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Projects

Real-time manipulation & code generation for 6-axis robotic arms.

Real-time manipulation & code generation for 6-axis robotic arms.

Real-time manipulation & code generation for 6-axis robotic arms.

2020

Making Gestures: a personal design and Fabrication system.

Real-time manipulation & code generation for 6-axis robotic arms.

Real-time manipulation & code generation for 6-axis robotic arms.

2015

SkeXL: Sketch to shape.

Real-time manipulation & code generation for 6-axis robotic arms.

Digital futures 2020: Smart collaborative Agents

2018

Digital futures 2020: Smart collaborative Agents

Digital futures 2020: Smart collaborative Agents

Digital futures 2020: Smart collaborative Agents

2020

ML1D

Digital futures 2020: Smart collaborative Agents

Enabling deep perception for on-site robotics

2020

Enabling deep perception for on-site robotics

Digital futures 2020: Smart collaborative Agents

Enabling deep perception for on-site robotics

2019

CrowdScale Interactions: 1D plattform

Saccade Gaze Prediction: Understanding HowHumans Visually Explore 3D Space

Saccade Gaze Prediction: Understanding HowHumans Visually Explore 3D Space

2019

Saccade Gaze Prediction: Understanding HowHumans Visually Explore 3D Space

Saccade Gaze Prediction: Understanding HowHumans Visually Explore 3D Space

Saccade Gaze Prediction: Understanding HowHumans Visually Explore 3D Space

2018

Constructing Numerical Control

Saccade Gaze Prediction: Understanding HowHumans Visually Explore 3D Space

Constructing Numerical Control

2015

Other projects

Alchemic Printing

Constructing Numerical Control

Here you can check my past projects in Design, Architecture, app development and computational design. 

Alchemic Printing

Alchemic Printing

Alchemic Printing

2019

Radical Ceramics

Alchemic Printing

Alchemic Printing

2019

Saccade Gaze Prediction

Understanding how Humans Visually explore 3D space

Humans are excellent at aggregating information as they visually explore 3D

spaces. Understanding how humans do this is essential for building robust, mobile,

intelligent systems such as a robotic agent. While we have recently gained some

insight as to how humans aggregate information while scanning a 2D image, this

is a largely superficial understanding and explicit work is needed to understand

how humans visually navigate 3D spaces. To do this, we propose a novel model

for predicting human fixation sequences, using data collected from a virtual reality

head set and pupil trackers. The model is designed around many of the challenges

presented by predicting a non-deterministic sequence like humans saccades. In

order to do this in the most controlled and interpretable way, we built our own

data set of virtual reality videos with pupil tracking measurements. We hope that

this model will lead to increased understanding of the aggregation of human 3D

information, as and ultimately the development of more robust robotic agents.


paper

6.861 Science of Intelligence


Instructors:

Poggio, Ullman, Winston, Boix


Authors:

Diego Pinochet 

Julian Alverio

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Radical Ceramics

Sci 6317 - Harvard GSD

Robotic ceramic printing in adaptive flexible molds. 


Project develope3d at the SCI material systems class taught by Nathan King and the ceramics lab at Harvard. 

go to the FIND OUT MORE for further information. 


  6317 SCI - Material Systems
Instructor:Nathan King  Authors: Molly MasonAlejandro Gracia Diego Pinochet   

Find out more

Interactive robot manipulation

Enabling deep perception for on-site robotics

 Project developed for the class Intelligent Robot Manipulation at course 6. The goal was to do real-time object detection from point cloud data. Integrating point cloud data from RGBD cameras (intel real sense) and Machine learning models for object segmentation (YOLACT), the project’s main goal was to detect and segment objects from the camera’s live feed. By segmenting point clouds with the detected items, we can obtain relevant information for robotic manipulation such as the object’s rigid transform, bounding box (for grasping), and dimensions. With that information , the system can be integrated into closed loop robotic systems for intelligent manipulation calculated in real-time. 

  

If the implementation of on site robotics is the aim of the construction industry to build better and smarter, current robotics implementations must aim for the implementation of real time perception that could enable close loop systems for improved on site construction. Can we improve object detection and point cloud segmentation using recent algorithms for fast object recognition? Recent algorithms for fast object recognition and segmentation can help to improve better point cloud segmentation due to their speed and embedded capacity to generate masks that eliminate intermediate steps in cleaning point clouds. We propose the generation of a new pipeline for real time point cloud segmentation using YOLACT[1] as an alternative to FasterRCNN [2] for object detection. The main goal of our work is to generate a pipeline for real time object detection and pose detection from RGB-D data.

  6.881 -  Interactive Robotic Manipulation


Authors:


Diego Pinochet

Lukas Lesina Debiasi 

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Constructing Numerical Control

Winter Workshop Series HKU

 Computer Numerical Controlled (CNC) machines are everywhere. Since the invention of modern CNC mills at MIT in 1952, engineers motorized different ‘End Effectors” and invented CNC laser cutting,welding, plasma cutting, bending, spinning, punching, gluing, sewing, tape and fiber placement,routing, picking and placing. Architecture and Design students operate laser cutters with ease every day, yet very few know how CNC technology works or how they could expand their ideas about the creative use of Robotics. Today's architectural practice is rapidly becoming a field for experimentation not only for the creation of innovative buildings but also for the creation of innovative tools to design and build our creations. This workshop will be divided in two parts. First it will present the mechanical and electrical theories about every component in a typical 2 axis CNC machine (i.e: a laser cutter) and later it will focus in the methods to generate/program CNC machines expanding their typical use towards more creative/innovative applications in architectural design. Participants (either alone or in groups of two) will then build their own XY axis CNC pen plotter in a hands-on session led by tutors from HKU (Victor Leung) and MIT (Diego Pinochet). Students will also program their machines to make drawings that will be exhibited. Students are encouraged to come up with ideas to modify the machine for other novel applications, such as CNC milling, rotary axis, Interactive 

Workshop at Hong Kong University


Instructors:

Diego Pinochet

Victor Leung

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Alchemic printing

Additional Information

Computational design and fabrication methods have been challenged over the past years in relation to

their capacity of embracing designer's personal style and autographic footprint. In addition, computational

design and fabrication have been critically questioned in relation to how through the use of numerically

controlled machines -not only at a formal but also material level- imply a specic way of thinking and

making that seeks for perfect outcomes. Furthermore, material computation and a new found importance

in materiality centers the discussion in terms of how digital fabrication through its inherent fragmented

nature -in terms of transition from idea to object- can incorporate the uniqueness of designers’ intentions

and everchanging enviroment conditions.

How can we compute in realtime the outcome of a process which is typically a by product of a set

translations and intermediate representations from idea to physical object?

How numerically control machines can be reformulated as devices for material computation in a more

performative alchemic way instead of a predened template?

The main purpose of this research was to develop an alchemic system for material computation through the

use of personal fabrication machines. I proposed a method of alchemic computation for additive

manufacturing in which the designer can compute and mix in realtime dierent components to build

physical objects with multiple material properties. The main goal is to generate a device and methodology

to express designer's intentions both as a formal and material level.

The independent study builds upon previous research about interactive personal fabrication and

interactive machines that aimed to generate a system that would allow designers to imprint their own style

and ways of making into unique objects embracing the fruitfulness of impresicions and indelities of

material alchemy.

The system is composed by a three axis 3D printer connected to a variable material mixing device controlled

in realtime by the designer using gestures. By the use of 2 numerically controlled syringes, the system allows

the emergence of unique material congurations by the combination of 2 or more materials in realtime. The

machine was designed from scratch as a modular system that can add more more materials to the mix as an

alchemic way of computing the physical emergence of the produced objects.

The rst part of the project was developed during the spring 2019 semester and consisted in hardware

design and fabrication using 3d printer components and standard mechanical parts. The system is

controlled by a DUET 3D board capable of controlling both extruders as well as the 3 motion axes of the

machine.

The second part of the research will be developed during the fall 2019 semester and consists in material

tests, controller and sensors fabrication and interface programming.

Independent study 


author: Diego Pinochet


supervisor: Terry Knight

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REAL-TIME MANIPULATION & CODE GENERATION FOR 6-AXIS ROBOTIC

4.180 - Introduction to robotics MIT


Description:

I developed a system for using hand tracking systems to calculate Inverse Kinematics in real time using gradient Descent. I used C# and Unity as platform developments and UDP protocols to connect Unity and grasshopper to send the information to Kuka PRC ( a system for KRL code generation). 





4.180 Introduction to robotic fabrication

Instructor : Zain Karsain
Spring 2020 

Digital futures

DIGITAL FUTURES 2020: SMART COLLABORATIVE AGENTS

 

Nowadays, with the advent of new techniques in deep learning,  considerable research is being conducted in the area of Computer Science, focusing on the improvement of computer vision systems for pattern recognition or learning systems as a way to understand and model state of the art AI. As an example, current research implies the work on different areas that go from the development of different convolutional neural networks (for image classification or prediction), Generative Adversarial Neural Networks (for the creation of content), to the generation of ‘policies’ and learning algorithms (by which agents learn tasks in controlled environments). Nevertheless, considering that design is neither pure pattern recognition nor pure classification -and if vision remains a complex topic for computer science-, the concept of a learning agent in a simulated environment opens a door for the development of alternative approaches to enable AI and design. Departing from the oculocentric design approach to AI, the integration of additional parameters such as physics simulations, touch, gestures, temporality, and so on, the possibilities for interaction with digital systems grow exponentially. How do computational models can be developed to understand alternative methodologies enhancing the antithetical qualities of humans and machines in a simulated complex digital environment?  In recent years, the goal of many research projects related to AI and design start from questions such as How can machines think creatively? This question builds and seeks similar goals of early AI and CAD proponents from the 1960s concerning the generation of an intelligence that would help designers through augmentation by automation. Nevertheless, if we attend to what Carr (2014) argues, ‘… when it comes to performing demanding tasks, whether with the brain or the body, computers are able to replicate our ends without replicating our means,’ we can enter into the discussion about concepts related to meaning, originality, and autographic work that are essential in the design enterprise.   In this brief workshop we will use state of the art techniques to generate methodologies for interaction with a ‘virtual machine’ to propose alternative methods for designing, building, or even with agents toward a specific goal. 

Workshop Schedule: 

  • Online sessions (3 hrs) in which we will cover principles of programming in C# (CSharp) inside Unity 3D, a popular and widespread Video Game engine. Each session will cover small exercises that will incrementally build an interactive system for design and construction using autonomous robotic agents. 

About the Instructor:

Diego Pinochet is a PhD student at the design and Computation group at MIT, researcher at the Encoded elements lab at the International Design Center at MIT, and a professor at school of Design at UAI Chile. His research is focused in advanced computational design and interactive fabrication methodologies, Artificial Intelligence, Robotic fabrication, Building Information Modelling BIM, and Interactive Applications for creative purposes. 

Language: English

Workshop Start time: 2:00PM GMT. Please check your local time for compatibility with this workshop’s schedule.

Schedule:  Workshop  number of Days: 5 / Hours Per Day: 3

Number of Students: Active Participating Students: 12  /  Auditing Students: 0

Radical Ceramics

Sci 6317 - Harvard GSD


Robotic ceramic printing in adaptive flexible molds. 

Project develope3d at the SCI material systems class taught by Nathan King and the ceramics lab at Harvard. 

go to the FIND OUT MORE for further information. 

6317 SCI - Material Systems
Instructor:Nathan King  Authors: Molly MasonAlejandro Gracia Diego Pinochet  

Find out more

making gestures

Making Gestures: a personal design and fabrication system

 Design is "something that we do" that is related to our unique human condition as creative individuals, so as "making" is related to how we manifest and impress that uniqueness into our surrounding environment. Nonetheless, the use of technology in architectural design, by being focused mainly on the representation -both digital and physical - of a pre-determined idea, has neglected using digital tools in a more exploratory way by integrating body and senses in the design processes. As physical modeling, gestures, and tools are mechanisms by which designers learn and think, I assert that creativity emerges in the very moment of impression of the self onto the material world as an improvised choreography between humans and objects -materials and tools- by using body gestures neither as action nor perception, but as the unity of both. If we are to extend our creativity and enhance the design experience through the use of digital tools, we need to reformulate the way we interact with computers and fabrication machines, by developing new models and strategies focused on the integration between both. In this thesis, I propose an alternative way for designers to use digital tools, transcending from a model of 'operation' to a model of 'interaction'. My hypothesis is that real-time interaction between designers and fabrication machines can augment our creativity and cognition engaging exploration, speculation and improvisation of designs through the use of gestures and interactive computation. I propose a model of interaction that seeks to transcend the 'hylomorphic' model imperative in today's architectural design practice to a more reciprocal form of computational making. To do so, I propose the Making Gestures project, which explores real-time interaction between mind, body, and tools by using body gestures and imbuing fabrication machines with behavior in order to establish a dialog, which embraces ambiguity and the unexpected to engage the designer into insightful design processes.


Description

Thesis: S.M., Massachusetts Institute of Technology, Department of Architecture, 2015. This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections. Cataloged from student-submitted PDF version of thesis. Includes bibliographical references (pages 106-107). 

Date issued

2015 

Making Gestures: Design and fabrication through real time human computer interaction


Massachusetts Institute of Technology. Department of Architecture.


Advisor: Terry Knight.

Link: http://dspace.mit.edu/handle/1721.1/7582 
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Skexl

Sketch to Shape

We developed a system to generate 3D voxel-based chairs based on sketch input. Our work relied on recent progress in 3D Generative Adversarial Networks (GANs). 3D GANs are conceptually similar to the image GANs, which are capable of generating, among other things, realistic fakes of celebrites (Karras et al., 2018), but they generate shapes instead. 


 

With Renaud Danhaive 

Whereas image GANs generate 2D arrays/matrices, 3D GANs generate 3D arrays/matrices. The shape is described by density values (between 0 and 1), which can be interpreted as a material density values, 0 and 1 corresponding respectively to void and solid regions. We use the 3D GAN model for chairs developed by Wu et al. (2016), whose architecture is shown below, to generate a large number of chairs by sampling the latent vector. Each 3D model is rendered as an image, and each image is converted into a sketch. With paired sketch/latent vector data, we built a model mapping a processed sketch onto a latent vector, which in turn is fed into the 3D GAN to generate a chair.

6.s189   Deep Learning Practicum 

 

Instructors:

Hal Abelson, hal@mit.edu, Natalie Lao, natalie@mit.edu 


Authors:

Diego Pinochet

Renaud Danhaive

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ML1D

Machine learning for 1 dimensional displays

This research effort seeks to understand and augment human communication and interaction through lighting in shared and public spaces. For almost a century now, light has become the primary interface for information transmission and communication; yet, input/output devices have remained in large part limited to private and single user scenarios, failing to engender novel social and collective human experiences. Moreover, public lighting has failed to be used for the complex kinds of communications and information displays that we typically encounter on a desktop computer or mobile phone, being for the most part relegated to acting as a backdrop to our social activities.

By focusing on the use of shared and public lighting, this research seeks to develop new technologies and interfaces that operate at architectural and city scales, such as bridges, building façades, stadiums, etc, and that will advance how we experience and use light as tool for creativity, communication, learning 

 

This ‘impedance’ mismatch between creative tool and creation output has led lighting and product designers to continuously cobble together their own toolchains, which struggle to (1) take full advantage of the physical topology and unique properties of 1D displays; (2) re-use existing visual content; and (3) portray rich and symbolic content; fundamentally failing to create a common language and engender collaboration between designers.

 

Approach

To address this problem, we propose to continue to the second stage of Interaction with Purpose by researching and developing interfaces, tools and techniques for the creation of content for 1D displays that can be used by both amateur and professional creatives and that can support ease of entry, creative latitude, and ‘high expressive ceiling’ when creating light-based interactions and experiences.

We will focus the research on two overlapping areas:

(1)  Hardware and Software Interfaces

On the graphical interface side, we will investigate the design of tools and techniques for single and aggregate direct pixel manipulation, seeking to identify the appropriate interface metaphors and affordances that are useful to both amateurs and professional creatives. On the hardware side, we will look at interaction techniques that are based on phone capabilities, such as camera, accelerometer, light sensors, etc including new modalities such as Apple’s Ultra Wideband Spatial Awareness. This focus will make these interactions accessible to a broad range of users while also engendering group or crowd-scale level interactions (since users will share similarly ubiquitous technology stacks) that are in-situ. Specific research topics might include:

· Survey of existing tools and affordances for content mapping (D3, After Effects, Madmapper, etc)

· Tools for single axis pixel manipulation, area fill, gradients, etc.

· Copy and paste of pattern vs. hue, saturation, brightness information

· Touch vs gestural input for pixel manipulation

· Spatial awareness and directionality for user differentiation

(2) Generative and Adaptive Algorithms

To support the interface, we will research image processing, computer vision, and machine learning techniques that can allow existing image and video content to be analyzed, annotated, downsampled, and re-generated onto a 1D display, while preserving meaningful stylistic and symbolic characteristics. This form of ‘semantic spatial compression’ can help novice users create complex design and behaviors with minimal user input by leveraging existing content and tools for photo and video creation. Specific research topics and techniques might include:

● Extraction and re-application of optical flow

● High vs. low spatial filtering

● Anti-aliasing and posterization in high dot pitch luminaires

● Single-axis dithering

● Low-resolution style training and transferring

● Foreground/background re-mapping to wall washes, floods, and spot luminaires

● Minimal input modality in generative algorithm

● Color mixing in indirect, reflected lighting

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Encoded Elements Lab - IDC MIT


Authors: 

MIT

Marcelo Coelho

Diego Pinochet


Signify

Rohit Kumar

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1D plattform: crowdscale interactions

Crowd Scale Interaction

What is a 1D App Platform?

Is a plattform that consists of three parts


INPUT

● Web or app based (phones, tablets, watches, etc)

● No direct user attention needed (‘look at the building, not your phone’)

● No need for additional hardware from users


LOGIC

● Composed of Application Logic + User Management + Luminaire Control

● Scalable from single user to multi-user, and from single site to a city

● Software infrastructure can be distributed across devices or centralized


OUTPUT

● Low-resolution display (few luminaires or single rows of light)

● Complex behavior where complex graphics are not possible

● Apps can work across different sites w/ minimal configuration


This project is an implementation for enabling Crowd Scale Interactions at an urban scale. By the implementation of multiplayer games, users can connect to City Landmarks and interact with people in different parts of the city. 

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 Signify + Encoded Materials Lab 

 

Team: 


Marcelo Coelho 

Diego Pinochet 

Maroula Bacharidou 

Lukas Debiassi 

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Other projects

Projects 2015 - 2019

Here you can find other projects related to Architecture, digital fabrication , education , app development and computational design in general 


Past projects portfolio

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