
Overview
Background: Ann Marie Shillito:
Career as designer jeweller and lecturer to 1998:
- know-how and expertise from design, crafts, teaching Research Fellowship 1999 to present
- to investigate how applied artists can best access industrial technologies such as laser cutting and rapid prototyping
- barriers inhibiting access e.g.:
- non-intuitive CAD interfaces
- steep learning curves
What do I bring to the Touching the Untouchable Workshop?
In context of overall aim of the cluster re. PI on Tacitus/PoC Projects
- experience of managing research projects from initial application stage through proof of concept (PoC) stage to application as commercial products - pragmatic approach
- understanding of the creative process, constraints of computers to this process, etc.
- experience developing demonstrators e.g. for user tests
- using different commercial haptic force feedback devices
- range: 6DoF, affordable robust, off the shelf 3DoF devices
Re. my role as CEO of Anarkik3D Ltd, an established company in the commercial ‘creative industry’ sector: - direct and manage Company‘s development
- maintain sustainability in the short term, grow in the longer term
- focus on objective to exploit benefits of haptic software and deliver to creative arts & design communities
- currently developing expertise for using 3DoF device for both creativity and for Virtual Worlds (SecondLife, OpenSIM) re: navigation, avatar control, ‘quick and easy’ 3D constructions for importing.
- Minimal opportunity to engage in academic research
Tacitus Research Project: Main objectives
- improve computer aided design experience for applied artists/designers
- provide more intuitive immersive interface
- give access to full advantage of benefits of computing and haptics
- achieve this through formal studies of creative process & computer usage
- activities of drawing, sketching, modelling, playing, exploring, “intelligent making”
- mix of formal knowledge, tacit knowledge, physical and mental skill, contextual awareness, innovation, and personal creative autonomy.
Stated outcome: ‘To be useful … the output needs to be accessible, affordable, and in a form that is appropriate. For delivery of commercially viable products originating from the project’. In November 2006 a spin-out company, Anarkik3D Ltd, was set up.
Application of research
1. Products for design and arts sector:
a) 3D design tool for fast concept generation, linked to rapid prototyping
- Benefits: intuitive interface speeds up concept development process; makes 3D design accessible to non-CAD users; rapid prototyping facilitates early feedback
- Software (Cloud9): Beta Development phase
- AnarkikAngels crowd sourcing initiative to fund and user trial application
- Cloud9 based on sketch/modelling product, Cre8, released Sept 08, developed for Novint in US for Falcon (consumer level haptic hardware).
b) Automotive OEM:
- Vehicle interior design tool to enable the required feel of interior surfaces to be scoped:
- qualitative and quantitative information shared, discussed, adjusted and implemented in the final product
- Benefits: reduction in quantity and cost of swatches, prototypes, late design adjustments
- Development paused after Phase 2
2. Virtual Worlds
- Use of low cost Novint device for more intuitive 3D spacial interactions
- Training applications:
- New initiative: more intuitive user interface for interacting in 3D virtual worlds (e.g. SecondLife)
- development is in Phase 1
- Application to import objects created in Novint’s Cre8 into VWs
- Aim: hapticated environment for more immersive experience
- Next phase: ‘hapticating objects in VWs
- investigating compatible platforms.
A spin-out Company from collaborative research.
Our ‘innovation’ is how we combine our assets.
Our products: innovative haptic software applications and solutions to provide more natural and intuitive interactions in 3D virtual environment using ‘force feedback’, degrees of freedom, and stereovision.
- use valuable knowledge from collaborative research (Tacitus and ‘HandsOn’ PoC)
- dynamic team from diverse backgrounds, experiences and range of cultures
- know-how to exploit cutting edge, ‘touch’ enabling technology
- practical yet ‘out of the box’ approach to application of know-how, expertise, and skills
Products/Services:
- Bespoke Haptic Software Applications/Concept Demonstrators (e.g. BMW contract)
- Software for mass market:
- OEMs (e.g. Cre8 for Novint’s Falcon)
- Tools: (e.g. to facilitate more effective interactions for training & learning in Virtual Worlds:
- Own brand Products:
- Cloud9 for concept generation for creative sector
- Based on demonstrators and Cre8
- developed using ‘crowd sourcing’ model
- Tools for Virtual Worlds: more intuitive navigation and construction
Issues and Interests
Further reading
Papers from Tacitus Research Project:
The TACITUS experience: a new spatial, multi-sensory digital interface supporting creativity, PixelRaiders 2004
‘HAPTICS: for a more experiential quality in a computer interface’ www.ub.edu/5ead/PDF/9/ShillitoSW.pdf
‘3D modeling is not for WIMPs’, Scali, Wright, Shillito. 2003.
‘3D modeling is not for WIMPs’, Part 2, Gauldie, Wright, Shillito.
Links
www2.eca.ac.uk/tacitus
www.eca.ac.uk/hands_on
www.eca.ac.uk/hands-on/video
www.anarkik3d.co.uk
www.anarkikangels.co.uk