Hideaki Ogawa’s research while affiliated with Burg Giebichenstein University of Art and Design Halle and other places

What is this page?


This page lists works of an author who doesn't have a ResearchGate profile or hasn't added the works to their profile yet. It is automatically generated from public (personal) data to further our legitimate goal of comprehensive and accurate scientific recordkeeping. If you are this author and want this page removed, please let us know.

Publications (20)


Figure 1: Left: FPTEC Miura-ORI, in a closed configuration. Right: Close up of open Yoshimura-ORI. Both sheets were coated on the non-printed side and pressed under vacuum at 0.3 Pa.
Figure 2: L: first layer setup guide showing nozzle in contact with textile; CL: 500x magnification shows the effect of temperature on polymer penetration into the textile weave. CR: Top and edge finish on different cotton weaves. R: Second layer nozzle setup.
Figure 3: Building NIWASHI, from bare bones, gantry structure, prototype in progress, to functional printer
Figure 4: FPTEC Experiment Crease Patterns. From left: Orizuru, Miura45, FFDome, Resch4i
Figure 6: FPTEC Experiments paper vs FPTEC from left: Orizuru (paper crane), FFDome from FreeForm Origami Origamizer algorithm, Miura45, and Resch4i from ORI*gh

+1

Fold Printing: Using Digital Fabrication of Multi-Materials for Advanced Origami Prototyping
  • Conference Paper
  • Full-text available

September 2018

·

3,685 Reads

·

7 Citations

·

·

Hideaki Ogawa

·

[...]

·

Computational Origami invents a new kind of complexity: the highly irregular crease pattern, posing a significant challenge to foldability. We design a method for digital fabrication of multi-material composites to overcome issues of foldability and durability faced when producing functional prototypes with paper. Our fabrication method, called Fold Printing, uses off-the-shelf and customised 3D printing technology, heat pressing, and elastomers to control fold memory in Folded Polymer Textile Elastomer Composites (FPTEC). Our results show that Fold-Printing affords foldability of high-irregularity crease patterns, and can produce durable advanced origami prototypes.

Download

Fold Mapping: Parametric Design of Origami Surfaces with Periodic Tessellations

September 2018

·

14,899 Reads

·

15 Citations

We present a design method that prioritises in-context design for origami surfaces with periodic tessellations in a parametric CAD workflow using Grasshopper 3D. The key design criteria are: target geometry surface, user-defined folding patterns as periodic tessellations, and fold resolution. Using an error minimisation solver, we generate developable crease patterns from non-developable meshes. We evaluate our method through a study of a target geometry , Fold Mapped with various fold molecules at variable resolutions, and present a visual analysis as proof of form-fit to the target. This method affords rapid development of origami surfaces, bypassing significant trial and error in by-hand design processes.


Fig. 1. Gerfried Stocker at the opening of Project Genesis introducing Patricia Piccinini's The Listener. (©Ars Electronica. Photo: Tom Mesic.)
PROJECT GENESIS: ARS ELECTRONICA

September 2014

·

139 Reads

The Ars Electronica Centre opened Project Genesis in July 2013 to address arising social, technological challenges presented by Synthetic Biology through the lens of art and design. This paperdiscusses personal opinions from the curator Matthew Gardiner, alongside the collective strategies of the Ars Electronica team. Keywords: Synthetic Biology, Ars Electronica, Project Genesis, Exhibition, DNA, Synthetic Hybrids, Biomedia, Citizen Science- Programmable Nature, DNA, Folding, Origami.


Fig. 1. Perceived usefulness mediated the effect between the experimental treatment (information leaflet = 0, story = 1) and the wish to adopt the robot. 
Tell me your story, robot. Introducing an android as fiction character leads to higher perceived usefulness and adoption intention

March 2013

·

453 Reads

·

10 Citations

In a field experiment with N = 75 participants, the android telecommunication robot Telenoid was introduced in three different ways: participants either read a short story presenting the Telenoid as character, a non-narrative information leaflet about it, or they received no preliminary introduction at all before interacting with the robot. Perceived usefulness and behavioral intentions to adopt the robot were significantly higher in the story condition than in both other conditions. In line with the Technology Acceptance Model, reported usefulness additionally served as a mediator between treatment and adoption intention. This study is the first to apply findings from Narrative Persuasion to HRI and can prompt further discussion about stories as means to increase user acceptance of new robotic agents.


Participatory art cards & archive system for public exhibition: a case study through ars wild card

October 2012

·

64 Reads

This paper describes the general idea of Ars Wild Card: a mobile application for visitors to create their own art cards, to guide interactive art exhibitions. The art cards created by visitors are collected and shared on the Internet. The Ars Wild Card system generates an archive through visitors' participatory process in the exhibition. This research aims to search for important factors to create a communication bridge between people and public art exhibition. We present our findings as a case study from our practical applications of Ars Wild Card.


Figure 1. Interaction in the Shadowgram Station. 
Figure 2. Collectives on Communication Wall 
Figure 3. Examples the spring of 2011 "Linz changes". 
Figure 4. The Results of Categorization.
Figure 5. The high incidence of positive messages DISCUSSION Creativity in Shadowgram These are typical behaviors in the Shadowgram:  Communicating with other shadows  Communicating with the location  Creating a small story  Using the negative image of the sticker
Shadowgram: A case study for social fabrication through interactive fabrication in public spaces

February 2012

·

393 Reads

·

8 Citations

This paper describes a case study of Shadowgram as an application of interactive fabrication in public spaces to realize a creative communication environment based on an interactive installation, which generates sticker cutouts of the silhouettes of participants. In this paper, we propose an approach called Social Fabrication that stimulates communication in society. Finally, we assess the potential of our creative catalyst by installing Shadowgram in public events and through observation and analysis we examine the behavior of participants.


Figure 2. The finished design in context with printed graphics.  
Figure 3. Discover and Create Sheet  
SWITCH: Case study of an edutainment kit for experience design in everyday life

February 2012

·

150 Reads

·

1 Citation

We introduce a method to stimulate and catalyse the creativity of students and the general public in the field of experience design. The research is centered on a product design called SWITCH: a simple creative prototyping platform for everyday use which can be likened to picture frame containing a picture with two states, an on and an off state. The states are switched by one of three types of adjustable sensors (light, human, sound) and mechanism. The pictures can be easily customized with analogue art materials like pens and brushes. Our core motivation was to design a product that would bypass the inherent complexities of technology as much as possible, and directly engage the student in creating their own experience design concept with SWITCH. In this paper we introduce our motivation, methods, design and workshop strategies, and evaluations from workshops with the general public.


Figure 1: Shadowgram process: User in front of light box (left) and real-time shadow (middle-left); a finished shadowgram (middle-right); Shadowgram social brainstorming board at Tokyo Design Touch, Japan; the background illustration guides the placement and context, note the playfulness in the body language of the participant, (right) 
Social brainstorming via interactive fabrication

November 2011

·

101 Reads

·

1 Citation

We present Shadowgram as an outcome from our research into catalyzing the creativity of audiences, in particular for the task of social brainstorming through interactive fabrication. We discuss our motivation to design Shadowgram as a natural extension of existing fabrication technologies. We discuss the functional aspects of the design and implementation, and conclude with directions for further detailed research.



The city at hand: Media installations as urban information systems

October 2010

·

36 Reads

·

2 Citations

This paper describes an approach to design a novel system for presenting data related to a city in an intuitive and metaphorical way. By using interactive surfaces and the coupling of information with graspable physical objects, urban data, maps and live sensors built around the physical model of a city can be used to engage discourse and civil participation. This research group aims to create new media installations for bridging the gap between citizen and urban data. In this research, we realized two installations named "Changing Linz" and "SimLinz". By providing different interaction modalities to generate and visualize views of datasets, the systems support new insights on statistical and real-time information of a city. The paper is a case study of urban information presentation systems that were built for public installations in the city of Linz.


Citations (8)


... The study examined these processes, considering variations in tessellation methods, the influence of material knowledge on tessellation processes, and the impact of material characteristics on form finding. the literature were investigated, in Megahed's (2017) research study, it can be determined that students can think about spatial transformations in their manual experiences while making mathematical calculations in the processes of tessellation in origami studies. In some studies, it is seen that they consider the material together in the last process by experiencing their form-finding orientation with the digital fabrication process thanks to the origami technique they modeled through digital computational design tools (Hemmerling et al. 2018;Gardiner et al. 2018). These studies did not determine the contribution of material knowledge, the processes of dividing the material into digital tools experiences, and the differences between thinking practices. ...

Reference:

Transformation of Geometry from 2D to 3D: Revisiting Origami in a Digital Design Course
Fold Mapping: Parametric Design of Origami Surfaces with Periodic Tessellations

... The process follows two simple steps: 1) thin layers of decorative and functional elements are printed using a typical fused deposition modeling (FDM) 3D printer, and 2) they are transferred to textiles by directly ironing them onto the fabric using a household clothing iron.We leverage the working principle of thermoplastic filaments, where when they are heated, they become soft and adhesive. The approach also eliminates issues in direct 3D printing on textile [22,27] such as, poor adhesion and warping [29,65,75], nozzle tangling with the fabric [82], and creep or filament popping issues [22,82]. More importantly, the approach can be scaled to large clothing items and textile objects with uneven surfaces and texture (e.g., plush toys), that are difficult to fit on 3D print beds [82]. ...

Fold Printing: Using Digital Fabrication of Multi-Materials for Advanced Origami Prototyping

... Applying these notions to HRI, playful design can be realized, for example, through anthropomorphism in form of gender-inspired robotic body shapes (Bernotat et al., 2017), or introducing the robot by means of a narrative (Rosenthalvon der Pütten et al., 2017;Mara et al., 2013). In contrast, team aspects, such as setting a cooperate challenge (Carlson et al., 2015), can be regarded as gameful design. ...

Tell me your story, robot. Introducing an android as fiction character leads to higher perceived usefulness and adoption intention

... Games that are based on tangible user interfaces and interactive tabletops have often been the focus for investigations, for example STARS [13], Weathergods [1], PINS [8], Inc-reTable [10], Optical Chess [20], Comino [11] or Futura [16]. However, only few have been done for active tangible interaction. ...

PINS: A prototype model towards the definition of surface games
  • Citing Conference Paper
  • October 2008

... Many designs for remote communication which experiment with local physical embodiments of remote presence have been presented in research literature. Examples include SmallConnection, which conveys "faint information such as light, wind and touch" via robotics [51]; shape-changing tactile robotic devices such as Bendi [53], RobotPHONE [61], and Vital + Morph [11]; Mobile Feelings, which transmits "body data" such as breath and heartbeat [64]; and "digital but physical surrogates," which are small robotic avatars for remote colleagues [22]. Design implications for fostering and nourishing intimate relationships have followed from prototypes like the Cube and the Picture Frame [19], and Hugvie [36]. ...

SmallConnection: designing of tangible communication media over networks

... For example, Ogawa et al. [17] have studied what they call Social Fabrication, a shared experience of digital fabrication. They suggest two essential elements for realising it, (a) the "setting of a proper frame and topic and motivation" and (b) "a way to illustrate both individual and collective perspectives" [17, p.58]. ...

Reference:

Data-Things
Shadowgram: A case study for social fabrication through interactive fabrication in public spaces

... A common strategy is to display information at the exhibit using television screens or, more recently, interactive kiosks and touchscreens that allow visitors to select information and media that matches their interest ( Fig. 6.2). There has been long-standing interest in the potential for mobile devices to provide visitors with access to navigational and interpretive information, dating back to PDA (personal digital assistant)-type devices and feature phones with limited multimedia capabilities (Arita- Kikutani and Sakamoto, 2007;Ohashi et al., 2008). Mobile technologies that provide visual or spoken content about zoo animals can establish an environmental framing for seeing animals (Yocco et al., 2015), strengthen links between prior learning and the animals on exhibit (Arita- Kikutani and Sakamoto, 2007) and allow visitors to access information about animals they find particularly interesting (Nagaoka et al., 2018). ...

Making new learning environment in zoo by adopting mobile devices
  • Citing Conference Paper
  • September 2008

... One of the advantages of the FabLabs, because of its configuration and to the particular technological endowment, is the ability that they offer, both to personal users as well as to entrepreneurs and even, companies, to transform ideas quickly into physical objects or design prototypes, improving creation and development process (Álvarez, González de Canlaes & Puentes, 2013;Bosqué, 2013;Buching, Walter-Herrmann & Schelhowe, 2012;Paio, Eloy, Rato, Resende, & de Oliveira, 2012;Velasco, Brakke & Chavarro, 2015;Willemaerts et al., 2011). Likewise, its CAD's design capabilities also allow the experimentation and learning in educational environments (Wolf, Troxler, Kocher, Harboe & Gaudenz, 2013) where they are particularly present, as well as the expression through the new processes and materials in the artistic field (Blikstein & Krannich, 2013;Buching et al., 2012;Krannich, Robben, & Wilske 2012;Mostert-Van Der Sar, Mulder & Remijn, 2013;Paio, Eloy, Rato, Resende, & de Oliveira, 2012;Posch, Ogawa, Lindinger, Haring & Hörtner, 2010;Stager, 2013).That way, from an organizational point of view, the FabLab can be defined as a self-managed organizational device open to the public, which favors exchanges and interactions within a community focused on access, besides the ICT, to numerical technologies (Bouvier-Patron, 2015). These spaces of creation (Wolf et al., 2013) are summarized, as indicated by Troxler (2010), as a learning community environment and of business generation which stimulates learning and development. ...

Introducing the FabLab as interactive exhibition space