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Gesture Recognition for Feedback Based Mixed Reality and Robotic Fabrication: A Case Study of the UnLog Tower

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Mixed Reality (MR) platforms enable users to interact with three-dimensional holographic instructions during the assembly and fabrication of highly custom and parametric architectural constructions without the necessity of two-dimensional drawings. Previous MR fabrication projects have primarily relied on digital menus and custom buttons as the interface for user interaction with the MR environment. Despite this approach being widely adopted, it is limited in its ability to allow for direct human interaction with physical objects to modify fabrication instructions within the MR environment. This research integrates user interactions with physical objects through real-time gesture recognition as input to modify, update or generate new digital information enabling reciprocal stimuli between the physical and the virtual environment. Consequently, the digital environment is generative of the user's provided interaction with physical objects to allow seamless feedback in the fabrication process. This research investigates gesture recognition for feedback-based MR workflows for robotic fabrication, human assembly, and quality control in the construction of the UnLog Tower.
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Gesture Recognition for Feedback Based Mixed
Reality and Robotic Fabrication: A Case Study
of the UnLog Tower
Alexander Htet Kyaw1, Lawson Spencer2, Sasa Zivkovic2, and Leslie Lok1
Abstract. Mixed Reality (MR) platforms enable users to interact with three-
dimensional holographic instructions during the assembly and fabrication of highly
custom and parametric architectural constructions without the necessity of two-
dimensional drawings. Previous MR fabrication projects have primarily relied on
digital menus and custom buttons as the interface for user interaction with the MR
environment. Despite this approach being widely adopted, it is limited in its ability
to allow for direct human interaction with physical objects to modify fabrication
instructions within the MR environment. This research integrates user interactions
with physical objects through real-time gesture recognition as input to modify,
update or generate new digital information enabling reciprocal stimuli between the
physical and the virtual environment. Consequently, the digital environment is
generative of the user’s provided interaction with physical objects to allow seamless
feedback in the fabrication process. This research investigates gesture recognition
for feedback-based MR workflows for robotic fabrication, human assembly, and
quality control in the construction of the UnLog Tower.
Keywords: Mixed Reality, Gesture Tracking, Feedback Based Fabrication, Robotic
Fabrication, Object Detection, Quality Control, Human Computer Interaction,
Human Robot Collaboration
1A. Kyaw, hk385@cornell.edu, L. Lok, wll36@cornell.edu ()
Rural-Urban Building Innovation (RUBI) Lab, Cornell University, Department of Architecture,
Sibley Hall, Ithaca, NY 14850, United States
2 L. Lawson, lls97@cornell.edu, S. Zivkovic, sz382@cornell.du
Robotic Construction Lab (RCL) Cornell University, Department of Architecture, Sibley Hall,
Ithaca, NY 14850, United States
2
1 Introduction
Since the mid- 90s, Virtual Reality (VR) and Augmented Reality (AR) have existed
under the umbrella of Mixed Reality (MR) on the Reality-Virtual (RV) Continuum
between the absolute real environment and the absolute virtual environment (1). As
VR and AR 3D user interfaces (3DUIs) have continued to become ubiquitous in
architecture, construction, and academic research, the Milgram and Kashino’s
definition of MR has been further refined (2). In recent research, MR is often cited
as an environment-aware overlay of digital content in the physical world where
users are able to interact with both the digital and physical simultaneously (3). To
facilitate human interaction between the digital and the physical MR environments,
MR systems employ various techniques for collecting environmental and human
physiological data, such as spatial mapping, hand-tracking, eye-tracking, and
auditory recording. MR-enabled devices, such as the Microsoft HoloLens 2 and
Meta Quest Pro, utilize sensors, mics, and cameras to capture real-time data on
changes in user behavior and the physical environment (4).
During the last decade, research using AR and MR workflows in the area of
architectural fabrication have increased exponentially (5). Projects such as Woven
Steel, Timber De-Standardized,, Code-Bothy, and many more have explored human
interaction with digital instructions in MR through digital interfaces such as buttons
and menus or fiducial markers such as QR codes and AruCo markers (68). These
MR fabrication projects have primarily focused on using human interactions with
digital interfaces as the primary means to update the 3DUIs with new information.
However, there exists an opportunity to directly incorporate human interaction with
physical objects to update the 3DUI without needing digital interfaces.
This research integrates human interactions with physical objects through real-
time gesture recognition as input to modify and update information in the digital
environment. Through gesture recognition, touching a physical object could
modify, update, or generate new digital information enabling seamless stimuli
between the physical and the digital world. By recording user gestures as they
interact with physical objects, the three-dimensional user interface can
automatically provide new information in real time. As a result, the digital
environment is generative of the user’s provided interaction with physical objects.
Through gestural tracking, user interactions with physical objects are recorded to
determine the real-time location of physical objects in the digital environment. This
can generate information such as localizing robotic tool paths, recognizing
components, or measuring inaccuracies between the physical and the digital model.
The real time generative data in the MR 3DUI allows the user to quickly respond to
previous actions. The real time, feedback-based MR environment represents a
cybernetic system whereby the outcome of interacting with a physical object(s) is
taken as input for further action, thus creating a feedback loop until a desired
condition is achieved.
3
The relationship between MR, gestural movement, digital twin, cybernetics, and
human-computer interaction are used to help define systems of interaction between
user and machine. From these relationships, the research presents three distinct
Gesture-Based Mixed Reality (GBMR) fabrication workflows; a) object
localization - registers the location of a physical object in the digital space, b) object
identification - differentiates physical components using their digital parameters, c)
object calibration - measures discrepancies between the physical object and
associated digital geometry. Each of these three methods were used in six different
tasks to construct the UnLog Tower (Fig 1). The workflows derivative of this
research presents new opportunities for human-machine co-creation within physical
and digital environments through MR in architecture and fabrication industries.
Fig 1 The UnLog Tower, photo by Cynthia Kuo.
2 State of the Art
Innovative fabrication research projects such as Holographic Construction, Code-
Bothy, Woven Steel, Bent, and Timber De-Standardized 2.0, use interactive
“buttons” for users to toggle between different sets of digital geometry which is
visible in the 3DUI (610). Though each of these projects use a Microsoft Hololens
4
with Fologram’s plug-in for Rhino3d and Grasshopper, the “buttons” can equally
be interacted with one’s mobile device. In each of these precedents, the “button” is
a custom, pre-defined clickable digital object (either mesh or poly-surface). Thereby
any change in the virtual interface is dependent on the user interacting with the
select, pre-defined “buttons” or otherwise manipulating other digital geometry.
Holographic Construction and Code-Bothy use digital “buttons” to toggle up and
down between rows of bricks as they are laid (8,9). Code-Bothy has the added effect
of color coordinating the amount of rotation per brick (8). Woven Steel and Bent
exhibited several buttons to aid in the complex bending of tube steel and sheet metal
(6,10). Timber De-Standarized 2.0 developed menu list to visualize different
aspects of an inventory of scanned irregular log meshes as well as cataloging and
designing with the members through operations of slicing, indexing, baking, and
isolating (7). Though these precedents offer an interaction between the user and the
digital geometry, the interactions are limited to digital menus and buttons.
Other research projects such as Augmented Feedback, Timber De-Standardized
1.0, and Augmented Vision use various methods of AruCo markers for tracking,
physics simulation, and real-time scanning to create an active responsive
environment between digital and physical objects (1113). In Augmented Feedback,
AruCo makers were placed at nodal intersections of a bending-active bamboo grid-
shell structure (11). AruCo marker tracking allowed users to digitize the locations
of the markers and provide graphic feedback for all active users through the head
mounted display (HMD). Timber De-Standardized 1.0 utilized a physics simulation
for fabricators to visualize and virtually “drop” irregular scanned meshes of logs till
they found their resting point, which allowed for a precise alignment with its
associated physical log (12). Finally, Augmented Vision uses the Hololens 2 to track
and scan the user’s environment then display such information to inform the
progress of constructing a minimal surface with strips of paper and/or bark (13).
These projects have demonstrated the capabilities of feedback-based MR using
additional systems such as AruCo markers, scanned meshes, and simulation.
Additionally, the accuracy of AR/MR platforms presents a significant challenge
in many of these AR/MR fabrication workflows. The accuracy of the fabrication
instructions provided to users depends on the precision of the system. As a result,
several studies have been conducted to assess the accuracy of AR/MR systems.
Researchers have investigated the use of AR for assembling metal pipes (14),
weaving bamboo structures (15), and constructing complex wall systems with
bricks within a tolerance of ± 20mm (16). Moreover, there have been research
efforts aimed at improving the accuracy of AR/MR systems. A recent study by the
authors explored the use of multiple QR codes to achieve a tolerance below 2mm
with the Microsoft HoloLens 2 (17). The results of this study indicate that AR/MR
systems have the potential to be used for high precision applications, such as
assisting in robotic fabrication and accurate quality control.
5
3 Aim and Objectives
While previous MR projects have focused on using menus, AruCo markers, scanned
meshes, and simulations to interact with digital geometries, this project investigates
the potential of incorporating user’s tactile interaction with physical objects as an
input to update the 3DUI. Enabled by gesture recognition, this research
demonstrates new methods to use both digital and physical stimuli for a generative
MR fabrication experience. This research has developed 6 experiments to test 3
GBMR fabrication workflows for tasks such as generating geometry relative to
physical objects, localizing robotic tool paths, recognizing discrete components
according to parameters such as height and length, or measuring inaccuracies
between the physical and the digital models. The methods for this research will first
present the tools and software to conduct this research, which will then be followed
by the three GBMR workflows used to fabricate the UnLog Tower: a) object
localization, b) object identification, and c) object calibration. Object localization
was used to determine the log geometry work object and the toolpath placement for
robotic fabrication (Method 4.1). Object identification is utilized to identify
physical components and display intuitive step-by-step assembly instructions
(Method 4.2). Object calibration is employed to ensure the adjustment of jigs and
the connection of panels match the digital model (Method 4.3). Each of these
workflows will demonstrate new methods in MR research whereby physical stimuli
can become a generative tool to interact and inform MR fabrication in real-time.
4 Methods
The following studies were conducted using Microsoft HoloLens 2 and Fologram,
a AR/MR plug-in for Rhino3D and Grasshopper (1820). The near depth sensing
camera on the Microsoft HoloLens 2 is used for articulated hand tracking (AHAT).
AHAT tracks the movement and gestures of the user's hand, independent from the
visible light cameras (VLCs) used for simultaneous locating and mapping (SLAM).
The articulated hand tracking system recognizes and records twenty-five 3D joint
positions and rotations, including the wrist, metacarpals, proximal, distal, and
fingertip joints (21). This data is live streamed from the HoloLens 2 device to
Rhino3D and Grasshopper via Wi-Fi. The Microsoft AHAT API provides access to
the built-in gestural recognition algorithm of the HoloLens 2, enabling the
utilization of its advanced capabilities for hand tracking purposes. The joint
configuration and orientation obtained from AHAT can facilitate the estimation of
hand poses, such as pinching, tapping, or poking (22). This study focuses on the use
of pinching as the primary mode of gestural interaction by the user. The pinching
gesture is recognized when the thumb tip and index fingertip are in close proximity
6
(Fig 2). Additionally, a device capable of AHAT programming is imperative for
gesture recognition and therefore is integral to the GBMR workflows.
Fig 2 Digital twin of HoloLens 2 headset location, joint configuration, and orientation from AHAT
(Articulated Hand Tracking); visualized through headset (left); visualized through Rhino3D and
Grasshopper (right).
4.1 Object Localization
The UnLog Tower exhibits robotically kerfed timber round woods that have been
stretched along two threaded rods to form panels through a similar method exhibited
at the UnLog pavilion at University of Virginia (23). Logs are irregular geometries
that are comprised of knots and sometimes curved but can nonetheless be abstracted
to a cylinder in most cases. Before the log is robotically kerfed, it is cut in half. To
localize the robot targets to cut the log in half using a 6-axis robotic arm with a 5hp
bandsaw end-effector, object localization method was employed. The user would
place three points at both ends of the log to create two individual circles to generate
a cylindrical mesh that was in line with the physical log (Fig. 3). Each point was
created by the user pinching their right-hand index finger to their thumb. This
feedback mechanism provides the user with a visual confirmation of the digitization
process. From the cylindrical mesh, a surface was generated in the middle of the
cylinder whereby the robot tool path could be derived from the robot targets at either
end of the surface using Robot Components (24), a robot programming plug-in for
ABB robots in Grasshopper that is then copied into Robot Studio, an ABB software
for programming ABB robots (25).
7
Fig 3 Object localization is used to generate the location of a cylinder according to the diameter(s)
of the log to automate the placement of the robotic toolpaths.
Once the log is cut in half, one half of the log is rotated 90° and remounted in
the robot cell. According to the structural requirements for the UnLog Tower the
cross section of each board was to be no less than 5” by 0.75. For each half log,
the top and bottom ends of the log were to be trimmed off. The fabricator was to
check the location of the cut surfaces within the log to ensure that the boards
would meet the minimum cross-sectional requirements without any of the cut
surfaces colliding with the 4” x 4” log mounts (Fig 4). Figure 4 demonstrates the
process whereby the user can locate the half log in the robot cell by placing three
points; two at one side of the half log to determine the diameter and one at the
opposite end to determine the length of the half log. After the log geometry is
defined, the user can set the location of the cut geometry by placing a point on the
profile of the log (Fig 5). The MR system offers the user ongoing feedback during
the process by performing a validation to determine whether the cut geometry falls
within the boundary of the log. In the event that the cut geometry is placed outside
the log or is situated too close to the log mount, a red notation with a cross mark is
displayed within the 3DUI. The user may then respond to the alert and adjust the
location of the cut geometry until a satisfactory outcome is achieved, represented
by a green notation. The object localization workflow allows users to define
points in the digital space that represents the physical log stock for work-object
localization during robotic fabrication (Fig 6).
8
Fig 4 Object localization is used to determine the work object placement for robotic fabrication.
Fig 5 Object localization is used to determine the placement of the toolpath for robotic fabrication.
Fig 6 Object localization system diagram describing how user interactions physical objects are
used to create digital data through gestural recognition.
4.2 Object Identification
Object identification is used to differentiate between self-similar physical
components and display intuitive step-by-step assembly instructions. After the half
logs have been robotically kerfed, they are set aside and prepared for finger jointing.
9
The finger joint template not only includes an outline for the finger joints, but also
an outline for the hole that the threaded rod will ultimately pass through. Because
of the parametric design of the kerfed timber panels for the UnLog Tower, the finger
joint locations are staggard between adjacent boards within each half log. In order
to correctly mark the location of the finger joints and the location for the threaded
rod holes, GBMR was employed for object identification to correctly situate the
location of the template per each board layer by registering the distance from the
top of the board to the ground (determined by the QR code placement). The system
determines the corresponding virtual template to display by comparing the
calculated distance between the user-defined point to the ground with the
predetermined distances of the virtual templates to the ground. The virtual template
has an added notation that tells the user which layer they are on, so that the user can
be sure that the physical template is being placed appropriately (Fig 7). The finger
joints were cut with an oscillating saw and drill, while the holes for the threaded
rods were drilled with a hole saw (Fig 8).
Fig 7 Object identification is utilized to identify physical components and display intuitive step-
by-step assembly instructions.
Fig 8 Robotically Kerfed logs with finger joints and threaded rod holes
Additionally, object identification can be used to index and coordinate between
self-similar parts. In order to brace the kerfed wood panels, the interior of the UnLog
Tower exhibits 3 unique reciprocally steel tube frames. There are 9 unique tube
10
lengths amongst 54 total steel tubes (Fig 9). After the steel tubes were cut to length,
object identification was employed to index the tube steel according to their length
and communicate to the user the location of the tube steel in the digital model(s)
(Fig. 10). By placing a point at either end of the of the tube steel through gesture
recognition, the user can define the length of the tube steel, which is checked against
a list of tube steel lengths predetermined in the digital model. If the value between
the user defined length and a predefined length is within a set tolerance of 0.5
inches, the 3DUI displays the corresponding digital information to the user through
notation and two coordination models that visually indicate the location of the tube
steel in the overall structure. The coordination model on the left (Fig 10b and 10c)
illustrates at 1:1 scale the tube steel location within a particular tube steel frame and
the coordination model on the right (Fig 10a, 10b, and 10c) illustrates at 1:10 scale
a virtual model of the UnLog Tower with the location of the tube steel within the
whole model. By using predetermined distances and gestural recognition, Object
Identification can be used to pair digital assembly instructions with the identified
physical object (Fig 11).
Fig 9 Reciprocally framed tube steel in the UnLog Tower, photo by Cynthia Kuo..
Fig 10 Object identification is utilized to identify physical components and display part to whole
assembly instructions.
11
Fig 11 Object identification system diagram describing how digital assembly is filtered through
object identification via gestural recognition.
4.3 Object Calibration
In order for the kerfed logs to splay out into panels, the threaded rods needed to
have pre-located hex nuts appropriately placed to ensure that each board member
would be in the correct location. In the GBMR workflow, object calibration was
employed to place the hex nut locator correctly along a plywood jig. The hex nut
locator was 3D printed with PLA to firmly hold each hex nut when it was screwed
into the plywood board. A digital twin was created for each hex nut locator. When
the user pinched the corner of the locator, object calibration would use gesture
recognition to continuously track this movement, thereby synchronizing the digital
geometry with the physical. As the physical object moved closer to the goal
position, the notation would transform from red to yellow to green once the physical
was properly located (Fig 12). This workflow represents a cybernetic system in
which the adjustment of the physical locator position will generate new virtual
feedback for the user, thus creating a feedback loop until the desired condition is
attained. The desired condition is achieved when the digitized physical location of
the hex nut locator is within a tolerance of 0.125 inches. This is indicated to the user
via the notation system where the red or yellow cross turns into a green tick. The
MR system will instruct the user to move onto the next hex nut locator only after
the previous hex nut locator is correctly placed via gesture recognition. After all the
hex nut locators were properly placed, a threaded rod is screwed through jig (Fig
13).
12
Fig 12 Object calibration is employed to ensure the hex nut locators are adjusted to match the
digital model. As the physical hex nut locator moves closer to its digital position, the notation
would transform from red to yellow to green.
Fig 13 After all the hex nut locators were properly placed, a threaded rod is screwed through jig
For the panel assembly, the robotically kerfed logs were splayed out along two
threaded rods with pre-located hex nuts as was done in the UnLog pavilion (23).
Temporary custom slip washers were placed between the hex nut and the board to
ensure that the boards would keep their position until joined into larger prefab
components with steel slip washers. Once panels were joined together in larger
prefab components, object calibration was used to check the location of each board
as they were tightened into location (Fig 14). This quality control step aligned a
digital model of the goal geometry to the physical panel using the placement of a
QR code. The physical location of the boards was determined by using GBMR to
place a point at the center of the finger joint location of each board, which was
automatically checked against the closest digital board. The deviation between the
digitized board location and the digital board allowed for a 0.125” tolerance. A red
cross notation indicates if the deviation was outside the tolerance, otherwise a green
check notation would appear. This quality control step ensured that the
parametrically defined wall panels were properly calibrated into larger prefab wall
elements that were then transported to the site for assembly (Fig 15). By using the
distance between physical and the digital object as variable, visual feedback is
provided to the user during fabrication (Fig 16).
13
Fig 14 Object calibration is employed for quality control of prefab wall components.
Fig 15 Details of the UnLog Tower: finger joint splice connection (left) and robotically kerfed logs
stretched along a thread rod (right), photos by Cynthia Kuo..
Fig 16 Object calibration is employed to ensure the adjustment of jigs and the connection of panels
match the digital model.
14
5 Results and Discussion
The implementation of gesture recognition for GBMR was incredibly useful for the
fabrication of irregular and parametrically defined building components exhibited
in the construction of the UnLog Tower (Fig 15). The prefab wall panels were
attached to the tube steel reciprocal frames on site and lifted onto the foundation
with a boom forklift.
The implementation of gesture recognition in MR fabrication workflows allowed
users to define physical objects without the arduous placement of AruCo markers.
The object localization workflow demonstrates that gesture recognition can be
employed to locate robot work object data (Fig 6). However, the utilization of
gesture recognition assumes a certain level of dexterity on the part of the user, as
the data is dependent on the fidelity and accuracy of the user’s fingers. The object
localization workflow can be modified for robotic fabrication procedures that
require a higher tolerance. Alternatively, improvements in the AHAT, articulated
hand tracking, on the Microsoft HoloLens 2 would also increase the accuracy of the
overall system and the resolution of the work object placement.
The research also describes the potential of using gestural tracking for object
identification whereby the user’s hands can be intuitively used to index and
coordinate objects between self-similar parts based upon predefined parameters
(Fig 11). While this study utilizes the varying lengths of components as the
parameter, future studies could begin incorporating the boundary geometry or
volume in the workflow. This workflow holds enormous future potential for
fabricators and programmers to develop future projects that employ this method to
coordinate and educate subcontractors on the construction of parametric
components with discretized or self-similar parts.
Finally, the object calibration workflow is a unique way for users to synchronize
between physical objects and their digital twins (Fig 16). The threaded rod test is
unique in that the user can pinch the hex nut locator while moving the physical
object. Conversely, the second test with the panel quality control demonstrated that
some objects are too heavy or cumbersome to pinch while moving. For that reason,
the second test demonstrated the use of gesture recognition to iteratively define
critical points until the physical geometry aligned with the digital model. As is the
case with the object localization workflow, the accuracy of the gesture recognition
is limited to the user’s finger precision. This method will have to be modified for
higher tolerance fabrication projects. Additionally, the method could have been
employed to locate the foundation steel on the existing concrete slab that was used
to support the project.
15
6 Conclusion
The future potential of using gesture recognition in MR fabrication projects is
enormous. The presented research not only demonstrates that real time feedback
through gesture recognition is imperative for advanced MR fabrication projects, but
it can also be used in robotics, geometry creation, object indexing, model
coordination, interactive digital twin, and complex quality control. Future
investigations will seek to improve the accuracy of this method for high precision
fabrication projects and explore the potential of incorporating a wider range of
gestures, such as "tap”, “poke", and “pinch”. Additionally, a user-controlled
interface is being developed to enable/disable or undo a recognized gesture.
The study highlights the potential of utilizing gestural recognition to innovate
human-machine fabrication processes. Through real-time gesture tracking, GBMR
workflows can seamlessly blend real and virtual environments with visual feedback
and tactile interaction. The three GBMR workflows exhibited in this paper
demonstrate the various applications for the real-time feedback-based fabrication
and assembly of the UnLog Tower. This phygital experience offers a whole series
of future applications investigations in the field of Mixed Reality fabrication and
Human-Machine co-creation.
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... The last workflow utilizes gesture recognition for interactive MR instruction. The GBMR workflow method records the user's 'pinching' motion, and saves it as a point in space ( Figure 2) (Kyaw, Spencer, et al. 2023). This method can be employed to place points in digital space relative to physical objects to enable interactive assembly instructions that correspond to the user's actions (Kyaw, Spencer, et al. 2023). ...
... The GBMR workflow method records the user's 'pinching' motion, and saves it as a point in space ( Figure 2) (Kyaw, Spencer, et al. 2023). This method can be employed to place points in digital space relative to physical objects to enable interactive assembly instructions that correspond to the user's actions (Kyaw, Spencer, et al. 2023). This novel interaction enables a seamless way to integrate analog habits of making with MR assembly instructions. ...
... This workflow also used graphic notation to call out which threaded rod was being used, as well as how many nuts would be used, along with location of the hex nut holders. In continued research, the GBMR workflow has proven to be useful in this step (Kyaw, Spencer, et al. 2023). ...
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The architecture and construction industries have been developing methods to integrate Augmented Reality (AR) and Mixed Reality (MR) workflows into the building industry for 1-to-1 scale design, visualization, and paperless fabrication. While these AR workflows have been primarily focused on mono-material assemblies, this paper investigates the potential of AR and MR for multi-material fabrication, combining various materials and structural components throughout each phase of the construction of the Unlog Tower. The installation uses infested and dying ash trees to construct a 36-foot-tall triangular, lightweight timber structure. The Unlog Tower leverages bending active elastic kinematics to stretch robotically kerfed logs braced by threaded rods and tube steel. Three extended reality (XR) workflows were explored for the construction of this bespoke timber structure: (1) fiducial marker coordinated AR instruction, (2) multiple QR code AR instruction, and (3) gesture-based MR instruction. These XR workflows incorporate feedback-based construction notation and animation for the assembly of non-standard natural materials and standardized parts through three construction phases: materials to parts, parts to prefab modules, and onsite assembly. The research highlights the potential of AR and MR workflows for human-machine interaction in robotic fabrication, analog means of making, prefabrication, onsite construction, and coordination. The result of this investigation has demonstrated many advantages and disadvantages of varying AR/MR workflows in facili- tating the construction of multi-material and multi-phase structural assemblies.
... Currently, scrap registration in XR-penter occurs on the laptop because it is difficult to read a tape measure at the Quest's current Passthrough resolution. We acknowledge that switching between the headset and laptop breaks flow, and we anticipate in-headset registration to become viable as camera technologies advance, perhaps aided by marker-based tracking [20,27] or gestural localization [19]. ...
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Woodworkers have to navigate multiple considerations when planning a project, including available resources, skill-level, and intended effort. Do it yourself (DIY) woodworkers face these challenges most acutely because of tight material constraints and a desire for custom designs tailored to specific spaces. To address these needs, we present XR-penter, an extended reality (XR) application that supports in situ, material-aware woodworking for casual makers. Our system enables users to design virtual scrap wood assemblies directly in their workspace, encouraging sustainable practices through the use of discarded materials. Users register physical material as virtual twins, manipulate these twins into an assembly in XR, and preview cuts needed for fabrication. We conducted a case study and feedback sessions to demonstrate how XR-penter supports improvisational workflows in practice, the type of woodworker who would benefit most from our system, and insights on integrating similar spatial and material considerations into future work.
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Timber De-Standardized is a framework that salvages irregular and regular shaped tree logs by utilizing a mixed reality (MR) interface for the design, fabrication, and assembly of a structurally viable tree log assembly. The process engages users through a direct, hands-on design approach to iteratively modify and design irregular geometry at full scale within an immersive MR environment without altering the original material. A digital archive of 3D scanned logs are the building elements from which users, designing in the MR environment, can digitally harvest (though slicing) and place the elements into a digitally constructed whole. The constructed whole is structurally analyzed and optimized through recursive feedback loops to preserve the user’s predetermined design. This iterative toggling between the physical and virtual emancipates the use of irregular tree log structures while informing and prioritizing the user’s design intent. To test this approach, a scaled prototype was developed and fabricated in MR. By creating a framework that links a holographic digital design to a physical catalog of material, the interactive workflow provides greater design agency to users as co-creators in processing material parts. This participation enables users to have a direct impact on the design of discretized tree logs that would otherwise have been discarded in standardized manufacturing. This paper presents an approach in which complex tree log structures can be made without the use of robotic fabrication tools. This workflow opens new opportunities for design in which users can freely configure structures with non-standardized elements within an intuitive MR environment.
Conference Paper
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Augmented reality environments have been demonstrated to assist with architectural fabrication tasks by displaying construction information at full scale and in context. However, this information typically needs to be sparse in order to prevent virtual models occluding a fabricators view of the physical environment, and this limits the application of augmented reality to tasks such as surface forming. To address this issue, we propose a method for guided fabrication in augmented reality using real time comparisons between depth scans of as built conditions and target conditions defined by design models. Through the design and fabrication of a small proof of concept prototype from paper strips, we demonstrate that guided fabrication is adequate for high speed, approximate and ad-hoc fabrication of complex surface geometries without the need for extensive rationalization for fabrication constraints or explicit documentation of parts. We further show how this method generalizes to other processes such as additive fabrication or part placement and speculate on the implications of accessible real time depth data from the HoloLens within Grasshopper.
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Augmented Reality (AR) has the potential to create a paradigm shift in the production of architecture. This paper discusses the assembly and evaluation of a bamboo prototype installation aided by holographic instructions. The case study is situated within the framework of AR-driven computational design implementation methods that incorporate feedback loops between the as-built and the digital model. The prototype construction aims to contribute to the ongoing international debate on architectural applications of digital technology and computational design tools and on the impact these have on craftsmanship and architecture fabrication. The case study uses AR-aided construction techniques to augment existing bamboo craftsmanship in order to expand its practically feasible design solution space. Participating laypersons were challenged to work at the interface of technology and material culture and engage with both latest AR systems and century-old bamboo craft. This paper reflects on how AR tracking can be used to create a constant feedback loop between as-built installations and digitally designed source models and how this allows for the real-time assessment of design fidelity and deviations. The case study illustrates that this is especially advantageous when working with naturally varying materials, like bamboo, whose properties and behaviour cannot straightforwardly be accurately simulated digitally.
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Since its introduction in 1994, Milgram and Kishino's reality-virtuality (RV) continuum has been used to frame virtual and augmented reality research and development. While originally, the RV continuum and the three dimensions of the supporting taxonomy (extent of world knowledge, reproduction fidelity, and extent of presence metaphor) were intended to characterize the capabilities of visual display technology, researchers have embraced the RV continuum while largely ignoring the taxonomy. Considering the leaps in technology made over the last 25 years, revisiting the RV continuum and taxonomy is timely. In reexamining Milgram and Kishino's ideas, we realized, first, that the RV continuum is actually discontinuous; perfect virtual reality cannot be reached. Secondly, mixed reality is broader than previously believed, and, in fact, encompasses conventional virtual reality experiences. Finally, our revised taxonomy adds coherence, accounting for the role of users, which is critical to assessing modern mixed reality experiences. The 3D space created by our taxonomy incorporates familiar constructs such as presence and immersion, and also proposes new constructs that may be important as mixed reality technology matures.
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In recent years, the utilization of Augmented-Reality (AR) within the construction industry has increased. However, high-precision applications such as glulam beam fabrication require tolerances of less than 2 mm, which is smaller than what current AR workflows can offer. This research investigates the use of QR-Code Markers on glulam beams to encode additional positional data in the environment to better interpolate between the physical space, the glulam beam, and the headset. The objective is to understand the effects of Marker placement, size, and frequency on the accuracy of AR projection for glulam fabrication. This paper describes the AR workflow, the effects of Markers, and the framework of the Twinbuild software for drift correction in large-scale AR applications. The method can achieve an average tolerance as low as 0.97 mm when Markers are placed in 1.25 ft. increments along the beam edge. The research demonstrates the viability of AR for high-precision fabrication applications.
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Code-Bothy examines traditional bricklaying using mixed reality technology. Digital design demands a re-examination of how we make. The digital and the manual should not be considered as autonomous but as part of something more reciprocal. One can engage with digital modelling software or can reject all digital tools and make and design by hand, but can we work in between? In the context of mixed-reality fabrication, the real and virtual worlds come together to create a hybrid environment where physical and digital objects are visualised simultaneously and interact with one another in real time. Hybridity of the two is compelling because the digital is often perceived as the future/emergent and the manual as the past/obsolescent. The practice of being digital and manual is on the one hand procedural and systematic, on the other textural and indexical. Working digitally and manually is about exploring areas in design and making: manual production and digital input can work together to allow for the conservation of crafts, while digital fabrication can be advanced with the help of manual craftsmanship.
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The use of Augmented Reality (AR) technologies has increased recently, due to the equipment update and the mature technology. For architectural design, especially in digital fabrication projects, more designers begin to integrate AR methods to achieve the visualization in the process. To help unskilled labors for holographic on-site previewing and instruction training, experimental and practice-based studies in AR for the architectural digital fabrication have emerged in recent years. Now, it is a great opportunity to discuss the topic of AR in architectural digital fabrication. By presenting a statistical review of AR technology in architecture projects, this literature review aims to review ongoing research and provide pathways for further research in architectural digital fabrication. This review article is based on information found in journal publications and conference papers in the fields of architecture, engineering, robotics, and digital fabrication, published to date (from 2010 to 2020). The review narrows the literature within these papers by filtering 84 articles through the keyword “Augmented Reality”, “Digital Fabrication” and “Assembly”. The selected articles can be categorized based on the most use of AR function in architectural digital fabrication into an order of the following three classifications with the most significant growth in the last years: (A) AR 3D holographic instruction, (B) AR data sharing, (C) AR for Human-Computer interaction. The information collected from these articles within their classifications is meant to give insight into the current state-of-the-art of AR in the architectural digital fabrication area, as well as to summarize how the topic has matured and developed over time in the research and industry literature. This article has not only analyzed the existing literature but also highlighted new emerging fields in AR research and the future trends of AR function in architectural digital fabrication.