Jouke Verlinden | Delft University of Technology (original) (raw)
Books by Jouke Verlinden
IEEE International Symposium on Mixed and Augmented Reality (ISMAR), 2017
We present a novel, low-cost haptic feedback device for spatial design tasks that provides propri... more We present a novel, low-cost haptic feedback device for spatial design tasks that provides proprioceptive and tactile feedback. It uses the Manus VR datagloves and a custom VR CAD environment. Here, tactile feedback is provided to the index finger through a vibrating motor, which helps users in identifying points on a grid. This grid allows for alignment during the creation and manipulation of geometric shapes. Models can be adjusted by pinching at a vertex of the shape with index finger and thumb, and moving this to a different point on the grid. Here, proprioceptive feedback is provided by a solenoid locking mechanism. The system was evaluated through preliminary user testing. Results indicate that the device leads to more natural and intuitive interactions for both the point grid and vertex adjustment, but that the ergonomics needs to be improved. Future challenges involve further integration of the physical device and datagloves and refined, multi-finger feedback.
Papers by Jouke Verlinden
Journal of Cultural Heritage, 2021
3D technologies, including data acquisition, digital modelling and manufacturing, have been used ... more 3D technologies, including data acquisition, digital modelling and manufacturing, have been used in the context of cultural heritage (CH) since the 1990 s. A general state of the art is given concerning the adoption of 3D models in CH and for virtual reconstruction of missing parts in conservation-restoration work. Although an increased use of 3D technologies is noticed in research, preservation, dissemination and conservation-restoration, the opinion, experience and concerns of the restorer on the application of 3D technologies in their work is unclear. The conservation community was therefore asked to complete an online questionnaire (n = 153) and a literature study provided 65 case studies to demonstrate the practical use of 3D technologies for loss compensation. The results of the questionnaire showed a positive trend towards 3D technologies in restoration projects. Seven main concerns were distinguished in the survey and further discussed by means of the case studies: (i) The printing process and materials, (ii) the necessary knowledge, (iii) the applicability, (iv) ethical considerations, (v) required work and costs, (vi) managing and storing data and (vii) the achieved results. Although the main concerns are justified as there are many challenges to overcome, reassurance or first answers to these concerns have been found in the varied applications of 3D technologies presented in the case studies. The arguments pro and con 3D technologies, possible solutions for the mentioned concerns and further research possibilities are subsequently presented in informative mind maps. This article and the accompanying mind maps can as such assist the restorer in decision-making when considering using 3D technologies in restoration projects.
Prototyping techniques (e.g. Stereolithography, CNC milling) with Augmented Reality systems. The ... more Prototyping techniques (e.g. Stereolithography, CNC milling) with Augmented Reality systems. The aim is to establish a high sense of engagement in the design process, supporting both exploration and presentation. In this paper, two Augmented Prototyping Systems are discussed: kitchen layout and a nightclub interior. These differ in a variety of aspects (most notably scale), yet are representative of typical prototyping scenarios. Our objective is to identify key issues and guidelines of the multimodal design interface for Augmented Prototyping systems. The systems were evaluated by senior design students, resulting in positive potential for exploration and evaluation tasks. A prototyping platform called WARP and four categories of design support are introduced. Future versions of our systems will support better tracking technologies and more elaborate simulation means.
ISMAR, 2018
The causes and treatment solutions of congenital heart defects are difficult to address and discu... more The causes and treatment solutions of congenital heart defects are difficult to address and discuss between patient and doctor. This is mainly due to the complex spatial nature of congenital cardiac defects, which makes it difficult for the patients to envision the defect without prior anatomical knowledge and renders the comprehension largely dependent on doctors' (variable) skills to describe the anomaly. To improve communication, 3D printed hearts have been developed, yet these are expensive, difficult to manage for the large collection of defects, and require substantial oral explanation. In addition, the correlation with cardiac function remains rather abstract. Instead, we propose an augmented reality solution, involving a see-through head-mounted display (HMD) extended with a built-in heart rate monitor. In order to increase the presence and the conversational power, the heartbeat of the patient is used to drive an animation of a supersized, floating heart visualisation; enabling the user to inspect a specific heart condition from all sides. To enable this, a universal add-on casing was developed for the HoloLens. Heuristic analysis and pilot tests with 6+15 participants reveal limitations of the implementation and show that the solution does increase comprehension, although more has to be done to enable a robust system.
ACM UIST , 2017
This paper introduces a novel method for designing person-alized orthopedic casts which are aware... more This paper introduces a novel method for designing person-alized orthopedic casts which are aware of thermal-comfort while satisfying mechanical requirements. Our pipeline starts from thermal images taken by an infrared camera, by which the distribution of thermal-comfort sensitivity is generated on the surface of a 3D scanned model. We formulate a hollowed Voronoi tessellation pattern to represent the covered region for a web-like cast design. The pattern is further optimized according to the thermal-comfort sensitivity calculated from thermal images. Working together with a thickness variation method, we generate a solid model for a personalized cast maximizing both thermal comfort and mechanical stiffness. To demonstrate the effectiveness of our approach, 3D printed models of personalized casts are tested on body parts of different individuals.
Procedia Manufacturing, 2017
Within the European Factory-in-a-day project, the aim is to improve communication between automat... more Within the European Factory-in-a-day project, the aim is to improve communication between automation integrator and factory owner, in their analysis of feasibility and appropriateness of automating a manual task. A visualisation tool with preconfigured workflows and working principles, with specific focus on efficient human-robot coproduction workflows can improve this process. This paper describes the Workflow Simulation Tool, which is part of the Human-Robot Coproduction Methodology, currently in development. The tool encompasses a portable tablet PC, which runs a visual modelling environment combined with a handheld 3D scanning solution. The tool also features pre-modelled template layouts, implementation of a checklist of persistent notes and portable visual documentation. The tool's appropriateness was iteratively validated in collaboration with automation integrators. This evaluation showed that offering an interactive visual simulation enriches the dialogue during conceptual design and helps in revealing requirements that otherwise only appear during or after implementation.
During the big Tour de France time trial on the 15th of July 2016, Tom Dumoulin was cycling in a ... more During the big Tour de France time trial on the 15th of July 2016, Tom Dumoulin was cycling in a new suit, developed jointly by Team Giant-Alpecin and TU Delft. [TUDelft 2016] The drag of different suits was optimized in the Delft wind tunnel. However, as one can’t place a professional cyclist in a wind tunnel for weeks on end. For this, a 3D printed mannequin with the exact same physical measurements was made. An essential benefit of using an exact replica in the wind tunnel is that it remains perfectly still, making the measurements of the air ows around the body much quicker and more accurate. Additive manufacturing was not chosen as easiest option, it lead to a collection of research opportunities. The process includes scanning, 3D segmenting, printing strategy and printing, assembling and testing. The complete process was done in less then 2,5 months.
To make most out of manufacturing of the future, we need to engage stakeholders though technologi... more To make most out of manufacturing of the future, we need to engage stakeholders though technologies that blend the digital and physical. Through so-called Augmented Fabrication, computational precision and digital manufacturing are combined with user skills/intuition. One of such approaches is the use of co-located design in the built environment: through wearable AR systems such as the Microsoft Hololens, multiple stakeholders can conceive and consider several interventions to improve functions of a city. The benefit of an embodied interaction with computational support is essential here: the 3D scanned situation presents a canvas for superimposing designs and key performance indicators, and allows tangible and social interaction. We are currently prototyping such an environment for 3D printing bridges in the city.
This work presents halloning techniques to manufacture 3D objects with the appearance of full gra... more This work presents halloning techniques to manufacture 3D objects with the appearance of full grayscale imagery for Fused De-position Modeling (FDM) printers. While droplet-based dithering is a common halloning technique, this is not applicable to FDM printing, since FDM builds up objects by extruding material in semi-continuous paths. A set of three methods is presented which apply a linear halloning principle called 'hatching' to horizontal, vertical and diagonal surfaces. ese methods are beeer suited to FDM compared to other halloning methods: their applicability stands irrespective of the geometry and surface slope and the perceived tone is less sensitive to the viewing angle. Furthermore, the methods have liile eeect on printing time. Experiments on a dual-nozzle FDM printer show promising results. Future work is required to optimize the interaction between the presented methods.
Additive manufacturing is known as a disruptive technology, in enabling freedom in shape and on-d... more Additive manufacturing is known as a disruptive technology, in enabling freedom in shape and on-demand production with little human intervention. At present, large-scale digital manufacturing means are being developed, such as Wire & Arc Additive Manufacturing (WAAM). These could be beneficial in aerospace, automotive and construction industries. However, while the technology is rapidly developing, little is known on the sustainability aspects. This article explores how such environmental effects could be assessed for a novel technology, and the production of large-scale products by means of a Life Cycle Assessment (LCA). Forerunning results show possible gains in material usage when compared to traditional manufacturing technologies, and in power consumption when compared to different additive manufacturing technologies. Future research will focus benchmarking WAAM against alternative manufacturing techniques, including green sand casting and CNC
Ds 30 Proceedings of Design 2002 the 7th International Design Conference Dubrovnik, May 15, 2002
Design students should be able to explore a variety of shapes before elaborating one particular s... more Design students should be able to explore a variety of shapes before elaborating one particular shape. Current modelling courses don't address this issue. We developed the course Rapid Modelling, which teaches students to explore multiple shape models in a short time, applying different methods and materials. The course contains four parts: modelling basic shape features, making multiple shape variants in a short time, applying multiple modelling methods and choosing an appropriate method. After the course, students were able to apply different methods to make expressive models in less than 15 minutes. Questionnaires revealed that many students expect to apply the new learned methods in future projects. Indeed, in their next project, we saw them use many different methods, including newly learned ones. Students were positive about paper, Rhino, SolidWorks, plasticine and natural clay. In particular Rhino was expected to be used often in the future. We think the introductory course they followed, had inspired them. We suggest having a Rhino course in the Bachelor, not only as an elective in the Master. The course Rapid Modelling makes students aware of the need and the possibilities of making quick models for exploration. Students who followed the course can be expected to explore more and quicker and come up with more innovative results.
ABSTRACT This paper presents a simple technique to support this concept, allowing a graphical dis... more ABSTRACT This paper presents a simple technique to support this concept, allowing a graphical display of the model states and the opportunity to bookmark and annotate various stages of the design
The user has requested enhancement of the downloaded file. 34 35 introduction In museum exhibitio... more The user has requested enhancement of the downloaded file. 34 35 introduction In museum exhibitions historical objects are usually shown by visual display, in a showcase with extra textual information added to it. Museum visitors can never touch the objects, let alone use them. As a result, visitors 'scan' the displayed objects from a distance, something that needs reconsideration in our present time where the 'experience' is essential. To provide a way around this situation, the so-called 'smart replica' was proposed in the previous issue of Ar[t] (Roozenburg, 2012): a new kind of reproduction, in the shape of a 3D print, that stretches the boundaries of the replica's concept as an autonomous object based on a historical artefact. New methods of access and new digitization strategies based on the study of the relationship between the 'bits' and 'atoms' are being developed. We hypothesize that by using these 3D imaging techniques the value of our cultural heritage can be increased. In other words, the goal is not to make the most realistic copy of the original, but to analyse, communicate and enhance those qualities of the historical artefact that are the most meaningful to us, now. Here we present the design project of Lotte de Reus in connection with this paradigm shift. Completed as a graduation project, it presents an auditory environment to augment the artefact in an unobtrusive and non-linear way. The objects that are central in this project are seven teacups and saucers that are part of the collection of Museum Boijmans Van Beuningen. These are currently on display in a new exhibition on design and pre-industrial design. Depicted in fi gure 1, each of these teacup and saucer sets represents a milestone in the Dutch history of porcelain. Starting with the fi rst import of porcelain from China in the seventeenth century by the Dutch East Indies Company; followed by the invention of Delft's blue as an attempt to copy Chinese porcelain, and ending with the small scale production of porcelain in the Netherlands.
IEEE International Symposium on Mixed and Augmented Reality (ISMAR), 2017
We present a novel, low-cost haptic feedback device for spatial design tasks that provides propri... more We present a novel, low-cost haptic feedback device for spatial design tasks that provides proprioceptive and tactile feedback. It uses the Manus VR datagloves and a custom VR CAD environment. Here, tactile feedback is provided to the index finger through a vibrating motor, which helps users in identifying points on a grid. This grid allows for alignment during the creation and manipulation of geometric shapes. Models can be adjusted by pinching at a vertex of the shape with index finger and thumb, and moving this to a different point on the grid. Here, proprioceptive feedback is provided by a solenoid locking mechanism. The system was evaluated through preliminary user testing. Results indicate that the device leads to more natural and intuitive interactions for both the point grid and vertex adjustment, but that the ergonomics needs to be improved. Future challenges involve further integration of the physical device and datagloves and refined, multi-finger feedback.
Journal of Cultural Heritage, 2021
3D technologies, including data acquisition, digital modelling and manufacturing, have been used ... more 3D technologies, including data acquisition, digital modelling and manufacturing, have been used in the context of cultural heritage (CH) since the 1990 s. A general state of the art is given concerning the adoption of 3D models in CH and for virtual reconstruction of missing parts in conservation-restoration work. Although an increased use of 3D technologies is noticed in research, preservation, dissemination and conservation-restoration, the opinion, experience and concerns of the restorer on the application of 3D technologies in their work is unclear. The conservation community was therefore asked to complete an online questionnaire (n = 153) and a literature study provided 65 case studies to demonstrate the practical use of 3D technologies for loss compensation. The results of the questionnaire showed a positive trend towards 3D technologies in restoration projects. Seven main concerns were distinguished in the survey and further discussed by means of the case studies: (i) The printing process and materials, (ii) the necessary knowledge, (iii) the applicability, (iv) ethical considerations, (v) required work and costs, (vi) managing and storing data and (vii) the achieved results. Although the main concerns are justified as there are many challenges to overcome, reassurance or first answers to these concerns have been found in the varied applications of 3D technologies presented in the case studies. The arguments pro and con 3D technologies, possible solutions for the mentioned concerns and further research possibilities are subsequently presented in informative mind maps. This article and the accompanying mind maps can as such assist the restorer in decision-making when considering using 3D technologies in restoration projects.
Prototyping techniques (e.g. Stereolithography, CNC milling) with Augmented Reality systems. The ... more Prototyping techniques (e.g. Stereolithography, CNC milling) with Augmented Reality systems. The aim is to establish a high sense of engagement in the design process, supporting both exploration and presentation. In this paper, two Augmented Prototyping Systems are discussed: kitchen layout and a nightclub interior. These differ in a variety of aspects (most notably scale), yet are representative of typical prototyping scenarios. Our objective is to identify key issues and guidelines of the multimodal design interface for Augmented Prototyping systems. The systems were evaluated by senior design students, resulting in positive potential for exploration and evaluation tasks. A prototyping platform called WARP and four categories of design support are introduced. Future versions of our systems will support better tracking technologies and more elaborate simulation means.
ISMAR, 2018
The causes and treatment solutions of congenital heart defects are difficult to address and discu... more The causes and treatment solutions of congenital heart defects are difficult to address and discuss between patient and doctor. This is mainly due to the complex spatial nature of congenital cardiac defects, which makes it difficult for the patients to envision the defect without prior anatomical knowledge and renders the comprehension largely dependent on doctors' (variable) skills to describe the anomaly. To improve communication, 3D printed hearts have been developed, yet these are expensive, difficult to manage for the large collection of defects, and require substantial oral explanation. In addition, the correlation with cardiac function remains rather abstract. Instead, we propose an augmented reality solution, involving a see-through head-mounted display (HMD) extended with a built-in heart rate monitor. In order to increase the presence and the conversational power, the heartbeat of the patient is used to drive an animation of a supersized, floating heart visualisation; enabling the user to inspect a specific heart condition from all sides. To enable this, a universal add-on casing was developed for the HoloLens. Heuristic analysis and pilot tests with 6+15 participants reveal limitations of the implementation and show that the solution does increase comprehension, although more has to be done to enable a robust system.
ACM UIST , 2017
This paper introduces a novel method for designing person-alized orthopedic casts which are aware... more This paper introduces a novel method for designing person-alized orthopedic casts which are aware of thermal-comfort while satisfying mechanical requirements. Our pipeline starts from thermal images taken by an infrared camera, by which the distribution of thermal-comfort sensitivity is generated on the surface of a 3D scanned model. We formulate a hollowed Voronoi tessellation pattern to represent the covered region for a web-like cast design. The pattern is further optimized according to the thermal-comfort sensitivity calculated from thermal images. Working together with a thickness variation method, we generate a solid model for a personalized cast maximizing both thermal comfort and mechanical stiffness. To demonstrate the effectiveness of our approach, 3D printed models of personalized casts are tested on body parts of different individuals.
Procedia Manufacturing, 2017
Within the European Factory-in-a-day project, the aim is to improve communication between automat... more Within the European Factory-in-a-day project, the aim is to improve communication between automation integrator and factory owner, in their analysis of feasibility and appropriateness of automating a manual task. A visualisation tool with preconfigured workflows and working principles, with specific focus on efficient human-robot coproduction workflows can improve this process. This paper describes the Workflow Simulation Tool, which is part of the Human-Robot Coproduction Methodology, currently in development. The tool encompasses a portable tablet PC, which runs a visual modelling environment combined with a handheld 3D scanning solution. The tool also features pre-modelled template layouts, implementation of a checklist of persistent notes and portable visual documentation. The tool's appropriateness was iteratively validated in collaboration with automation integrators. This evaluation showed that offering an interactive visual simulation enriches the dialogue during conceptual design and helps in revealing requirements that otherwise only appear during or after implementation.
During the big Tour de France time trial on the 15th of July 2016, Tom Dumoulin was cycling in a ... more During the big Tour de France time trial on the 15th of July 2016, Tom Dumoulin was cycling in a new suit, developed jointly by Team Giant-Alpecin and TU Delft. [TUDelft 2016] The drag of different suits was optimized in the Delft wind tunnel. However, as one can’t place a professional cyclist in a wind tunnel for weeks on end. For this, a 3D printed mannequin with the exact same physical measurements was made. An essential benefit of using an exact replica in the wind tunnel is that it remains perfectly still, making the measurements of the air ows around the body much quicker and more accurate. Additive manufacturing was not chosen as easiest option, it lead to a collection of research opportunities. The process includes scanning, 3D segmenting, printing strategy and printing, assembling and testing. The complete process was done in less then 2,5 months.
To make most out of manufacturing of the future, we need to engage stakeholders though technologi... more To make most out of manufacturing of the future, we need to engage stakeholders though technologies that blend the digital and physical. Through so-called Augmented Fabrication, computational precision and digital manufacturing are combined with user skills/intuition. One of such approaches is the use of co-located design in the built environment: through wearable AR systems such as the Microsoft Hololens, multiple stakeholders can conceive and consider several interventions to improve functions of a city. The benefit of an embodied interaction with computational support is essential here: the 3D scanned situation presents a canvas for superimposing designs and key performance indicators, and allows tangible and social interaction. We are currently prototyping such an environment for 3D printing bridges in the city.
This work presents halloning techniques to manufacture 3D objects with the appearance of full gra... more This work presents halloning techniques to manufacture 3D objects with the appearance of full grayscale imagery for Fused De-position Modeling (FDM) printers. While droplet-based dithering is a common halloning technique, this is not applicable to FDM printing, since FDM builds up objects by extruding material in semi-continuous paths. A set of three methods is presented which apply a linear halloning principle called 'hatching' to horizontal, vertical and diagonal surfaces. ese methods are beeer suited to FDM compared to other halloning methods: their applicability stands irrespective of the geometry and surface slope and the perceived tone is less sensitive to the viewing angle. Furthermore, the methods have liile eeect on printing time. Experiments on a dual-nozzle FDM printer show promising results. Future work is required to optimize the interaction between the presented methods.
Additive manufacturing is known as a disruptive technology, in enabling freedom in shape and on-d... more Additive manufacturing is known as a disruptive technology, in enabling freedom in shape and on-demand production with little human intervention. At present, large-scale digital manufacturing means are being developed, such as Wire & Arc Additive Manufacturing (WAAM). These could be beneficial in aerospace, automotive and construction industries. However, while the technology is rapidly developing, little is known on the sustainability aspects. This article explores how such environmental effects could be assessed for a novel technology, and the production of large-scale products by means of a Life Cycle Assessment (LCA). Forerunning results show possible gains in material usage when compared to traditional manufacturing technologies, and in power consumption when compared to different additive manufacturing technologies. Future research will focus benchmarking WAAM against alternative manufacturing techniques, including green sand casting and CNC
Ds 30 Proceedings of Design 2002 the 7th International Design Conference Dubrovnik, May 15, 2002
Design students should be able to explore a variety of shapes before elaborating one particular s... more Design students should be able to explore a variety of shapes before elaborating one particular shape. Current modelling courses don't address this issue. We developed the course Rapid Modelling, which teaches students to explore multiple shape models in a short time, applying different methods and materials. The course contains four parts: modelling basic shape features, making multiple shape variants in a short time, applying multiple modelling methods and choosing an appropriate method. After the course, students were able to apply different methods to make expressive models in less than 15 minutes. Questionnaires revealed that many students expect to apply the new learned methods in future projects. Indeed, in their next project, we saw them use many different methods, including newly learned ones. Students were positive about paper, Rhino, SolidWorks, plasticine and natural clay. In particular Rhino was expected to be used often in the future. We think the introductory course they followed, had inspired them. We suggest having a Rhino course in the Bachelor, not only as an elective in the Master. The course Rapid Modelling makes students aware of the need and the possibilities of making quick models for exploration. Students who followed the course can be expected to explore more and quicker and come up with more innovative results.
ABSTRACT This paper presents a simple technique to support this concept, allowing a graphical dis... more ABSTRACT This paper presents a simple technique to support this concept, allowing a graphical display of the model states and the opportunity to bookmark and annotate various stages of the design
The user has requested enhancement of the downloaded file. 34 35 introduction In museum exhibitio... more The user has requested enhancement of the downloaded file. 34 35 introduction In museum exhibitions historical objects are usually shown by visual display, in a showcase with extra textual information added to it. Museum visitors can never touch the objects, let alone use them. As a result, visitors 'scan' the displayed objects from a distance, something that needs reconsideration in our present time where the 'experience' is essential. To provide a way around this situation, the so-called 'smart replica' was proposed in the previous issue of Ar[t] (Roozenburg, 2012): a new kind of reproduction, in the shape of a 3D print, that stretches the boundaries of the replica's concept as an autonomous object based on a historical artefact. New methods of access and new digitization strategies based on the study of the relationship between the 'bits' and 'atoms' are being developed. We hypothesize that by using these 3D imaging techniques the value of our cultural heritage can be increased. In other words, the goal is not to make the most realistic copy of the original, but to analyse, communicate and enhance those qualities of the historical artefact that are the most meaningful to us, now. Here we present the design project of Lotte de Reus in connection with this paradigm shift. Completed as a graduation project, it presents an auditory environment to augment the artefact in an unobtrusive and non-linear way. The objects that are central in this project are seven teacups and saucers that are part of the collection of Museum Boijmans Van Beuningen. These are currently on display in a new exhibition on design and pre-industrial design. Depicted in fi gure 1, each of these teacup and saucer sets represents a milestone in the Dutch history of porcelain. Starting with the fi rst import of porcelain from China in the seventeenth century by the Dutch East Indies Company; followed by the invention of Delft's blue as an attempt to copy Chinese porcelain, and ending with the small scale production of porcelain in the Netherlands.
Ar Augmented Reality Art and Technology 2012, Dec 31, 2012
The user has requested enhancement of the downloaded file.
ISMAR, 2018
Although developments in devices and software are maturing towards novel Mixed Reality systems, t... more Although developments in devices and software are maturing towards novel Mixed Reality systems, there is too little connection to the design field. Especially if AR is combined with other " smart " technologies (internet of things), perspectives shift from merely technical characteristics and quantifiable human factors to more complex UX scenarios. Although there are other special interest groups/conferences that in part cover this theme (CHI, IUI, UIST), we would think that ISMAR is a better venue in connecting the graphics/tracking community with design researchers. We also would like to address the lack of software engineering skills with design students/professionals. How can we bridge these disciplines and silos of innovation? This workshop invites both industrial and academic participants to contribute to this debate, first of all by submitting extended abstracts that cover case studies, best practices and challenges in design for/with AR. To cater for a design debate, we strongly encourage submissions of annotated artworks/3D scenes/pictures/floorplans as well as more traditional papers. Position papers should be 2-6 pages long, submitted in PDF format and formatted using the ISMAR 2018 paper template available from