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E X P LO R AT I O N S I N

AU TO M AT E D

ARTISTIC PORTRAIT

DRAWING

M A S T E R T H E S I S – D I G I TA L M E D I A – S U M M E R 2 0 2 1

BY FELIX FISGUS & JORIS WEGNER

EXAMINERS: DENNIS PAUL & RALF BAECKER


MOTIVATION & CONSIDERATIONS �������������������������������������������������������������������    1

OPERATING PRINCIPLE �������������������������������������������������������������������������������������    1

PRODUCT DESIGN CONSIDERATIONS ���������������������������������������������������������������    3

INVERSE KINEMATIC & SIMULATION �����������������������������������������������������������������    4

SYSTEM ARCHITECTURE�������������������������������������������������������������������������������������    5

IMAGE PROCESSING�������������������������������������������������������������������������������������������    9

INTERFACE�������������������������������������������������������������������������������������������������������    19

INTERACTION �������������������������������������������������������������������������������������������������    20

DRAWING AS PERFORMANCE���������������������������������������������������������������������������    21

NAMING / BRANDING �������������������������������������������������������������������������������������    22

SOURCES ���������������������������������������������������������������������������������������������������������    23

CREDITS�����������������������������������������������������������������������������������������������������������    23
MOTIVATION & CONSIDERATIONS · Robust construction to survive use by the
general audience 
Inspired by historical drawing automatons · Fascinating mechanism, drawing as event
like Maillardet’s Automaton and recent exam- · Made from as many 3d-printed and off-the-
ples like Patrick Tresset’s Paul the Robot, we shelf parts as possible to allow for economical
decided to build a robot that draws portraits construction without specialized equipment
of bystanders during events like science or
trade fairs, at science museums and also at __________________________________________________
private events, should the opportunity arise.
Instead of providing visitors with regular OPERATING PRINCIPLE
photos as a souvenir like commercial selfie
boxes do, our robot makes the creation of the A variety of principles for designing the me-
souvenir image an event in itself. Our machi- chanical aspect of the robot were discussed.
ne is not a black box – it should make its in- The simplest and most robust way to build
ner workings understandable to the general a drawing machine is to construct a regular
audience and fascinate with the way it draws plotter. While an X-Y-frame (image A) is cer-
pictures. Therefore, the technical appeal of tainly a well-proven concept, it could proba-
the process would make our robot an ideal at- bly not convey a sense of an ‘engineering
traction for STE(A)M-related events (science, marvel’ at work - the general public should
technology, engineering, art, mathematics). be well aware, even bored, of commercial 3d
printers using the same principle. 
Last but not least, our project should show- A variant with an internal X-Y-frame moving
case the technical knowledge and design a pen mechanism with magnets was discus-
skills of both of us to benefit our careers and sed, but decided against. Other variants with
probably make some money on the way. a more mechanical appearance would pro-
We therefore decided on the following de- bably make the operation of the robot more
sign requirements: eventful. We could also not come up with a
good idea to appropriately power the pen
· A machine that draws portraits depicting mechanism without external cabling, which
the most important features of a user in a would have nullified the minimalist impres-
reasonable timeframe  sion of this approach. 
· Compact construction to simplify handling Fascinating in its simplicity is a plotter using
and transport, but large enough to convey a a floating pen mechanism that is suspended
certain presence and be an eyecatcher du- from motor-controlled ropes above the dra-
ring events wing area (image B). While this principle al-
· Simple setup and use due to self-contained lows for comparatively large machines with
package, ideally possible without trained minimal weight and materials, little is won
personnel (without us)  if the machine should be able to be shipped

1
A B C D

easily and cheaply. The wires or ropes are pearance with organic movements and fits
potentially flimsy, could entangle easily and our goal of giving our robot a fascinating
make the setup complicated.   and unique mechanical design.
We contemplated an extreme modification We accept an inferior robustness of the cons-
of this principle that used the wires the dra- truction when compared to an X-Y-frame to
wing mechanism is suspended from for po- achieve our desired aesthetic. For compact-
wering it. We considered this a worthy com- ness and as a product design decision, we
plication to omit the unsightly power cable chose to use a symmetrical arm setup in-
running to the pen mechanism from below stead of locating them on one side of the de-
as seen in most examples of this plotter va- vice (image C/D). 
riant. A complicated spring-loaded system When designing the actual machine, a lot of
of conductive pulleys would transmit power attention was paid to improve the precision
while trying to prevent entanglement of the of the mechanism. Besides implementing a
wires during transport. From our research mechanical reduction between the stepper
we also learned that the print speed of such motors and the arms, the ball bearings in
contraptions is relatively slow and the results the elbow joints are also preloaded to redu-
suffer from imprecision and jitter, so we ce slack. The Trinamic stepper drivers in use
abandoned this concept for obvious reasons. provide 1/64 micro stepping, so in combina-
tion this will lead to a theoretical resolution
In the end we decided on using a five-bar of ~178 steps per degree. 
SCARA construction (Selective Compliance Another delicate part is the pen mechanism
Assembly Robot Arm). Two fixed motors in- for lowering and lifting the pen. If the pen is
side the enclosure move the pen mechanism pressed onto the drawing surface too much
over four linkages. The whole construction it might get stuck, if it is pressed too little
mechanically resembles two human arms it might not draw. To tackle this, we simply
holding a pen with both hands. We feel that spring-loaded the pen mechanism to push it
this principle unites a clearly technical ap- down with a constant force.

2
PRODUCT DESIGN CONSIDERATIONS The square-shaped paper format was cho-
sen for appearing unique in the context of a
In order to produce an individual robot in an physical drawing. Since the ‘shoulder’ joints
economical way and make it easy to replica- of the arms need to be spaced at some dis-
te and repair later, we made great use of as tance from the drawing area, the paper for-
many off-the-shelf components and 3d-prin- mat allowed us to keep the machine and its
ted parts as possible. Only a few parts have drawing mechanism compact and light – an
to be fabricated externally or require spe- upright paper format would have required a
cialized tools for making them, namely the taller enclosure with unused internal space.
laser-cut and folded aluminum sheets for During operation, the sheet of paper rests
the housing, as well as the stand bent from on the acrylic bar near the bottom of the en-
stainless steel. The enclosure is strengthe- closure and is held in place with two magne-
ned with standard aluminum extrusions and tic clamps in the upper corners. They can be
houses all components internally.  rotated out of the way when a new sheet of
paper has to be inserted.
For easy shipping and a sleek appearance For capturing the portrait images a Raspber-
that doesn’t distract from the drawing pro- ry Pi camera housed in a pivoting enclosure
cess, the machine is as flat and compact as is used. This way, users can adjust the ca-
possible. Almost all technical components mera to their body height. The enclosure is
are screwed to the removable backside of pivotable in 5 degree increments while an in-
the device, allowing for simple maintenance ternal spring mechanism is used to hold the
and wiring. Additionally, this permitted us camera at the desired angle.  
to design the enclosure front in a minima- Both the camera and the display of the de-
list and unobtrusive style (almost) without vice are visible through symmetrical ope-
unsightly holes and screw heads. The remo- nings in the upper enclosure. We chose to
vable stand is slid into the enclosure during round the edges of the cut-outs to incorpo-
setup and secured with thumbscrews.  rate these components into the overall form
language in a more harmonious way. 
The robust black powder coating of the en- Instead of using the touchscreen functiona-
closure highlights the drawing, the inter- lity of the display, the machine is controlled
face elements and the moving parts covered with a one-button remote. Akin to a photo
with cloudy white acrylic during operation. camera, pressing the button lets the user
Furthermore, our stark product design di- take a selfie, accept it as a template for the
rection and color scheme should not conflict drawing and start the drawing process.
with corporate identities of business clients, Holding the button for longer lets the user
should the robot ever be deployed at trade repeat steps, stop or go back in the menu.
shows or similar.  These steps are described in more detail in
  the interaction section following later. 

3
Raspberry Pi with 3,2“
3.5“ display

Light barrier to initialize


arm positions

1-to-5 gear transmission


to increase torque, double
ball bearings

camera enclosure with


pivoting mechanism

Retainers for stand with side


plates to protect the internal
parts during setup

Stepper motors

Aluminium backplate

Main PCB with stepper


drivers, Teensy 32 for control
of sensors and actuators

Phone jack for connecting


the remote release

Aluminium frame

Power supplies, 5V and 12V

INVERSE KINEMATIC & SIMULATION of the shoulder joints. Since we know two
points (the shoulder and the position of the
The kinematics of a classic five-bar SCARA end effector) and the length of all sides, we
without the extension on one of the arms have more than enough information to cal-
seem to be quite complicated at the first culate the desired angles with some basic
glance. When taking a closer look, it beco- trigonometry. Since we aren’t by far the first
mes obvious that each arm forms a triangle people using such a geometry for moving
which must be solved to calculate the angles an end effector in a coordinate system, we

4
could find some helpful papers with highly Left shoulder
optimized equations for solving the kinema-
tic model. All the papers we found provided
solutions for systems where the end effec- Left elbow
tor is in the center of the ‘wrist’, the joint
between the two arms. Building it that way
seemed to be too mechanically complicated,
so we decided to add an angled extension to
the left arm. We extended the kinematic mo-
del by solving the triangle between the left
elbow, the wrist and the tip of the extension.  Wrist
End effector
(right image).

To further investigate the kinematics of the


SCARA principle, as well as for getting a bet-
ter understanding of the relation between range, and the biggest possible rectangle
the dimensions of the arms and the resul- within this range. Also, the minimum and
ting operating range, we decided to simula- maximum rotational angles of the shoulders
te the mechanism. The simulation provided are analyzed. All the gathered information is
a two-dimensional representation of the plotted to a console for further use in the de-
SCARA and a simple interface for setting the sign process. 
following parameters:
__________________________________________________
· Dimensions of the lower and upper arms 
· Distance between the shoulders  SYSTEM ARCHITECTURE
· The length and angle of the extension on
the left arm A Raspberry Pi 3 is the heart of our drawing
· Constraints of the minimum and maximum robot. It is in charge of driving the 3,5-inch-
rotation angles of the shoulders  display for showing instruction pictograms
· Limitation of the angle between the lower as well as previewing the image of the inter-
arms to 180 degrees nal Raspberry Pi camera. After the user takes
a picture using the wired remote control and
Beside the possibility of moving the me- accepts it as a template for the drawing pro-
chanism manually with the mouse, a more cess, the Raspberry Pi generates a vector-ba-
in-depth analysis tool helped understan- sed graphic from the given image. The re-
ding the interdependencies of the different sulting vertices are transmitted to a Teensy
parameters. The tool provided information microcontroller, which then controls the ac-
about the size and position of the operating tuators of the machine through its implemen-

5
ted kinematic model. Each arm is moved by a We decided to use openFrameworks (OF) as
stepper motor via a one-to-five pulley trans- a toolkit for driving the interface, as well as
mission. This helps to increase the torque handling the image processing. This decisi-
as well as the resolution of the movements. on was made for several reasons: 
We decided to go for an open control loop,
thus light barrier sensors at each shoulder · It provides a seamless integration of the
joint are used for calibration and determin- computer vision library OpenCV, of which we
ing an absolute position of the arms. After- made heavy use for converting the images
wards, the arms can be positioned precisely to drawable vectors. 
by keeping track of the motor’s steps. A pen · OF is written in C++, the same language we
with a lifting/lowering mechanism driven by used for programing the Teensy, thus we
a servo motor, which is mounted at the tip of could stay in the same domain. 
both arms, can be moved along the precal- · Many useful functionalities are provided,
culated coordinates. such as the ofPolyline object, an implementa-
When the drawing is completed, a solenoid tion for serial communication, simple multi-
rings a bell to notify the user. After the user threading, just to name a few. 
is guided through the procedure of remo- · Once compiled we expected our program
ving their portrait and inserting a new sheet to make best use of the limited resources
of paper, the robot is ready for the next dra- available on the Raspberry Pi, especially com-
wing process.  pared to the commonly used interpreter lan-
guage Python.

6
IMAGE PROCESSING

To transform a normal photo into a drawa-


ble format for our automaton, several steps
must be taken. We can roughly divide these
steps into the following categories: Prepro-
cessing, vectorization and postprocessing.
Whilst most of the operations described are
provided by the fantastic OpenCV library,
some of the used algorithms weren’t avai-
lable and therefore had to be implemented
from scratch.  Original
The preprocessing phase conditions the
image in a way that only the necessary con-
tent for the vectorization remains and signi-
ficant edges are emphasized. The first step
is to convert the original photo into a gray-
scale graphic, which reduces the amount of
data and speeds up all following operations,
while still providing more than enough infor-
mation to obtain a good result in the end.
For improving the appearance of significant
edges, the contrast has to be adjusted using
the contrast limited adaptive histogram equa-
lization algorithm. Contrast
This algorithm provides a reliable automa-
ted process to enhance the dynamic range
of the image without introducing gaps in the
histogram.
To achieve better results in the vectorization
phase, the image has to be smoothened wit-
hout losing the crucial edge information. 
A bilateral filter is used to blur the gray to-
nes of the image while still preserving the
edges. Finally, the image is overexposed and
blurred using a median blur with a relatively
small kernel to suppress single-pixel grains.  
Bilateral
Our first attempt to achieve a unique style

9
Overexposed XDOG

and a way to transform the pixel image into This involved some further preprocessing
a vector-based format was the so called ex- in the form of quantizing the image to only
tended difference-of-Gaussian (XDOG) algo- two-bit resolution, resulting in four gray
rithm in conjunction with the OpenCV con- levels. After testing an adaptive approach
tour tracing method. In simplified terms and using the k-means algorithm, which divides
as the name already suggests, the XDOG is all pixels into k equally sized clusters (in our
based on a weighted difference of two diffe- case four), we found that a linear quantiza-
rently strong gaussian blurred versions of the tion leads to more appealing results.
same image.
While it led to appealing results when all pa- The quantized image is then fed into a canny
rameters were set up correctly, we weren’t edge-detector which returns a binary image
able to reliably automate this process due to holding most of the significant edges. Over
the high sensitivity as well as the interdepen- the course of our experiments, we realized
dencies of the parameters. While the results that we can improve the edges by applying
were looking nice as binary images, they the canny algorithm to several intermediate
weren’t suitable for being traced. For these states from the preprocessing phase, and
reasons, we developed a simpler, yet more combining the results into one edge-image. 
robust process relying on the well-known
canny edge detection.

10
1: Quantized 2: Canny Original

3: Canny Bilateral 4: Canny Overexposed

5: Canny Combined

11
These edges are further processed by a thin- Tracing the image is now a straightforward
ning algorithm before it can be traced and process: the first step is to create a map of
converted into vectors. The thinning is nee- the same size as the image and mark each
ded to get one-pixel wide lines, so that the foreground pixel as an end, junction or line
tracer has an unambiguous dataset to work pixel. Then we can iterate over the map and
with. Since the commonly used thinning al- look for an end or junction point to then fol-
gorithm, which is based on the difference of low the line looking at the Moore neighbor-
the edge-image and a morphologically ope- hood of each pixel and remove it from the
ned version of the same, doesn’t always re- map once the pixel has been traced. Juncti-
sult in perfect one-pixel wide lines, an alter- ons are only removed from the map when
native had to be found. they don’t have any more neighbors. The
After some research we discovered the K3M entire process is repeated until the map is
universal algorithm for image skeletonization empty. The visited points between two junc-
which seemed to solve our problem and was tions or end points are added to an ofPolyli-
presented in a nicely written paper, so it was ne object, openFrameworks’ representation of
quite easy to implement.  vector shapes, which also provides a method
for interpolation, thus reducing the number
of vertices and further smoothing the lines is
straightforward.  

For getting more depth in our resulting


drawings, a way of representing different
brightness levels had to be found.
Therefore, we conducted a series of expe-
riments, all utilizing the two-bit quantized
version of the image as a base for different
filling methods. 
Our first approach is a simple crosshatching
algorithm. By iterating over the image in an
angle of 45, 90 and 135 degrees, we genera-
te diagonal and horizontal lines depending
on the gray level of the pixels. To create a
more naturalistic and hand-drawn like ap-
pearance, we also created a derived version,
in which the hatch lines are slightly distorted
using Perlin noise.

Final result: Canny Thinned

12
Hatch Hatch Noise

An even simpler way is to just generate ho- which is brighter than the one at the start of
rizontal lines. The spacing between the lines the line, is reached.
is determined by the gray level. The image is To control the density of the lines we came
scanned from top to bottom every nth line. up with the following formula; n_gray is the
When a foreground pixel is encountered, number of gray levels and n_line is the count
a horizontal line will be traced until a pixel, of scanned lines:

13
255 n_gray
threshold = * 1+ - (n_line % n_gray)
n_gray - 1 2

This leads to a series of thresholds, which 255,… When the value of the scanned pixel is
follow a periodic triangle function. For smaller than threshold it will be identified as
example for a value of n_gray = 4 the series foreground pixel, and can be traced. 
would be 255, 170, 85, 170, 255, 170, 85, 170,   

Hatch Horizontal

14
The following image is created using the brighter. Thus, the points are denser in dar-
Delaunay triangulation algorithm, which in ker regions of the image, and spread further
simplified terms is a method for connecting apart in light regions. Instead of drawing the
a set of points to form a grid of non-overlap- contour separately, points sampled from it
ping triangles. To generate the required set are also added to the set as well, improving
of points the image is scanned pixel by pixel. the integration of the contour into the tri-
When a foreground pixel is encountered, its angular pattern. To keep white space clear,
position is stored. The area flagged as non- all lines longer than a certain threshold are
scannable is bigger if the scanned pixel is deleted from the results of the triangulation.  

Delaunay (with underlying points)

15
Using a set of points as a base for a style in- rest one. If this distance is below a certain
spired us to try the Floyd Steinberg dithering limit, the point is added to the line, otherwi-
algorithm. To decrease the number of points, se a new line begins. This leads to a semi-
the algorithm is applied to a downscaled ver- chaotic pattern, which reflects differences in
sion of the image. The resulting points are brightness only to a limited extent. However,
then connected to form lines that are as long this alternation between order and chaos
as possible. This is done by moving from also creates the visual appeal of this method.   
point to point and selecting the second nea- While the methods described so far lead to

Wiggle Floyd (with underlying points)

16
more or less ordered structures, we also contrast of the resulting image can be better
wanted to try and create even more chaotic adjusted.  
styles, which appear more man-made, and From the set of points we derived two simi-
disguise the involvement of a machine in the lar styles, both again following the technique
process of creation. For this, a set of points is of creating lines that are as long as possible.
again used as a starting point, generated in The simpler approach is to create the lines
the same way as in the method with the De- by moving from point to point, but this time
launay algorithm, but this time without the the next point must be within a given mi-
contour points. This approach of generating nimum and maximum distance to become
the points has an advantage over the Floyd part of the line. The more advanced idea is to
Steinberg method. More control over the dis- create a unit vector with random orientation
tribution of the points is possible, thus the at each of the points, and also calculate the

Wiggle

17
average brightness of its Moore neighbor- nes is limited. When all lines are generated,
hood. Then, the vector is extended in both their end points are interconnected if there
directions as long as the traced pixels are is another end point within a given range.  
darker than the average brightness at the
origin, but brighter than the average minus Finally, all generated lines are postprocessed
a given percentage of the maximum bright- to improve the speed of the drawing process.
ness. The higher this percentage is, the fur- This involves removing lines that are shorter
ther lines can advance into darker regions, than a given length, as well as connecting
especially those originating from brighter adjacent start and end points. The last step
regions. To reduce the amount of very long is to sort the lines so that the distance trave-
lines and also to create a more homogenous led by the pen without drawing is as short as
appearance, the maximum length of the li- possible.

Random Lines

18
INTERFACE structional steps are illustrated with animati-
ons consisting of a few frames. A minimalist,
Before, during and after the drawing pro- abstract vector style was chosen to be infor-
cess, the built-in screen guides users through mative while not distracting the user from
the necessary procedures. Since the robot is the central drawing process after all neces-
supposed to be used by a general audience, sary steps are understood. 
care was taken to make the best use of text For longer text-based instructions, the dis-
and pictograms to prevent misunderstan- play switches between the description of the
dings during operation, which could leave necessary action (press button) and the re-
the users frustrated or even have them invo- sult (to draw) about every second to allow for
luntarily damage the machine.  a larger font size in the given space. In gene-
Since the users will have to stand about one ral, commands involving holding the button
meter away from the robot to take a pictu- are located at the top of the screen, while
re, the font used for the instructional text on commands requiring only a short press are
screen needs to be of considerable size. In- described at the bottom for consistency. 

19
Very long button press Menu with various option for the administrator

Return to operation

‘Press to take photo’, Arms in idle position

Hold Hold Press Press

Photo, ‘Draw Picture?’

Press
Hold
‘Press to resume, Drawing, ‘Hold to stop’
hold to abort’
Press
Finished drawing

Remove drawing. New sheet inserted?

INTERACTION 5 seconds). The menu provides the options


to shut the machine down, change the inter-
After a splash screen during startup, an in- face language, as well as setting the drawing
itial instruction screen reminds the admin style. Also, a short instruction on how to
to loosen the pin that holds the pen holder make the machine ready for transport after
secure during transport. After confirmation, switching it off completely is provided here. 
the servo raises the pen attachment to allow The drawing style choice is reserved for the
for proper mounting of a pen in the correct admin since the different styles differ quite a
position. These steps are illustrated on the bit in drawing time. They can be chosen de-
screen using a minimalistic animation.  pending on the expected number of users to
After the physical setup and following auto- keep their waiting times short. 
matic calibration, the admin uses the main After a paper is inserted onto the drawing
menu to customize the following drawing surface, regular operation can commence. 
experiences. It is also possible to enter this
menu during regular operation by holding Regular operation: While being open to the
the remote button a bit longer than the usu- public, the display continuously shows a ca-
al user is expected to do (currently around mera preview, along with basic instructions

20
on how to take a photo. When the button on user has the choice to pause the process, for
the remote is pressed, a photo is taken. This example to adjust the pen position. Pausing
is confirmed by a photo flash animation and gives the possibility to resume or to abort
a preview of the taken picture. The user has the drawing completely – an important fea-
the choice to have the picture drawn or to go ture in case an impatient user leaves before
back and take a new one.  the drawing is finished, the pen has to be re-
At this point, we are not sure whether sho- adjusted etc. 
wing the actual photo or a vector represen- Finishing: The machine guides the user
tation of the later drawing are advantageous through the necessary steps to remove the
as a preview picture. The photo would be paper and insert a new sheet when the dra-
displayed immediately and allow for quick wing process is finished. A small animation
verification. However, it might lead to users again helps finding and using the magnetic
constantly taking new pictures to have de- paper holders.
tails changed that don’t really matter in the
later more abstract drawing.  __________________________________________________
Displaying a vector representation of the re-
sulting drawing takes a couple of seconds, DRAWING AS PERFORMANCE
since it has to be processed first. This might
prolong the process even further since the As already mentioned, we want the drawing
users try to change details. Displaying the de- process to be an exciting event that cap-
tailed vector image on the tiny lo-res screen tivates the user and other bystanders. To
is also problematic. Then again, it might stre- achieve this, we were thinking about several
amline the process since the drawn repre- performative elements we could add to the
sentations unfold their potential even with machine, such as the bell that rings when
imperfect photo templates. Not displaying the drawing is finished, rounding up the pro-
the vector image would add an element of cess with a certain classical elegance.  
surprise to the final drawn result, contribu- The sequence in which the portrait is drawn
ting to the magic of the process. Hopefully may also play a role. We are yet a bit unsu-
not an unpleasant surprise, for example re whether it is advantageous to draw the
when unforeseen lighting conditions might contour first followed by the hatching or if
confuse the drawing algorithm – situations everything should be drawn more or less
that might be avoided when displaying the randomly. If the contour is drawn at the be-
result before the lengthy actual drawing pro- ginning, it would be easier to grasp for any
cess. Public testing of the robot will hopeful- observers what and where the machine is
ly reveal which choice proves superior.  drawing. On the other side however, it might
take the tension from the process, because
Drawing: While drawing, an unobtrusive the subject is literally lined out without fur-
throbber animation is displayed. The waiting ther surprises.

21
NAMING / BRANDING

We contemplate to commercialize our dra-


wing robot under a common brand, along
other machines built for public display.
Therefore, we attach importance to the na-
ming of our product and try to keep its per-
ceived value high. One of our ideas is to seria-
lize every drawing and also let the machine
sign it, just as human artists are signing their
artworks. For naming the robot, we tried to
conjure up associations of ancient enginee-
ring, art and wonderous machinery without
sounding too corny (not ‘Leonardo’ etc.).
These are some mostly ancient Greek or La-
tin keywords that inspired us: 

Symboleyo – Drawing 
Pingor – I am being painted 
Delineor – I am being drawn 
Pictor - Painter 
Artis Magica – Engineering marvel 
Piktograph – Probably a neologism 
Scitsaro – sketching 
Synalizomay – Generating machine code 
Zographeo – Depict 
Atos – Wonder 
Periapton – Magic 
Eikon – Picture 
Blepo – Observe 

We like the name ‘Pankraz Piktograph’ at this


point for not being coined or protected al-
ready, its sound and expected findability
with search engines. 

22
SOURCES

Holger Winnemöller, Jan Eric Kyprianidis,


Sven C. Olsen • XDoG: An eXtended differen-
ce-of-Gaussians compendium including ad-
vanced image stylization

Louis Vathan. B, Hoshila Kumar and Brigh-


ton Issac John. H • Kinematic Analysis of Five-
Bar Mechanism in Industrial Robotics

Lucas Campos, Francis Bourbonnais, Ilian A.


Bonev, and Pascal Bigras • Development of 
a Five-Bar Parallel Robot with Large Work-
space  

Khalid Saeed, Marek Tabe Dzki, Marius Ryb-


nik, Marcin Adamaski • K3M: A universal al-
gorithm for image skeltonization and a re-
view of thinning tenchniques

__________________________________________________

CREDITS

Parts written by Joris Wegner:


Motivation & Considerations
Operating Principle
Product Design Considerations
Interface
Naming / Branding

Parts written by Felix Fisgus:


Inverse Kinematic & Simulation
System Architecture
Image Processing
Interaction
Drawing as Performance

23

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