GRAug 27, 2024
Data-Driven Nonlinear Deformation Design of 3D-Printable ShellsSamuel Silverman, Kelsey L. Snapp, Keith A. Brown et al.
Designing and fabricating structures with specific mechanical properties requires understanding the intricate relationship between design parameters and performance. Understanding the design-performance relationship becomes increasingly complicated for nonlinear deformations. Though successful at modeling elastic deformations, simulation-based techniques struggle to model large elastoplastic deformations exhibiting plasticity and densification. We propose a neural network trained on experimental data to learn the design-performance relationship between 3D-printable shells and their compressive force-displacement behavior. Trained on thousands of physical experiments, our network aids in both forward and inverse design to generate shells exhibiting desired elastoplastic and hyperelastic deformations. We validate a subset of generated designs through fabrication and testing. Furthermore, we demonstrate the network's inverse design efficacy in generating custom shells for several applications.
HCSep 2, 2021
NavStick: Making Video Games Blind-Accessible via the Ability to Look AroundVishnu Nair, Jay L. Karp, Samuel Silverman et al.
Video games remain largely inaccessible to visually impaired people (VIPs). Today's blind-accessible games are highly simplified renditions of what sighted players enjoy, and they do not give VIPs the same freedom to look around and explore game worlds on their own terms. In this work, we introduce NavStick, an audio-based tool for looking around within virtual environments, with the aim of making 3D adventure video games more blind-accessible. NavStick repurposes a game controller's thumbstick to allow VIPs to survey what is around them via line-of-sight. In a user study, we compare NavStick with traditional menu-based surveying for different navigation tasks and find that VIPs were able to form more accurate mental maps of their environment with NavStick than with menu-based surveying. In an additional exploratory study, we investigate NavStick in the context of a representative 3D adventure game. Our findings reveal several implications for blind-accessible games, and we close by discussing these.