Assembly Simulation in the Design Process in a Distributed Environment

Author(s):  
Charles McLean ◽  
Deogratias Kibira ◽  
William Reiter ◽  
Paul Maropoulos
Author(s):  
Jia Chen ◽  
Cui-xia Ma ◽  
Hong-an Wang ◽  
Hai-yan Yang ◽  
Dong-xing Teng

As the use of instructional video is becoming a key component of e-learning, there is an increasing need for a distributed system which supports collaborative video annotation and organization. In this paper, the authors construct a distributed environment on the top of NaradaBrokering to support collaborative operations on video material when users are located in different places. The concept of video annotation is enriched, making it a powerful media to improve the instructional video organizing and viewing. With panorama based and interpolation based methods, all related users can annotate or organize videos simultaneously. With these annotations, a video organization structure is consequently built through linking them with other video clips or annotations. Finally, an informal user study was conducted and result shows that this system improves the efficiency of video organizing and viewing and enhances user’s participating into the design process with good user experience.


2010 ◽  
Vol 1 (4) ◽  
pp. 27-41
Author(s):  
Jia Chen ◽  
Cui-xia Ma ◽  
Hong-an Wang ◽  
Hai-yan Yang ◽  
Dong-xing Teng

As the use of instructional video is becoming a key component of e-learning, there is an increasing need for a distributed system which supports collaborative video annotation and organization. In this paper, the authors construct a distributed environment on the top of NaradaBrokering to support collaborative operations on video material when users are located in different places. The concept of video annotation is enriched, making it a powerful media to improve the instructional video organizing and viewing. With panorama based and interpolation based methods, all related users can annotate or organize videos simultaneously. With these annotations, a video organization structure is consequently built through linking them with other video clips or annotations. Finally, an informal user study was conducted and result shows that this system improves the efficiency of video organizing and viewing and enhances user’s participating into the design process with good user experience.


Author(s):  
Patrick Kwon ◽  
Moon Jung Chung ◽  
Brian Pentland

Abstract In this paper, we present a new paradigm where design and manufacturing processes can be integrated. Engineers can do what-if analysis of a particular design choice before they continue with the design process, and select a design process that meets constraints such as cost, manufacturing setting and machine shop resources. These constraints in turn enforce the designer to choose the ‘correct’ parameters and processes in earlier stages of design. Even with an incomplete set of design data, problems in manufacturing can be forecasted to the engineers in product development. The crux of the new paradigm is a process grammar, which provides the abilities to represent, abstract, manipulate and execute design and manufacturing processes. The grammar also provides a theoretical foundation for an execution environment to carry out the iterative nature of the engineering process. This approach to the integration of engineering design processes can also be applied to coordinate concurrent engineering activities in a distributed environment. We have developed a web-based prototype of the framework called Manufacturing Integration and Design Automation System (MIDAS). The represented design and manufacturing processes can be executed in a distributed environment through a process controller. Communication among engineers is made through a collaborative design browser with various visualization tools. MIDAS conforms to the CORBA standard, and uses JAVA to create a platform independent environment on the Web.


2014 ◽  
Vol 607 ◽  
pp. 864-867
Author(s):  
Kwang Ju Lee ◽  
Joon Hyeok Choi

Durability and reliability must be considered in the design of structural components. For this purpose, the failure probability is found using probabilistic analysis. A component in an automotive structure usually has many different designs depending on vehicle models. Even in the same vehicle model, the design of the component changes once in a few years. It is important to build up database so that engineers share knowledge in the design of components. The purpose of this study is to develop ontologies in the probabilistic analysis of structures. The ontologies can be used to capture and share knowledge for design process. They also help engineers make decisions on choosing appropriate software and algorithm for the probabilistic analysis of structures.


2013 ◽  
Vol 694-697 ◽  
pp. 2423-2427
Author(s):  
Ming An Ni ◽  
Yu Ying Tan

Portal Crane with its large parts is inconvenient to achieve physical prototype assembly in design process because of its large span and high precision space assembly needs. Considering virtual assembly system can provide designers with specific modules library, person interactive experience and reliable assembly simulation, this paper modularized the MQ4025 Portal crane based on analysis of assembly needs, and accomplished corresponding modules modeling by Solidworks, developed a virtual assembly platform by Virtools, realized collision simulation between components and parts by Collision Detection Building Blocks in Virtools, performed a virtual assembly experiment on the platform. Result shows that the platform completes Portal Crane assembly in a shorter time than physical prototype assembly, and it completes the assembly simulation faster than other CAD software by invoking compositive modules library of Portal crane.


2013 ◽  
Author(s):  
Lori B. Stone ◽  
Abigail Lundquist ◽  
Stefan Ganchev ◽  
Nora Ladjahasan

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.


Author(s):  
Camilo POTOCNJAK-OXMAN

Stir was a crowd-voted grants platform aimed at supporting creative youth in the early stages of an entrepreneurial journey. Developed through an in-depth, collaborative design process, between 2015 and 2018 it received close to two hundred projects and distributed over fifty grants to emerging creatives and became one of the most impactful programs aimed at increasing entrepreneurial activity in Canberra, Australia. The following case study will provide an overview of the methodology and process used by the design team in conceiving and developing this platform, highlighting how the community’s interests and competencies were embedded in the project itself. The case provides insights for people leading collaborative design processes, with specific emphasis on some of the characteristics on programs targeting creative youth


Author(s):  
Andrea CAPRA ◽  
Ana BERGER ◽  
Daniela SZABLUK ◽  
Manuela OLIVEIRA

An accurate understanding of users' needs is essential for the development of innovative products. This article presents an exploratory method of user centered research in the context of the design process of technological products, conceived from the demands of a large information technology company. The method is oriented - but not restricted - to the initial stages of the product development process, and uses low-resolution prototypes and simulations of interactions, allowing users to imagine themselves in a future context through fictitious environments and scenarios in the ambit of ideation. The method is effective in identifying the requirements of the experience related to the product’s usage and allows rapid iteration on existing assumptions and greater exploration of design concepts that emerge throughout the investigation.


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