change aspects of the world
with voice commands (see opening image).
But AR tech is still in its infancy. The HoloLens is a huge
leap forward, but it’s clear VR tech is where most of the
developer resources are going. Although in this article,
we’ll be talking mostly about VR, AR isn’t going away. Thus
it is important to think about what will VR and AR look like
in 5-10 years?
Let’s now look at how current experiences are being
adapted to VR, how successful those experiences are, and
specific deficiencies that designers will need to improve
before the technology can reach its full potential.

AUGMENTED REALITY THEATER


While working on my master’s degree in human computer
interaction at Indiana University, I along with my colleagues
Exploring Virtual Reality— (Corrie Colombero, Pui Mo, and Monet Rouse) looked at the
world of virtual and augmented reality, and came up with a
Are We There Yet? design that we thought might fill some gaps in the current
By Andrew J. Hunsucker experience. The result was the Augmented Reality Theater,
or the ART (see Figure 2).
Virtual reality (VR) is the next hot technology. The Oculus The ART was designed for 5-10 years into the future. It
Rift, a virtual reality headset that allows you to see 3-D used AR glasses and tactile experiences to enhance the
worlds, is almost ready for consumers and developers are rac- movie theater experience.
ing to come up with novel uses for it. Most of the ideas lean This design was eventually presented at SIGGRAPH
toward the entertainment realm. Video games in particular
have been a fertile ground for experimentation in the field of Figure 2. A mockup of what users of the Augmented Reality
VR. Adapting existing video games to VR is a great first step Theater (ART) might see.
to better understanding this technology, and what it can of-
fer. But the technology could theoretically offer a lot more.
VR promises the ability to put humans into worlds
and situations that would otherwise be impossible or
too dangerous to experience. It does this by completely
immersing the user’s vision with a video headset. This
headset tracks their head movement, so the user can look
around naturally, adding to the immersion. Noise canceling
headphones are often used to immerse the player’s hearing
as well. The only thing the user can see or hear is what the
designer wants them to experience. This can be incredibly
powerful in the hands of a creative and talented designer.
This is different from augmented reality (AR) in an

16 XRDS • SPRING 2016 • VOL.22 • NO.3


2014 and we learned a lot about the world of VR and AR.
Working on this project gave me a sense of how advanced Figure 3. A player experiences the PrioVR system by leaning
the technology in these worlds was, but from the perspective over. His avatar in the game responds by leaning over as well.
of a designer, it also showed me how much work needed to
be done to improve these experiences.
The point of the ART was to create a novel movie theater
experience. However, as we learned more about the world
of AR and VR, it became clear that there were some obvious
deficiencies in the current experience.

EXAMINING VIRTUAL REALITY


Because of the fact that VR replaces at least two of the users
senses completely, we can judge how successful a VR experi-
ence is by how well it immerses the user in this new world.
While a user can have their vision and hearing immersed
in this new world, as soon as they attempt to stand up and
move around, or speak, or touch something in the real world and keyboard, for a fully immersive experience, designers
that doesn’t match what they are seeing and hearing, the are looking for new ways to give the user full control.
illusion is broken. Let’s take a common example that many VR experiences
Designers have been attempting to solve these problems are trying to adapt: the first person shooter (FPS). FPS
to create complete, full-body immersion. This would allow games allow the player to use a variety of guns to fight their
the user to not just look around the world, but to have their way through a scenario, shooting enemies throughout the
full-body movements replicated in the virtual world; allow game. The genre is so named because the player sees the
the user to feel and manipulate the objects in the virtual environment from a first-person perspective, seeing only the
world; and allow the characters in the virtual world react to gun in their field of view.
their speech and movements. PrioVR (http://www.priovr.com/) is a technology that
The ideal experience looks utilizes an Oculus Rift headset and a full body suit to track
something like the Holodeck from the player movements. This suit translates their movements
“Star Trek”.1 into movements for their avatar in the game (see Figure 3).
In the show, simulations are Their video demonstration2 shows the player picking
so advanced and realistic to be up, aiming, and firing weapons; leaning around corners;
dangerous, even deadly. We’re a long and even performing melee attacks, both punches and
way from that experience—assuming kicks. However, looking at the video, it doesn’t look entirely
it’s even possible—but there are a accurate or natural. And a player using this system in their
few problems with current VR that if solved, would greatly home would need a lot of space to perform the movements
enhance the user experience in VR. In adapting existing and that the player in the video is performing. With their vision
familiar experiences into VR, the three current problems completely covered, an errant movement could easily destroy
I see are gesture controls, free movement, and tactile equipment in the home, or injure the player.
experiences. Another control device called Sixense (http://sixense.
com/wireless) uses a modular system that involves handheld
GESTURE CONTROLS controllers with additional tracking points for the limbs
Gesture controls are a significant challenge in all comput- and torso. These additional points appear to be optional.
ing right now. Current control mechanisms like the mouse The handheld controllers track very precise movement of
and keyboard have been in use since the dawn of desktop the hands, and their video3 suggests players will be able to
computing, but when the user isn’t chained to a screen, naturally pick up objects in the game world (see Figure 4).
these control mechanisms don’t make sense any more. This controller appears to track gestural movements very
While it is possible to control VR experiences with a mouse
2 https://www.youtube.com/watch?v=q72iErtvhNc
1 https://www.youtube.com/watch?v=oZwtVz7z0wM 3 https://www.youtube.com/watch?v=Ux89C3YhPVc

XRDS • SPRING 2016 • VOL.22 • NO.3 17


begin

Using 3-D printing, Nervous


Systems has created a plastic
dress that can flow like fabric and
fold/unfold like an origami.

BLOGS

that they couldn’t normally visit. Recreating a player’s


Figure 4. The Sixense STEM system translates user move- living room while they sit in their living room is probably
ments into gameplay movements. not an experience most people would be excited about.
Several companies are attempting to solve this
problem. Cyberith (http://cyberith.com/) and Virtuix
(http://www.virtuix.com/) are both developing devices
that hold the user in place, while allowing their feet free
movement through the use of a low-friction surface. This
allows the user to use their legs freely, while not allowing
them to move around and run into walls or equipment
nearby (see Figure 5).
When combined with a VR headset, along with some kind
of controller (in their promotional material, both companies
use a gun-shaped controller for FPS games), these
technologies could successfully simulate free movement in a
virtual world (see Figure 6).
However, these systems both require a lot of extra
precisely, and helps translate those movements into in- equipment and space. It’s not clear if I could strap myself
game actions. One of the demonstrations involves the player into one of these systems, or if I’d need assistance.
holding lightsabers and deflecting laser blasts from a drone.4 And any tech this new is sure to be expensive. The
Sixense’s attempts to solve the problem of using the Cyberith system is available for pre-order for $1249, as of
device in a smaller space. The player can set up sensors this writing. For a new laptop, that’s a great deal, but for a
around their play area, and if they get too close to the edge, gaming peripheral, it’s quite expensive. The Virtuix Omni
the game world will show them a red laser grid, warning is available for pre-order for $699 as of this writing, which is
them that they are getting too close to the edge of the play much cheaper comparably, but still incredibly expensive.
area. I see this as a good compromise between the limited Both of these systems also include custom-sized
space that most home players would have to use this system components, like harnesses. The Virtuix Omni requires
in, and giving players the confidence that they would need to special shoes. This means different-sized people would
play this type of game. have to purchase extra equipment in order to make use of
Regardless of whether it works perfectly at this point, it the system.
is clear we have the technology that will be required to track But these are not entirely out of the reach of someone
player motions and translate them into an experience. While who has the means to purchase a gaming PC and other
I wouldn’t call it a solved problem, there is definitely thinking
being done, and with more development, this part of the Figure 5. On the left, a user of the Cyberith system. On the
experience will be much improved. right, their visual within the game.
A much bigger problem is free movement.

FREE MOVEMENT
When immersing a user’s sight and hearing in a virtual
world that allows them to look around, tracking their head
movements precisely, it’s not surprising that the user might
expect to be able to walk around in this virtual world, and
interact with objects more fully. However, that’s not the
experience that VR normally offers.
The reasons for this are pretty simple. The virtual world
doesn’t need to, and shouldn’t translate directly to the real
world. The entire point of VR is to put users into a world

4 https://www.youtube.com/watch?v=2lY3XI0zDWw

18 XRDS • SPRING 2016 • VOL.22 • NO.3


3-D printed prosthetic hands can be
downloaded online for free, 3-D printed
in 20 hours, and assembled in 2-4 hours,
costing as little as $20.

and other experiences. As it stands now, it looks like


Figure 6. A player experiences the game Skyrim through the they’ve got a really great start.
use of the Virtuix Omni. But all of these companies have only partially solved the
last problem I want to talk about: tactile experiences.

TACTILE EXPERIENCES
As humans move through the world, all of their senses are con-
stantly engaged. They can see the world around them and hear
the sounds of the birds chirping and people talking. They can
feel the breeze blowing past them, a drop of rain on the top of
their head, a hand on their shoulder, or the transition between
the sidewalk and a dirt path under their feet as they walk.
Sight and sound are powerful experiences, but recreating
the sense of touch in a virtual world is a very complex
problem. Our entire bodies are capable of pulling in
information through the skin. Temperature, moisture, and
pressure are all types of information that we can understand
without seeing or hearing anything.
This has largely been ignored in the virtual world. I
don’t believe it’s because developers and designers feel it’s
entertainment devices. And they both appear to work with unimportant, but more likely because it’s a difficult problem
a host of popular games, so there’s no reason to think without a clear solution. Some gaming systems we’ve already
that future games would ignore their technologies as they mentioned give players a gun-shaped controller which is
become more common. perfectly usable during FPS games.
Another company called Zero Latency (https:// This solution works great for FPS games, and since many
zerolatencyvr.com/) is taking a different approach. Rather companies are using these games as an introduction for
than hold the player in place, they are simply giving them a their technology, it’s a great first step to enhance immersion,
much larger area to roam in. and a quick win.
This company puts players into a large warehouse But as VR experiences expand, finding a universal
space, and has created a custom game to be played with solution for tactile experiences will become more and more
VR headsets and gun controllers. Patrons can play six challenging. Every physical prop that replicates something
player co-op to fight off zombie hordes with completely in the virtual world reduces the flexibility of that scenario.
free movement. Imagine a virtual car prototype. A designer shows the
Giving players open space to move around in adds greatly user the car they are designing via a VR headset to get
to the immersion, but creates some safety concerns. The reactions. The user reaches out to touch the steering wheel,
company claims they have in-game safety features that will but there’s nothing there. So the designer places an analog
keep you from walking into walls, and offer an hour of time for the steering wheel in place to increase engagement in the
in the game for $88 per person. prototype. The user now has a steering wheel to touch, but
However, this experience only exists in one place now reaches out to touch the radio, which isn’t there, or the
(Melbourne, Australia), and there is only one experience turn signal knob, or the door release.
to be had. It’s hard to fault them for either of these issues If the designer continues adding physical pieces to this
though, as the technology is so new, and their solution to experience, eventually they’ve just built a physical model,
some of the problems I’ve considered is quite novel. which is what they were trying to avoid by building the
While other companies are trying to make these virtual prototype. But without a tactile experience, they lose
experiences smaller and more compact, Zero Latency one dimension of the experience they’re testing.
have recognized one of the big advantages of the VR When researching the ART, my team and I worked
experience is its size. Rather than hold people back, on discovering all sorts of interesting tactile technology
they’ve given them more space to roam. It will be in development. Like REVEL and Aireal from Disney
interesting to see if they can expand to other locations, Research. REVEL (http://www.disneyresearch.com/project/

XRDS • SPRING 2016 • VOL.22 • NO.3 19


begin

BLOGS

revel-programming-the-sense-of-touch/) is a wearable Birdly created their own experience that matched what they
technology that changes the way users experience surfaces. could accomplish with the headset, and worked from there.
For instance, if the user reached out to touch a smooth
surface, but the VR experience was showing a stone CONCLUSION
surface, this technology could give the user the experience I see Birdly as the most successful VR experience that cur-
of touching stone. rently exists. Rather than try to recreate reality, it creates
Aireal (http://www.disneyresearch.com/project/aireal/) its own reality. In doing so, it only has to follow the rules it
uses small puffs of air to simulate impacts on the user. Their creates for itself. This allows for a much richer experience.
demonstration uses soccer balls bouncing off The user isn’t spending time wondering why they can’t
the users hands, but any kind of impact could theoretically reach out and touch something, they are totally immersed
be simulated. in the experience.
We don’t live in a Star Trek world where we can use If your user would be disappointed in the inability to use
force fields and other high tech tricks to simulate objects. their hands in your experience, then turn them into wings. If
So why not design experiences that don’t require the user your users would be confused that they couldn’t walk around
to touch anything? this virtual world, let them fly.
This is one of the reasons that Birdly (http://somniacs.co/) VR is only going to become bigger and better over the
is so successful. (see Figure 7). next 5-10 years while AR and other related technologies
Birdly is a full body VR experience that allows the user to are developing. The thinking on these topics will only
experience flying. The system has the user lie face down in a expand. However, I would like to see less thinking on how
rig that allows them to flap their arms like wings. They can the technology works, and more thinking on what gestures
also lean left, right, forward and back in order to control the humans will find comfortable, and how it will actually feel as
experience. They are strapped into the system and it requires they are using it.
outside assistance to get into and out of. In addition, a fan is Right now, one of the biggest issues I see with VR is too
placed near their head to simulate the wind blowing against much energy is being spent on improving the technology
them. I got to see Birdly at SIGGRAPH 2014, and while I itself, and not enough is being spent on understanding
didn’t get a chance to experience it myself, everyone I talked the user experience. I come from a design background,
to thought it was very successful. and I think VR tech is at the point where the headset
To me, its success is based largely on embracing the and audio are good enough for us to start thinking
constraints of the medium. Rather than trying to fit an about how humans actually want to use it. Most of the
existing experience into the VR headset, the creators of experiences I’ve discussed are in their infancy. They’re
demonstrations that exist in order to show users the
Figure 7. A demonstration of the Birdly system. The user is possibilities of the technology.
strapped into the machine with a VR headset, and a fan blows Much like any new medium, it begins by adapting
air on them to simulate wind. existing material. When film first arrived, they looked much
like plays, with a still shot viewing a scene that actors would
work in. When television first arrived, they borrowed many
of their programming ideas from radio and film. So it’s no
surprise that VR experiences are adapting video games as
the technology becomes viable.
But an experience like Birdly gives us a peek into what
is possible with a VR system. If we want this tech to be
successful, we have to start embracing the constraints of the
medium and come up with new experiences, rather than
simply adapt existing experiences into this new technology.
I look forward to the future.

Biography
Andrew J. Hunsucker is a Ph.D. student at Indiana University studying Design Pedagogy
and storytelling. He is currently studying the HoloLens from Microsoft and hopes to better
understand how users can interact with their environment in virtual reality spaces.

20 XRDS • SPRING 2016 • VOL.22 • NO.3


Promoting Computing Ethics

The Pledge of the Computing Professional is an organization for emphasizing


ethical and moral behavior to students graduating from computing‐related
degree programs. The Pledge entails a voluntary rite-of‐passage ceremony
featuring an Oath written by computing professionals that complements and
supports the ACM Code of Ethics. This rite‐of‐passage ceremony is conducted
by Nodes (that is, chapters) currently at over 30 academic institutions throughout
the United States and, soon, internationally.

Establish a Node at your institution:


www.computing‐professional.org
Endorsed by ACM SIGCAS, ACM COPE, and the Order of the Engineer

A personal walk down the


computer industry road.
BY AN EYEWITNESS.
Smarter Than Their Machines: Oral Histories
of the Pioneers of Interactive Computing is
based on oral histories archived at the Charles
Babbage Institute, University of Minnesota.
These oral histories contain important messages
for our leaders of today, at all levels, including
that government, industry, and academia can
accomplish great things when working together in
an effective way.
feature

A Manifest for
Digital Imperfection
Artistic style is an important aspect for creative practice.
However giving away some computational control over
digital design and fabrication is necessary in order
to engage designers in a higher-risk practice that enhances
attention, creative decision making, and product ownership.

By Amit Zoran
DOI: 10.1145/2893491

S
“ cience is an endless search for truth. Any representation of reality we develop
can be only partial. There is no finality, sometimes no single best representation.
There is only deeper understanding, more revealing and enveloping
representations.” —  Carl R. Woese [1]

The very basis of the current computational paradigm is the assumption that analytic
representation is key in developing practical systems to solve technical tasks. The foundations
of computer science are rooted in discrete (and Boolean) mathematics, where binaric
machineries and computational systems define whether an input—or function—belongs to
a given set, whether a problem is While the computational sciences to design style—whether generated by
solvable or not, whether a solution and analytic representations undoubt- computer-aided design (CAD) or com-
to a given problem can be applied edly leverage very powerful tools to puter-aided manufacturing (CAM)—
to a different problem, and what is understand the world and develop and suggest a revision of the way we
the optimal way to solve such ques- advantageous technologies, they are conceptualize computers for creative
tions. Similarly, in many other fields not free from weaknesses and limita- outcomes.
of technology, engineers are using tions. While some negative phenom-
continuous mathematical tools to un- ena of the Information Age can easily THE PROBLEM OF STYLE
derstand, analyze, predict, and simu- be observed (cyberbullying, early-age IN COMPUTATIONAL DESIGN
late real-world phenomena; to decide exposure to sexual content, and so In many fields of computer science,
whether a signal represents a symbol; on), other issues such as the diffi- researchers successfully identify indi-
and to build reliable machinery that culty of representing cultural values vidual users by features extracted from
delivers expected results. Further- mathematically are less visible. Many their recorded performance (such as
more, modern (quantum) physics scholars have already articulated the gait tracking and recognition). More-
contributes statistical observations risks digital agency presents to com- over, computational methods have
of uncertain reality, suggesting addi- puter-aided society [2]. In this article, contributed to the evaluation of cre-
tional non-deterministic methods to I highlight an additional limitation ative style within computer graphics
interpret the world and conceptualize in the current computational design (CG), where researchers have devel-
new quantum technologies. and fabrication paradigm in relation oped tools to extract the identifying

22 XRDS • SPRING 2016 • VOL.22 • NO.3


Photo Credit TK

XRDS • SPRING 2016 • VOL.22 • NO.3 23


feature

characteristics of artists’ styles. For


Figure 1. The Hadza hunters in Tanzania mark their arrows with example, in Image and Video-Based
unique personal patterns. Artistic Stylisation, CG researchers
list methods for “Stroke-Based Paint-
erly Rendering” (chapter one), “Artis-
tic Stylization by Nonlinear Filtering”
(chapter five), “Artistic Rendering of
Portraits” (chapter 12), and more [3].
This body of work considers style as
a static quality. Changes in personal
style over time have not been mapped,
and the relationship between style and
time-varying motoric skills (the rela-
tionship between subjective creative
intention and technical abilities) have
not been studied.
But what is creative style? In arche-
ology and anthropology, the study of
material culture has motivated de-
Figure 2. Violin back plates made from maple wood. Left: A back plate produced tailed evaluations of variability in
with a digital milling machine, rendering a uniformed pattern on the wood. Right: human techniques and methods for
A back plate made by the author using hand tools, showing a complex pattern that making artifacts. Starting with the
reflects the variability of techniques being used. early 20th century work of the German-
American anthropologist Franz Boas
[4], the study of artistic style within the
humanities is an important part of re-
search into material culture. Kroeber
has described style as “a self-consistent
way of behaving... selected out from
among alternatively possible ways...
selective with reference to values” [5].
Work by Wiessner suggests the style
of craftspeople in traditional practices
reveals social information and expres-
sions of personal identity [6]. In anthro-
pology, it seems to be a consensus that
personal style is unique—the charac-
teristic signatures of individual mak-
ers identify them among other makers,
yet the signals communicating this
variability are culturally dependent
(see Figure. 1). These maker-signatures
are not always evident to the observer,
and the relationship between style and
skill is not entirely clear.
On one hand, creative style has been
the subject of many studies. By creative
style, I mean the formal variations in
artwork or design that transmit infor-
mation about personal and social iden-
tity. This is a variation on Wiessner’s
definition of style as a “formal varia-
tion in material culture that transmits
information about personal and social
identity” [6]. However, individual style
in carrying out creative and expressive
motoric tasks (using a free-hand prac-
tice, usually by a skilled person) has
not been studied in depth with quan-

24 XRDS • SPRING 2016 • VOL.22 • NO.3


titative methods within computer sci-
ence. Most work in computer science
Instead of aiming tant questions about style—they only
generate a simulation, by implanting
seeks a working algorithm to achieve to simulate style or out-of context signals to synthesize a
acceptable results when implanting
formal variations in artwork or design
imitate it, we should reaction meant for a different context.
Alternatively, we can choose to rely on
(such as brush strokes qualities and use this complex Kantian philosophy, reject the duality
patterns, color distribution, and so on)
outside their original creative context.
quality to close the between abilities and intentions, and
focus on the empirical interaction be-
Examples include products meant to gap between digital tween human and matter. However,
stimulate the eye with signals that re-
mind us of a well-known artist, or that
designers and even that direction won’t make the
analytic comprehension of style or its
fit current standards of aesthetics [7]. digitally fabricated analytic representation more feasible.
For instance, the painting style of
Vincent Van Gogh can easily be iden-
artifacts. Visual design is the art of convey-
ing symbolic meaning within an arti-
tified; the now-popular artist used fact, rather than solving an optimiza-
distinct expressive techniques in his tion problem. While some aspects of
work. However, the collective memory machine and interface design can be
of these historical works is biased to- designers, then ‘evolves’ new designs defined as engineering problems, de-
ward iconic examples or even toward on its own,” since “designing products sign is not a branch of engineering. It
some cognitive morphing between [traditionally] is costly and time-con- deals with underlying cultural signals
them. Thus, a Photoshop (or Google suming” [8]. of aesthetics and meaning, with the
DeepDream) filter designed to stylize To summarize, research in both aim of emotionally engaging people
your photos as if they were painted by computer science and humanities with the subject of the design work. A
Van Gogh may satisfy users, yet bear falls short in its contributions to the good interface design guarantees us-
little resemblance to the portraits Van development of new, style-oriented ers will succeed in completing a task,
Gogh would have created today had he expressive design tools. Although CG but it will also impact their emotional
lived to the age of 163. An artist’s style researchers study neither style nor reaction to the product.
is never frozen in time; it reflects the aesthetics from a humanistic perspec- The cognitive and affective aspects
context of the work. Imagine, for ex- tive, they develop tools to transplant a of design are interwoven [9]. Some of
ample, what would have motivated Van certain distribution of visual elements the dependencies of this relationship
Gogh to dedicate a work to you, and outside of their original context in or- fit well into computational sciences,
how would this initial motivation in- der to generate a desired emotional while other aspects do not. Still, recent
fluence the preliminary conditions of reaction. Archaeologists and anthro- trends in digital design and fabrication
his work? pologists, on the other hand, study introduce computers, with their ana-
The dangers of the current CG trend style in its cultural context, but do not lytic problem-solving manner, to the
are hidden deep in the intangible qual- develop new tools for creative produc- whole spectrum of the design process.
ities of the creative practice, not all of tion. Nor have they studied in depth Thus re-imagining design as an engi-
which are easy to define. Perfection, the dynamic evolution of individual neering challenge and implementing
homogeneity, and uniformity of shape style over time. continuous control on the whole cre-
and texture do not, by themselves, car- ative chain—from autonomous design
ry cultural signals—these signals are STYLE, TIME, AND MEANING generators to digitally controlled fabri-
produced and consumed by people. A People change over time: Their mo- cation machines.
uniform texture may demonstrate ac- toric skills change, their intentions Today, the vision of big-data beau-
curacy, but does not carry a great deal change, their styles change, and their tifiers (styling products based on well-
of information, while a complex tex- cultural contexts change. A creative observed retail trends), which rely on a
ture can reveal much more about the practice ties abilities with intentions, low degree of personal preference, in-
designers and their cultural context but what are these abilities and inten- fluence design paradigms and impact
(see Figure. 2). Similarly, a perfect mod- tions? Is the metaphysical separation research in both industry and acade-
el of a virtual idea does not tell us any- between abilities and intentions, skill my. But it is a problematic vision. While
thing about the fabrication process, and style, and matter and form useful digital technologies have altered the
but an imperfect reproduction embeds when we study creativity? If so, can we design practice, allowing for powerful
a story within the artifact. However, study creative intention without devel- CAD and CAM tools, they overshadow
the economic influence of computa- oping a psychoanalytic model of the some design qualities rooted in cultur-
tional machinery convinces us that artists and their cultural contexts? al meaning and material context.
computers need to play an important Obviously we can develop a con- Hence, I argue for a revision of this
role in creating cultural artifacts for vincing digital style generator, which trend, advocating for digital imperfec-
design and art. Recently, researchers we can use to gain a profit in specific tion in computational design practices
have invested in developing a variety of economic contexts. Nevertheless, such as a way to conjure a struggle between
software agents that “takes input from developments do not reveal impor- creative skill and personal style—a

XRDS • SPRING 2016 • VOL.22 • NO.3 25


feature

of the styles of skilled artists out of


Figure 3. A watercolor painting of a chameleon using an augmented airbrush [11], their original context, by expecting
which allows novices to experience the manual art of spray painting. the computer to beautify work based
Unlike an automatic printer, here the virtual simulation guides the physical process, on programmable aesthetic criteria,
allowing for a new experience with a singular physical style. or by using a digital machine to build
artifacts—we are giving up on human
engagement and decision making. We
are, in fact, giving up on part of the hu-
man creative spectrum.
Nevertheless, while computational
agency dominates modern production
lines and design tools, there is still a
space to encourage the development
of digital design tools that engage a
broad range of users in creative prac-
tices. Although many digital tools aim
to ease design and fabrication, I ar-
gue openness, unpredictability, and
imperfection in creative tasks help to
engage the designer in an intense ex-
perience that has a higher potential
to generate subjectivity and meaning,
and support artistic expressive state-
ments and ownership (see Figure 3).
struggle that will contribute to an un- the virtual agency from over control- One example of such an interaction
predictable yet meaningful product. ling all aspects of physical matter. is the FreeD device [10], a hand-held
This is not a Marxist critique on mass digital milling device that is moni-
manufacturing and the alienation it FROM IMPERFECTION tored by a computer, while preserving
creates between labor, society, and TO CREATIVITY the maker’s freedom to manipulate
human nature. It is a manifest for im- The question of style in computational the work in many creative ways (see
perfection and openness: An imperfec- design can be considered as a ques- Figure 4). Relying on a pre-designed
tion that can engage the designer in an tion of agency. Artists and design- 3-D model, with the FreeD the com-
ongoing performative search for bal- ers develop their personal styles in a puter springs into action only when the
ance between the controllable and the melting pot, where skill, aesthetics, milling bit risks the object’s integrity,
uncontrollable in design and nature. A environmental influences, and design preventing damage by slowing down
search to balance forces and interests, objectives mix together and influ- the spindle. The rest of the time, it al-
rather than simulating aesthetics that ence each other. When we outsource lows complete gestural freedom.
will generate predictable product ac- responsibility for style to an automa- A user study of the FreeD device re-
ceptance. A manifest for preventing ton—by implementing a simulation veals how synergetic cooperation be-
tween human and machine preserves
Figure 4. The FreeD in action. the expressiveness of manual practice
[10]. This quality of the hybrid terri-
tory evolves into design personaliza-
tion. Moreover, the study shows signs
of correlation between the early man-
ual style of the participants and their
style while using the digital device
(see Figure 5). Based on interviews
with the participants, who are all de-
signers, the authors report this corre-
lation is gained by engagement in the
practice of making while facing chal-
lenges that appear during the work, or
ideas evolving while using a carving
tool. As such, it could not have been
realized before the fabrication proc-
ess. This form of involvement allows
performance of personal style within
a digitally monitored fabrication task

26 XRDS • SPRING 2016 • VOL.22 • NO.3


fully extracted from records of creative
Figure 5. Five users execute the same design using the FreeD. performance, using properly tuned
models. More specifically, we should
study which characteristics of creative
style depend on elements of the cre-
ative performance, such as the mor-
phology of the task, its social context,
the mental model, and the user’s expe-
rience, and which time-varying charac-
teristics are unique to the user and ap-
pear in all of her or his work. Instead of
aiming to simulate style or imitate it,
Figure 6. A castle model fabricated using the FreeD, and the tool path of the device we should use this complex quality to
being used by the author in making this castle. We tend to develop technologies close the gap between digital design-
focusing on the final results rather the process itself, yet the process contains ers and digitally fabricated artifacts.
a rich information about subjective creative decisions. And also aim to enhance expressivity
and unpredictability, which can arise
in less controllable or “perfect” virtual
design environments.

References
[1] Woese, C. R. A new biology for a new century.
Microbiology and Molecular Biology Reviews 68, 2
(2004), 173–186. DOI: 10.1128/MMBR.68.2.173–186.
[2] Turkle, S. Alone Together: Why We Expect More from
Technology and Less from Each Other. Basic Books,
New York, 2011.
[3] Rosin, P., and John, C. (Eds.). Image and Video-Based
Artistic Stylisation. Springer-Verlag London, London,
2013.
[4] Boas, F. Primitive Art. Reprint. Dover Publications,
Mineola, NY, 2010.
[5] Kroeber, A. L. The Nature of Culture. University of
Chicago Press, Chicago, 1952.
[6] Wiessner, P. Style and social information in Kalahari
San projectile points. American Antiquity 48, 2
(1983), 253–276.
[7] Pavlidis, T. and Van Wyk, C. J. An automatic beautifier
for drawings and illustrations. In Proceedings of the
that helps compensate for the user’s tool path as a signature embedded in 12th Annual Conference on Computer Graphics and
Interactive Techniques (SIGGRAPH ’85). ACM, New
lack of carving knowledge without au- the texture of the physical artifact. Be- York, 1985.
tomating the process. cause the FreeD allows design manip- [8] Kinkead, G. Software designs products by simulating
Zoran et al. suggest a hybrid interac- ulation to be integrated within a tan- evolution. MIT Technology Review. November 7, 2014.
http://www.technologyreview.com/news/532126/
tive system will be beneficial for open- gible carving experience, the nature of software-designs-products-by-simulating-evolution
ended processes, allowing makers to this work more closely resembles the [9] Ingold, T. The textility of making. Cambridge Journal
define the amount of computational process of traditional craft than other of Economics 34, 1 (2010), 91–102.

control they use. Beginners may need forms of digital fabrication, while still [10] Zoran, A., Shilkrot, R., Nanyakkara, S., and Paradiso,
J. A. The hybrid artisans: A case study in smart tools.
guidance to simply complete the task providing digital risk management ACM Transactions on Computer-Human Interaction
at hand, while developing their tech- and quality assurance. By introducing (TOCHI) 21, 3 (2014).

niques as part of the investigation. On traditional approaches to the digital [11] Shilkrot, R., Maes, P., Paradiso, J. A., and Zoran, A.
Augmented airbrush for computer aided painting
the other hand, skilled makers may making of artifacts, Zoran et al. hope (CAP). ACM Trans. Graph. (TOG) 34, 2 (March 2015),
require higher-level control, allowing Article 19.
this intimate collaboration between
the computer to reproduce their skills people and computers will pave the
or manually seeking different objec- path for a new type of interaction. Biography

tives, such as introducing random Building upon prior art such as the Dr. Amit Zoran is a senior lecturer at the School of
Engineering and Computer Science at the The Hebrew
qualities to the process. The image of FreeD, I hypothesize personal style in University of Jerusalem. He holds a Ph.D. and a M.S. in
human–computer synergy is subjec- media arts and science from the MIT Media Lab, a M.Des. in
expressive manual tasks can signal product design from Bezalel, and a B.Sc. in communication
tive and should be open-ended and rich information (see Figure 6). More- system engineering from Ben-Gurion University, Israel.
In his work, Zoran studies human-computer interaction,
variable if it is to support real creative over, this time-varying information design, and craft, exploring the divergent realms of
engagement. depends on the task itself, while also emerging computational design technologies and
traditional hand-hewn skills.
The FreeD enables users to interpret revealing identifying characteristics
and modify a virtual model during fab- of the observed subject. I believe these
rication, keeping the user’s subjective identifying characteristics can be care- © 2016 ACM 1528-4972/16/03 $15.00

XRDS • SPRING 2016 • VOL.22 • NO.3 27


feature

Personal Fabrication:
From automated
machines to
augmented tools
Fully automated digital fabrication tools are the darling of the personal fabrication
movement, but they may not be the best format for harnessing digital fabrication for
personal use. Instead we should be developing tools that work cooperatively with users
to augment natural abilities rather than eliminate human involvement altogether.

By Ilan Moyer
DOI: 10.1145/2896905

D
igital fabrication is an exciting set of technologies that use a computerized workflow
to first design and then precisely create physical objects. These tools have existed as
the workhorses of industry soon after their invention in the 1950s, but only in the
past decade have they been miniaturized, cost-reduced, and simplified to the point
that they are now accessible to the general public. Inexpensive (or free) computer-aided
design (CAD) tools, such as SketchUp and Autodesk Fusion360, make it easier for anyone to
design nearly anything. Small computer numerically controlled (CNC) milling machines and
3-D printers are popping up at an astonishing rate in makerspaces, hackerspaces, schools,
museums, and garages across the world. While this trend promises
to vastly expand the abilities of the in- must traverse to fully integrate into a lery guns, and numerically controlled
dividual to create, there is still a long new context of “personal fabrication” milling machines were invented to
way to go before digital fabrication tru- has a precedent: personal computing. better produce complex airplane com-
ly finds a widespread home on peoples’ In his book Fab: The Coming Revolution ponents. Computers were then adopt-
desks and in their garages. The best on Your Desktop—from Personal Com- ed by industry for tackling laborious
solution to the challenge of democra- puters to Personal Fabrication, Neil Ger- computational tasks like payroll, and
tizing digital design and fabrication is shenfeld draws an apt parallel between digital fabrication was used for tasks
likely not through the incremental cost digital fabrication and the rise of the like high-speed high-tolerance manu-
reduction and simplification of indus- personal computer in the ‘70s and ‘80s. facturing. It was not long after that
trial tools, but instead demands a fun- Both technologies were first developed
damental re-examination of how we for military purposes around the time
use computers to help us make things. of WWII; early computers were used to Figure 1. The Shaper Origin computer-
The path that digital fabrication calculate fire control tables for artil- assisted cutting tool.

28 XRDS • SPRING 2016 • VOL.22 • NO.3


Photo Credit TK

XRDS • SPRING 2016 • VOL.22 • NO.3 29


feature
CACM_TACCESS_one-third_page_vertical:Layout 1 6/9/09 1:04 PM Page 1

the lockstep held between these sister simply by drawing the shape in a CAD
technologies was broken. While the program. Related to that is repeatabil-
computer began to rapidly evolve into a ity. Just as a mathematical expression
consumer product, digital fabrication will evaluate the same value on any
remained exclusively a tool of industry. computer system, ideally a 3-D model
By the early 1970s, the mainframe fed to a digital fabrication tool should

ACM was shrunken to desktop propor-


tions. Although the technology had
result in identical outputs, whether
you are sitting in a garage in the U.S.
been made human-scale, the human- or a makerspace in Norway. This is es-
Transactions on machine interface remained an 80 sential to the third benefit, which is the
character-wide glowing cathode-ray ease of digitally sharing plans. Placed
Accessible tube. The early adopters of personal
computers were enthusiastic and pas-
within the context of the Internet and
accessible CAD tools, these attributes
Computing sionate enough to subject themselves to
an interface whose designers were more
enable someone with little skill to
go online, download a plan, perhaps
likely interested in maintaining a status make a few changes, and press “print.”
quo than improving user experience. It However, along with these benefits
wasn’t until the widespread introduc- come some distinct challenges. In
tion of the Macintosh in 1984, with its spite of its new personal fabrication
graphical user interface and desktop audience, the process of using digi-
metaphor, that personal computation tal fabrication has remained largely
had finally taken a form accessible and identical to the practices of industry.
intuitive to the average person. Person- The end-to-end workflow starts by de-
al computation was enabled by a fun- signing an object in a CAD program,
damental re-invention of how people followed by the use of computer-aided
interact with an existing technology. manufacturing software to create in-
Just as computers transitioned structions for an automated machine
from the military-industrial complex to follow, and concludes with the set-
to the realm of personal use, the same up and operation of a CNC tool. In an
is happening now with digital fabrica- industrial mass-production context,
tion tools almost 50 years later. In the segmenting the use of a tool into these
words of Gershenfeld, “personal fabri- distinct steps is logical. Each domain
cation is the ‘killer app’ of digital fabri- requires specialized training and a
cation.” There are many benefits to this large corpus of task-specific knowl-
◆ ◆ ◆ ◆ ◆ new style of digitally enabled personal edge and experience. Indeed efficiency
fabrication. One is the abstraction of via specialization has been a dominant
This quarterly publication is a
skill. You can shape complex metal or strategy of industry since at least the
quarterly journal that publishes plastic parts with your digital hand days of Henry Ford. The technology
refereed articles addressing issues historian David Noble even went so far
of computing as it impacts the as to argue the segmented specializa-
lives of people with disabilities. tion of digital fabrication—enforced in
part through deliberately complicated
The journal will be of particular machine interfaces—was a tactic of
interest to SIGACCESS members management to maintain hierarchy
Instead of forcing
and delegates to its affiliated in their organizations. Yet as digital
fabrication now makes the leap from
conference (i.e., ASSETS), as well
the user to adopt a
as other international accessibility
industry to personal fabrication, it is

conferences. technology-centric important we question whether there


might be a better way of interacting
◆ ◆ ◆ ◆ ◆ system designed with this powerful set of tools.
www.acm.org/taccess for industry, digital Digital fabrication is stuck in a rut
equivalent to personal computers of
www.acm.org/subscribe fabrication should the 1970s. Just like the awkward period
fit itself into the preceding the introduction of the Ma-
cintosh, today’s personal digital fabri-
natural way people cation tools have been miniaturized to
are already using fit your desk, but little has changed in
the way they are expected to be used.
tools to make things. You still need to learn how to use CAD

30 XRDS • SPRING 2016 • VOL.22 • NO.3


software, often times learn how to gen-
erate tool paths, and then learn the
Digital fabrication bit longer. There’s also a long history
of pride in hand-craftsmanship that,
nuances of setting up and operating a is stuck in a rut while still sometimes present in the
digital fabrication machine.
All of this is required to generate
equivalent to abstract sense in mass production, is a
very real thing in personal fabrication.
any output. In contrast, the operation personal computers Origin takes a step toward restoring
of a hand tool occurs on a much more
analog scale. As you acquire skill the
of the 1970s. the craft practice of concurrent think-
ing and making, which were intention-
output improves, but even a first-time ally divorced by industry, while still
user can create a first-order approxi- offering the many benefits of repeat-
mation of their goal. The success of the ability and communication afforded by
Macintosh was largely in its approach digital fabrication.
of making the technology of compu- We are steadily approaching a cross-
tation intuitive to its user, rather than “tool GPS,” which can locate the tool roads in the nature of our relationship
insisting that the user bend to the on the material within thousandths of with our tools. One path is leading us
technology. The graphical user inter- an inch, and a small automated stage to fully automated universal fabrica-
face and desktop metaphor were key that is constantly adjusting the posi- tion machines—like the replicator—as
to this, as were the subtle hints perva- tion of the cutting blade to account household appliances. In this future,
sive to the user experience (often found for user error. The experience of using the physical act of making will be as
in its iconography) that suggested the Origin is equal parts hand tool and simple as pressing a button on a com-
machine was a bit “human.” Digital video game—you move the tool along puter screen, similar to pressing “print”
fabrication could serve to learn from the work-piece, doing your best to fol- to send a photo to an inkjet printer. All
the early success of the Macintosh. low the outline of the digital shape of our skills and craft become interac-
Instead of forcing the user to adopt a you want to cut on the onboard screen. tions with a computer screen. This is
technology-centric system designed Meanwhile the tool makes minor cor- the terminal stop on the vector current-
for industry, digital fabrication should rections to your position to ensure your ly established by traditional industrial
fit itself into the natural way people are cut ends up exactly as intended. digital fabrication technologies. The
already using tools to make things. The driving idea behind the tool alternative path is leading us to an era
There are a few examples of this is not about its underlying technolo- of personal fabrication when intelligent
starting to happen already. One recent- gies of computer vision and motion tools, such as Origin and Glowforge,
ly announced tool, Glowforge’s 3-D la- control. Rather, Origin is challenging will enhance the innate physical abili-
ser printer, is probably the first laser a pervasive assumption that the ties of their users rather than attempt-
cutter to be designed from the perspec- re-contextualization of digital fabri- ing to eliminate their involvement in
tive of the personal fabrication cus- cation for personal fabrication must the fabrication process altogether. Of
tomer rather than clinging to the prec- steadily approach the single-push- course these two potential futures are
edent set by existing tools. An onboard button paradigm of the “Star Trek” not necessarily mutually exclusive. In
camera makes it easy to locate digital replicator. Fully automated digital fab- any event, it is difficult to make a quali-
shapes to be cut on a piece of material, rication tools make perfect sense in a tative judgment of which might be pref-
and a user can even draw with a pen di- mass-production environment, where erable. Fully relinquishing our ability
rectly on the material. Glowforge then speed and absolute repeatability are to make things with our own hands in
uses computer vision to trace and cut paramount and operator intervention favor of push-button convenience could
along hand-drawn lines. The camera is expensive. There is little pressure be the price of a future of highly custom-
is also used for automatically snap- for industrial automated tools to be ized abundance for all; or it may be just
ping certain designs to known objects easy to use, because the cost of pay- enough rope to hang ourselves. But re-
(e.g., the back of a MacBook), detecting ing a highly skilled technician to set gardless of which future is more appeal-
material types by reading barcodes up the tool is quickly amortized over ing, it is clear digital fabrication needs
printed with invisible ink, and cutting the volume of a production run. These to take a different—and I would argue
out a large shape in multiple steps by considerations are quite different than more human—form if it is to be widely
finding where prior cuts ended. what should matter in a digital fabri- adopted by individuals as the empower-
Another example is the work be- cation tool intended for personal use. ing tool it has the potential to be.
ing done by my own company Shaper. In this new environment, ease of use
We are designing a computer-assisted is the most important consideration. Biography

handheld cutting tool called Origin Accuracy is important, but not all- Ilan Moyer is a co-founder and mechanical engineer at
Shaper, where he is helping to build the future of power
(see Figure 1). It enables users to cut important. Flexibility is essential, be- tools. Moyer has been interested in creating tools for
complex shapes from materials like cause the average person can’t afford a personal fabrication since writing his MIT undergrad thesis
on the topic of Rapid Prototyping of Rapid Prototyping
wood, plastic, and light metals with new machine to do a specific job. And Machines in 2008.
the accuracy and at the scale of a the trade-offs of time and money weigh
© 2016 Copyright held by Owner(s)/Author(s).
large CNC tool, but entirely freehand. less heavily at home, so it’s OK if the Publication rights licensed to ACM.
Origin works using a combination of “cycle time” to produce an object is a 1528-4972/16/03 $15.00

XRDS • SPRING 2016 • VOL.22 • NO.3 31


feature

Creating Animated
Characters for
the Physical World
Making the design and production of animated,
mechanical characters accessible to the public.

By Stelian Coros
DOI: 10.1145/2893493

T
he Maker movement is revolutionizing the accessibility and appeal of engineering.
Key to the growing popularity and success of this do-it-yourself culture is the
emergence of easy-to-use, computer-aided design (CAD) software—such as Google’s
SketchUp and Autodesk’s 123D suite—that allows the general public to generate
content for 3-D printing. However, to a larger extent, such user-friendly CAD tools focus
on supporting the design of static objects—essentially sculptures. At Carnegie Mellon’s
Robotics Institute, our long-term goal is to create robotic devices that can sense, move, and
interact with the world.
As robots enter our daily lives, they phology. To date, more than 180 million dressed. First, engineering principles
have the potential to fundamentally customized animated characters have and standards have to be encoded in
improve the way we work, learn and been created with this software by non- software such that computing power
play. With the aid of specialized CAD expert users from around the world. can be leveraged in assisting users
tools, and leveraging the 3-D printing with tasks that are too difficult or too
revolution, we believe the general pub- COMPUTATIONAL DESIGN tedious. Second, user interfaces need
lic will be able to create robots that are OF ANIMATED MECHANICAL to provide ample room for creativity,
specifically designed according to their CHARACTERS while allowing users to specify, at a
individual needs and preferences. Our The first challenge in creating a ro- high-level, what it is they wish to cre-
ambition is to make the design of per- botic creature is to design its mechani- ate. To begin investigating these chal-
sonalized robotic creatures equally cal structure. This task is currently lenges, we developed a computational
powerful, accessible, and appealing. restricted to skilled and experienced design system for mechanical autom-
In this quest, we are inspired by engineers, who, given sufficient time ata—simple robots composed of rigid
the ease of use, power and flexibility and resources, can design complex ro- mechanical components such as gears
of the Spore Creature Creator system bots, mechanical toys, or animatronic and linkage structures. The motion of
described by Hecker et al. [1]. Spore figures capable of producing life-like such mechanical characters are driv-
Creature Creator enables the design of motions. However to make this design en by a motor or a manually-operated
virtual characters whose motions are process accessible to the general pub- crank (a device used to input rotational
automatically adapted to their mor- lic, two main challenges need to be ad- motion into a mechanical system) [2].

32 XRDS • SPRING 2016 • VOL.22 • NO.3


Photo Credit
Image reprinted
TK from SIGGRAPH Asia 2015. DOI: http://doi.acm.org/10.1145/2816795.2818137

XRDS • SPRING 2016 • VOL.22 • NO.3


33
feature

Our design system assumes ac-


Figure 1. An overview of our computational design system for mechanical cess to a library of mechanisms that
characters. (a) An input character is provided, and the relative position of the gear are used as the building blocks. Each
box is specified; (b) the desired motion of the character is specified by sketching type of assembly is parameterized,
motion curves; (c) optimized driving mechanisms are generated by our framework; and, in an offline step, our system
(d) gear trains are created to connect all the driving mechanisms to one actuator; performs a sparse sampling of their
(e) a support structure is generated; and (f) the resulting mechanical character is parameter spaces. This precomputa-
3D-printed. tion step results in a database of rep-
resentative motions that each type of
(a) (b) mechanical assembly can perform.
After this offline step, our computa-
tional design system allows casual
users to interactively create animat-
ed mechanical characters.
As illustrated in Figure 1, the user
crafts the motion of an input character
(see Figure 1a) by sketching curves that
indicate, for example, the path its feet
should move along (see Figure 1b). For
each input sketch provided by the user,
our system generates an optimized me-
chanical assembly—a collection of gears
and rigid links that reproduce as closely
as possible the motion envisioned by
the user. The process of generating the
optimized mechanical assemblies lever-
(c) (d)
ages the database of mechanisms that
was precomputed in the offline step.
This precomputed database, in essence,
plays the role of an experienced engi-
neer. The optimized mechanical assem-
blies that are generated are connected
to the input character through pin joints
(see Figure 1c), driving its motions in a
way that is as close as possible to what
the user specified. This iterative design
process continues until the user speci-
fies all aspects of the motion they wish
to create (see Figure 1d).
Each mechanism generated by our
design system requires a source of ac-
tuation in order to generate its motion.
(e) (f) In line with traditional mechanical
automata designs, however, we wish
to generate mechanical characters
that require just one motor or hand-
driven crank. Our design tool, there-
fore, generates a collection of inter-
connected gears that transmit motion
from the input actuator to the rest of
the mechanical character (see Figure
1d). Once all the required mechanical
parts are in place, our software system
generates support structures that hold
all the components together (see Fig-
ure 1e), and the design is then ready to
be 3-D printed (see Figure 1f).
As an alternative to using a set library
of mechanism types, we also developed

34 XRDS • SPRING 2016 • VOL.22 • NO.3


a design tool that allows non-experts to
create, from scratch, complex linkage Figure 2. The character design process illustrated on the Satyr’s leg: (a) input
structures, which are networks of rigid animation, (b-e) interactive motor replacement, (f) after global optimization,(g)
bars connected to each other through and after linkage shaping.
mechanical joints. Linkage structures
integrate form and function in a seam-
less manner, as their motions are the
result of complex interactions between
the bars and the constraints imposed
by the joints.
The problem of designing linkage (a) (b) (c) (d) (e) (f) (g)
structures has fascinated mathemati-
cians for centuries. Kempe’s 1876 Uni-
versality Theorem, for instance, states desired motion, or worse, mechanical results and experiments. Even non-
planar curves defined by polynomial locking of the assembly, barring motion expert users can quickly create aes-
equations can be traced out by link- altogether. Our computational design thetically pleasing animated charac-
ages, leading to the famous “there is a system circumvents these difficulties ters, as illustrated in Figure 3.
linkage that signs your name” quote [3]. by allowing the user to quickly explore
The proof of the theorem relies on a few multiple valid configurations for the in- COMPUTATIONAL DESIGN
elementary types of linkages that are termediate linkage structures. OF DEFORMABLE CHARACTERS
connected to each other to create com- In order to make this possible, we While some virtual characters are rig-
plex linkage systems. Unfortunately, developed a fast method to compute idly articulated, others are inherently
the theory also predicts the number of approximately optimal parameters for soft and deformable. Their motions,
such elementary linkages that must be new mechanical linkages, provided rather than being defined by joint
composed together quickly becomes an analysis of singularities that can angles, are continuously propagated
intractable in practice. arise in linkage systems, and proposed throughout their entire structure, as
To strike a balance between motion a method to optimize the motion of visualized in Figure 4. When creating
quality and overall aesthetic appeal, linkage-based characters and their physical embodiments of such flexible,
our computational system puts the robustness against fabrication errors. virtual characters, the ways in which
user in charge of overseeing the design With our computational system, the they deform should be taken into ac-
process. The process starts with an an- design process becomes tractable and count and reproduced as closely as
imated virtual character—for example enjoyable; as indicated by our early possible. By analyzing the equations
a running bull. We assume this input
animated character can be decom- Figure 3. The mechanical Taurus. The linkage structure of its fore leg (left), and
posed into several complexes (one for the completed prototypes (right).
each leg, for example) that act within a
predefined plane.
Our design tool enables the user to
create linkage structures whose motion
matches the animation of each com-
plex. We begin by representing each
animated joint in the complex as a vir-
tual motor. In principle, the motion of
each joint could be realized in a physi-
cal system through the use of servos.
However, the resulting design would
likely be too expensive. Therefore our
system successively replaces virtual
joint motors with new rigid links that
mechanically couple the motions of
different parts of the structure, as seen
in Figure 2. Manually performing this
operation can be a very tedious and
frustrating task. The space of possible
designs is large, highly nonlinear, and
presents both discrete and continuous
parameters. This combination of chal-
lenges leads to frequent design pitfalls
including poor reproduction of the

XRDS • SPRING 2016 • VOL.22 • NO.3 35


feature

Figure 4. The steps to designing deformable characters. An input character and target shapes are taken as input; a small
number of actuators and their initial placements are determined; the positions of the actuators and the internal distribution of
soft and stiff materials are optimized; and the physical prototype is fabricated.

of motion of elastic objects, it becomes creating physical replicas of animated, formations closely matches the target
clear that controlling their deforma- deformable virtual characters [5]. We shapes that were provided as input.
tion behavior can be achieved in sev- take as input a deformable character
eral different ways: adapting their rest and a set of target poses for it, as illus- DESIGNING 3-D PRINTABLE
configuration (the shape they would trated in Figure 4. Our method com- ROBOTIC CREATURES
take in the absence of any external bines finite-element analysis, sparse While the types of functional objects
forces), changing the material proper- regularization, and constrained opti- described thus far are capable of creat-
ties (e.g. stiffness) governing the rela- mization in order to compute a mini- ing compelling movements, their abil-
tion between forces and deformations, mal set of locations where external ity to interact with the physical world
or explicitly applying external forces forces need to be applied. Further- is limited. In our most recent work,
that are appropriately modulated. In more, our method also determines we bypassed this technical barrier
simulation, the process of automati- which regions of the final design need through an end-to-end solution for cre-
cally adapting the rest state of deform- to be soft, and which ones need to be ating 3-D printable robotic creatures
able objects in order to control their rigid, as illustrated in Figure 4. This that are able to walk using a variety of
motions works well [4]. However, the inhomogeneous distribution of ma- gaits and motion styles [6]. The solu-
technology that allows fabricated ob- terial properties controls the way in tion we developed consists of an inter-
jects to significantly change their rest which the physical character will de- active computational design tool that
configuration in a controllable man- form as external forces are applied to allows the user to author both a robot’s
ner is currently unavailable. it. The design output by our framework morphology and motion character-
In recent work, we introduced a can be used as a blueprint to fabricate istics. As the user specifies desirable
method that automates the process of physical characters whose range of de- structural and motion style features,
our system automatically determines
Figure 5. A snapshot of the design interface. Left: The design viewport with the how the robot needs to move such that
footfall pattern graph. Right: the preview window showing the center of pressure of it maintains balance at all times.
the robot (green) and the support polygon (red). Our design interface is structured
into two viewports (see Figure 5); one
for editing the structure and motion of
the robot, the other for displaying the
resulting behavior as predicted by our
optimization-based motion model and
through physics simulation. The heart
of the interface consists of a set of easy-
to-use editing tools. The user starts by
loading a description file that specifies
an initial skeletal structure of the ro-
bot, where virtual motors are placed at
each joint position. The user can freely
edit the robot’s structure at all times by
adding or removing motors, thus alter-
ing the morphology of the design, or by
adjusting the position or orientation of
the motors.
The motion of a robotic creature is
completely described by the trajectories

36 XRDS • SPRING 2016 • VOL.22 • NO.3


of its joints. However, authoring mo- CONCLUSIONS AND OUTLOOK
tions directly in this high-dimensional In the not-so-distant future, a rich eco-
space is unintuitive, tedious, and very system of robotic devices will be tightly
unlikely to lead to stable movements. integrated into our daily lives. Robots
We therefore introduced a set of high-
er-level motion authoring and editing
that help with housekeeping, gardening,
and do-it-yourself projects; assistance
Distinguished
tools, designed to be mutually orthogo- devices for people with disabilities; ro- Speakers Program
nal and intuitive for the user. bot companions for exploration and
Motions are largely characterized search-and-rescue operations; interac-
by their footfall pattern, indicating tive kinetic art; smart furniture that http://dsp.acm.org
for each instant during a gait cycle adjusts to individual needs; and robotic
which of the legs are in contact with pets for therapy, education, and enter-
the ground (stance mode) and which tainment—all of these will fundamen-
ones are in flight (swing mode). Our tally change the way we work, learn, and
interface displays this information play. Many of these robotic devices will
as a time-dependent graph, allow- have to be specifically created for differ-
ing for quick inspection and direct ent tasks, or according to the needs and
editing by the user. In particular, the preferences of their users. Consequent-
user can change the duration of the ly, current approaches based on mass- Students and faculty
stance and swing phases for any leg producing a small number of designs
and change the relative ordering of will become too limited. Therefore, in can take advantage of
the footfalls. Not all patterns lead to conjunction with the continued evolu- ACM’s Distinguished
desirable motions; this is immediate- tion of 3-D printing technologies, com-
ly clear upon inspecting the evolution putational design tools similar in spirit Speakers Program
of the support polygon through time to the ones described here have the po-
or by observing the motions generat- tential to play an increasingly important to invite renowned
ed by our framework. The immediate role in how future generations of per-
feedback provided by our framework sonal robotic devices are brought to life. thought leaders in
allows the user to interactively adjust academia, industry
the footfall pattern in order to find References

satisfying solutions. [1] Hecker, C., Raabe, B., Enslow, R., Deweese, J.,
Maynard, J., and Van Prooijen, K., 2008. Real-time
and government
Higher-level goals such as the walk- motion retargeting to highly varied user-created
ing direction, speed, or turning rate morphologies. ACM Trans. Graph. 27, 4 (2008). to deliver compelling
can be provided by the user so as to [2] Coros, S., Thomaszewski, B., Noris, G., Sueda, S.,

specify the behavior of the robotic crea-


Forberg, M., Sumner, R. W., Matusik, W., and Bickel,
B. Computational design of mechanical characters.
and insightful talks
tures that are being designed. Further, ACM Trans. Graph. 32, 4 (2013).

the user can control the overall motion [3] King, H. C. Planar Linkages and Algebraic Sets. Tech.
on the most important
Rep. math.AG/9807023, 1998.
style by editing the movement of the [4] Coros, S., Martin, S., Thomaszewski, B., Schumacher, topics in computing
robot’s center of mass and feet trajec- C., Sumner, R., and Gross, M. Deformable objects
tories. The motions generated by our alive! ACM Trans. Graph. 31, 4 (2012).
and IT today.
[5] Skouras, M., Thomaszewski, B., Coros, S., Bickel,
optimization-based framework are
guided by this user input, while a set of
B., and Gross, M. Computational design of actuated
deformable characters. ACM Trans. Graph. 32, 4 ACM covers the cost
(2013).
feasibility constraints ensures they are
always stable.
[6] Megaro, V., Thomaszewski, B., Nitti, M., Hilliges, of transportation
O., Gross, M. and Coros, S. Interactive design of
Given the structure and motion 3D-Printable Robotic Creatures. ACM Trans. Graph.
34, 5 (2015).
for the speaker
goals for a robotic creature, our system
computes time-varying motor values to travel to your event.
for dynamically-stable motions using a Biography

trajectory optimization approach. The Stelian Coros is an assistant professor in the Robotics
Institute at Carnegie Mellon University. He received his
user can preview the optimized mo- Ph.D. from the University of British Columbia in 2011. His
doctoral thesis won the Alain Fournier Ph.D. Dissertation
tions using physics-based simulation Annual Award. Prior to joining CMU’s faculty, he was a
and iteratively adapt the design to ex- research scientist working for Disney Research Zurich.
His research lies at the intersection of computer graphics,
plore the solution space and converge robotics, biomechanics, and digital fabrication. More
on a desired result. Once the design specifically, Coros is interested in developing models of
motor control, motion planning algorithms, physics-based
process is finished, fabrication blue- simulation tools, and computational design methods for
prints are generated automatically 3-D printable devices. For his work in this area, Coros was
the recipient of a 2015 Intel Early Career Faculty Award.
such that the robot designs can be
manufactured using 3D-printing and
off-the-shelf servo motors. © 2016 ACM 1528-4972/16/03 $15.00

XRDS • SPRING 2016 • VOL.22 • NO.3 37


feature

Building a
Toolkit for Fabricating
Interactive Objects
Despite the recent proliferation of easy-to-use personal fabrication
devices, designing custom objects that are useful remains
challenging. RFID technology can allow designers to easily embed
rich and robust interaction in custom creations at low cost.

By Andrew Spielberg, Alanson Sample, Scott E. Hudson,


Jennifer Mankoff, and James McCann
DOI: 10.1145/2889427

F
or years, industry analysts have been predicting the breakout of in-home consumer
fabrication devices such as laser cutters, desktop mills, and most prominently, 3-D
printers. Despite falling costs and bold predictions of their increasing ubiquity,
consumer demand for these devices remains relatively low. Behind this low demand
is the fact that rapid fabrication devices alone are not replacements for mechanical design
expertise or electronics knowledge, making it difficult for laymen to design objects that are
interactive. This limits the typical design space to static objects or simple machines, in turn
limiting the usefulness of these fabrication devices.
Upcoming electronic 3-D printers, doesn’t excessively constrain the design can easily make almost any object in-
such as the Voxel8, coupled with boom- process; and any end user should be teractive with little user expertise. As
ing online maker file sharing commu- able to incorporate it into their designs an added bonus, RFID tags are pow-
nities (such as Thingiverse and 123D regardless of fabrication method. Most ered wirelessly, meaning designers
Make) offer one possible solution to importantly, the solution’s interaction have no messy circuitry to deal with
this problem, potentially putting entire mode needs to be fast in order to guar- and no batteries are required.
suites of electromechanical capabilities antee users true interactivity.
a mere download away. While down- That solution might just be a new AN EXAMPLE APPLICATION
loading designs may be easy, modifying spin on an old classic; a sensor that In order to motivate the types of inter-
them would still likely require the same has long found limited use in the con- active objects we want designers to be
mechanical and electronics expertise sumer transaction and commercial able to make, consider the following
needed to design them in the first place. warehousing industries, but is still scenario. A designer wants to fabricate
To truly empower makers around the a relatively young player in the space a physical Tic-Tac-Toe game board with
world, a better solution is needed. of making and interaction: radio fre- X and O game tokens that are interac-
The solution must be affordable quency identification (RFID). By incor- tive (see Figure 1). When a player places
for hobbyists; it cannot require exces- porating RFID tags in the design proc- a token on the board, a computer run-
sive expert knowledge to design with; ess and managing interactions with ning a companion application provides
it must take up little extra space so it these tags intelligently in software, we auditory feedback. When a player picks

38 XRDS • SPRING 2016 • VOL.22 • NO.3


up a token, the system detects whether some point in your life. If you’ve ever has enjoyed plenty of breakthroughs
the token is an X or an O, and the appli- seen or used a “tap to pay” credit or in application to ubiquitous sensing;
cation scolds the corresponding player transit card, those interactions rely on after all, one of the technology’s killer
to wait if it’s not his or her turn. The ap- embedded RFID tags to process the apps, transaction processing, is es-
plication also keeps track of where X transaction. Large collections of physi- sentially high proximity tag detection.
and O tokens are at all times, displays cal media (such as libraries) use RFID But other prior work has demonstrated
the current game with shiny graphics, tags for tracking inventories. Behind RFID tags’ potential for tracking hu-
and announces when a player has won the scenes, RFID tags are used to track man interaction [1], measuring ges-
or the game has ended in a tie. important parcels through storage and tures such as tag touches, swipes on
There are two parts of this artifact manufacturing processes. tag surfaces, tag motion, and even tag
that must be designed: the method by Passive, ultra-high frequency RFID localization. Adding RFID tag-based
which a player interacts with the Tic- tags consist of millimeter scale com- interaction can potentially add great
Tac-Toe board, and the specific Tic- puter chips attached to a (centimeter breadth of interactivity to the artifacts
Tac-Toe elements. The ideal solution scale) antenna, typically embedded in that users fabricate. Further, RFID tags
should automate everything needed to an adhesive piece of paper. This chip and their rich vocabulary of interaction
implement the game’s interactions— holds data—a unique identifier and po- modes can be directly translated into
from geometric design of tokens tentially kilobytes of storage. Radio sig- default widgets to be included into de-
through code needed to recognize to- nals transmitted by an antenna power signs, simplifying the design process.
ken placement and motion—freeing tags wirelessly with transmit distances While techniques for measuring
up the designer to focus on the game of up to 10 meters. When a tag receives RFID-based interaction are becoming
mechanics and aesthetics. As you’ll a request for information, it reflects a capable of robustly identifying larger
see, RFID tags can be the secret sauce signal to a reader with the appropriate vocabularies of interaction, increased
for making this possible. response. (See Figure 2 for the compo- robustness has come with a price.
Image by Andrey Nikolaev

nents). This can be, for instance, its ID Reliably identifying interactions can
RFID or any of its stored data. A single reader take seconds, which can be prohibi-
While you may not necessarily be can be used to track populations of tively slow for many real-world interac-
aware of how RFID technology works hundreds of tags. Tags are cheap, cost- tions. If you were trying to design, say,
from a technical perspective, you’ve ing less than a 25 cents apiece. a video game controller that uses RFID
almost undoubtedly experienced it at Unsurprisingly, RFID technology tag-based interaction for input, the

XRDS • SPRING 2016 • VOL.22 • NO.3 39


feature

Figure 1: The target Tic-Tac-Toe game. Figure 2: An antenna (left) emits radio waves to a 5.3 cm2 RFID tag (right),
which reflects a response to the reader (center).

difference between a two millisecond actions as probabilistic events, and the terministic interactions, keeping the
and two-second input lag could be the applications built atop them were trans- programming of states intuitive, and
difference between player success and formed into probability distributions let the API automatically manage the
player failure (and frustration). On the over program states. For example, if, on probabilities behind the scenes. Their
other hand, methods exist with faster your phone’s touch screen keyboard, you program state distribution is repre-
response times, but these methods touched halfway between the “F” and sented as a collection of potential state
are historically less accurate. Misinter- “G” keys, then their system might repre- samples, and those state samples (and
preting one input for another could be sent the word you were typing as starting thus the distribution) are updated with
similarly frustrating and damaging to with “F” with a 50 percent probability, input samples drawn from input events
usability. Thus, an important design and starting with “G” with a 50 percent such as key presses. Those input events
trade-off arises for developers using probability. Because of this uncertainty, are also represented probabilistically.
RFID tags: Do you want your applica- their system won’t lock in that first let- This sampling approach is also known
tion to be fast or do you want it to be ac- ter just yet; instead it waits for more in- as Sequential Monte Carlo sampling
curate? formation. Subsequent letters then shift (SMC) or particle filtering.
It turns out there’s a way to get the the confidence of the word starting with SMC is not specific to any single type
best of both worlds. “F” or “G” appropriately. If the second in- of input; it can even manage inputs
put letter is an “H” with 99 percent prob- from several input modalities at once.
A SOLUTION IN INTERFACE DESIGN ability, then the first letter was probably So naturally, the SMC framework could
We suspected from previous literature a “G.” (No words in the English language extend to our RFID-based scenario if we
and experiments that if we wanted in- start with “fh,” while many—includ- considered RFID tag reads (or the lack
teractions to be truly low latency to the ing “ghost,” ghastly,” and “ghoul”–start thereof) as individual inputs (similar
point where they felt natural (say, less with “gh.”) In other words, their system to key presses in the phone example).
than 200 millisecond latency), intelli- automatically defers the occasional de- Ideally, such a system could detect pro-
gently managing this speed-accuracy cisions it’s not confident about, while gram states it were unconfident about,
trade-off would be at the heart of our maintaining very low latencies for the then it could defer making decisions
solution. Interaction researchers and typical decisions for which it’s confident. about them—perhaps only by milli-
developers have developed a number While a probabilistic representation seconds—and avoid misclassification.
of probabilistic methods for managing of interactions is powerful, exposing it SMC could help measure and manage
uncertainty for more traditional human- directly to an application developer is these confidences. However, applying
computer interaction (HCI) domains, dangerous. The average person is bad the SMC method would mean we would
including keyboard, mouse, and touch at probability. Asking a user to calcu- need to model interactive input with
screen interactions. Could we apply late explicit probabilities of higher- RFID tags probabilistically. What types
these methods to our problem of de- level states (such as the probability of inputs would we want to detect, and
signing RFID powered objects providing of certain sentences in our phone ex- where would their models come from?
real-time interactions? Previous work ample) would never gain traction in an
on managing uncertain interactions by API. So, the clever idea Schwarz et al. TOUCH AND GO
Schwarz et al. [2] represented all inter- had was to have developers specify de- We decided early on to focus on mod-

40 XRDS • SPRING 2016 • VOL.22 • NO.3


eling two modes of interaction for fab- model, and p(z1:i) is a normalization stop occurring, and so the presence
ricating interactive devices: 1) touch factor, constant over all hypotheses, of a touch event is actually described
events, that is, when a user physically which can typically be ignored. In our by the absence of data. When a tag is
touches and covers a tag; and 2) mo- setting, the measurement model has covered, the reader goes from to read-
tion, that is, the velocity with which a far bigger influence over the state ing its presence every 50-200 millisec-
a tag is moving relative to a reader. estimate than the prior, and many onds or so to every three seconds at
These inputs would allow us to build priors work fine in practice. However, best. Thus, as more time passes be-
a design API that would allow for we found an intuitive solution is to tween subsequent tag reads, the less
reasonably large variety in interac- simply bias the state estimate toward likely the tag is actually visible.
tive objects, including touch menus, increasing uncertainty. We performed a number of experi-
token-based games, spinners, slid- Now, you may be thinking that ments over various tag population siz-
ers, accelerometers, and so on. For all of this is overkill. After all, RFID- es where we recorded times between
example, in our Tic-Tac-Toe game, based credit card transactions also subsequent tag reads, including sce-
these tag interactions alone could be rely on whether or not a tag is visible narios where the tags were covered
used to implement both token place- to detect interaction, and they trigger and some scenarios where they were
ment identification (using tag touch/ almost instantaneously as soon as a uncovered. From the data, we were
cover) and token motion measure- reader sees the tag. But that instan- able to build probability distributions
ment (using tag motion). Further, in- taneous transaction relies on a tag of the times between tag reads in each
put and touch events lend themselves transitioning from a default state of of the covered and uncovered states,
well to salient features measured by invisible to a reader, to visible. Mean- providing our measurement model.
readers about tags. For touch, the while, touch events begin when a tag Coupled with our Bayesian filter and
time between each tag’s consecutive is suddenly occluded, transitioning a prior, which rebiases the state es-
reads provides a strong indicator as from a default state of visible to invis- timate toward a 50–50 estimate of a
to whether or not the tag is occluded ible. When touched, reads for a tag covered/uncovered tag state, we can
by a conductive material such as foil
or a dielectric material such as skin. Figure 3. RapID’s data-to-application pipeline.
For motion, the rate of change of the
phase of the received radio wave for
each tag gives strong clues as to how
fast any given tag is moving.
Consecutive inputs are correlated.
If a tag is moving with a certain veloc-
ity during one tag read, it will likely be
moving with a similar velocity at the
next read. Since tag touch events are
far less frequent than tag state reads, it
is likely a covered tag will remain cov-
ered between reads (and likewise for
an uncovered tag). Therefore, we de-
cided to keep running measurements Figure 4: Our Sketchup design environment; creating Tic-Tac-Toe.
of tag states using Bayesian filters. A
Bayesian filter fuses previous state esti-
mates with new measurements to con-
stantly provide robust measurements of
noisy systems. It’s called a Bayesian filter
because it does this through recursive ap-
plications of Bayes’ rule. Given a sequence
of i – 1, state estimates x1:i–1 ={x1,x2…xi–1},
and sequence of i observations
z1:i={z1,z2 ,…zi} a Bayesian filter esti-
mates the ith state as

p(zi|xi)p(xi|xi-1)
p(xi|z1:i, xi-1) =
p(z1:i)

Here p(xi|xi-1) is a hand-tuned Bayes-


ian prior, which represents state evo-
lution in the absence of observation,
p(zi|xi) is known as the measurement

XRDS • SPRING 2016 • VOL.22 • NO.3 41


feature

keep continuous estimates of tag state formation. Similar to the touch event We designed a number of physical wid-
in the absence of tag reads, as well as scenario, updates are fast, and we are gets users can add in order to make
update our distribution with more cer- able to measure up to 20 tag velocities their designs interactive: tokens, spin-
tainty when a tag read arrives. Using at once with latencies of at worst 200 ners, sliders, touchable surfaces, veloc-
this method, we are able to measure milliseconds. ity sensors, and so on. After users final-
up to 20 tags at once with latencies of at ize their design, they can export their
worst 200 milliseconds (and typically, AN API FOR FABRICATION designs to digital files for fabrication
our state estimation converges much With the technical details of how we via 3-D printing or laser cutting, as per
faster than that). could formulate RFID interactions as usual. RapID also exports two other
Measuring motion is a bit different. probabilistic events out of the way, we important pieces of information.  
Motion can only be measured when a were able to carefully consider what First, in order to ease the program-
tag is visible, so in this domain a reader our API (which we are calling “Rap- ming of the digital side user applica-
is constantly receiving reads. There- ID”) for fabricating interactive objects tions, RapID exports starter code,
fore, accurately measuring motion should look like. Figure 3 shows the en- which can be immediately run. This
depends on processing information tire pipeline of how data is translated starter code keeps running estimates
about the tag read, not just if and when into interaction with an application. of widgets—which tokens are placed
a tag read happens. But how should developers create expe- in which slots, the position of sliders
In order to measure motion, we riences in such a paradigm? We knew and spinners, how fast an object is
used some results in physics that state we wanted developers to be able to cre- moving, and so on—and registers call-
the velocity v of a tag is proportional to ate interactive programs, using RFID back functions to monitor changes in
the change in phase Δφ between reads tags as inputs. We also knew the API these widgets’ states. All users need
divided by time between reads Δt (nor- for developing these programs should to do is define these callbacks deter-
malized by the frequency f of the car- abstract the notion of probabilistic ministically to say how the program
rier wave). In other words: program states away from the users. state should be updated when the tag
Δφ Finally, in the same way we abstracted states change. RapID then uses those
v= ∝
f*Δt away much of the electromechanical deterministic functions to update
This was a continuous domain design using RFID tags, we would need the probabilistic program state us-
rather than the discrete binary visible to abstract away as much coding as ing SMC. RapID widgets also provide
versus not visible domain of the touch possible for novice programmers. visualization methods for providing
event, so we had to record tag motion The powerful decision is to couple on-screen visual feedback of the prob-
over many different velocity measure- functionality with pre-defined physi- abilistic state deterministically. For
ments. From this, we were able to cal widgets, combining the fabrication example, RapID can render objects us-
build an empirical Gaussian of mea- and interactive experience directly. ing the mean state for velocity-based
sured phase changes given known ve- This leads to two levels of fidelity with widgets, or for tokens, render based
locities, which, coupled with the run- which developers could design physi- on the most probable placement con-
ning Bayesian filter, provides robust cal user experiences. figuration. Our API is built with Unity,
velocity measurements in practice At the high level, we developed a making it easy to build beautiful in-
(with built in error bars). In this case, physical design environment as an ex- teractive media built on top of it. Sec-
we use a prior that maintains the pre- tension to SketchUp, which is a CAD ond, in order to ease fabrication and
vious velocity estimate and increases environment aimed at novice users. assembly, RapID annotates design
its variance, indicating increasing un- Figure 4 shows a user designing Tic- files with the locations where users
certainty in the estimate without in- Tac-Toe with our design environment. should place RFID tags, along with

Figure 5. Our Pong demo application and sliders. Figure 6. Our spaceship demo application.

42 XRDS • SPRING 2016 • VOL.22 • NO.3


the IDs with which those tags should cally generated interaction code esti- ACKNOWLEDGMENTS
be programmed. mates the state of the slider based on This work was conducted as part of a re-
At the low-level, though, we recog- which tags are visible to the RFID read- search project at Disney Research: Pitts-
nized our pre-defined widgets may not er and which are masked by the cover. burgh. This work is based on a paper to
be expressive enough for all applica- We 3-D printed one controller and laser appear in the CHI 2016 proceedings.
tions. That’s why, for the experienced cut the other (just to show we could),
users, we exposed the lower-level API and painlessly coded up a flashy demo References

for interacting with the probabilistic of the classic arcade game Pong using [1] Li, H., Ye, C., and Sample, A. P. IDSense: A human
object interaction detection system based on
program state. In order to make it pos- our sliders as wireless controllers. passive UHF RFID. In Proceedings of the 33rd Annual
sible for experienced users to develop As a final example (see Figure 6), ACM Conference on Human Factors in Computing
Systems (CHI 2015) (April 18–23, Seoul). ACM, New
their own physical widgets and their we demonstrated our RFID tags’ mo- York, 2015, 2555–2564.
associated code. tion sensing capabilities with a simple [2] Schwarz, J., Mankoff, J., and Hudson, S. E. Monte
Carlo Methods For managing interactive state,
While this project is by far not the spaceship-based demo. We designed action, and feedback under uncertainty. In
first to allow users to build physical wid- a simple toy spaceship and placed a Proceedings of the 24th Annual ACM Symposium on
User Interface Software and Technology (Oct. 16-19,
gets that digital programs can be built raw tag widget on the design, which, Santa Barbara, CA). ACM, New York, 2011, 235–244.
on top of [3, 4], the fact that RFID tags, while not adding new geometry to the [3] Greenberg, S. and Fitchett, C. Phidgets: Easy
which are small and thin, have very few design, generated code for touch and development of physical interfaces through
physical widgets. In Proceedings of the 14th Annual
geometric constraints makes it very motion callbacks. This demo is partic- ACM Symposium on User Interface Software and
easy to place them anywhere in designs. ularly friendly to novice programmers. Technology (UIST 2001) (Nov. 1114, Orlando). ACM,
New York, 2001, 235–244.
This makes it easy to grow large, expres- Using our API, it was easy to translate [4] Laput, G., Brockmeyer, E., Hudson, S. E., and
sive widget libraries. In the future, it our toy’s motion to the digital on- Harrison, C. Acoustruments: Passive, acoustically-
driven, interactive controls for handheld devices.
will be exciting to see how RFID tags screen motion of a virtual spaceship, In Proceedings of the 33rd Annual ACM Conference
and other similar, versatile sensors, will only writing new code for on-screen on Human Factors in Computing Systems (CHI
2015) (April 18–23, Seoul). ACM, New York, 2015,
allow online communities to grow large animation. (Dong Nguyen, we eagerly 2161–2170.
widget libraries much in the way maker anticipate your Flappy Bird port for our
communities such as Thingiverse cur- RFID-based system!) Bigographies
rently share pure .STL files. Andrew Spielberg is a second-year Ph.D. student at the
Computer Science and Artificial Intelligence Laboratory
CONCLUSIONS (CSAIL) at MIT, where he works in the intersection of
PUTTING IT ALL TOGETHER As RFID tags become more robust and fabrication and robotics. His current research exploits
data-driven methods for optimizing the design and behavior
For now, we’ve created a few demo ap- tag readers become cheaper with each of 3-D printed robots. His prior research has focused on
plications to show off the promise of a passing year, RFID sensing is rapidly be- automated assembly. Prior to joining MIT he received his B.S.
and master’s from Cornell University and spent time at The
toolkit, which is a synthesis of our ap- coming a serious contender for making Johns Hopkins’ Applied Physics Laboratory.
plication pipeline (see Figure 3) and physical fabrication projects interac- Alanson Sample is a research scientist at Disney Research,
Sketchup Front-End (see Figure 4). tive. RFID sensing provides a platform Pittsburgh where he leads the Wireless Systems group.
His research focuses on enabling new guest experiences
Using RFID tags on tokens and to- that is easy to design with and even and sensing and computing devices by applying novel
ken slots, we were able to build a wire- easier to interact with and use. A future approaches to electromagnetics, RF and analog circuit
design, and embedded systems.
less, low-latency, physical game of where anybody can quickly fabricate Scott Hudson is a professor of human-computer
Tic-Tac-Toe. Here, we used our token wirelessly powered novel game control- interaction in the School of Computer Science at Carnegie
Mellon University, where he serves as the founding
widget, which places tokens opposite lers, smart-home devices, personal ro- director of the HCII Ph.D. program. He received his Ph.D. in
conductive foil to measure whether bots, and more is right around the cor- computer science from the University of Colorado in 1986,
and has previously held faculty positions at the University
or not token/slot pairs are visible. Us- ner. It will be exciting to see how other of Arizona and the Georgia Institute of Technology. Elected
ing the IDs of the tags, we can iden- sensors can be hacked through simi- to the CHI Academy in 2006, he has published extensively
on technology-oriented HCI topics, and recently received
tify which token is placed, when it is lar data-driven methods, to go beyond the Allen Newell Award for Research Excellence at CMU.
placed, and where it is placed. When their original intended purpose for use Jennifer Mankoff is an associate professor in the Human
the widget is added to the design, our in interactive fabrication projects. Computer Interaction Institute at Carnegie Mellon
University. She earned her B.A. at Oberlin College and
Sketchup extension adds the appropri- Through a combination of inexpen- her Ph.D. in computer science at the Georgia Institute of
ate token and slot geometry to the digi- sive, easy-to-use sensors, and more sys- Technology. Her research enhances the human experience
with technology. Her goal is to combine empirical methods
tal design files, and automatically gen- tems that marry physical design with with technological innovation to construct middleware
(tools and processes) that can enable the creation of
erates all of the code for tracking this digital design, people will finally feel impactful applications. Most recently, this work has
interaction. The only code the user has empowered to make devices based on focused on 3-D printing and its potential for creating
custom assistive technologies for people with disabilities.
to add is the traditional deterministic how they are meant to be used, and
James McCann obtained his Ph.D. in 2010 from Carnegie
game of Tic-Tac-Toe, and the visual not just on how they are meant to look. Mellon University.  His research hours are spent at Disney
and auditory feedback for the players, Novice makers will finally be able to Research Pittsburgh developing systems and interfaces
that operate in real-time and build user intuition; lately,
all of which can be written in fewer design and fabricate devices that fully he has been dabbling in the creation of physical objects.
than 100 lines of C# code. capture the interactive nature of their He also makes video games as TCHOW llc, including recent
releases “Rktcr” and “Rainbow.”
In another example (see Figure 5), imagination. And when interactive ob-
we used our slider widget, which fea- jects are as easy to make as static ones,
© 2016 Copyright held by Owner(s)/Author(s).
tures a conductive cover that slides the personal fabrication movement Publication rights licensed to ACM.
atop a line of RFID tags. Our automati- will truly be ready to take off. 1528-4972/16/03 $15.00

XRDS • SPRING 2016 • VOL.22 • NO.3 43


feature

3-D Printing
Interactive Objects
Today’s 3-D printing hobbyists churn out kilos of static trinkets.
These existing machines can further help them create functional
objects, if new perspectives and designs are employed.

By Valkyrie Savage
DOI: 10.1145/2893495

3
-D printers have evolved from professional equipment for industrial design studios
to staples in makerspaces—these community hubs offer open access to fabrication
machines, electronics tools, and more. As 3-D printers make their way into clubs,
schools, libraries, museums, and homes, we should consider what sorts of objects
can these machines make and how will users design those objects?
A look at Thingiverse, an online 3-D printing community, reveals novices mostly create
static and decorative objects—figurines, ornaments, and pen or tool holders—stuff that
hardly belongs to a new “industrial revolution.” In contrast, experienced designers create
functional objects, often as assemblies. mentation and assembly. Physical tive sensing strategies that only re-
These include existing, non-printed user interfaces are pervasive—think quire adding a single sensor to a 3-D
electronic parts such as sensors and ac- of game controllers and musical in- printed model to recognize a range of
tuators, and mechanical parts such as struments—and their physicality has different interactions.
fasteners and hinges. Designing elec- important benefits such as tactile
tro-mechanical assemblies with func- feedback and high-performance ma- HANDS-ON DESIGN
tional components in CAD remains a nipulation [1]. For example, gamers Toolkits, such as Arduino or .NET
complicated task for experts. Design- prefer physical input for speed and Gadgeteer, have lowered the threshold
ers must specify not only where to place performance, while musicians are of experimenting with electronics for
functional components, but how to interested in virtuosity and control. interaction, at the same time creat-
mount them to allow assembly and en- Building working devices that also ing a community and extensive docu-
sure functionality. exhibit interactive behavior requires mentation. This has allowed artists,
At Berkeley Institute of Design adding electronic sensing compo- students, and other non-professionals
(BiD Lab), our research goal is to help nents and circuitry to the mechanical to leverage capabilities such as lights,
craft electronics for hobbyists of all design. We are exploring two direc- sound, and sensing in their projects
Image by Vitaliy Zuyenko

ages, often called “makers,” to cre- tions to make this task easier. First, [2]. However, integrating electronics
ate functional interactive objects on we are building tools that automati- into 3-D printed objects is difficult.
commodity digital-fabrication ma- cally fit electronic components into Mounting parts, such as buttons and
chines. We seek to enable makers to 3-D printed models. Second, we are joysticks, in exactly the right place
print working physical user interfac- investigating ways to replace stan- may require significant changes to a
es with minimal additional instru- dard wired electronics with alterna- 3-D model (e.g., to add fasteners and

44 XRDS • SPRING 2016 • VOL.22 • NO.3


Photo Credit TK

XRDS • SPRING 2016 • VOL.22 • NO.3 45


feature

Figure 1. With the Makers’ Marks system, makers create and annotate physical designs of objects (left). Once these are 3-D
scanned, the annotations are replaced with relevant geometry (center), and can be printed for components to snap in (right).

clearances, or to split an enclosure cision of CAD. be accessible to the end-user. By em-


into two half shells). We created a system, called “Mak- ploying physical authoring for rough
We ran a formative study that sug- ers’ Marks,” which allows users to shapes and digital tools for precise as-
gests novices can express their intent physically design custom enclosures sembly geometry, we hope to enable
for the design of physical interfaces by with precision mounting geometry easier, quicker creation of complex
combining physical sculpting of larger for functional components. To design functional objects (e.g. a game con-
shapes and annotation of finer details, the overall shape, users first sculpt troller, shark, box, and baby monitor),
for instance, through additional draw- using clay or other physical materi- as shown in Figure 1.
ings or marks. This study gave us the als. Then, they add annotations with Makers’ Marks creates rigid,
inspiration to consider tangible mod- physical stickers indicating place- shelled objects that incorporate
eling as an alternative to CAD. ment for functional components. In surface-mounted functional compo-
Inexpensive 3-D scanning tech- our prototype, supported parts in- nents. These components must have
nologies are becoming increasingly clude components for user interaction 3-D models and additional clearance
available based on smartphones [3] (e.g., joysticks) as well as mechanical metadata. In spite of these caveats,
or web cams. 3-D scanning combined parts (e.g., hinges). These stickers are objects created with this technique
with 3-D printing opens up the pos- designed with two purposes in mind: can range from whimsical and deco-
sibility of a new workflow. A maker They should be legible to people, as rative (a waving shark) to precise and
may start with a modeling task in the well as reliably detectable using com- functional (a game controller). The
physical space, followed by scanning puter vision algorithms. physical-to-digital-to-physical pipe-
the resulting object to get a digital rep- Makers’ Marks captures user-creat- line enables a wide variety of device
resentation. Then that digital model is ed geometry using a 3-D scanner and designs, which is limited only by the
modified algorithmically, and finally replaces annotations with precise 3-D maker’s imagination.
printed back out. This physical–to- geometry from a library. The gener- Other projects have also offered
digital-to-physical pipeline could com- ated geometry ensures the indicated ways to integrate existing parts into
bine some of the benefits of tangible components can be fastened in by the novel 3-D models. For example, the
modeling with the flexibility and pre- designer post-print, and, hence, will faBrickation technique accelerates

Figure 2. Sauron’s processing steps start with a hollow 3-D model (a). When a virtual camera model is added, it can detect
which components are visible and not visible (b), and modify invisible components as necessary (c). Once the object is printed
(d), a single camera can view (e) and track (f) the user-facing components.

46 XRDS • SPRING 2016 • VOL.22 • NO.3


3-D printing processes by 3-D print- be outside the viewing frustum of ity, we created a series of functional
ing high-detail areas around assem- a single camera or blocked by the prototypes—a game controller, ergo-
bled low-resolution LEGO blocks [4]. device’s geometry. To address such nomic mouse, and DJ mixing board.
The Enclosed interface allows users challenges, we introduce automatic We also asked three knowledge-
to interactively design enclosures visibility analysis and model modi- able CAD users to design DJ mixing
around pre-existing electronics [5]. fication to translate human input boards with our sensing approach in
With Makers’ Marks and other into visible movement, which can mind. In all cases the users were able
related projects, a user assembles be accurately tracked with standard to focus on the usability of their pro-
a number of different off-the-shelf computer vision algorithms. Our totype interfaces without being im-
electronic and mechanical parts into system first determines which com- peded by the sensing technique. Ad-
a 3-D printed shell. Is it possible to ponents will be visible to the camera ditionally, we evaluated 10 pre-made
further reduce this complexity by le- based on a maker’s placement of a models downloaded from the Inter-
veraging the flexibility of 3-D print- virtual camera into the CAD model net. We determined even designers
ing? Could it be possible to instan- during the design phase (see Figure who did not have vision-based sens-
taneously transform a 3-D print into 2b). For components that are not ing in mind while designing would
an interactive device by adding only a visible, Sauron can modify the com- have been able to use Sauron for their
single “super sensor”? ponent model’s internal geometry prototypes in most cases.
to extend motion into the camera’s The Sauron approach was inspired
GENERATING 3-D GEOMETRY FOR viewing frustum using parameter- by prior research on 3-D printing light
INTERACTIVE SENSING ized extrusions (see Figure 2c). Next, pipes and integrating optical sensors
3-D printed plastic has a number of Sauron uses ray tracing to determine into prints [6]. It has some important
properties that can be leveraged for how optical mirrors may be placed to assumptions and limitations: Our im-
designing useful sensing techniques. make motion visible in cases where plementation of the CAD plugin can
Through the printing process, it geometry modification fails because currently only process certain types
can be laid down in arbitrary geom- of mechanical interference. We im- of hollow models and is not guaran-
etries—mechanisms can be printed plement these techniques by extend- teed to succeed. Second, our current
fully functional without needing as- ing commercial parametric CAD model modification techniques only
sembly—and multiple colors or mate- software. The models can be printed work for a subset of input compo-
rials can be used. We have developed on any 3-D printer that has remov- nents, though they are extensible.
tools and strategies to utilize several able support material (see Figure Despite these limitations, Sauron en-
of these properties. Sauron is a de- 2d). While computer vision research ables construction of a useful variety
sign tool that enables users to rapidly traditionally strives to uncover infor- of devices. However we wanted to ex-
turn 3-D models of input devices into mation about an unknown environ- plore additional sensing techniques,
interactive 3-D printed prototypes by ment, our approach seeks to modify which could leverage other plastic
adding a camera pointed into the in- a known environment. In this case, properties and different sensors.
side of a device. Our system automati- the digital model of the prototype Lamello: A tine-y technique.
cally modifies the shape and color of object to be fabricated in order to fa- Lamello integrates algorithmically-
mechanisms so interaction can be cilitate computer vision (see Figures generated tine structures into mov-
sensed with standard computer vi- 2e and 2f). able components to create passive
sion techniques. Lamello is a tech- To evaluate Sauron’s expressiv- tangible inputs like the slider, button,
nique that senses interaction with a
single microphone. It generates 3-D Figure 3. Components sensed by Lamello have tines printed at interaction points
printed tine structures, which are (e.g., under the stroking path of a slider), which vibrate at predictable frequencies.
struck by the user and then vibrate at
predictable frequencies.
Sauron: The all-seeing camera. Sau-
ron enables makers to 3-D print a com-
plete interactive device in a single step.
After printing, they add a miniature
camera with an integrated ring light
to the prototype. After an interactive
registration step, Sauron can track the
motion and position of buttons, slid-
ers, joysticks, and other input devices
through machine vision performed on
an end-user’s computer.
Sensing all input components on
a device with complex shapes can
be challenging, as components may

XRDS • SPRING 2016 • VOL.22 • NO.3 47


feature

and dial (see Figure 3). Manipulat-


ing these inputs creates sounds that
We seek to enable active objects by automatically gener-
ating alternatives and printing them
can be captured using an inexpensive makers to print side-by-side for comparative testing.
contact microphone or existing laptop
microphone, and then interpreting
working physical All this new hardware will require
new design software. One intriguing
those sounds using real-time audio user interfaces opportunity lies in automatic gener-
signal processing. Lamello predicts
the fundamental frequency of each
with minimal ation (or modification) of interfaces
to suit particular people and tasks,
tine based only on its digital geom- additional e.g., for assistive applications. We
etry. Thus, recognition does not re-
quire training examples. The decoded
instrumentation believe there is significant territory
to be explored in modeling users’
high-level events can then be forward- and assembly. individual capabilities, as well as
ed to interactive applications. The understanding how to create opti-
name “Lamello” is derived from the mal inputs devices suited to specific
lamellophone family of instruments, tasks. Software is playing an increas-
which create sound through vibrating ingly important role in defining the
tongues of varying lengths. physical objects that will surround
There are two main challenges in veloped specific design and fabrica- us in the future. It is an exciting time
developing a passive acoustic sens- tion guidelines, and demonstrated to be a computer scientist.
ing technique that supports a vari- several components that use the Lam-
ety of input controls: designing the ello approach. Our evaluation showed References
physical mechanisms for generating training-free recognition is possible, [1] Klemmer, S. R., Hartmann, B. B., and Takayama, L.
How bodies matter: Five themes for interaction
sounds, and developing recognition though our accuracy could be im- design. In Proc. Conference on Designing Interactive
algorithms that can interpret those proved with de-noising techniques. Systems (DIS ’06). ACM, New York, 2006, 140-149.

sounds in the intended manner. Other researchers are exploring re- [2] Arduino. https://www.arduino.cc

To generate sounds, we embed lated techniques that characterize the [3] Autodesk 123D Catch. http://www.123dapp.com/catch.

tine structures in input components. sound of surface textures when a user [4] Mueller, S., Mohr, T., Guenther, K., Frohnhofen, J.,
and Baudisch, P. faBrickation: Fast 3D printing
Our tines are rectangular beams at- scratches an object [7]. Laput et al. use of functional objects by integrating construction
tached at their base to the compo- an active sensing approach in which kit building blocks. In Proc. Conference on Human
Factors in Computing Systems (CHI ’14). ACM, New
nent, and free to deflect at their top. a speaker continuously plays sound York, 2014, 3827-3834.
When an end user interacting with through a hollow, flute-like pipe that [5] Weichel, C., Lau, M., and Gellersen, H. Enclosed:
A component-centric interface for designing
a component causes tine plucks, the ends in a microphone. When end- prototype enclosures. In Proc. International
tines vibrate the body of the compo- users manipulate 3-D printed mecha- Conference on Tangible, Embedded, and Embodied
Interaction (TEI ’13). ACM, New York, 2013,
nent and the vibrations are captured nisms along the pipe, they change its 215–218.
by the microphone as sound. Tines acoustic properties [8]. [6] Willis, K., Brockmeyer, E., Hudson, S., and Poupyrev,
can be arranged in configurations I. Printed optics: 3D printing of embedded optical
elements for interactive devices. In Symposium on
supporting different interactions WHAT’S NEXT? User Interface Software and Technology (UIST’ 12).
(e.g., sliding, rotating, pressing). The Our work has explored different ACM, New York, 2012, 589–598.
audio signal of a tine strike is char- methods to create functional and [7] Murray-Smith, R., Williamson, J., Hughes, S., and
Quaade, T. Stane: Synthesized surfaces for tactile
acterized by an initial transient—a interactive objects through tangible input. In Proc. Conference on Human Factors in
short, high-energy sound across a modeling and through novel sensing Computing Systems (CHI ’08). ACM, New York, 2008,
1299–1302.
wide range of frequencies followed techniques. Emerging fabrication
[8] Laput, G., Brockmeyer, E., Hudson, S. E., and
by free vibration with a local long-de- technologies may soon open addi- Harrison, C. Acoustruments: Passive, acoustically-
cay energy peak at the tine’s resonant tional areas of exploration. We now driven, interactive controls for handheld devices. In
Proc. Conference on Human Factors in Computing
frequency. Conceptually, our recog- have machines that can either spray Systems (CHI ‘15). ACM, New York, 2015, 2161–
nizer detects a transient, finds the conductive material on the outside 2170.

of existing objects, or deposit con- [9] Optomec. http://www.optomec.com


dominant resonant frequency after
[10] Voxel8. http://www.voxel8.co/
the transient passes, and compares it ductive material layer-by-layer inside
[11] Carbon. http://carbon3d.com
to predicted tine frequencies. 3-D printed objects [9, 10]. With such
Recognizing mechanically gener- machines, traditional printed circuit
ated sound for input has important boards and wiring may become obso- Biography
limitations. Movement generates lete and the object itself may become Valkyrie Savage is a Ph.D. candidate at UC Berkeley.
Her research focuses on design tools for 3-D printing,
sound—meaning steady state cannot the circuit. In addition, advances in specifically for creating interactive objects like video game
be sensed. At the same time it also has material science, such as continuous controllers. She is broadly interested in technologies to
encourage interest and participation in STEAM.
appealing characteristics: compatible liquid interface printing, promise to
components can be fabricated from a cut down printing time by an order
single material (e.g., 3-D printed ABS of magnitude [11]. Cheap and fast
© 2016 Copyright held by Owner(s)/Author(s).
plastic), and “wiring” just requires fabrication could make it possible to Publication rights licensed to ACM.
attaching a microphone. We also de- explore larger design spaces of inter- 1528-4972/16/03 $15.00

48 XRDS • SPRING 2016 • VOL.22 • NO.3


INSPIRING MINDS
FOR 200 YEARS
Ada’s Legacy illustrates the depth
and diversity of writers, things, and
makers who have been inspired
by Ada Lovelace, the English
mathematician and writer.
The volume commemorates the
bicentennial of Ada’s birth in
December 1815, celebrating her
many achievements as well as
the impact of her work which
reverberated widely since the late
19th century. This is a unique
contribution to a resurgence in
Lovelace scholarship, thanks to the
expanding influence of women in
science, technology, engineering and
mathematics.

ACM Books is a new series of high quality books for the computer science community, published by
the Association for Computing Machinery with Morgan & Claypool Publishers.
feature

Soft Printing
with Fabric
3-D printed objects made of fabric could be flexible and
deformable, bringing possibilities to new sensors and actuators.

By Huaishu Peng, Scott Hudson,


Jennifer Mankoff, and James McCann
DOI: 10.1145/2893499

A
s more consumer level 3-D printers enter the end-user market, we have seen a boost
in 3-D printing that empowers users to print customized 3-D models on demand.
Glance over to the Thingiverse, one of the biggest online 3-D printing document
sharing platforms, where you can find almost whatever you want: functional objects
like VR Goggle frames or a tourbillon watch, artistic artifacts like a spaceship model, or, of
course, various versions of classically scaled octopus models.
Moving beyond hobbyist commu- ize they are not that great. Most of the Stratasys Objet260). In actuality, 3-D
nities, 3-D printing has also found its artifacts are made of hard, rigid plas- models can be printed very accurately
way into numerous industries, includ- tic. There is nothing wrong with rigid with such material. Nike, Feetz, and a
ing fashion. Last April, the Inside 3D prints, if you want an egg holder or a few other fashion companies have been
Printing Conference and Expo hosted a lightsaber. However, when you spend working to create 3-D print customized
curated 3-D print fashion show in New a couple of hours printing a teddy shoes and insoles with this rubber-
York City that featured various apparel bear,that feels like stone, or when you like material. Another option is ther-
and accessories—from dresses full of realize the fabulous 3-D dress on the moplastic elastomers, recently made
flowing curves to a dreamy bowler hat runway won’t comply to your body and available in the form of filament wires,
with horns. The idea of digitally custom- is uncomfortable to boot, you know which allow consumer-grade 3-D print-
izing one’s clothing and having it di- there is room for improvement. ers to print soft goods as well. Finally, if
rectly printed using a fabricator sounds 3-D printing material libraries are one would like to fiddle with structure
appealing not only to consumers, but missing one important material type; design, you can achieve bending prop-
to designers as well. For example, Ki- material that is soft, deformable, and erties with 3-D printed living hinges.
nematics, designed by Nervous System, gives you the feeling of real cloth. These are just some of the classes of
is a folding mechanism system that en- 3-D printing material that enable new
ables 3-D printing of flexible garments SOFT PRINTING MATERIAL design opportunities for printing soft
that move and sway like real cloth. Admittedly, soft printing materials are objects or to achieve bending effects.
All of this may look great from afar. available in the 3-D printing market. A However, looking at the diversity in
But when you get a little closer and UV-cured silicone material that resem- hard materials, we need more than one
sweep your finger across these care- bles rubber is available for high-end, type of soft material that moves away
fully designed 3-D garments, you real- industrial-level machines (such as the from the look and feel of rubber. Yes we

50 XRDS • SPRING 2016 • VOL.22 • NO.3


want customized shoes printed from SOFT PRINTING WITH FELTED YARN ered fashion, and the printer lays down
soft silicone or rubber, but we would The exploration starts with Scott Hud- a series of thin layers of fabric each rep-
also love to have 3-D toys that are direct- son’s work, printing felt in the form of resenting a horizontal image of the fi-
ly fabricated from a 3-D printer and are yarn [1]. As human beings, we have a long nal geometry. By building the geometry
also soft and cuddly. history of making clothes using balls of from the ground up and bonding each of
Toward this end, our contribu- yarn. Knitting or weaving yarn into dif- the 2-D layers, a complete 3-D object with
tion is two new technologies that can ferent patterns, either by hand or with fairly arbitrary geometry can be formed.
print 3-D geometries with fabric. To machines, creates three-dimensional Due to the similarity of the fabrica-
be more specific, we will look at 3-D garments that are flexible to fit our body. tion process to fused deposition mod-
printing with the two essential forms However, Hudson’s 3-D printing tech- eling (FDM) printing, the printer con-
of fabric: yarn and fabric sheets. Since nique is to fabricate 3-D solid geometries struction could make use of many FDM
fabric property is different than most out of soft yarn. Due to the soft property printing techniques. In fact, both the
conventional raw materials used in of felted yarn, the end results are not the 3-D motion platform and the slicing
3-D printing (usually powder, liquid, expected precise shapes associated with software originate from an FDM printer
or filament), we have developed our normal hard-printed objects. Instead, design. However, the traditional bond-
own 3-D printers to handle fabric. In his project emphasizes 3-D objects with ing approaches as demonstrated in
the following sections, we detail the not only varied textures, but with the feel conventional 3-D printing technologies
design of two different types of fabric of hand-crafted fiber arts reminiscent of is not suitable in this case. In FDM and
printers, the challenges of printing felted yarn material. selective laser sintering (SLS), the bond-
with soft fabric, and our solutions to 3-D printing with felted yarn creates ing is activated by heat. In stereolithog-
address those concerns. Finally, with challenges, such as: How to form 3-D raphy, or SLA, the bonding is achieved
the ability to print with fabric mate- geometries with such flexible material, with ultraviolet light shining directly
Image by Lyly / shutterstock.com

rial, we move beyond and explore the and how to bond layers? Conceptually, onto light sensitive resin. None of these
potential use of soft print, both me- the 3-D felt printer design is very simi- are suitable for bonding fabric yarn. In-
chanically and electrically. The goal lar to a Cartesian 3-D printer; there is a stead, Hudson looked into how people
of our project is to bring the sensa- three-dimensional motion platform as make clothes, and developed a new type
tion of softness and the intimate feel part of the printer frame, and a custom- of printer head that specifically handles
of fabric to 3-D printing techniques, ized printing head handles the printing yarn feeding and bonding. Material de-
eventually creating one-off interac- material. To print a 3-D geometry, the livery and bonding is done with a needle
tive soft objects. printer software slices the model in a lay- bonding mechanism—as the machine

XRDS • SPRING 2016 • VOL.22 • NO.3 51


feature

yarn forms a 3-D geometry, where the ery problem using an inverted cutting
Figure 1. The needle felting print head. machine deposits the yarn at each of bed, which is located vertically on top
the building step to infill the 2-D layers. of the bonding platform where the final
This results in a repeated punching mo- result takes shape. Our design avoids
tion at each 2-D layer, and limits the ac- complex fabric handling schemes by
curacy and height of the model. There is making the best use of the Z-axis mo-
an alternative, using a 2-D fabric sheet tion. To start printing, the fabric is fed
as the building material [2]. Different into the bottom face of the inverted cut-
from fabric yarn, fabric sheet has the ting bed and held in place with a vacu-
advantages of a pre-fabricated uniform um machine. A laser beam is generated
surface, which guarantees an even 2-D from a 40-watt CO2 laser tube, guided
fabric layer. With fabric sheets, the into a print head and then pointed up
printer does not need to deposit fabric toward the inverted bed. The print head
material additively at each of the tiny can move freely across the X-Y platform
building steps, which can potentially to cut a 2-D geometric shape out of the
achieve higher printing results. felt sheet. After cutting one layer, the
deposits yarn along the printing path, it Similar to the felt yarn 3-D printer, print head moves out of the building
uses a felting needle to pierce through a customized layered fabric printer is area to allow the bonding platform to
to the layer(s) below. The needle drags developed to handle fabric sheets. The raise up along the Z-axis to catch the cut
down individual fibers from the yarn fundamental concept is to still pile up piece. At that moment, the vacuum is
below, entangling them in place. layers of 2-D shapes to form a 3-D shape; off so the 2-D shape can be transferred
Figure 1 shows the print head as the but instead of building each of the 2-D naturally to the bonding platform. The
heart of the felted yarn printer. At the layers additively, we involve subtractive machine then lowers the bonding plat-
tip of the print head is a felting needle. cutting for 2-D geometry generation. form. A heating disc located at the bot-
The print head drives the needle up Conceptually, our fabric sheet printer is tom of the print head is then used to
and down through the incoming yarn related to the laminated object manu- bond the material. The printing proc-
and into the base of previously print- facturing (LOM) technique—we take ess repeats for each 2-D layer until the
ed fibers. The yarn is delivered with a in sheets of material and cut out the 3-D model is fully printed. The printed
feed-lock mechanism driven by a servo material to form a 2-D shape. However, result is a rectangular prism made up
motor. A yarn guiding tube angled to because a fabric sheet is much more of layers of fabric. After removing the
the left allows the new yarn to enter a flexible than paper or metal (which are outside support material, the printed
shared “yarn catch” section, where the the two materials we see in LOM print- object is revealed.
barbs on the needle can catch it on the ing), it presents a unique set of handling Figure 4 is one of the examples of a
downward motion. In each step, the and cutting challenges. Specifically, soft, flexible Stanford bunny printed
printer moves the print head to the work tool-based cutting, used in metal and with layers of the fabric sheet. Our
site, performs several full length felting paper printers, is likely to snag and de- technique handles overhang shape
punches to deposit felt and bonding, form fabric layers, causing problems well (the bunny ears) and preserves the
and then moves to the next spot. for shape forming. Laser-based cutting, details seen in the digital 3-D model.
Figure 2 shows the printing result: A though snag-free, requires layers to be
felt teddy bear that is soft, flexible, and cut on a separate bed and moved to the SOFT PRINTING AND BEYOND
cuddly. It feels somewhat like hand- print in progress, potentially requiring As we add fabric to the 3-D printing
knitted material, but in 3-D form. The a complex transfer system. material library, we can go one step
material used in this project limits Our printer design (see Figure 3) uses further—from exploring the use of soft
printing resolution and accuracy, but laser-based cutting and solves the deliv- printing material to printing functional
the advantage is the felt 3-D printer of-
fers the opportunity to form 3-D arti- Figure 2. A 3-D printed soft teddy bear: 3-D digital model rendering (left), printing
facts that feel like fabric. Compared to in process (middle), and the printed result (right).
traditional pipelines of making soft,
fluffy toys—which require tons of know-
how to interpolate abstract 2-D shapes
and sew them into 3-D objects—felt
printing takes advantage of layer-based
3-D forming. The user can design 3-D
shapes digitally and conveniently con-
vert the design to a soft physical form.

SOFT PRINTING
WITH FABRIC SHEETS
The soft printing technique with fabric

52 XRDS • SPRING 2016 • VOL.22 • NO.3


two examples tease the potential future
Figure 3. Our layered fabric printer. Figure 4. A 3-D printed Stanford bunny. of soft 3-D printing with embedded
circuits. Printed results may serve not
only visual and tactile goals, but may
also have electromechanical properties
achieved with one-off printed circuits.

CONCLUSION
By using fabric yarn and sheets, 3-D
printed results are no longer hard
and distant, but can be soft and flex-
ible. Looking forward, combining soft
prints with hard 3-D printing and em-
bedding simple electric circuits for
Figure 5. Beyond soft printing: A toy bear arm embedded with mechanical sensing and actuating can lead the way
structures (left); a soft starfish pendant as a touch sensor (top right); and a soft to cutting-edge interactive devices. Our
cellphone case with an embedded coil to activate LED (bottom right). approach is one important step toward
printing fully functional, but soft and
human-friendly artifacts.

References
[1] Hudson, S. E. Printing teddy bears: a technique for 3D
printing of soft interactive objects. In Proceedings
of the SIGCHI Conference on Human Factors in
Computing Systems (CHI ‘14) (Toronto, Canada, April
26-May 1). ACM, New York, 2014, 459-468.
[2] Peng, H., Mankoff, J., Hudson, S. E., and McCann J. A
layered fabric 3D printer for soft interactive objects.
In Proceedings of the SIGCHI Conference on Human
Factors in Computing Systems (CHI ‘15) (Seoul, Korea,
April 18-23). ACM, New York, 2015, 1789-1798.

Biographies
Huaishu Peng is a Ph.D. student in the Information Science
Department at Cornell University and a research associate
at Disney Research Pittsburgh. He considers himself
a maker, a tinkerer, and a designer who enjoys making
physical objects. Research-wise, he builds software
systems and machine prototypes that make the design and
fabrication of 3-D models interactive. He also looks into
new techniques that can fabricate 3-D interactive objects.

Scott Hudson is a professor in the Human-Computer


Interaction Institute within the School of Computer
and structural soft objects—by com- printed directly from a 3-D printer. Science at Carnegie Mellon University where he serves as
the founding director of the HCII PhD program. Elected
bining other fabrication techniques In the layered fabric printer project, to the CHI Academy in 2006, he has published more
and using conductive material. there are possibilities for embedding than 150 technical papers. He has regularly served on
program committees for the SIGCHI and UIST conferences.
In the felted yarn printer project, sev- electric components, such as sensors He also served as a founding associate editor for ACM
Transactions on Computer Human Interaction.
eral techniques have been explored to and actuators, into soft prints. Our lay-
combine soft print patches onto hard ered fabric printer is designed with a Dr. Jennifer Mankoff is an associate professor in the
printed objects (PLA plastic, in our case) second material feeder. As a result, it Human Computer Interaction Institute at Carnegie Mellon
University. She earned her B.A. at Oberlin College and
using a nylon-based interface. Figure 5 supports soft printing with two differ- her Ph.D. in computer science at the Georgia Institute of
is one example of a soft printed toy with ent types of fabric sheets at the same Technology. Her research enhances the human experience
with technology. Her goal is to combine empirical methods
embedded components, in this case time. By assigning one of the feeders with technological innovation to construct middleware
tendon wire and a nylon mesh tube. The with a conductive fabric sheet, the print- (tools and processes) that can enable the creation of
impactful applications. Most recently, her work has
toy bear’s arm is bendable and can be er produces soft circuits inside three- focused on 3-D printing and its potential for creating
activated by pulling the tendon wire. dimensional geometries. Figure 5 also custom assistive technologies for people with disabilities.

By bridging between hard and soft ma- James McCann obtained his Ph.D. in 2010 from Carnegie
showcases a starfish pendant, which Mellon University. His research hours are spent at Disney
terials, the combined use of both hard serves as a capacitive touch sensor, and Research Pittsburgh developing systems and interfaces
that operate in real-time and build user intuition; lately,
and soft printing opens new opportuni- a soft cellphone case with a coil antenna he has been dabbling in the creation of physical objects.
ties to create variations of 3-D printing that has been printed with a conductive He also makes video games as TCHOW llc, including recent
releases “Rktcr” and “Rainbow.”
results. It is not too hard to imagine fabric sheet in the middle layers of the
a future where a full-scale soft teddy model. The case can harvest energy di-
© 2016 Copyright held by Owner(s)/Author(s).
bear with embedded plastic eyes and rectly from the cellphone’s NFC signal Publication rights licensed to ACM.
moveable mechanical parts can be fully and light up an LED accordingly. These 1528-4972/16/03 $15.00

XRDS • SPRING 2016 • VOL.22 • NO.3 53


feature

Lots of Parts,
Lots of Formats,
Lots of Headache
After three decades of digitally fabricating the world’s wildest
architecture, Zahner’s R&D team discuss trials, tribulations, and a
path to personalized production.

By James Coleman, Craig Long,


Andrew Manto, and Trygve Wastvedt
DOI:10.1145/2893501

F
actory produced architecture typically conjures images of standardization like post
WWII housing (e.g., the Lustron or Levittown housing projects) where you could
get anything you wanted just as long as it was black [1]. The history of prefabricated
architecture is diverse with varying levels of success. Each of these projects chased the
elusive trope of “more for less,” leveraging the efficiencies of systematic mass production to
provide a high level of quality for the masses. This process mainly consists of anticipating the
consumers’ needs, designing a product with a highly engineered production sequence, and
producing as many of the same products as possible.
While this is a widely utilized approach, people want options. Just as Henry Ford learned
about singular solutions for automobiles [2], this is especially true of the built environment.
The multitude of failed mass housing in design, building site, building use, plex architectural projects without an
attempts over the years is key evidence. size, local labor force, and culture. The overwhelming investment in process
Today the shape, size, and complex- delivery of architecture projects is in a engineering? To combat this prob-
ity of architectural projects can vary sense “personal production” at scale. lem, Zahner engineers found a natu-
widely. This is heightened by the grow- Neil Gershenfeld wrote, “As it turns ral partner in computer numerically
ing availability and sophistication of out, the ‘killer app’ in digital fabrica- controlled (CNC) machines. To man-
3-D modeling software used by archi- tion, as in computing, is personaliza- age the diversity of parts involved in
tects. Software that allows for bound- tion, producing products for a market complex architectural projects, digital
less geometric experimentation [3] and of one person” [4]. fabrication provided the flexibility of
helps set high expectations for the pro- The trouble with creating bespoke production that we needed.
ducers of architectural projects. projects at scale is they are cost pro-
However, unlike industries that pro- hibitive. Because economies of scale DIGITAL FABRICATION AT ZAHNER
duce large quantities of the same prod- do not exist, it is not possible to in- CNC machines became an ubiquitous
uct, architectural projects (like muse- vest equal energy into the process part of our process at Zahner in the
ums) are only produced once and often engineering of architectural projects late 1980s. Digital fabrication enabled
composed of hundreds of thousands as other industries have done. So the the linking of parametrically defined
of unique parts. These projects are problem becomes, how do we accom- computer models to our production
inherently custom due to variations modate the ever increasingly com- machines. This link allowed for the

54 XRDS • SPRING 2016 • VOL.22 • NO.3


A view of the recently completed Peterson Automotive Museum designed by KPF Architects and fabricated by A. Zahner Co.

creation of whole families of unique chine integration and operation, we (see Figure 2) describes the typical
mechanical parts and assemblies. The believe digital fabrication can get bet- steps necessary to fabricate a part on
batch processing of dissimilar parts, ter from where it stands today. the water jet from a 3-D model.
or mass customization [5], became The mantra that a CNC machine During the process, surfaces be-
standard practice at Zahner. cares little whether it is cutting a line, come curves, curves are broken into
The adoption of these technologies circle, square, or spline [6] may be lines and arcs, arcs are rebuilt, quali-
made many exciting projects possible: true,however this does not tell the full ties are assigned, machining param-
the Experience Music Project, the de story. Control systems vary between ma- eters outlined, and eventually point
Young Art Museum, the Tacoma Mu- chines, thus requiring specific instruc- data is translated into machine code.
seum of Glass, Emerson College Los tions to perform a desired operation. The additional energy necessary to
Angeles, and, most recently, The Peter- Common inputs for these machines integrate with these varying protocols
son Automotive Museum (see Figure include geometry, point data, raster in- is arduous and does not add any value
1). Forms and structures never thought formation, proprietary code, or G-code. to the project. Combined with the fact
possible, became achievable because In all cases, this input eventually boils that each machine has a unique set of
of the precision of computer control. down to motor communication signals. constraints, we experience a major set-
Since then, we have expanded to nu- While the output of all these processes is back in our process. If each operation
merous other kinds of computer-con- more or less of a similar flavor, the ways requires tens of minutes per part, this
trolled machines and robots for the in which it is created varies widely. After adds up to several weeks of time on a
cutting and shaping of metals. interacting with dozens of machine pro- typical project. It is especially frustrat-
While the linking of computer mod- gramming software over the years, we ing when you consider the point data
els to production machines has been began to ask “Why all this variation, if that is finally extracted already existed
foundational in our process, we have the end goal of each is the same?” in a purer form in the original model.
learned many lessons over the years. Take for example one of our wa- At Zahner we have managed this
Difficulties in machine communica- terjet machines. It has its own CAD, constraint through the development
tion, programming, and hardware flex- computer-aided manufacturing, and of sophisticated software automation
ibility have become increasingly bur- operation software distinct from our routines that speed up the geometry
Photo by A. Zahner Co.

densome, leading us to pursue ground design engineering workflow. Data translation and toolpathing process.
up digital fabrication technologies. from our master model must be trans- While this has, in fact, allowed us to
Although we continue to encounter lated multiple times in order to com- effectively manage, it has also proven
numerous problems with business as municate with the waterjet. The water- to be a time consuming and ineffi-
usual digital fabrication related to ma- jet communication workflow diagram cient process. Thus outlining the key

XRDS • SPRING 2016 • VOL.22 • NO.3 55


feature

problems with current fabrication ma-


chines.
With the creation tooling, be done closer to the floor or by
people on the floor?”[7].
of bespoke The effects of disjointed workflows
HUMAN VS. MACHINE
The primary offenders in our process
fabrication methods, can also be seen on the operational
side of production. Everything from
are proprietary software and inexten- Zahner is poised file management to equipment op-
sible hardware, both of which make us-
ers beholden to predefined formulaic
to dramatically eration varies from one machine to
the next, even if the functionality is
workflows. Today, the majority of fab- expand what is the same. This lack of consistency re-
rication machines are crafted around
longevity and not flexibility, changing
possible to build. quires us to have dedicated program-
mers and operators with knowledge
little from their 1950s predecessors. A in each specific system. This limits
standardized workflow in traditional our production flexibility and propa-
high-volume manufacturing may be gates redundancy.
sufficient, but for non-standard pro-
ducers, like Zahner, diversity is taxed. PROJECT SPECIFIC MACHINES
Production is therefore difficult for a This brings us to the question, what
company with diverse output. hurdle in machine design leads to would personal fabrication/produc-
A primary reason behind the ex- disjointed teams, where many subcon- tion look like at Zahner? We see it as
istence of standardized production tractors work in isolation during prod- an agile production strategy, where
methods is the creation of fabrication uct development and produce piece- multipurpose and project specific ma-
machines requires expertise in a wide meal machines/workflows. In fact, it chines are designed into our manufac-
array of fields, such as mechanical en- is not uncommon for machines to run turing process. These machines can
gineering, material science, automa- firmware that is upwards of a decade be there when we need them, and re-
tion, controls, electrical engineering, old with antiquated user interfaces. commissioned or reconfigured when
and design computation. This makes One must ask, “… is it really necessary we don’t. This would require a number
it is difficult for an individual or a sole to divide the programming and ma- of features currently not incorporated
company to personalize the technol- chine operating functions within the in digital fabrication machines. The
ogy behind digital fabrication. This shop? Could programming, like other ability to reconfigure machine compo-
nents requires a level of modularity in
Figure 1. Diagrams of Zahner fabricated projects illustrating wide formal variations. both the hardware and the software,
as well as in controls. Along with mod-
ularity, the mechanical components
must be non-specific in design to pro-
vide a range of operational metrics.
Industrial robots are a good exam-
ple of “generalist’ machines that are
multipurpose in nature. By changing
the end effector on an industrial arm,
one can quickly switch between fabri-
cation methods while maintaining the
Figure 2. Diagram describing a typical convoluted fabrication workflow. same programming logic. While ro-
bots prove to be very useful in increas-
ing our flexibility, for many tasks they
are overly complex only gigantic robots
can achieve high stiffness values.
We plan to counter the limitations
and difficulties of industrial robots
with a complementary research tra-
jectory into reconfigurable, linear
actuators in the form of cartesian ro-
bots. Using both serial and parallel
kinematics we can quickly prototype
various motion systems by simply
bolting the actuators together in dif-
ferent orientations. This recombi-
nation of hardware is supported by
dexterity in software development
born during our many years of deploy-

56 XRDS • SPRING 2016 • VOL.22 • NO.3


diversifies the way we make things
Figure 3. Simplified workflow of a multi-purpose machine. and circumvents the pitfalls of pre-
defined workflows.

PERSONAL FABRICATION
IN ARCHITECTURE
At Zahner, we are pursuing a fundamen-
tally different instantiation of digital
fabrication and automation. We plan to
deploy hardware, software, and a labor
production strategy that can be flexible
and interoperable to tackle a broad set
of geometries, operations, and client
requirements at volume. This flexibil-
ity will provide alternatives to one-size-
fits-all digital fabrication, allowing it to
be personalized to the unique require-
ments of architectural projects.
It is often commented by architects
and building professionals that the
construction industry is sluggish in its
adoption of new technologies. Com-
parisons are often drawn between the
building industry and the highly auto-
mated production of automobiles and
Figure 4. A speculative segment of the nearly endless configurations possible with airplanes [3]. These comparisons as-
reconfigurable cartesian robots. sume applicable technologies exist but
are not being incorporated. The R&D
team at Zahner see things differently.
The production of one-off architectur-
al projects requires a fundamentally
different strategy than mass produc-
tion, and thus fundamentally different
technologies. It’s time to personalize
digital fabrication, because one size
does not fit all.

References
[1] Ford, H., and Crowther, S. My Life and Work.
Doubleday, New York, 1922.
ing digital fabrication techniques on provides scheduling flexibility. This
[2] Grandin, G. Fordlandia: The Rise and Fall of Henry Ford’s
diverse architectural projects. This system of agile production would break Forgotten Jungle City. Metropolitan. New York, 2009.
framework of modular hardware and the paradigm of dedicated operators for [3] Kolarevic, B. Architecture in the Digital Age: Design
software enables the rapid prototyp- a system that instead develops a univer- and Manufacturing. Spon Press, New York, 2003.
[4] Gershenfeld, N. A. Fab: The Coming Revolution on
ing of rapid prototyping machines sal technically advanced labor force. Your Desktop—from personal computers to personal
and project specific fabrication tech- Like the revolution of constraint- fabrication. Basic Books, New York, 2005.
niques. Machines born from this based computer modeling over static [5] Iwamoto, L. Digital Fabrications: Architectural and
Material Techniques. Princeton Architectural Press,
process will be a direct manifestation architectural drawings, multi-pur- New York, 2009
of project needs without the baggage pose CNC machines can redefine how [6] Pine, B. J. Mass Customization: The New Frontier in
of secondhand technologies. architectural projects are produced. Business Competition. Harvard Business Review
Press, Boston, 1993
Benefits of a Zahner-based system With the creation of bespoke fabri-
[7] Noble, D. F. Forces of Production: A Social History of
include common programming lan- cation methods, Zahner is poised Industrial Automation. Oxford University Press, New
guages, scalable production, unique to dramatically expand what is pos- York, 1986.

production methods, adaptable pro- sible to build. Project specific fabri-


duction methods, IP development, uni- cation machines will combine metal Biographies

versal operators, expanded company ex- James Coleman, Craig Long, Andrew Manto, and Trygve
working expertise with hardware, Wastvedt are architects, engineers, educators, machine
pertise and knowledge, and decreased software, controls, sensing, and mod- designers, coders, and makers within the Research and
Development team at A. Zahner Co.
training. The ability to have operators eling innovations. We believe this
and programmers manage a variety of combination will lead to an ecosys-
machines increases their agency and tem of design-driven machines that © 2016 ACM 1528-4972/16/03 $15.00

XRDS • SPRING 2016 • VOL.22 • NO.3 57


feature

Drowning in Triangle
Soup: The quest
for a better 3-D
printing file format
File formats for additive manufacturing are lagging behind the
capabilities of 3-D printing technology itself, and no one is doing
anything about it.

By Jesse Louis-Rosenberg
DOI: 10.1145/2893503

A
t Nervous System—a design studio that combines art, science, and technology—
we create designs that push the limits of 3-D printing hardware and software.1 By
combining generative simulations, design, and 3-D printing we create complex,
customized products (see Figure 1). Through our work developing software systems
and designs for digital fabrication, we’ve repeatedly run up against the limitations of how
geometry is defined for printing, which has caused us to start to think about and develop
volumetric alternatives.
3-D printing has experienced an ware and how we represent geometry because three points already define a
explosion in popularity in the last for 3-D printing. normal plane) and two extra miscel-
five years. Not merely in the public laneous bytes. The triangles define
eye, with the advent of home print- THE STUPID TRIANGLE LIST the surface of a three-dimensional
ers, but also in industry and scientific Chuck Hull invented stereolithog- shape, a representation referred to
research. Researchers, who had been raphy in 1986, and at the same time as a “mesh.” There is no information
toiling in obscurity for 20 years, sud- developed the first file format for 3-D to gauge which triangles are next to
denly have grants and corporate back- printing, STL, which remains the pri- which, so people commonly create
ing. However, commercially available mary format used today [1]. An STL file files that do not define a coherent
technology has advanced surprisingly is quite simple; it is a list of triangles. shape at all. Other common mesh
Image by Steve Marsel

little in the 30 years since the technol- The triangles are defined by three formats define shapes with vertex in-
ogy was invented. Perhaps the area points represented by 32-bit floats. dices, supplying topological connec-
that has developed the least is soft- There are a couple of idiosyncrasies: tivity information and reducing file
Each triangle also has a normal di- size. Triangles can be inside out, form
1 http://nervo.us rection (which is almost never used non-manifold surfaces, or simply not

58 XRDS • SPRING 2016 • VOL.22 • NO.3


Photo Credit TK

XRDS • SPRING 2016 • VOL.22 • NO.3 59


feature

volumetric representations that could


Figure 1. The Kinematics Dress by Nervous System is composed of thousands of replace meshes: functional represen-
unique interlocking components. Each dress is 3-D printed as a single folded tation (f-reps) and voxels (see Figure
piece and requires no assembly. 2). F-reps are essentially implicit sur-
face equations: Define a function that
takes a point and returns whether or
not it is inside a volume. In some ways,
this is the most basic and fundamen-
tal way to define a volume mathemati-
cally. Extending this idea slightly, we
can have a function that returns color,
density, Young’s modulus, or other
material properties. F-reps are incred-
ibly expressive and can create com-
plex shapes with more compression
than any other method. However, that
expressivity is also their greatest flaw.
Because you can describe anything
that you can define mathematically, it
is difficult to create a cross-platform
(a) (b) standard. How would existing CAD
packages, which use boundary sur-
face representations, read or write
Figure 2. 2-D equivalents of different representation methods for volumes: such a format? You can create a f-
(a) boundary surface, (b) voxels, and (c) functional representation. rep of a boundary surface, but that
would essentially be a wrapper for the
f(v) = |v-p| - r boundary representation itself and no
better. Truly utilizing an f-rep format
requires an exclusively f-rep workflow,
which creates a barrier to getting CAD
r software developers and 3-D printer
manufacturers on board.
p Voxels are the extension of pixels to
3-D. We unitize space to a certain res-
olution and then create a rectilinear
grid of values that contain material

be closed at all. The format is inexten- tions, we can create meta-materials


sible, providing no way to include ad-
ditional semantic information.
with properties that could not exist
before. Let us take a relatively simple
Working with
The main problem is the core idea example from nature; a squid’s mouth voxels gives us
of a boundary surface representa-
tion, which defines a volume by its
has a gradation of stiffness that al-
lows its hard and sharp beak to attach
the potential
surrounding surface. This type of to its gelatinous body without tearing to take advantage
representation causes all sorts of
headaches: the aforementioned open
it apart [2]. Currently, printing gradi-
ents of material requires either labo-
of new 3-D printing
surfaces, overlapping shapes, gnarly rious workarounds or direct access to technology
edge cases, etc. There is a more criti-
cal concern, 3-D printers create vol-
the firmware or special APIs. To ad-
vance 3-D printing technology it will
and frees us
Figure 1 Photos by Steve Marsel

umes but our file format only defines be necessary to have a universal for- from many
surfaces. What happens inside the
surface is just as important as the ex-
mat for specifying material properties
that can change throughout a volume.
of the headaches
terior skin. An emerging area of 3-D of traditional
printing is multi-material printing.
By specifying materials with differ-
ALTERNATIVES: FUNCTIONAL
REPRESENTATION AND VOXELS
boundary
ent properties in complex configura- There are two primary candidates for representations.
60 XRDS • SPRING 2016 • VOL.22 • NO.3
properties. The primary advantage of have recently formed to bring togeth- zip file with a list of PNG images for
this method is its simplicity. It is easy er partners from different parts of the each layer and a JSON file with print
to understand, read, and write and industry to draft new standards [3]. settings. Shapeways, a 3-D printing
there is no ambiguity as to what mate- However, both of these have resulted service bureau, has begun accepting
rial occupies a position in space. in what is basically an XML wrapper similar files—zipped PNG stacks—
The problem with voxels is size. around an STL with some extra fea- which still have to be converted to
Let’s assume you want to represent tures for specifying materials. My STLs to interface with their printers.
your voxel space at the resolution of personal loathing of XML-based for- While it is encouraging to see compa-
your printer, around 50 microns is mats aside, this does little to advance nies adopt voxel formats, it is doubt-
reasonably fine, and each voxel takes the technology. In theory, it is exten- ful a solution like a zip file of images
up 1 byte, which is probably an un- sible and can eventually incorporate could become standard. First, it is
derestimate for a complex material. other data types, like voxels, but this not extensible. What happens when
That would mean even a relatively shifts the same issues from file for- there is a five-channel printer, like
small print area of a 128mm cube mats now to standards compliance in RGBA plus hardness? Second, it does
would take up 15.625GB. Even if you the future. not encourage adoption in software
compress the file on disk, it quickly There are companies incorpo- development. Reading and writing
becomes a problem to work within rating voxel formats currently. Au- such a format feels like a strange
the memory of most desktop comput- todesk’s Ember printer is the first workaround that most CAD software
ers, and there are many printers with commercially available printer that is unlikely to implement. As stated
higher resolutions and larger build can directly print voxel data. The for- previously, working with the raw, un-
volumes than this example. For this mat is a bit of a hack though. It is a compressed voxels becomes imprac-
reason, people have created hierarchi-
cal voxel formats; the most common Figure 3. (a) A diamond engagement ring 3-D printed in wax and cast
being an oct-tree, a cascade of smaller in white gold. (b). A 3-D lamp with an LED fixture.
and smaller cubes where each level
gets divided into eight equally-sized
smaller cubes. In practice, you do not
need to specify the material at the
printer’s resolution everywhere. Most
of the space will either be empty or
uniform with changes only occurring
in a fraction of the volume. A hierar-
chical voxel format only uses the fin-
est resolution where necessary. This
compression comes at the expense of
some of the simplicity that we value
in voxels, hindering the creation of
a standard that is easy to implement
and performant enough for diverse
applications. Additionally, some 3-D
printer manufacturers are concerned (a) (b)
with the possibility of someone want-
ing to specify every single point of a
printer’s volume with a different ma- Figure 4. A 3-D printed sculpture defined Figure 5. New Balance’s 3D-printed
terial. With a hierarchical format, by 1.67M lines of varying thickness. midsoles with customized cushioning.
that would be even larger than simple
vanilla voxels.

WHAT IS BEING DONE


People in the industry have known for
Figure 5 Photo Courtesy of New Balance

a long time that STL is an insufficient


file format. However, no one has tak-
en the lead in developing new stan-
dards. 3-D printer manufacturers do
not want to make their machines run
on files that no CAD software can cre-
ate, and software developers do not
want to produce files that no one can
use. Two consortiums, AMF and 3MF,

XRDS • SPRING 2016 • VOL.22 • NO.3 61


feature

tical without significant advances in


system memory.
By specifying modeling as well. They form the basis
of adaptive numerical simulations for
materials with fluids, crystal growth, finite elements,
LOOKING OUTWARD
FOR INSPIRATION
different properties etc. It also serves as a structure for per-
forming intersection tests, finding if
New ideas in volumetric representa- in complex any point in space is inside our surface.
tions are emerging out of other in-
dustries like game development and
configurations, With a boundary surface, we have to
make a separate data structure to accel-
visual effects. The sandbox game we can create erate these queries—like an AABB tree,
“Dreams” by Media Molecule allows
users to create their own 3-D environ-
meta-materials which is slow and error prone. With
VDB, the data itself is the acceleration
ments and characters based on volu- with properties structure. All of these techniques have
metric tools [4]. Their system stores
models as a list of constructive solid
that could not helped us develop 3-D printed midsoles
for New Balance sneakers, which have
geometry (CSG) operations assem- exist before. a cellular structure adapted to a user’s
bling primitive shapes with some running data (see Figure 5).
f-rep-like effects. It then turns those Working with voxels gives us the
operations into a signed distance potential to take advantage of new
function in real time. operation on each element of an array. 3-D printing technology and frees us
OpenVDB is a library for voxel data We use this to add hardware attach- from many of the headaches of tradi-
developed by Dreamworks for the ments to the organic shapes we de- tional boundary representations. We
film industry [5]. VDB is a hierarchi- sign, like inserting gemstone settings use it to perform demanding geomet-
cal voxel format based on B+ trees, into an engagement ring or fixtures ric operations that would be impos-
which are often used in databases. It into a lamp (see Figure 3). sible with existing CAD software. I do
overcomes many of the shortcomings Similarly, voxels provide an ef- not know if OpenVDB is the correct
of traditional hierarchical voxels for- ficient format for performing CSG solution for a 3-D printing file format
mats, allowing for arbitrary bounds operations. This is a way of defining moving forward, but for me it is shows
and fast random and sequential ac- complex shapes by combining many a format should not just solve techni-
cess. Though the format is complex, simple, easily described shapes. Often cal issues or appease many parties. It
the OpenVDB library provides a cross- times, a structure we design will be should be a tool that inspires people
platform, open-source implementa- described as a dense network of lines to use 3-D printing to its full potential.
tion with functionality that makes it with varying thicknesses. Turning
easy to incorporate into existing work- this into a 3-D shape involves combin- References

flows, including conversion to and ing hundreds of thousands of cylin- [1] Hull, C.W. Apparatus for Production of Three-
Dimensional Objects by Stereolithography. Patent
from meshes. It is extensible and al- ders. This process used to take us sev- US4575330. 11 Mar. 1986.
lows for embedding metadata. While eral minutes, but now using VDB only [2] Miserez, A., Schneberk, T., Sun, C., Zok, F. W. and
it is missing some functionality that requires a few seconds, allowing for Waite, J. H. The transition from stiff to compliant
materials in squid beaks. Science 319, 5871 (2008),
might be desired for 3-D printing, it rapid design iteration (see Figure 4). 1816-19.
provides a solid foundation to develop The OpenVDB library also provides [3] ASTM ISO / ASTM52915-13, Standard Specification
for Additive Manufacturing File Format
from, or at least a strong example of, functionality for level-set operations. (AMF) Version 1.1, ASTM International, West
what other industries are doing. Level sets are a generalization of vox- Conshohocken, PA, 2013. http://www.astm.org/
els where each data point contains [4] Evans, A. Learning from failure: A survey of promising,
UTILITY OF VOXELS the signed distance to the surface, so unconventional and mostly abandoned renderers
for ‘Dreams PS4’, a geometrically dense, painterly
At Nervous System, we have been de- negative values are inside and positive UGC game. SIGGRAPH 2015. Advances in Real-Time
veloping in-house tools to work with are outside. This allows for defining Rendering, Part II. 2015.
voxel data based on the OpenVDB li- a shape with much higher accuracy [5] Museth, K. VDB: High-resolution sparse volumes with
brary. Voxels not only provide a truly than the resolution of the voxel space. dynamic topology. ACM Transactions of Graphics
(TOG) 32, 3 (2013), 27.
volumetric representation for 3-D We can use linear interpolation to
printing, but afford many other ad- find the zero crossings of this field Biography
vantages compared to boundary rep- to define our surface. It also makes Jesse Louis-Rosenberg is the co-founder and chief
resentations. This tool has quickly be- doing surface offsets easy, another science officer at Nervous System. He studied math at
MIT and worked at Gehry Technologies in building design
come integral to the projects we work operation that is impractical for com- automation. Founded in 2007, Nervous System has
on. Voxels allow for simple and fast plex shapes using boundary represen- pioneered the application of new technologies in design.
Their work has been featured in numerous publications
Boolean operations to combine mul- tations. One simply adds the offset including WIRED and the New York Times, and is part of the
tiple shapes. These operations are of- distance to each value of the level set. permanent collection of Museum of Modern Art and the
Cooper-Hewitt Smithsonian Design Museum.
ten the Achilles’ heel of complex mesh We have been using this to create thin
shapes, and almost no CAD software molds of some of our designs.
© 2016 Copyright held by Owner(s)/Author(s).
can do them robustly or quickly. In Hierarchical voxel spaces can pro- Publication rights licensed to ACM.
voxel space, a union is simply an OR vide utilities outside of direct geometric 1528-4972/16/03 $15.00

62 XRDS • SPRING 2016 • VOL.22 • NO.3


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feature

Island Three Revisited:


O’Neill cylinders and
digital materials
Huge, habitable structures in space are a staple of science fiction, but
digital materials could make them a reality.

By Daniel Cellucci and Kenneth C. Cheung


DOI:10.1145/2893505

I
n the early 1970s, a Princeton physics professor by the name of Gerard K. O’Neill started
working on what he initially thought of as a joke: A set of back-of-the-envelope calculations
regarding the design and construction of orbital habitats. These habitats used no new
sources of propulsion and no magic materials; everything was limited to the scientific
and technical understanding of his time. They were to be composed of two counter-rotating
cylinders, such that those standing on the interior surface would feel Earth’s gravity and sea-
level atmospheric pressure. The maximum size of these structures turned out to be surprising;
using steel cables like those employed in large suspension bridges, O’Neill proposed a habitat
called “Island Three,” which would measure 6.5 kilometers in diameter and 32 kilometers
in length and provide 323 square kilometers of livable space. Structures of this type would
become known as “O’Neill cylinders.”
His vision for these cylinders was posed to be, a nature preserve, a mu- The plan proposed by this group of
not small. When we talk about sus- seum to our humble past. researchers described a series of pro-
tainability, we typically refer to the The O’Neill cylinder culminated in gressively larger structures orbiting a
behaviors and technologies that al- a conference in 1975 centered around stable island in the Earth-Moon gravi-
low us to use Earth’s resources more the development of a space manufac- tational system, the L4/L5 Lagrangian
Painting by Rick Guidice courtesy of NASA.

intelligently—recycling, for instance, turing facility [1]. The backgrounds points. Within 50 years, they predict-
instead of landfilling, or solar arrays of the presenters at this conference ed, most of humanity would be living
and wind farms instead of coal plants. reflected the diverse array of chal- in these colonies, enjoying (among
These form a worthwhile and integral lenges in building a habitable struc- other things) beautiful views of space,
part of our future, but in his habitats ture of this size: geologists assessing idyllic natural environments, and ze-
O’Neill saw a different kind of sustain- the various mineral sources for the ro-gravity sports.
ability: A civilization that no longer re- cylinders, social scientists discussing So, what happened? Well, in the
lied on Earth and its fragile biosphere governance in an orbital habitat, and
for everything it needs. Where Earth agronomists introducing methods for
could become what it always was sup- producing food for the inhabitants. Figure 1: An illustration of Island Three.

64 XRDS • SPRING 2016 • VOL.22 • NO.3


Photo Credit TK

XRDS • SPRING 2016 • VOL.22 • NO.3 65


feature

Figure 2: Then and “Now.” The left image shows workers constructing Britain’s R101 airship. The right image is a painting that
envisions the construction of an orbital habitat. Humans were going to assemble the pieces of the structure by hand, much like
the dirigibles of the early 20th century.

40 years since its inception, we have cables like those in suspension bridges structure itself can provide sufficient
learned a few things that have made focused more on finding and process- radiation shielding. Using humans to
it clear that this endeavor is far more ing raw materials for the structure construct an environment with Earth-
complex than we initially thought. In than assembling it. Nowhere, for in- like gravity and atmospheric pressure
the case of Biosphere 2, for instance, stance, in his seminal article or in the therefore becomes a chicken and egg
we realized how difficult it is to make conference that followed is the term problem. In order to build a human-
stable, isolated simulacra of Earth’s “robotics” mentioned. Instead, he pro- habitable space, we would need anoth-
ecosystems. Unforeseen imbalances posed 2,000 people would go into orbit, er human-habitable space to house the
with the inputs into the complex, cy- laboriously constructing the first habi- humans during the months they spend
bernetic life support system result in tats by hand, much like the dirigibles building it.
runaway conditions and loss of the sys- of the early 20th century. Other options, such as planetary

Photo courtesy of the National Archives UK. Painting by Don Davis courtesy of NASA.
tem [2]. In addition, while the Interna- What we’ve learned in the interven- colonization, aren’t much better. The
tional Space Station is a fine example ing 40 years, with experiments per- current favorite destination, Mars,
of small teams of people working to- formed both in orbit and on Earth, is doesn’t provide much in the way of at-
gether in an isolated environment, we humans are not particularly efficient mosphere, gravity, or radiation protec-
have a long way to go before hundreds builders in space. Studies in simulated tion. And the nine-month journey will
of individuals can form societies that microgravity environments show them require much of the same infrastruc-
allow them to thrive in these remote assembling at a less than optimal 100 ture in habitat design in order to safely
environments. These problems are not seconds per strut per person [3], the lack transport human astronauts. More-
insurmountable, but they are wicked, of a consistent gravitational force ap- over, once they reach their planetary
and continue to demand (and have re- pears to cause a whole host of medical destination, colonists will then find
ceived) study from specialists in a wide problems, and the constant bombard- themselves at the bottom of another
range of fields. ment by both solar and cosmic radia- gravitational well similar in magni-
Until recently, however, we didn’t tion increases the risk of cancer. Once tude to the one they just spent tera-
even have a tractable idea of how to a sufficiently large structure is created, joules of energy escaping on Earth,
build these structures. O’Neill’s origi- however, these problems are greatly re- making it that much harder for them
nal calculations used the theoretical duced. They won’t need bulky suits in a to return in the event of a catastrophe.
tensile limit of steel to estimate the pressurized environment, centrifugal So if we decide to colonize planets,
maximum size of the cylinders, but gravity on the inside of these cylinders how do we construct human habitats in
his suggestion to use multiple wound can approximate Earth’s 1-G, and the space without subjecting the first wave

66 XRDS • SPRING 2016 • VOL.22 • NO.3


of humans who live there to danger- In addition, the size of the robot and the means we can optimize automated
ous living conditions? Two recent ad- machine that makes the parts is deter- manufacturing processes to create
vances offer some indication. The first mined by the part size, not the size of components from the resources avail-
has already caused a recent explosion the structure, so we can pick a part size able on the Moon or elsewhere.
in researchers exploring the material that is appropriate for our manufactur- This toehold in space would pro-
properties frontier, in particular with a ing process. We can build structures vide a laboratory where we could safe-
competition to produce the “strongest, orders of magnitude larger than our fac- ly work on the problems of colonizing
lightest material.” They’ve been able to tory, simply because the partially com- the solar system. Here, we can figure
do this by applying a set of design prin- plete structure becomes the platform out how to grow gardens in space,
ciples for a class of materials called cel- on which the rest of it is built. how to maintain ecosystems far from
lular solids [4]. These principles show The mechanical connection also Earth, and how to make environments
if one starts with a solid block of mate- adds a few interesting capabilities. that can support humans. Digital ma-
rial and removes mass in a specific way, What if a few hundred of the parts in terials give us the blueprint for the
the resulting structure behaves like the our growing crystalline home are later platform—the means to design and
bulk material with characteristics such crushed by a colliding asteroid? The build these large structures. But, as
as high stiffness, strength, and fracture same robots can simply undo the mech- O’Neill noted 40 years ago, “This work
toughness that are directly proportional anisms for the parts surrounding the should be discussed and debated as
to the relative density of the structure to failure, and replace the broken parts widely as possible, by people with a
the original solid. Researchers have used with new ones. Or maybe a structure range of technical and artistic talents,
these principles, as well as advanced ad- built from digital materials is no longer and by people who claim no special
ditive manufacturing techniques, to necessary—it was once a tank for hold- talent beyond the ability to work hard
produce small, light lattices—essen- ing fuel in a launch vehicle, but has en- for a worthwhile goal.”
tially, mechanical crystals—that behave tered into orbit and is now empty mass.
with surprising properties. But the tech- Instead of jettisoning the mass that was References

niques they use to make these lattices so expensive to launch, it can be broken [1] O’Neill, G. K. The colonization of space. Physics
Today. 27, 9 (1974), 32-40.
limits their scale. Additive manufactur- down and the component parts can be
[2] Severinghaus, Jeffrey P., et al. Oxygen loss
ing is energy intensive, time consuming, reused for something else. in Biosphere 2. EOS, Transactions American
and the maximum size of the objects it Geophysical Union 75, 3 (1994), 33-37.
With these two insights—digital
[3] Lake, M. S. et al. Evaluation of hardware and procedures
can create is limited. materials and cellular solids—we can for astronaut assembly and tepair of large precision
One feature of cellular solids theory see what space colonization might look Reflectors. NASA/TP-2000-210317. Scientific and
Technical Information Office NASA. 2000.
is many desirable properties are scale- like on the road to Island Three. We
[4] Fleck, N. A., Deshpande, V. S., and Ashby, M. F.
invariant. The only requirement is for wouldn’t have to start large. Just 40 me- Micro-architectured materials: Past, present and
the “cells” that compose a solid be sized ters in diameter is sufficient for humans future. Proceedings of the Royal Society of London
A: Mathematical, Physical and Engineering Sciences.
on the order of 10 to fit in the smallest to comfortably function in a centrifu- 466, 2121. The Royal Society, 2010.
dimension of the overall structure. The gal, Earth-like gravity environment and [5] Stone Jr., R. W. An overview of artificial gravity. In
dimensions of these cells can be 10 mi- not be excessively disoriented by the Fifth Symposium on the Role of the Vestibular Organs
in Space Exploration. NASA-SP-314. Scientific and
crons or 10 meters, as long as there are Coriolis force [5]. If such a habitat were Technical Information Office. NASA, Washington D.C.,
a minimum of 10 of them in any direc- 100 meters long, it would still have less 1973, 23–33.

tion, the resulting solid will behave like than half the mass of the International [6] United Launch Alliance. DELTA IV Payload Planners
Guide. Sept. 2007.
a bulk material with properties that Space Station and would provide nearly
depend on the relative density. It’s with 175 times the pressurized volume. Biographies
this insight that the second advance— Even at this relatively small scale, Daniel Cellucci is a Ph. D. student studying mechanical
digital materials—becomes important digital materials can play a vital role. engineering at Cornell University, and a researcher with
the Coded Structures Lab at NASA Ames Research Center.
for space construction. Of the mass sent into orbit by every His work explores the robotic assembly of large-scale
The idea of digital materials is this. Delta IV rocket in the form of the sec- space structures, as well as the impact of digital materials
on the future of space exploration. He is the recipient of
Start with a part—a simple piece of car- ond stage vehicle and the fairing [6], the NASA Space Technology Research Fellowship.
bon fiber, aluminum, or even cast basalt about four metric tons is wasted. If Kenneth C. Cheung is a research scientist at the National
from melted lunar regolith—that has this precious mass, which would have Aeronautics and Space Administration (NASA) Ames
Research Center (ARC), conducting research at the
been made with a machine whose only been discarded as soon as the main intersection of design, mechanical engineering, and
job is to fabricate this one object. This payload entered its target orbit, were material science. His current laboratory work focuses
on applying building-block based (digital) materials
part should be designed so it can inter- instead kept and recycled into build- and algorithms to aeronautical and space applications.
lock with a few others to form a three-di- ing a larger structure, we could reduce He also serves as an advisor to the NASA ARC Chief
Technologist (CCT) on matters concerning materials
mensional cell—a single piece of a crys- the numbers of launches and make the science and engineering, rapid prototyping, and advanced
manufacturing. The NASA ARC CCT office helps to
tal. With a mechanism that can perform effective cost that much lower. Once identify, define, develop, and integrate new and emerging
this crosslinking reliably, and a robot the base habitat is built, it can be con- technologies for application to NASA and national goals
through the NASA Space Technology Mission Directorate.
that can climb on this crystal, we have stantly augmented and maintained
the means to assemble enough parts to with material sources that don’t have
© 2016 Copyright held by Owner(s)/Author(s).
reach kilometer-scale construction in to come from Earth. The simplifica- Publication rights licensed to ACM.
space with minimal human assistance. tion of the structure to a few part types 1528-4972/16/03 $15.00

XRDS • SPRING 2016 • VOL.22 • NO.3 67


feature

3-D Printing:
Green or not?
3-D printing could herald new advances in sustainable production,
that is, so long as it does not become a sustainability hazard itself.

By David Rejeski
DOI: 10.1145/2893507

O
ver the next 15 years, an estimated three billion new consumers from developing
countries will enter the middles class, a trend likely to increase the consumption
of both materials and energy with a concomitant growth in waste production.
Though not a panacea, 3-D printing could become part of a larger strategy to close
material loops, extend product life, increase energy efficiency and value extraction, and
reduce supply and production footprints [1]. The increasing growth of 3-D printing in the
marketplace provides a rare opportu- environmentally benign, and energy tion of 3-D printers, including material
nity to minimize energy, health, and efficient; research that is necessary to (polymers, metals, ceramics), feedstock
environmental impacts as the technol- create a better model for sustainable form (powder, filament, liquid, sheet),
ogy is developed and commercialized production. As David Dornfeld of the process (from extrusion to bed fusion
rather than after the fact. As a poten- University of California-Berkeley has and directed energy deposition), use lo-
tially transformational technology, 3-D noted, “3-D printing is an innovation cation (industrial facility, maker space,
printing could be used in the service of that will change the way manufactur- or home), and post-processing options.
sustainability. But as we have seen with ing is practiced in a wide range of appli- In addition, new technologies are com-
other disruptive technologies—from cations. The challenge will be to insure ing online, such as continuous liquid
nanotechnology to synthetic biology— that the environmental impacts of this interface production (CLIP), along with
there is no guarantee that this will hap- new technology are fairly evaluated as novel application areas such as bio-
pen. Pessimistic observers have noted we rush toward this ‘next big thing’” [2]. printing [5]. A fuller understanding of
3-D printing could instead, “herald the Much of the scientific expertise the impacts will require more research
apotheosis of consumerism, instant needed to do research on sustainable on lifecycle assessment, especially the
gratification, the throwaway society” [2]. 3-D printing already exists in estab- supply-chain footprint; occupational
3-D printer shipments are forecast lished fields. There is also interest from health issues, including exposure as-
to more than double every year from researchers in areas such as industrial sessment and control; and energy use,
2016 to 2019, by which time worldwide ecology and environmental manage- especially studies that compare addi-
shipments are expected to reach more ment, but funding from U.S. agencies, tive manufacturing to conventional
than 5.6 million [3]. The value of the 3-D like the National Science Foundation processes and explore “embedded” en-
printing market is projected to grow to and the Department of Energy, has been ergy demands behind different mate-
$16.2 billion in 2018 (from $288 million minimal to date. Assessing the impacts rial choices. Finally, more research is
in 2012) [4]. Already, the use of 3-D print- of 3-D printing will be neither simple needed on end-of-life waste and its im-
ers has far outstripped the research nor inexpensive due to the increasing pacts [6]. A recent study that examined
needed to ensure the technology is safe, variety of options affecting produc- the toxicity of 3-D printed parts called

68 XRDS • SPRING 2016 • VOL.22 • NO.3


attention to the “need for strategies ergy and resource efficiency. Strive for a community could help to identify
for the safe disposal of both parts and more energy efficient operations, pre- knowledge gaps, research needs, and
printer waste materials” [7]. vent waste, improve durability, and al- areas of consensus that could form the
As we wait for such research to ma- low easy repair and upgrading. basis for more formal codes of practice.
terialize, more 3-D printers are being ˲˲ Third, use feedstocks that are re- Green is not the default value of new
poured into the marketplace. However, newable and bio-degradable whenever technologies. We need to make a con-
there are opportunities for users and technically and economically practica- scious effort to make environmental
producers of 3-D printers to apply exist- ble. When that is not possible, use eas- stewardship happen.
ing research combined with best prac- ily recyclable feedstocks and insure they
tices from occupational health and safe- are properly recycled. References

ty and environmental management. ˲˲ Fourth, design both 3-D printers [1] Nguyen, H., Stuchtey, M., and Zils, M. Remaking the
industrial economy. McKinsey Quarterly. February 2014.
Though it has yet to engage with 3-D and feedstocks for safe and healthy op- [2] Olson, R. 3-D printing: A boon or a bane? The
printing, the United States Environmen- eration. Minimize dangers of exposure Environmental Forum 30, 6 (2013) 34-38.
tal Protection Agency (EPA) is poised to toxic materials of any kind. [3] Gartner. Gartner says worldwide shipments of 3D
to address the issue of sustainability ˲˲ Fifth, provide product take-back printers to reach more than 490,000 in 2016. Press
release. September 29, 2015. http://www.gartner.
in 3-D printing. The EPA has expertise and recycling of 3-D printers, feedstock com/newsroom/id/3139118
developed through its Design for Envi- cartridges, and other components and [4] Canalys Inc. 3D printing market to grow to 16.2
billion USD in 2018. March 31, 2014. Press release.
ronment program and years of work in recycling of discarded printer products. http://www.canalys.com/newsroom/3d-printing-
“green chemistry.” ˲˲ Sixth, provide easy-to-understand market-grow-us162-billion-2018
A few years ago, Robert Olson, a se- information on safe operation, mini- [5] Tumbleston, J., et al. Continuous liquid interface
production of 3D objects. Science 347, 6228 (2015),
nior fellow at the Institute for Alterna- mizing particle exposure, using fea- 1349-1352.
tive Futures, proposed the following set tures that improve energy efficiency and [6] Rejeski, D. and Huang, Y. Environmental and
of provisional principles for 3-D print- minimize waste, and doing cleaning Health Impacts of Additive Manufacturing: An NSF
Workshop Report. Woodrow Wilson Center. 2015.
ing based on green design principles. and other maintenance needed to mini-
[7] Oskui, S.M., et al. Assessing and Reducing the
It should be noted the principles (repro- mize environmental impacts. Promote Toxicity of 3-D Printed Parts. Environmental Science
duced here in their entirety) have yet to sustainable consumption over frivolous and Technology Letters 3, 1 (2016) 1-6.

be tested and adapted: use. [2]


Biography
˲˲ First, consider the sustainability of The existing state of affairs provides
IImage by Liesbeth Mobach

David Rejeski directs the Science and Technology Program


3-D printer production. Develop manu- an opportunity for students, early ca- (STIP) at the Wilson Center, a non-partisan think tank in
facturing processes that use energy and reer investigators, and engaged “mak- Washington, DC. STIP focuses on emerging technologies
and the challenges and opportunities they present for
materials efficiently, use renewable re- ers” to create a community of practice public policy.
sources where possible, and treat waste dedicated to the development, testing,
© 2016 Copyright held by Owner(s)/Author(s).
as a design failure. and adaption of “green” principles Publication rights licensed to ACM.
˲˲ Second, design 3-D printers for en- for 3-D printing. The creation of such 1528-4972/16/03 $15.00

XRDS • SPRING 2016 • VOL.22 • NO.3 69


feature

Fabrication Lends
a Hand: Creating
custom assistive
technology
Lost your hand in a lightsaber fight? No problem, we can fix that.
Rapid and consumer-grade fabrication tools could revolutionize
the way we design and deliver assistive technologies.

By Erin Buehler
DOI: 10.1145/2893497

W
e’re still a few years out from an off-the-shelf, brain-computer-interfaced,
fully articulated prosthetic hand a la Luke Skywalker at the end of “The Empire
Strikes Back.” However, we have cracked the problem of highly customized
and inexpensive prosthetics. A 3-D printed prosthetic hand is one example
of the many types of assistive devices that can be created with rapid fabrication
technologies. With consumer-grade tools, we can make bespoke assistive devices that are
robust and affordable. If we work to make fabrication and design tools more accessible,
we can empower people with disabilities to design assistive devices for themselves.
For the last few years, I have been (DIY) practices to create better assis- to complete a task that they would oth-
doing research on both the applica- tive technology solutions. Assistive erwise be unable to do. Try to think
tions of fabrication tools and their ac- technology demands a lot of flexibil- of an assistive device—go ahead, I’ll
cessibility. I’ve spent time in the field ity and customization, both of which wait. If you’re interested in web or in-
working with special education teach- have been fulfilled over the years with terface design, you might be thinking
Image by Belekekin / Shutterstock.com

ers, therapists, and students with dis- everything from floral tape to thermo- of screen readers that use embedded
abilities trying to find out how we can formed plastics. It’s only logical that markers within text to navigate infor-
maximize the use of these tools and tools such as 3-D printers, laser cut- mation and provide audio output. Or
move beyond 3D-printed key chains ters, and CNC mills find a home here. maybe you’re a hardware person, so
and laser-cut, finger-jointed boxes. onboard sensors for obstacle detec-
The accessibility community is a UNDERSTANDING tion and avoidance systems as an op-
prime space for the contributions of ASSISTIVE TECHNOLOGY tion for power wheelchair users come
fabrication, as they have always been Assistive technology is any technology to mind. But if you stretch your inter-
engaged in making and do-it-yourself that enables a person with a disability nal definition just a bit, you’ll realize

70 XRDS • SPRING 2016 • VOL.22 • NO.3


Photo Credit TK

XRDS • SPRING 2016 • VOL.22 • NO.3 71


feature

even some of the simplest objects are


examples of assistive technology. The
Design tools for U.S. With a 3-D printer, you can fabri-
cate a mobile device mount and fit it
widely recognizable white cane is an rapid fabrication to any wheelchair for about $5. This
assistive technology that provides tac-
tile and audio feedback for navigation
present challenges of means you can create a simple piece
of assistive technology for 5 percent
to a user with a visual impairment. accessibility relevant of the cost of an off-the-shelf product.
Perhaps you’re asking yourself,
“Well, if that’s the case, then couldn’t
to novice designers Customization. An assistive de-
vice can be a great thing—it can em-
almost anything be an assistive tech- and persons with power a person to be independent, but
nology?” The answer is: Yeah, prob-
ably. (We’ll talk more about this later.)
disabilities. this only works if the user adopts the
technology. Assistive tech has a long
“So what,” you say and sip your latte history of user abandonment [2]. The
of indifference, “Why do I care about device has to meet certain criteria for
this? I just like fabrication tools.” the end user to stick with it. It needs to
Here’s what: Fabrication tools lend accomplish the task it’s designed for,
themselves really well to two big bar- into (e.g., a developmental disability be relatively easy to use or master, and
riers to the success of assistive tech- like Down Syndrome), you can age into it needs to be a reasonable price. But
nologies—cost and customization. (e.g., cognitive impairments related to perhaps most importantly, an assis-
$$$ a.k.a Cost. Assistive technol- dementia or Alzheimer’s), or you can tive technology device must appeal to
ogy is a niche market. There are a join abruptly at any point in your life the end user. This means the benefit
limited number of manufacturers (e.g., paraplegia after a car accident). of the device needs to outweigh any
out there who make it their business Despite this, accessibility in design is issues of poor aesthetics or stigma
to offer assistive technology. If you often treated as a bonus rather than related to that object. Think for a mo-
need a certain type of device, you a priority. A perceived lack of market, ment about glasses, or as I like to call
have to find one of these companies combined with the unique needs of them, “corrective lenses.” Glasses are
manufacturing an assistive technol- users with disabilities, causes assis- a type assistive technology that has
ogy device to meet your particular tive technology devices to be quite overcome the stigmas associated with
need. Companies can be big or small, expensive. Something as simple as a vision impairment. Fashion designers
they can be local or remote, and, in mount to hold a cell phone or a tablet have hijacked the lens frame and cre-
some instances, they might be the on a wheelchair can cost a $100 in the ated a culture in which a person who
only company that offers the prod-
uct you require. Mainstream compa-
nies don’t always make products with
persons with disabilities in mind, so
Example
even everyday household goods aren’t Designs From
always accessible. (If these compa-
nies were following the principles Our Thingiverse
of universal design, their products
might be more accessible. To learn
Study.
more about a company that does use
universal design, look into OXO.)
For example, a mainstream compa-
ny that makes kitchen utensils might (1) R
 ight angle spoon for people with
offer 13 styles of spoons, but none of limited dexterity; Thing ID: 23729.
them are designed for a person with
low dexterity. Said person with dex-
terity impairment must then seek out
an accessible spoon or an assistive
eating device. Instead of getting four
complete settings of the funky cutlery
with the twisty handles for $35, they
must now buy spoons, knives, and
forks with an augmented handle one
at a time for $10 a piece.
It’s unclear why the assistive tech-
nology market is such a small space. (4) Prototype to convert images to heat (5) P
 rosthetic hand for users
In the U.S. alone, 20 percent of indi- for people with vision impairment; with a functional thumb;
viduals have a disability [1]. Disability Thing ID: 324072. Thing ID: 261462.
is a population that you can be born

72 XRDS • SPRING 2016 • VOL.22 • NO.3


doesn’t even need vision correction highly customizable, and fast. thetic movement suggests, people are
will still pay hundreds of dollars for a A child can outgrow a prosthetic out there in the world using fabrication
high profile pair of specs. Rapid fabri- hand every year, maybe even every tools to create assistive devices. Online
cation offers the ability to revise and six months. The child has to be fit- communities like Thingiverse offer a
customize an object so that it is not ted for the device, any custom com- place for designers and end users to
only a perfect fit for a person’s abil- ponents need to be manufactured, develop and share 3-D models. This
ity, it can also be a perfect fit for their and if they’re lucky (by “lucky” I mean open-source site is host to more
identity and sense of style. they have access to good, affordable than 400,000 designs for 3-D print-
healthcare coverage) it will be deliv- ing and laser cutting, and includes
A HANDY EXAMPLE ered in a reasonable amount of time everything from action figures to
Let’s jump back for a moment to the at a reasonable cost. A year later, that replacements parts for existing de-
3-D printed hand concept. Perhaps device will need to be exchanged or vices. In 2014 [3], my lab mates and I
you own a 3-D printer, which leads ev- at least have swappable components took a closer look at this community
ery member of your family to forward to size-up with its wearer. With a 3D- to see what kind of assistive technol-
you every article they find about 3-D printed prosthetic, you can iterate ogy was already being developed. As
printed chocolates, livers, prosthet- through several variations of the same it turns out, there were quite a few
ics, etc. Or maybe you saw a YouTube hand to customize it for less than assistive technology designs online.
video of Robert Downey Jr. giving a $200 and the cost of some dedicated Back then, Thingiverse was only host
child a bionic arm similar to the one print time. These 3-D printed hands to about 100,000 designs, but it was
worn by his Iron Man character. There are built from tough plastics (think still quite an undertaking for us. We
has also been quite a bit of media cov- LEGO) and come in every wild color a found 363 designs that fit into our
erage on groups like e-NABLE (http:// child could want. The prosthetic hand definition of an assistive device.
enablingthefuture.org/) and the Open is no longer a mere assistive technol- Here’s what we found:
Prosthetics Project (http://www.open- ogy device; instead, it offers a sense 1. Traditional assistive technology
prosthetics.org/). Both organizations of ownership and empowerment, en- products currently available as prod-
have been leveraging the design skills abling a child to wear their superhero- ucts or made by therapists. Tools for
of engineers and the restless need, heart on their sleeve, literally. activities of daily living or math ma-
which lurks in the heart of makers ev- nipulatives for people with cognitive
erywhere, to create bespoke prosthet- WHAT’S OUT THERE? disabilities (6 percent of designs).
ics at reduced costs. It’s inexpensive, As this open-source, printed, pros- 2. Accessible media. Tactile graph-
ics with Braille that modeled DNA, at-
oms, or buildings (11 percent ).
3. Accessories for assistive devices.
Aesthetic toppers for canes, power
wheelchair joysticks, or game control-
ler joysticks for people with physical
disabilities (8 percent ).
4. Concept designs and prototypes
for assistive technologies. Creative so-
lutions for accessibility challenges or
needs that aren’t currently addressed
by existing products, such as a vision-
(2) Tactile graphic of Yankee Stadium; (3) W heelchair mounted environment ary design of a non-surgical cochlear
Thing ID: 61329. controller; Thing ID: 315819. implant for the profoundly deaf or se-
verely hard of hearing, or a heat-based
display (4 percent ).
5. Prosthetic limbs. Prosthetic
hands, fingers, or partial fingers for
amputees (17 percent ).
6. Tools for medication manage-
ment. Pill-cutting guides or contain-
ers for sugar cubes for older adults
and people with diabetes (36 percent ).
7. Other designs explicitly intended
for disabled or senior users. Spinner
(6) Pill bottle lid with daily reminder (7) Ironing guide for individuals rings or other sensory fidgets for peo-
label; Thing ID: 84635. with vision impairments; ple with ADHD or autism (18 percent).
Thing ID: 359348. Most of the designs were for 3-D
printing and not laser cutting, which

XRDS • SPRING 2016 • VOL.22 • NO.3 73


feature

ACM LEARNING CENTER


is likely related to the cost of an entry-
level, consumer 3-D printer versus a
laser cutter. The designs represented
a mix of stand-alone products and
augmentations to existing devices.
RESOURCES These assistive designs also addressed
a wide range of abilities, touching on
FOR LIFELONG LEARNING visual, motor, and cognitive impair-
ments. So who are the people making
and using these designs?
learning.acm.org WHO ARE THE MAKERS?
In a follow up questionnaire sent to
the designers of these assistive tech-
nology items, we uncovered some-
thing very striking—most of the peo-
ple making these assistive devices
didn’t have disabilities. In fact, 76
percent of the designers who replied
to our survey said they did not have
any disability. Several of these design-
ers were making assistive technology
for friends or a family, and there were
also folks designing assistive tech-
nology with no one specific in mind.
The majority of designers were from
technology and engineering disci-
plines and had either gained their 3-D
modeling skills through education,
training, or, most frequently, as a
self-taught hobby. Very few designers
had any clinical knowledge or back-
ground in medical sciences relevant
to the devices they had generated.
This begs larger questions: Why
aren’t people with disabilities lever-
aging 3-D printing for themselves?
Online Courses from Skillsoft What about their caregivers and cli-
nicians, why aren’t they joining in?
How valuable are rapid fabrication
Online Books from Safari, Books24x7, assistive technology products when

Morgan Kaufmann and Syngress

Webinars on today’s hottest topics A perceived lack


in computing of market, combined
with the unique
needs of users
with disabilities,
causes assistive
technology devices
to be quite
expensive.
74 XRDS • SPRING 2016 • VOL.22 • NO.3
the end users of those products aren’t
involved in the design?
If we work to make ogy cause are unwelcome. Instead, I
would ask, how do we diversify these
fabrication and designers and create more opportu-
WHAT’S NEXT?
I don’t have answers to all of these
design tools more nities for designers with disabilities
to self-design and become further
questions, but I can comment on a accessible, we can incorporated into the making move-
few of them. As I mentioned earlier,
I’ve been working in special educa-
empower people ment?

tion trying to find ways to leverage with disabilities CONCLUSION AND A CALL
TO ARMS (OR HANDS)
rapid fabrication tools for accessi-
bility. In so doing, I’ve spent a lot of
to design assistive Fabrication tools offer a lot of great
time with children and young adults devices for ways to support and create accessibil-
with disabilities learning to use 3-D
modeling and printing tools, as well
themselves. ity addressing issues of customization
and cost. For you starry-eyed current
as with occupational therapists and and future researchers and technolo-
educators hoping to apply these tools gists, consider joining in the fun. Ac-
to existing obstacles. Here are the big tionable steps that we can take to sup-
concerns as I see it: 1) awareness and port accessibility by way of fabrication
knowledge of rapid fabrication tools, might include simplifying tools; cre-
2) accessibility of design tools, and 3) specific demands. Drag-and-drop ating alternative design interfaces;
communication and engagement be- interfaces like Autodesk’s Tinkercad or providing new tutorial systems to
tween communities. (https://www.tinkercad.com/) enable help educate end users, clinicians,
Awareness. A lot of people (perhaps the union and subtraction of exist- and future designers. We should con-
including you, gentle reader) haven’t ing polygons to create novel designs, sider the abilities and goals of these
considered the applications of 3-D but this method is only accessible for potential assistive technology mak-
printing and other fabrication tools those with the eye-hand coordination ers (and users) and work with them to
in the context of assistive technology. necessary to design with mouse-driv- uncover best practices for fabrication
For end users and clinicians, it takes en tools. These beginner tools also tool design. Ultimately, we can gen-
some examples and a little under- limit a designer’s options as they be- erate greater access for persons with
standing of how 3-D printers or laser come more versed and seek to create disabilities, develop more opportuni-
cutters work to start applying those more complex designs. The search is ties for assistive technology design,
tools to common accessibility prob- still on for a creative design tool that and create a more diverse community
lems. Once the knowledge is there, bridges the gap between novice and of makers and researchers.
the innovations follow. In some ongo- expert modeler.
ing work I’ve been conducting with Engagement. If you were paying References

occupational therapists, my lab mates attention, then you might have no- [1] U.S. Census Bureau Public Information Office. Nearly
1 in 5 people have a disability in the U.S. Census
and I have identified some great uses ticed that even though Thingiverse Bureau Reports. U.S. Census Bureau. Press release.
for 3-D printing to augment hand- had 100,000 designs in 2014, I only 2012. https://www.census.gov/newsroom/releases/
archives/miscellaneous/cb12-134.html.
held tools like pens, pencils, paint- found 363 unique designs related [2] Phillips, B. and Zhao, H. Predictors of Assistive
brushes, and so on for students with to assistive technology. Nearly 400 technology abandonment. Assistive Technology 5, 1
(1993), 36–45.
hand dexterity and mobility impair- designs is a great start, but if you
[3] Buehler, E., Branham, S., Ali, A., et al. Sharing is
ments. We combined low-fidelity pro- do the math you’ll note that it’s not caring: Assistive technology designs on Thingiverse.
totyping techniques, like modeling in even 0.4 percent of what was avail- In Proceedings of the 33rd Annual ACM Conference
on Human Factors in Computing Systems (CHI ’15.)
clay, and transferred those ideas to able then (and who knows what the ACM, New York, 2015, 525–534.
digital models to create a robust 3-D percentage is now). The majority of [4] Buehler, E., Kane, S.K., and Hurst, A. ABC and 3D:
printed solution for a physical acces- those designs were by designers who Opportunities and obstacles to 3D printing in special
education environments. In Proceedings of the
sibility problem. The project has in- didn’t have disabilities, and many 16th International ACM SIGACCESS Conference on
spired more assistive technology de- did not work with a person with a dis- Computers and Accessibility (ASSETS ’14). ACM, New
York, 2014.
sign work and motivated my research ability when developing their design.
group to pursue new design interac- The ability to create customized and
Biography
tion techniques [4]. inexpensive assistive devices is a tre- Erin Buehler is a fifth-year Ph.D. student in the Human-
Accessibility. Design tools for rapid mendous benefit to persons with dis- Centered Computing program at the University of
Maryland, Baltimore County advised by Dr. Amy Hurst.
fabrication present challenges of ac- abilities. Yet judging from the distri- Her research supports universal access to education for
cessibility relevant to novice design- bution of designers in our study, this students with intellectual and developmental disabilities.
Buehler’s work has explored the use of rapid fabrication
ers and persons with disabilities. It’s group is not completely represented tools and individualized interface design to improve the
easy to have an idea for a 3-D printed in the current make-up of 3-D design- accessibility of curriculum in both formal and informal
educational settings.
object, but it’s harder to generate a ers and makers. This is not to say the
model that will print correctly, meet engineers and technologists lending
expectations, and fulfill metric- their skills to the assistive technol- © 2016 ACM 1528-4972/16/03 $15.00

XRDS • SPRING 2016 • VOL.22 • NO.3 75


feature

PROFILE   DEPARTMENT EDITOR, ADRIAN SCOICĂ

Dennis Bormann
The Man Who Introduced Antarctica’s
Davis Station to 3-D Printing
DOI: 10.1145/2893519

Dennis Bormann lives that I spent another five years with the in his home state of Victoria, he still
in Australia, and has company, bringing the total to nine years kept an eye on the developments in 3-D
been passionate about between 1990 and 1999,” confessed printing as a personal hobby.
mechanical engineering Bormann. Duirng that time he acquired It wasn’t until 2013, upon noticing the
for the better part of knowledge about the mechanics of a wide 3-D printing field had become sufficiently
his life. Having left range of earth moving gear—excavators, mature that Bormann finally decided to
high school early to start a career in loaders, bulldozers, and scooters—which purchase his very own 3-D printer—an
the maintenance and improvement of would later set the scene for his next experimental one released by MakerBot.
mechanical equipment, his incrementally career move. “I thought the time was up... 3-D printing
accrued experience ultimately made At the end of his time with Caterpillar, was finally at that point where I could put
him an ideal candidate for working with Bormann decided to broaden his money in it, and off I went with it. And it
the Australian Antarctic Division at experience. In 1989 he went to work for was one of those things, where seeing
the Davis Station. It was there, on the a local aircraft company called Gippsland what everyone else was doing, I knew that
barren shores of Antarctica, Bormann Aeronautics (today known as GippsAero, as soon as the patents expired, there was
inadvertently ended up sharing his following a 2009 acquisition by the going to be a boom—which there surely
hobbyist knowledge of 3D-printing Mahindra Group Indian conglomerate). was. It’s only been growing from there
with his scientist colleagues, thus “I was doing a lot on the production line on,” he explained. Borman picked the
demonstrating engineering applications for them. It was initially maintenance perfect time to invest in his hobby, and
and possibilities they had no previous and customer support, and from has since never looked back.
first-hand acquaintance with. there on I moved to their Research
Upon completing his 12-month long and Development division, looking APPLYING FOR A JOB
Antarctic assignment, Bormann returned for ways that they could improve the IN ANTARCTICA
to Australia to continue pursuing his processes that we were going through,” Having capitalized on his prior
formal education. He agreed to an remembered Bormann. The job allowed experience, Bormann proceeded to
interview with XRDS to share his personal him to get around a fair bit, with regular make the most inspiring, and perhaps
story of exporting 3-D printing to remote trips to the Mojave Desert in California, most fascinating, move in his career
places inhabited by penguins. and occasionally to places like Hawaii to date: Applying to work with the
and Canada. Australian Antarctic Division, despite his
ALWAYS A TINKERER Bormann had his first contact uncertainty about getting accepted.
Bormann’s story of tinkering with with 3-D printing at GippsAero, during “Applying to work there was
machines started at the age of 13. This the technology’s early days circa something that I had always wanted to
was when he took an interest in off-road 2000–2001. Even though GippsAero do, but at the same time I always thought
vehicle-building; a hobby many would turned out to be uninterested in that I’d never get a job there. I just put in
find unusual for his age. Even though incorporating 3-D printing into their own the application,” he recalled, adding he
he started out under the auspices of technological processes at the time, had cautiously managed his expectations
older friends who supported him in his Bormann followed the development of throughout the process.
endeavors, he slowly transitioned to 3-D printing for another 10 years. By However, it turned out, he found
working independently by the age of 2010 it became apparent the field was himself in a position where he had the
16. In 1989, he left high school upon transitioning from hobbyist status to majority of the bases covered for the
the completion of year 11 to start an mainstream consumer status. position as a mechanical supervisor. The
apprenticeship with William Adams After leaving GippsAero in 2009 , application process was very rigorous,
(a local dealer for the internationally- Bormann went to work as a mechanic and all in all it took a little over six
renowned machinery corporation again, but this time in the ski industry. months, during which he underwent very
Caterpillar). While his main job was to look after snow stringent medical exams in addition to
“The apprenticeship with Caterpillar groomers, ski lifts, and snowmobiles at mechanical aptitude tests. He emerged
was four years just on the tools, and after the smallest of the three main ski resorts victorious. He was offered a position as

76 XRDS • SPRING 2016 • VOL.22 • NO.3


a station mechanical supervisor (SMS) of seals—also disappeared, leaving
in November 2014. His role would be to behind a desolate and dark landscape
oversee everything mechanical—power made harsher by the knowledge that
generation, fuel use, maintenance, no ship would be coming back for quite
and servicing all the client equipment a while. “When all of the summer crew
generators that back up the entire left, and the ship was sailing away, it
scientific program. was quite a surreal feeling that hung
on: that those left of us were going to
LIFE AT DAVIS STATION be here for the next six months without
Talking about what life was like at anyone else,” Bormann recalled.
Davis Station, Bormann is quick to To manage the sense of isolation,
dismiss the common preconceived people could resort to the Internet or
image of cramped and uncomfortable phone line to call home every other day.
quarters hanging off the edge But more importantly they were advised
of civilization. “ The best way to to dedicate their extra time to developing
describe it is if you’ve ever worked in their hobbies.
a mining camp, or on an oil rig. In the
sense that there’s a very close knit TAKING 3-D PRINTING
community, and only a certain number TO ANTARCTICA
of faces that you see every day. You According to Bormann, station residents
create tight bonds with the other are encouraged to ship whatever they were a captive audience—just
people on the station, and you all work they need to the station, so they can what you can do with a 3-D printer down
together. But otherwise, conditions continue with their hobbies when they there,” he happily reminisced.
are pretty much the same that you had down time.
have at home. There’s a small cinema, He already had a MakerBot printer BACK ON THE MAINLAND
a bar, a pool table, and entertainment at home, so he decided to buy a new Now back in Australia, Bormann
to keep your mind off of being so far PrintrBot kit and had it shipped it is focusing his energies toward
out. As for the work side, besides the with the rest of his belongings. After completing his bachelor of engineering,
harsh winds and the colder climate, he initially spent a lot of his spare while he continues to use 3-D printing
they are not that much different from time improving his skills at drawing as a tool to prototype his ideas and
the mainland,” he said, adding there 3-D models with open-source concepts. He is very grateful for the
are also aspects that make working in software, he sparked the curiosity invigorating experience of having
Antarctica unique. of his fellow station members, two worked with some of his country’s
“One thing is you really need to think of whom approached him with little brightest people. He would strongly
about how you’re doing your job. If you side projects they had been working recommend his Antarctic experience
get yourself injured, there’s only one on themselves. His colleagues were to others wishing to contribute toward
doctor on station, and you can’t get curious whether components of their something bigger:
yourself evacuated, especially in winter, own projects could be printed, and “One thing, especially about
so you can’t take unnecessary risks. before long Bormann ended up Antarctica, is that you don’t have to
Also, another thing is you can’t just pick making quite a few things for different be a scientist to go there and make
up and go to the corner shop for bits people, including a replacement part a difference. There are a lot of roles
and pieces to make repairs. You have to for a broken tripod, stamps for that need to be filled, whether as a
come up with solutions using the parts on leather working, and numerous medical staff, being a chef, looking
the shelf. These, I think, are the hardest Christmas gifts. after the station’s water supply, being
adjustments, besides leaving your family His hobby caught on. a carpenter, or being a computer
at home.” After this initial experience, other engineer taking care of ICT support and
Bormann emphasized the hardest colleagues, who had witnessed what communications. Even as a tradesman,
adjustment he had to make was could be achieved, ended up ordering you could be sitting down and having
witnessing the changing of the printers for themselves as well. From a dinner with one of Australia’s leading
seasons. When the austral summer scientific point of view, many remarked scientists,” he said. Bormann’s advice
ended around March, and temperatures on the future benefit of having a 3-D to young people is to aim high and
fell, a ship came to pick up a portion of printer on site. “They’d come to me believe in themselves regardless of
the team, dropping the population on saying they had an idea, and I would just their background. Who knows where
the base from 90 to 21. Come winter, draw it out, and by the next day I’d hand your hobby may lead you.
the wildlife around the base—mainly them a piece, and they’d be amazed.
Adelie penguins and various species I ended up showing more people—and Copyright held by Owner(s)/Author(s).

XRDS • SPRING 2016 • VOL.22 • NO.3 77


end 3-D modeling software is an essen-
tial tool used to represent designs. In
the lab, besides learning Rhino 3D (a
geometric modeling software), stu-
dents learn how to use open-source
software such as Grasshopper. It is a
customizable, visual scripting plugin
that enables architects and design-
ers to define parametric relationships
and to program without being fluent
in computer languages like C#, Visual
Basics, or Python. Visual scripting al-
lows users to create individual defini-
tions, which help to generate complex
geometry for architectural designs or
systems and to incorporate charac-
teristics of physical materials or fab-
rication techniques into geometric
constructs. Adopting various design
tools enables students to complete
Dr. Kihong Ku and students discuss a project prototype fabricated by the CNC router. tasks requiring physical simulations,
which can sometimes be difficult or
LABZ even impossible to do manually. Thus,
students working in the lab build
Design Informatics Lab their designs through research that
advances their findings using digital

Philadelphia, Pennsylvania simulations and material iterations.


Our own research experience has
brought a variety of subjects into ev-

T
ery project, requiring us to think criti-
he Design Informatics Lab formation modeling, 2) intelligent ar- cally at all times.
(di-Lab) explores emerging chitectural systems, and 3) emerging With innovative architectural de-
digital methods and material technologies and materials; each has sign being the main focus, students
technologies for architectural a different logic and enhances design in the lab conduct extensive research
design. di-Lab is housed within the in various ways. The goal is to prepare on highly specific topics. Biological fi-
College of Architecture and the Built students to help further the field of ar- ber and textile engineering is one such
Environment (CABE) at Philadelphia chitecture by introducing these evolv- emerging topic. In a fiber structure
University. Since 2011, the lab has ing design methods. project, one of us (Billy Wong) closely
been used by graduate and under- The architecture school teaches studied the basal layer of human skin
graduate students with backgrounds the fundamentals of creative design, and discovered its structural signifi-
in architecture, electrical, mechani- which often exclude advanced com- cance and filtration function. Using
cal, textile engineering, and other de- putational design processes. In the the findings, he was able to represent
sign disciplines. Students interested di-Lab, students focusing on emerg- the structure as a 3-D model. The re-
in digital methods work with various ing technologies and materials are en- sulting envelope design was proposed
geometric modeling programs, visual couraged to use various digital meth- as a self-sustaining structure and also
programming languages, and rapid ods—from early schematic design all a parametric response to natural light-
prototyping tools. Students investi- the way to prototyping. Students have ing and ventilation.
gate and develop design solutions the opportunity to explore and dis- In another hands-on project, we
for buildings and/or building sys- cover interdisciplinary architectural (Javier Villarroel and Feras Alsaggaf)
tems (i.e., envelopes). The three major design in different ways beyond using developed non-uniform, stackable
themes of the lab are 1) design and in- CAD and rendering software. fabrication modules, which allow sim-

78 XRDS • SPRING 2016 • VOL.22 • NO.3


$5B
The expected global market share of 3-D printing
by 2018, analysts also predict the technology will
become 50% cheaper and up to 400% faster.

ple wall partitions to be built at ease. BACK

The Emergence
In order to bring a 3-D model to proto-
typing, data was first translated from
visual scripts to G-Code and M-Code.
(This is a list of instructions for a CNC
router, which is a milling device that of 3-D Printing
fabricates models by subtracting ma-
terial.) Using a CNC router, we ran Prior to 1952, fabrication had always been analog until a group of
numerous test trials on various spe- researchers at MIT were able to connect a milling machine to a
cies of wood at different thicknesses. computer. The computer used a punched tape to feed instructions
After three weeks of trial and error, to the machine, thus making it the first experimental numerically-
the team was able to fabricate novel controlled machine—opening the doors to the “digital” fabrication
joints, textures, and forms. All routed era. Early digital fabrication was, however, limited to “subtractive
modules were immediately ready to manufacturing,” which involves the removal of excess material
be assembled. until the desired shape is reached. Hence, a product with an inner
The lab endeavors to push the structure was created incrementally by fabricating its composing
boundary of architectural innovation solid components, which were then fed into another process that
using digital methods and emerg- assembled them into the final product.
ing materials. Projects coming out of Then, in 1980, 3-D printing came to life. A product could be built in
di-Lab include architectural robot- a single run; a designer would feed the design to the printer and the
ics and novel architectural compos- finished product would come out in one piece. This process is called
ites for building skins. Students have “additive manufacturing.” Currently, 3-D printers are slow, limited
also actively participated in a num- to relatively small build sizes, and not yet suitable for manufacturing
ber of international design competi- large whole products. For this reason companies rely on 3-D printers
Stratasys FDM 2000 image by Chris Davis (Flickr). Stratasys uPrint SE Plus Image by Biswarup Ganguly (Wikimedia).

tions. Based on the lab’s work, CABE to produce early product prototypes in a process called “rapid
was one of three academic programs prototyping.” But that isn’t stopping today’s kids from designing their
in the U.S. that received the 2015 Na- own toys and having them fabricated at their nearest Makerspace.
tional Council of Architectural Reg- Below is a comparison between two Stratasys 3-D printers that use
istration Boards Award. The program fused deposition modeling (FDM) technology.
won $34,208 to develop strategies for —Asmaa Rabie
architectural textile composites for
building envelopes. This project will
foster interdisciplinary collaboration
among architecture, textile, fashion,
and industrial design and engineering
students on projects that cover a broad
range of subjects.

Biography
Feras Alsaggaf is a fifth-year architecture student at
Philadelphia University. He is devoted to learning emergent
technologies in visualization and prototyping and their
application to architecture so materials and structural
assemblies are tested and pushed to their limits.
Javier Villarroel is an undergraduate architecture student
at Philadelphia University. He is often fascinated by FDM 2000 uPrint SE Plus
biological systems. Villarroel aspires to be involved in the
development of unconventional building materials with the Production Year 1997 2011
goal for optimizing the built environment while enhancing Layer Thickness 0.007 ~ 0.014 in 0.01 ~ 0.013 in
the natural habitat.
Build Size 254 x 254 x 254 mm 203 x 203 x 152 mm
Billy Wong is a recent graduate from the architecture
program of Philadelphia University. He is a versatile Material Colors ABS(White) ABSplus (9 colors)
learner who adapts to all kinds of software as design tools. Price $120,000 to $140,000 $29,900
Wong is currently developing real-time architectural
visualizations by utilizing virtual reality technology and 660 x 914 x 1076 mm 635 x 660 x 787 mm
Size & Weight
game development engine. 160 kg 76 kg

XRDS • SPRING 2016 • VOL.22 • NO.3 79


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is atur? respectively [1]. The drift
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XRDS • SPRING 2016 • VOL.22 • NO.3 81


HELLO WORLD

Headline here Run-in dek


Figure 1: Left. A typical plot showing 20 realizations of one-dimensional Brownian motion. For each realization,
500 steps of Brownian motion were generated using the script in Listing 1 and setting the initial condition to X 0=10.
Right. A typical plot showing Brownian motion in two dimensions.

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82 XRDS • SPRING 2016 • VOL.22 • NO.3


5 corresponds to such an initially identified by #UruguayosIndignados
infected user. User i will then infect and #HartosDeLaViolencia hashtags.
its neighbors based on the values of Jin et al. built their Twitter mentions
its neighbors’ trust functions with networks by extracting more than 20
user i. For example, if j is a close million Twitter users. Interestingly,
friend of i, then it is more likely that they found the time required for spread
j will be infected relatively quickly of protest information through such
because of j ’s trust in i. However, networks depended on the network’s
if user j is only a distant friend of i, substructures. They have also observed
then it might take a long time before that mass protests emerged swiftly and
j builds trust with i and accepts i ’s sharply on Twitter, i.e. they would be
status. The model in [5] assumes considered trending topics with short
that only after j ’s trust with i reaches decline time.
some threshold, user j agrees to Stochastic models of the kind
adopt i ’s opinion. We consider the described here can have much wider
Brownian distance d ij to be the implications for public services than
trust threshold. Since the trust just that of model performance. Social
functions grow continuously over media outlets are being increasingly more
time, given enough time for diffusion, often used as a means of mobilization
all neighbors of an infected user will and strategic interaction between
eventually get infected. participants of mass social movements,
Figure 2 shows a typical realization such as protests. While traditionally social
of a propagation through our movements have spread through on-the-
network. In the figure, the green node ground unions, the use of communication
represents a user infected at the platforms—such as Twitter and
start of simulation and red nodes Facebook—has offered alternative ways
denote users that get infected later in for organization such events.
the process. Since Brownian motion
is a time-continuous stochastic References

process, we discretize the time using [1] Pastor, L., and Veronesi, P. Uncertainty about
government policy and stock prices. The Journal of
steps of fixed duration. We show our Finance 67, 4 (2012), 1219-1264.
toy mentions network and currently [2] Mörters, P., and Peres, Y. Brownian Motion.
infected nodes at four points of the Cambridge University Press, 2010.

simulation. (The Brownian motion [3] Zhou, H., and Lipowsky, R. Network Brownian motion:
A new method to measure vertex-vertex proximity
propagation algorithm is detailed and to identify communities and subcommunities. In
Computational Science-ICCS 2004. Springer Berlin
in Jin et al. [5] and our Python Heidelberg, 2004, 1062-1069.
implementation of the algorithm is [4] Zhou, H. Network landscape from a Brownian
available as the online supplementary particle’s perspective. Physical Review E 67, 4
(2003), 041908.
material to this column.)
[5] Jin, F., et al. Modeling mass protest adoption in
social network communities using geometric
MODELING MASS PROTEST Brownian motion. In Proceedings of the 20th ACM
SIGKDD International Conference on Knowledge
ADOPTION ON TWITTER Discovery and Data Mining, ACM, New York, 2014,
The Brownian propagation strategy 1660-1669.

described above was developed [6] Guille, A., Hacid, H., Favre, C., and Zighed, D. A.
Information diffusion in online social networks: A
by Jin et al. [5]. They applied their survey. ACM SIGMOD Record 42, 2 (2013), 17-28.
strategy to the Twitter mentions
networks related to 40 different Supplementary Materials
social unrest events that occurred in http://github.com/acmxrds/spring-2016
Latin America since 2012. Different
protests were identified by unique Biography

Twitter hashtags. For example, Marinka Zitnik is a Ph.D. student in computer science
at the University of Ljubljana. She has also completed
the education reform protests research at the University of Toronto, Imperial College
in 2013 in Mexico were collected London, Baylor College of Medicine, and Stanford
University. Her interests include machine learning,
based on the #ReformaEducative artificial intelligence, probabilistic numeric, and
bioinformatics.
hashtag, whereas the social
protests against violence and
crime in Uruguay in 2012 were Copyright held by Owner(s)/Author(s).

XRDS • SPRING 2016 • VOL.22 • NO.3 83


ACRONYMS POINTERS

ACIS Alan, Charles, Ian and Spatial: DIGITAL FABRICATION THE MANY FACES OF
The 3D ACIS Modeler was developed Digital fabrication is a type of DIGITAL FABRICATION
in the 1980s by Ian Braid, Alan Grayer manufacturing process in which
and Charles Lang in conjunction with machines are controlled by a computer.
Spatial Corp. It is a geometric modeling “Digital Fabrication in Architecture”
kernel used in CAD manufacturing,
According to Dr. Neil Gershenfeld, the Ryan Hoover teaches an introductory
engineering, and architecture, and has real revolution of fabrication is much class on digital fabrication at the
a C++ architecture that enables robust more fundamental than translating Maryland Institute College of Art,
3-D modeling capabilities. designs into products—it brings where students are encouraged to
programmability to the physical contribute to a class blog. Andrew
CAD Computer-Aided Design: The use world. It draws on the same insights Flanders, a college junior, enrolled
of computer programs to create 2-D or that led to the earlier digitizations of in the course last fall. In this post,
3-D objects. CAD software is used for communication and computation, Flanders discusses the role of digital
computer animation, special effects, only what is now being programmed
and to design physical products in a fabrication in architecture. It should
is the physical world rather than be noted, while architects are able to
wide range of industries.
the virtual one. Digital fabrication create fascinating designs and models
will allow individuals to design and virtually, the questions and clouds
CAM Computer-Aided Manufacturing: produce tangible objects on demand,
A process that uses computer of doubt regarding the practicality of
wherever and whenever they need those concepts often leave them locked
software aided machinery and tools
them. This means a design can be in the virtual world. Not so when it
to facilitate the manufacturing
process. CAM is more accurate, more downloaded and made, reliably and comes to digital fabrication. Advances
consistent, more efficient, and faster repeatedly, all over the world without in digital fabrication technology have
than manual machines. a maker needing to have specialist allowed architects to create mind-
equipment. Offering the prospects of boggling designs with relative ease,
CNC Computer Numerical Controlled: on-demand mass personalization, with which would have likely required the
Tools such as CNC routers and mills are more localized and flexible production, labor of countless master craftsmen in
computer controlled cutting machines digital fabrication is believed by times past.
used in computer-aided manufacturing. many to be the start of a potential
A router uses a G-Code, converted http://dfabclass.com/fall_15/
manufacturing revolution. uncategorized/digital-fabrication-in-
from the interpretation of 2-D vector
—Tejas S. Khot architecture/
drawings or 3-D models via proprietary
software such as CAD.
“New Materials
FDM Fused Deposition Modeling : for Manufacturing”
A type of 3-D printing, or additive
By Paul Markillie
manufacturing, that is widely used
for creating 3-D objects. Using a 3-D printing, or additive manufactur-
thermoplastic filament that is heated ing, is a process of making a three-
until its melting point is reached, the dimensional solid object of virtually any
object is then shaped, layer-by-layer. shape from a digital model. 3-D printing
is achieved using an additive process,
LOM Laminated Object Manufacturing: where successive layers of material are
A very affordable and rapid prototyping laid down in different shapes. Research-
3-D printing technique developed by ers in Tennessee have developed an
Helisys Inc. LOM creates a 3-D prototype automated system endearingly known
using paper or plastic layers that are as BAAM (Big Area Additive Manufac-
laminated or fused-together with
turing) for printing car parts. Similar
heat and pressure. It is then given the
required shape by cutting it with blade or progress has been made with multiple
laser that is controlled by computer. academia-industry collaborations. This
article provides a short survey of the
SLS Selective Laser Sintering: This is a
advances in manufacturing techniques,
3-D printing technique that compresses which could enable large scale produc-
tiny ceramic, plastic or glass particles. tion in reasonable amount of time.
The compression, or fusion, of particles http://www.economist.com/technology-
occurs by heating them, using a powerful quarterly/2015-12-05/new-materials-
laser to create a 3-D object. for-manufacturing

84 XRDS • SPRING 2016 • VOL.22 • NO.3


“China’s Revotek Unveils World’s EMPOWERING THE MAKERS Fab Academy 2016 Tutorials
First 3D Blood Vessel Bio-printer” The Fab Academy teaches principles
Present-day organ transplant and applications of digital fabrication.
techniques are severely limited and “What Does One Actually Learn It was developed to teach hands-on
plagued by long waiting lists, which from Digital Fabrication?” skills in Fab Labs around the globe.
can cause delays and, in many cases, By Erin Riley It is a fast paced, hands-on learning
organ rejection by the recipient’s While conceiving an idea and experience where students plan and
immune system. The ability to shepherding it into a tangible form execute a new project each week. Each
artificially create a network of blood is significant, it is important to be individual documents their progress,
vessels will bring us one step closer able to articulate its value within an resulting in a personal portfolio
to the eventual fabrication of organs, educational setting—revealing the of technical accomplishments. All
providing patient specific tissues many layers of learning embedded in course notes, tutorials, and video
almost immediately. According to the design-to-making process. Riley is a lectures in English and Spanish are
the company’s chairman Yang Keng, FabLearn Fellow at Stanford University, archived and can be accessed for free
Revotek’s 3-D bioprinting system can as well as a contributor to the FabLearn from their website.
now print 3-D stem cells; it includes blog. In this post, she shares her http://archive.fabacademy.org/
a medical imaging cloud platform, thoughts on what it means for students archives/2016/doc/index.html
biological inks, a 3-D bio-printer, and a to learn about digital fabriaction.
post-print processing system—a four- http://fablearn.stanford.edu/fellows/
blog/what-do-people-learn-using- Connect with Other Makers
core technological system. With it,
digital-fabrication-tools FabHub is a global directory of digital
organ rebuilding may become a reality
fabricators, makers, workshops,
in the near future.
factories, and manufacturers offering
http://www.3ders.org/ Fab Lab manufacturing services using digital
articles/20151026-chinas-revotek- Emerging from the MIT’s Center for fabrication technology.
unveils-worlds-first-3d-blood-vessel-bio- Bits & Atoms Fab Lab Program, the https://www.fabhub.io/
printer.html Fab Foundation was formed in 2009
to provide an international network
Soft Digital Fabrication that focuses on education, service, and
business development. Fab Lab is the FURTHER READING
Fab Labs and makerspaces typically
focus on hard-surface object educational arm of the foundation,
production. However the first digital serving as a platform for innovation “How Sustainable is Digital
fabrication tool was an electronic and invention and providing stimulus Fabrication?”
knitting machine dating back to 1976, for local entrepreneurship. Fab By Kris De Decker
which has since been forgotten about Labs are “a place to play, to create, The process of manufacturing has
and discontinued. Enter Circular to learn, to mentor, to invent.” Fab been in a state of constant evolution,
Knitic, an open hardware project by Labs must provide access to digital and the marginal gains offered by
artists Varvara Guljajeva and Mar fabrication tools and function to serve existing energy saving measures
Canet, which uses digital fabrication the existing community. All Fab Labs provide poor incentives to improve
and makers’ tools—like 3-D printing, share common tools and processes; energy efficiency of machine tools at
laser cutting, makerbeam, and they must be publicly accessible, free, the cost of hampering productivity.
Arduino—to design an automated and and participate in the larger sharing With billions of people just a click
replicable circular knitting machine. network that spans 30 countries and away from getting factories to work
http://www.varvarag.info/circular-knitic/ 24 time zones. for them—whether in the cloud or
http://www.fabfoundation.org/ on their desktops—the population
of producers could be on the verge
of an exponential expansion. This
2014 article from Low-tech Magazine
provides a thorough analysis
questioning the sustainability of this
coming revolution.
http://www.lowtechmagazine.
com/2014/03/how-sustainable-is-
digital-fabrication.html

XRDS • SPRING 2016 • VOL.22 • NO.3 85


FEATURED EVENT EVENTS

CONFERENCES ProtoHack
ProtoHack is a code-free hackathon
aimed at non-technical entrepreneurs.
Inside 3D Printing During the event, participants use
Javits Convention Center prototyping tools and mockups to
New York, NY design and demo an idea, in teams
April 10–12, 2016 or individually. ProtoHack events are
http://inside3dprinting.com/ taking place in multiple cities this
new-york/2016/ year, including San Francisco (April
9th ) and Milan (May 7th).
DigiFab Con http://protohack.org/
Microsoft NERD Center
Cambridge, MA GraDiFab 2016
DigiFab Con April 22–23, 2016 The first Eurographics Workshop on
Microsoft NERD Center http://digifabcon.org/ Graphics for Digital Fabrication will
Cambridge, MA be held on May 8, 2016 in Libson,
April 22-23, 2016 RAPID 2016 Portugal. The one-day event features a
Orange County Convention Center keynote session followed by four paper
Want to “print” a bridge or some Orlando, Florida presentations; the presented research
Lego bricks? 3-D printing is here May 16–19, 2016 lies at the intersection between
to help. Digital fabrication is not http://www.rapid3devent.com/ computer graphics and digital
just limited to 3-D printing though. fabrication technologies. Presenters
DigiFab Con will show attendees will also display physical models of
how 3-D printing and other FabLearn Europe 2016 their work, which will be exhibited
digital fabrication technologies Univeristy of Central Lancashire during the workshop. GraDiFab is co-
impact education, manufacturing, Preston, United Kingdom located with Eurographics 2016.
innovation, design, business, June 19–20, 2016 http://gradifab.org
the arts, and society as a whole. http://fablearn.eu/
Various presentations, interactive Machine Learning Summer School
demonstrations, panel discussions, Machine Learning Summer School
and demos showing digital CONTESTS & EVENTS
(MLSS) is a 10-day event intended
fabrication in action are scheduled for researchers and professionals.
for this two-day event. Projects IAM3D Challenge The school includes lectures from
from all over the world will also be The ASME Innovative Additive researchers in both academia and
on display. The conference will be Manufacturing 3D Challenge is an industry, as well as tutorials focused
held at the Microsoft NERD Center. event sponsored by the American on machine learning, data analysis
Friday afternoon’s keynote Society of Mechanical Engineers and inference and related topics.
will feature Sherry Lassiter, the (ASME). Designed for undergraduate MLSS will take place at the University
director of Fab Foundation; Mike students, contestants work of Cádiz in Cádiz, Spain from May
Adelstein, president and CEO individually or in teams to create new 11–21.
of Potomac Photonics Inc.; and product designs that minimize energy http://learning.mpi-sws.org/mlss2016/
Andreas Bastian, who is on the efficiency. Finalists will present their
board of the Enable Community work at IDETC/CIE later this year in
Foundation and a 3-D printing Charlotte, North Carolina. The final
scientist at Autodesk. day to submit a project is April 15th.
The cities of Cambridge and https://www.asme.org/events/
Boston also have many points of competitions/iam3d-challenge
interest for visitors: The Freedom
Trail, Harvard Square, and
tons of art museums. For more
Image by Sean Pavone

information, please visit http://


digifabcon.org/
—Darshit
— Patel

86 XRDS • SPRING 2016 • VOL.22 • NO.3


FEATURED EVENT

GRANTS AND SCHOLARSHIPS Google Lime Scholarship Program


Website: http://www.limeconnect.
com/opportunities/page/google-lime-
Informatics International scholarship-program
Master’s Scholarships Deadline: Will be announced Fall 2016
Website: http://www.ed.ac.uk/student- Eligibility: Undergraduate, graduate,
funding/postgraduate/international/ or Ph.D. students currently enrolled
science-engineering/infomatics (2016–2017) at a university in the
Deadline: April 1, 2016 U.S. or Canada who are pursuing a
Eligibility: Academic merit computer science related degree and
Benefits: £2,000 tenable for one have a visible or invisible disability.
academic year Benefits: $10,000 (U.S.), $5,000 (Canada)
Explanation: The University of Explanation: This Google scholarship
Edinburgh’s School of Informatics is offered to university studies with a FabLearn Europe 2016
is offering up to 10 scholarships to disability—defined as someone who
none-EU students who are eligible to University of Lancashire
has, or considers themselves to have,
pursue a postgraduate master’s degree Preston, U.K
a long-term or recurring issue that
in artificial science, cognitive science, June 19-20, 2016
impacts one or more major activities,
computer science, or informatics. which others may consider to be a daily
All candidates must have, or be on Digital fabrication is a
function. Recipients will also be invited manufacturing process that
target to obtain, a UK first class or 2:1 to Google’s headquarters in Mountain
honours degree at the undergraduate uses 3-D modeling software
View, CA for the Google Scholars’ in conjunction with additive
level or its international equivalent. Retreat. Candidates will also be
You cannot apply for this scholarship or subtractive manufacturing
considered for internships with Google. processes. It has seen a massive
unless you have already applied
for admission to the University of rise in popularity with the advent of
Edinburgh. Xerox Technical Minority affordable 3-D printing technology.
Scholarships A spin-off of the global
Website: http://www.xerox.com/jobs/ FabLearn conference, FabLearn
STEM Majors Scholarships for minority-scholarships/enus.html Europe is jointly organized by
Undergraduate and Graduate Students Deadline: 2016–2017 deadline to be the Child Computer Interaction
Website: http://www.afcea.org/ announced (ChiCI) Group, Stanford University,
site/?q=foundation/scholarships/ Eligibility: Minority students enrolled the University of Central
stem-majors in a technical science or engineering Lancashire, and Aarhus University.
Deadline: April 11, 2016 degree program at the bachelor level It will bring together researchers,
Eligibility: U.S. citizens majoring in or above. educators, and designers to
STEM fields. Benefits: $1,000–10,000 explore digital fabrication in
Benefits: Tuition, mandatory fees, Explanation: Xerox offers academic education, making, and hands-on
and books awards to minority students (Black, learning. The conference will also
Explanation: The scholarship is Asian, Pacific Islander, Native host various workshops, poster
sponsored by AFCEA (Armed Forces American, Alaskan, or Hispanic) who presentations, and demos.
Communications and Electronics are pursuing a technical degree, have Attendees willing to travel
Association) for undergrad and grad a B average or higher, and have tuition- should consider the SIGCHI
students, who have already started related expenses that are not currently IDC’16 conference, which be held
their studies in any STEM field covered by scholarships or grants. in Manchester on the 21st–24th.
including: cyber security, intelligence There are also various points of
and homeland security-related interest, like the National Football
disciplines. Students must be enrolled Museum in Manchester and
at an accredited U.S. college or Avenham Park in Preston. For
university. Applicants may be enrolled more information on FabLearn,
in both on-campus and distance- please visit http://fablearn.eu/
Image by Leonid Andronov

learning schools. —Darshit


— Patel

XRDS • SPRING 2016 • VOL.22 • NO.3 87


end

BEMUSEMENT

Junk Bonds are Bad Fire


Long-term Investments Island
A man is stranded on an is-
land covered in forest. One
day, when the wind is blow-
ing from the west, lightning
strikes the west end of
the island and sets fire to

http://thisisindexed.com/2016/01/19626/
the forest. The fire is very
violent, burning everything
in its path, and without in-
tervention the fire will burn
the whole island, killing the
man in the process.
How can the man survive
the fire? There are cliffs
around the island, so he
cannot jump off, and there
are no buckets or any other
means to put out the fire.

Laser Scope Find the solution at:


http://xrds.acm.org/
bemusement/2016.cfm

SUBMIT A PUZZLE
Can you do better?
Bemusements would
http://xkcd.com/101/

like your puzzles and


mathematical games
(but not Sudoku).
Contact xrds@acm.org
to submit yours!

Piled Higher and Deeper


http://www.phdcomics.com/synd/c/phd011516xyff.tif

88 XRDS • SPRING 2016 • VOL.22 • NO.3


www.computingreviews.com/best20
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