=Paper= {{Paper |id=Vol-1734/fmt-proceedings-2016-paper12 |storemode=property |title=Embodied Material Guidance: Augmenting Material for Carving |pdfUrl=https://ceur-ws.org/Vol-1734/fmt-proceedings-2016-paper12.pdf |volume=Vol-1734 |authors=Marcel Penz,Sreyan Ghosh |dblpUrl=https://dblp.org/rec/conf/fmt/PenzG16 }} ==Embodied Material Guidance: Augmenting Material for Carving== https://ceur-ws.org/Vol-1734/fmt-proceedings-2016-paper12.pdf
        Embodied Material Guidance: Augmenting Material for Carving

                         Marcel Penz                                                        Sreyan Ghosh
                   Umeå Institute of Design                                       National Institute of Design, India
                      Umeå University                                                      R & D Campus,
                  SE-90187 Umeå, Sweden                                          Bangalore 560 022, Karnataka, India
                  marcel_penz@hotmail.com                                               contact@sreyan.com

                            Abstract                                       et al., 2009). Also, for crafting three dimensional
                                                                           models, hybrid approaches that combine digital and
      When learning a new skill, video tutorials are                       physical components are being developed (Golsteijn et
      often the first choice to get help. For creative                     al., 2013, Oe, Shizuki & Tanaka, 2012). However
      domains like carving, this is often not                              augmenting or enhancing the craft material itself is not
      sufficient as the desired expression require                         very well explored. Often the main focus is to support
      reacting on changes in the form constantly. A                        building digital models by interacting with physical
      crucial part of the making process is a close                        material (Reed, 2009, Smith, Thomas & Piekarski,
      observation of the material. Looking at                              2008). In our work we focus on the craft’s material
      various domains we have chosen wood                                  itself and how a user can be supported in shaping the
      carving, to propose new forms of interactions                        material. The context is carving where we assume that
      that can support creative learning processes.                        3D printing material suited for carving can be created.
      Instead of focusing on tools we aim to                               In a different context researchers are already working
      augment the material for the novice carver.                          on wood-inspired 3D printed material (Compton &
      The concept aims to reduce the fear of                               Lewis, 2014).
      learning by replacing traditional carving
      material (like wood) with 3D printed material.                       2 Research & Ideation
      Guides on where to carve are part of the
      printed base material and form embodied
      guidance. We assume artistic self expression                         2.1 Ideation Workshop
      as an additional goal for carving and provide
      added levels of randomness to the material                           In order to better scope the project we invited design
      structure through variable colors and material                       students to participate in an ideation workshop
      densities while using Virtual Reality (VR) to                        revolving around the question of how the future home
      provide a change in perspective.                                     can be a place for collaborative making and learning
                                                                           through making. During the 45 min workshop, six
                                                                           students of the Master’s programme in Interaction
 1 Introduction                                                            Design at the Umeå Institute of Design were asked to
 The success of numerous online tutorials for making                       follow a set of tasks involving reflecting on hobbies
 indicates how people gather first hand insights in                        and their tools and how the tools will change in the
 learning a new skill. Free online platforms for learning                  future. Some participants found it difficult to force
 such as edx.org, coursera.org or others offer a variety                   features onto tools that should enable creativity.
 of courses for both hands-on and theoretical                              During the final discussion a common point of view
 knowledge building conveyed through video. Often                          was created stressing that tools should be enablers
 tutorials allow for copying a stepwise process to                         rather than means for creativity. By not focussing on
 achieve a certain goal. For artistic activities like                      the tools we were inspired to think about the material
 painting, clay modelling or wood carving static videos                    instead. Hence we decided to take an approach of
 – which don’t adapt to the learner’s context – are only                   augmenting the medium i.e, the carving material.
 of limited help. For painting different interactive
 systems have been created that have the potential to                      2.2 Research on Tutorial Videos for Making
 support the learner by enhancing brush and/or canvas
                                                                           To identify the issues that the hobbyist carver faces, we
 by digital components (Otsuki et al., 2010, Vandoren
                                                                           reviewed tutorial videos on the web (Farnsworth, 2014,
                                                                           Schrettl, 2014) trying to place ourselves in the mindset
Copyright © by the paper’s authors. Copying permitted only for private
and academic purposes.
                                                                           of a beginner in that field. Our reflections towards
                                                                           these videos helped us identify a few issues. When
In: W. Aigner, G. Schmiedl, K. Blumenstein, M. Zeppelzauer (eds.):
Proceedings of the 9th Forum Media Technology 2016, St. Pölten,
                                                                           staying in the virtual world, support through video
Austria, 24-11-2016, published at http://ceur-ws.org



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Embodied Material Guidance: Augmenting Material for Carving




 seems to work effectively e.g. for digital tools such as       material. This is defined through 1.), contrast in color
 creative software (Photoshop, 3DS Max). We assumed             between the horse and the waste material and 2.)
 that the flat representations on the screen perform            through guiding dots aligned with the edge of the horse
 inadequately when it came to learning with actual              (see fig. 1.2a, 1.2b and fig. 2). The user should also be
 tangible material. Videos are sufficient for defined           able to add additional color gradients (see fig. 1.2a). A
 tasks or step-by-step instructions. However, videos do         sensor unit is embedded in the print, able to
 not work as well for artistic expression such as carving       communicate with a VR headset. After the block is 3D
 due to the fact that the material in the user’s hand will      printed (see fig. 1.3) she can carve the print
 always be perceived differently than the one displayed.        immediately (see fig. 1.4). The more she cuts, the more
 The biggest challenge for the novice carvers seemed to         guiding dots appear making her aware where to carve
 be in the ability to understand when to stop carving.          away more material. As the color of the material
                                                                changes while cutting she is inspired to modify the
 3 Concept                                                      final shape for aesthetic reasons. To achieve a better
                                                                understanding of the proportions of the object inside,
 “Every block of stone has a statue inside it and it is the     she can use the sensor unit in her workpiece to connect
 task of the sculptor to discover it” — Michelangelo            to VR headset using wireless technology. By switching
 Buonarroti.                                                    to VR she gets to see her work from a different
    In the same way a blank page can be a barrier for a         perspective (see fig. 1.5).
 writer a block of wood can be an issue for a sculptor.
 Once this issue is overcome, the process of turning this       3.2 Embodied Guidance: Guiding Dots, Color
 block of wood into a small figurine without using              Gradients and various Levels of Material Density
 machinery requires both craft skills and skills for
 creative expression. In our concept we propose using
 3D printing to create a specialized base material for
 carving embodied guidance. In this way we want to
 guide the carver towards a shape that is already part of
 the carving block and foster a dialog with the carving
 material through this augmentation. In addition we use
 VR as part of supporting creative reflection.
                                                                   Figure 2: Left: Cut out of the 3D printed material,
 3.1 Scenario                                                   middle: guiding dots at the surface of the horse, right:
                                                                color gradients to indicate proximity to the final shape

                                                                When creating a drawing people use techniques like
                                                                tracing paper as support. The supporting techniques for
                                                                a novice carver creating 3D shapes are limited. Often
                                                                carvers draw guiding lines on the workpiece that are
                                                                carved away immediately, hence using 2D solutions
                                                                for a 3D problem. When interviewing makers we
                                                                discovered that – especially for beginners – there is
   Figure 1: Diagram showing the different steps of the         often the fear of carving away too much from the
  concept from downloading a 3D model to carving it             carving material. By printing guiding dots in the base
       out and using VR to change perspective                   material, drawing lines becomes obsolete and
                                                                confidence is fostered. As the novice carver starts to
 The user is inspired to carve out the iconic Swedish           carve out the printed block, a visual imprint of the
 Dala horse (Swedish: Dalahäst) and downloads or                horse inside the block emerges. This acts as feedback
 builds her own CAD model (see fig. 1.1). In a software         that helps the carver to stop carving in time, thus
 similar to current 3D printing software, she imports the       overcoming the challenge of carving in too deep.
 model that is embedded in a virtual cube (see fig. 1.2).       Further for intermediate users we envision various
 Control elements let her choose how much of the horse          levels of support by limiting the guides indicating the
 should be visible when later cutting through the               border of the shape adjusted in software (see fig. 2,




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 center image). In this way we aim to support the             turbulences will lead to uniform coloring. Higher
 learning process. We also envisioned embedding a             levels of turbulences will cause multi-color 3D
 color gradient changing the color from a surrounding         gradient patterns (see fig. 3). In the same way material
 boundary box to the object inside. When the novice           density could change as well. This is an attempt to
 carver sees the change in color, she is made aware that      mimic natural material qualities characteristic to wood.
 the enclosed object is starting to surface (see fig. 2,      The same way the wood’s growth direction can inspire
 right image). Other ways of showing when the carver          the wood carver to carve different shapes, artificial
 gets close to the object could be to use variable            randomness can hint towards a shape that the creator
 densities of material, a property that can be set for 3D     has not thought of before.
 printers. By increasing the density of the object inside
 (the Dala Horse) as compared to the surrounding              3.3.2 Changing Perspective: Using Virtual Reality
 carving block tactile feedback can be provided.
                                                              In a last step we experimented with the virtual
 3.3 Creative Reflection on the Material                      representation of the initial shape using VR. A good
                                                              practice in (abstract) painting is to physically step back
 We focus on the relationship between the user and the        from the painting to see how the latest brush strokes
 material, almost trying to allow for a reflective            have changed the overall composition. It is a state of
 conversation, where the material provides rich               observation and reflection that allows for constant
 feedback on how it is treated. To achieve this, we           acting and reacting on the painting. Other than this
 propose change in material through adding randomness         example of a two dimensional canvas, the 3D object
 in the color gradients and providing the option to           allows us to explore the material also from the inside.
 change perspective in VR.                                       With the help of a virtual reality headset the user
                                                              can place herself inside the box with the object in front
                                                              of her. This makes her aware of the parts that are not
                                                              carved out yet and may open up for changing the
                                                              direction she wants to pursue. By adding a small
                                                              inertial measurement unit (IMU) the workpieces
                                                              orientation can be tracked and transmitted to a VR
                                                              headset using wireless technology. The physical model
                                                              acts as controller for the user to navigate in 3D space,
                                                              where the user can move around the virtual
    Figure 3: Different turbulences within the gradient       environment by moving the physical object (see fig. 4).
                                                              We created a prototype in Unity & Arduino to
                                                              communicate ways to navigate in virtual space and
                                                              presented it to people (see next section). Since the user
                                                              holds the partially carved out object in her hand she
                                                              gets rich tactile feedback while at the same time seeing
                                                              the model from the inside. This disruptive experience
                                                              might encourage the user to change the way she thinks
                                                              about the workpiece. After establishing the experience
                                                              of the inside view, the user will return to the physical
    Figure 4: View from the inside of the carving block       world continuing to carve, having the possibility to
                                                              revisit the virtual space at any time during the process.

 3.3.1 Fostering Creativity by adding Randomness              4 Evaluation & Reflection
 As described before guides can be printed in form of
 guiding dots or color gradients. However the guiding         4.1 Interviews
 color gradient doesn’t have to be linear. By enabling
 the user to add gradient turbulences, the embedded           We proceeded to interview four makers to gain
 object becomes slightly distorted. A low level of color      qualitative feedback on our concept. The interview
                                                              participants were chosen based on their background




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 and skill in craftsmanship. We interviewed a teacher           that this material could be manufactured easily. Also
 for making physical prototypes, a product design               research suggests that this kind of material can be
 student and passionate maker, a prototyper in a design         produced (Compton & Lewis, 2014).
 consultancy who likes to tinker in his free-time, and an
 owner of a 3D printing shop. The participants were             4.3 Beyond Carving
 asked questions around their personal experience with
 making at the beginning of each interview. Some                We feel confident that there are advantages in
 recurring topics in all the conversations were:                augmenting material by adding additional information
    Sources of inspiration and the reason for making            as part of the manufacturing process. Changes within
 including: Solving a specific problem through making,          the material can provide extra information e.g.
 inspiration by different materials or inspiration through      considering abrasion and wear of material or inside
 finding interesting projects (online). We also learned         predetermined breaking points. We hope that this
 that the tool plays different roles for different people       concept inspires others to explore new possibilities on
 ranging from being the center of the activity to being         how to physically augment material.
 mere means to achieve a goal. Lastly we got to know
 different drivers for making that can either be outcome        5 Conclusion
 driven vs. process driven as well as making as
 purposeful vs. making as artistic expression. Especially       In this paper we present a concept to support novice to
 the distinction between drivers has implications for our       intermediate skilled people interested in carving. As a
 design, as our concept is not meant to focus on creating       main incentive to carve we assume artistic self
 to fulfill a need but is a learning tool for expression in     expression and the learning/ skill building of carving as
 3D physical objects. When presented with the concept           handicraft. Our proposal focuses on the dialog between
 the interviewees saw great value in the material having        the learner and the material and how the material can
 an embodied object and agreed that the concept could           be augmented to be more expressive. We show this in
 definitely work to train and encourage people to carve.        three parts of our concept: First, the materialization of
 The concept of variable gradients as a guide to stop           guidance manifested in a 3D printed block (embodied
 carving and start sanding was highlighted positively.          guidance). This allows the user to fully concentrate on
 While the prototyper and the product designer saw              the material and the learning process. The embodied
 value in using VR to gain a different perspective, the         guides aim to reduce fear of making mistakes and to
 teacher did not agree and stated that the shift in             encourage training, since the final product is already
 medium causes disconnect and the user should not be            part of the workpiece. Second, to support for more
 made to leave the material at any stage of the carving         creative exploration of the material we envision the
 process. The print shop owner suggested that the               functionality to change the inner structure (color
 density of material should also vary along a gradient          gradients and density) of the material by adding
 along with the colors.                                         randomness. Both embodied guidance and the creative
                                                                reflection with the material allow learning how to
                                                                carve by making use of the digitally enhanced material
 4.2 Technical Limitations
                                                                while staying in the physical world interacting with it
     Adding the virtual reality feature would lead to           in a tangible way. Third, we offer a way to use the
 multiple problems. The first one concerns the sensor           digital realm for changing the perspective to see inside
 unit embedded in the work piece. To our knowledge it           the physical workpiece using VR. We created
 is currently not possible to print the sensor at the same      prototypes used in discussions with four makers. In
 time as the carving block. One way to work around this         those discussions we found that the makers were
 could be to add the electronics manually in the printing       generally enthusiastic regarding various levels of
 process. The second problem is the changing shape of           support and they could see value in random changes of
 the module that cannot be tracked easily with available        the material structure. However, not everyone agreed
 sensor technology. However research in this direction          on the importance of switching between VR and
 has already been conducted (Reed, 2009, Smith,                 physical world while carving.
 Thomas & Piekarski, 2008).
     To our knowledge there is currently no material
 available that supports carving. However, when
 interviewing an 3D printing expert he felt confident




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