Peiman Fallahian’s scientific contributions

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Publications (2)


Overview of the proposed methodology.
Workflows of Apprentice Studio.
(a) Start pose; (b) end pose.
Chisel action simulation.
(a) Animating frame sequences in Blender; (b) Enhancing enhancing rendering in Blender.

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Physics-Based Tool Usage Simulations in VR
  • Article
  • Full-text available

March 2025

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11 Reads

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Dimitris Zourarakis

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[...]

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Andriani Stamou

The need for scalable, immersive training systems is universal and recently has been included in fields that rely on complex, hands-on processes, such as surgery operations, assembly operations, construction processes training, etc. This paper examines the potential to support immersive training via digital tool manipulation in the domain of traditional handicrafts. The proposed methodology employs Finite Element Method simulations to compute material transformations and apply them to interactive virtual environments. The challenge is to accurately simulate human–tool interactions, which are critical to the acquisition of manual skills. Using Simulia Abaqus (v.2023HF2), crafting simulations are authored, executed, and exported as animation sequences. These are further refined in Blender (v3.6) and integrated into Unity to create reusable training components called Action Animators. Two software applications—Craft Studio (v1.0) and Apprentice Studio (v1.0)—are designed and implemented to enable instructors to create training lessons and students to practice and get evaluated in virtual environments. The methodology has wide-ranging applications beyond crafts, offering a solution for immersive training in skill-based activities. The validation and evaluation of the proposed approach suggest that it can significantly improve training effectiveness, scalability, and accessibility across various industries.

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Modelling and Simulation of Traditional Craft Actions

September 2024

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109 Reads

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3 Citations

The problem of modelling and simulating traditional crafting actions is addressed, motivated by the goals of craft understanding, documentation, and training. First, the physical entities involved in crafting actions are identified, physically, and semantically characterised, including causing entities, conditions, properties, and objects, as well as the space and time in which they occur. Actions are semantically classified into a taxonomy of four classes according to their goals, which are shown to exhibit similarities in their operation principles and utilised tools. This classification is employed to simplify the create archetypal simulators, based on the Finite Element Method, by developing archetypal simulators for each class and specialising them in craft-specific actions. The approach is validated by specialising the proposed archetypes into indicative craft actions and predicting their results in simulation. The simulated actions are rendered in 3D to create visual demonstrations and can be integrated into game engines for training applications.

Citations (1)


... In addition, we investigate the similarity of the described gestures with similar gestures found in other crafts. In [102], actions are mapped to "archetypal" FEM-based simulations, abstracting elementary crafting actions. The schema translates these archetypes into executable simulations with specific objects, shapes, gestures, and materials. ...

Reference:

A Digitally Enhanced Ethnography for Craft Action and Process Understanding
Modelling and Simulation of Traditional Craft Actions