Author(s):  
Bernardo Torres de Mattos ◽  
Eduardo de Souza Lima Figueiredo ◽  
Jackson Luan Queiroz

Abstract New fields development deadlines are growing short every day and FPSO projects shall be adapted to sustain these new patterns, even though actual process plants are becoming larger and more complex. FPSO projects critical path is the hull construction and changes are being made to shorten the duration of this process. For this to be feasible, hull project must be standardized to fit various topside configurations and any changes made must be absorbed as quickly as possible. This requires the use of innovative solutions and digital technologies to reduce design time. The core of these solutions is the modelling of the hull digital twin during the basic design phase with a high level of structural definitions that only happen during detailed engineering phase. This paper presents some initiatives that results in a more consistent design and on a desktop-based virtual reality model that can be used to accelerate fabrication during construction and assembly phases. Furthermore, the way of doing hull basic design is being changed.


2004 ◽  
Vol 28 (5-6) ◽  
pp. 291-301 ◽  
Author(s):  
Javier Resano ◽  
Diederik Verkest ◽  
Daniel Mozos ◽  
Serge Vernalde ◽  
Francky Catthoor

Author(s):  
Angeliki Kritikakou ◽  
Francky Catthoor ◽  
Costas Goutis
Keyword(s):  

Author(s):  
Catarina LELIS

The brand is a powerful representational and identification-led asset that can be used to engage staff in creative, sustainable and developmental activities. Being a brand the result of, foremost, a design exercise, it is fair to suppose that it can be a relevant resource for the advancement of design literacy within organisational contexts. The main objective of this paper was to test and validate an interaction structure for an informed co-design process on visual brand artefacts. To carry on the empirical study, a university was chosen as case study as these contexts are generally rich in employee diversity. A non-functional prototype was designed, and walkthroughs were performed in five focus groups held with staff. The latter evidenced a need/wish to engage with basic design principles and high willingness to participate in the creation of brand design artefacts, mostly with the purposeof increasing its consistent use and innovate in its representation possibilities, whilst augmenting the brand’s socially responsible values.


2009 ◽  
Vol E92-C (11) ◽  
pp. 1387-1395 ◽  
Author(s):  
Keiji HIRATA ◽  
Yasunori HARADA ◽  
Toshihiro TAKADA ◽  
Naomi YAMASHITA ◽  
Shigemi AOYAGI ◽  
...  

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