論文アブストラクト： Creating new 3D printed objects by recombining models found in hobbyist repositories has been referred to as "re-mixing". In this paper, we explore how to best support users in remixing a specific class of 3D printed objects, namely those that perform mechanical functions. In our survey, we found that makers remix such machines by manually extracting parts from one parent model and combine it with parts from a different parent model. This approach often puts axles made by one maker into bearings made by another maker or combines a gear by one maker with a gear by a different maker. This approach is problem-atic, however, as parts from different makers tend to fit poorly, which results in long series of tweaks and test-prints until all parts finally work together. We address this with our interactive system grafter. Grafter does two things. First, grafter largely automates the process of extracting and recombining mechanical elements from 3D printed machines. Second, it enforces a more efficient approach to reuse: it prevents users from extracting indi-vidual parts, but instead affords extracting groups of me-chanical elements that already work together, such as axles and their bearings or pairs of gears. We call this mecha-nism-based remixing. In a final user study, all models that participants had remixed using grafter could be 3D printed without further tweaking and worked immediately.
論文アブストラクト： E-Textiles are fabrics that integrate electronic circuits and components. Makers use them to create interactive clothing, furniture, and toys. However, this requires significant manual labor and skills, and using technology-centric design tools. We introduce Sketch&Stitch, an interactive embroidery system to create e-textiles using a traditional crafting approach: Users draw their art and circuit directly on fabric using colored pens. The system takes a picture of the sketch, converts it to embroidery patterns, and sends them to an embroidery machine. Alternating between sketching and stitching, users build and test their design incrementally. Sketch&Stitch features Circuitry Stickers representing circuit boards, components, and custom stitch patterns for wire crossings to insulate, and various textile touch sensors such as pushbuttons, sliders, and 2D touchpads. Circuitry Stickers serve as placeholders during design. Using computer vision, they are recognized and replaced later in the appropriate embroidery phases. We close with technical considerations and application examples.
論文アブストラクト： We develop a novel method printing complex self-folding geometries. We demonstrated that with a desktop fused deposition modeling (FDM) 3D printer, off-the-shelf printing filaments and a design editor, we can print flat thermoplastic composites and trigger them to self-fold into 3D with arbitrary bending angles. This is a suitable technique, called Thermorph, to prototype hollow and foldable 3D shapes without losing key features. We describe a new curved folding origami design algorithm, compiling given arbitrary 3D models to 2D unfolded models in G-Code for FDM printers. To demonstrate the Thermorph platform, we designed and printed complex self-folding geometries (up to 70 faces), including 15 self-curved geometric primitives and 4 self-curved applications, such as chairs, the simplified Stanford Bunny and flowers. Compared to the standard 3D printing, our method saves up to 60% - 87% of the printing time for all shapes chosen.
論文アブストラクト： We present metamaterial textures---3D printed surface geometries that can perform a controlled transition between two or more textures. Metamaterial textures are integrated into 3D printed objects and allow designing how the object interacts with the environment and the user's tactile sense. Inspired by foldable paper sheets ("origami") and surface wrinkling, our 3D printed metamaterial textures consist of a grid of cells that fold when compressed by an external global force. Unlike origami, however, metamaterial textures offer full control over the transformation, such as in between states and sequence of actuation. This allows for integrating multiple textures and makes them useful, e.g., for exploring parameters in the rapid prototyping of textures. Metamaterial textures are also robust enough to allow the resulting objects to be grasped, pushed, or stood on. This allows us to make objects, such as a shoe sole that transforms from flat to treaded, a textured door handle that provides tactile feedback to visually impaired users, and a configurable bicycle grip. We present an editor assists users in creating metamaterial textures interactively by arranging cells, applying forces, and previewing their deformation.