scholarly journals DESIGN BY MATERIAL: FROM MATERIAL TO FORM THROUGH CAD MODELLING

2021 ◽  
Vol 1 ◽  
pp. 963-972
Author(s):  
Egon Ostrosi ◽  
Jean-Bernard Bluntzer ◽  
Hugues Baume ◽  
Josip Stjepandić

AbstractFor Aristotelian scholars, matter is identified as the subject of change, while form is the boundary of matter. Design is a process of bringing about change. From a design perspective, material is what an entity is made from; form is what makes a thing what it is. Based on the principle, “form is the boundary of matter”, this paper proposes a Design by Material method, thereby addressing the knowledge gap of a systematic method for designing according to material. This method is predicated on the material specification as the first input in the design process. A formal model is built in which the material acts as a trigger and driver for the design process. The method is implemented by integrating computer-aided design (CAD) modelling and its design form. A design application is explained to demonstrate the relevance of the Design by Material method.

Science Scope ◽  
2017 ◽  
Vol 041 (01) ◽  
Author(s):  
Nicholas Garafolo ◽  
Nidaa Makki ◽  
Katrina Halasa ◽  
Wondimu Ahmed ◽  
Kristin Koskey ◽  
...  

2010 ◽  
Vol 166-167 ◽  
pp. 297-302 ◽  
Author(s):  
Florina Moldovan ◽  
Valer Dolga

In this article is presented a short classification for walking robots that are based on leg locomotion and the main objectives that walking robots designers must achieve. The leg configuration of the walking robot is essential for obtaining a stable motion. Computer aided design process offers certain advantages for designers who attend to realize competitive products with fewer errors and in a short term. The aim of this article is to present the graphical results of the kinematic analysis of a new type of walking mechanism designed by Dutch physicist and sculptor Theo Jansen using Pro Engineer program and SAM, in order to compare the results.


Author(s):  
Irina Sidorkina ◽  
Aleksey Rуbakov

The current stage of development of learning management systems is associated with use of opportunities provided by global computer networks and technological standards developed in distance education. It offers structuring of educational material in electronic course and approach to navigation modeling, which are consistent with international specifications of e-learning SCORM and IMS, adding to them specific adaptive algorithms for navigating through training courses based on use of the model of integral evaluation of student's knowledge. In this chapter professor Irina Sidorkina (Volga State University of Technology) and professor Vardan Mkrttchian (HHH University) using the results previously obtained for the implementation of Computer - Aided Design as Carrier of Set Development Changes System in E-Course Engineering. Dr. Alexey Rybakov (Omega-R Inc.) was a designing a software on the subject of this chapter.


2018 ◽  
Vol 158 ◽  
pp. 01021
Author(s):  
Tamara Kostyuchenko ◽  
Nelya Indygasheva

Control moment gyroscope or two-axis balking gyroscope is used in spacecraft orientation systems. The control moment gyroscope is a complex electromechanical system with different parameters which connect by means of specific instant and inverse dependences. This fact could complicate the design process as of getting the optimal parameters the search of construction variations becomes harder. To simplify the control moment gyroscope designing process and increase its efficiency the computer-aided design system could be as highly useful. The computer-aided design system which is used in the present research and described in the article consists of five main subsystems. They cover the main stages of control moment gyroscope designing.


2005 ◽  
Vol 5 (4) ◽  
pp. 381-387 ◽  
Author(s):  
Zahed Siddique ◽  
Karunakar Boddu

In order to provide products that can be tailored to the need of the customer, it is necessary to integrate the customer into the design process. In this paper we present a mass customization computer-aided design (CAD) framework that helps to integrate the customer into the design of user-configurable products. A template approach, which considers both modularity and scaling, is utilized to concisely represent a CAD model of the entire family. The system accepts user selections and parameters to automatically create a CAD model of the customized product in real time and then shows the model to the user. The system is implemented using PRO/ENGINEER and demonstrated through customization of bicycle frames.


Author(s):  
David Veisz ◽  
Essam Z. Namouz ◽  
Shraddha Joshi ◽  
Joshua D Summers

AbstractThis paper presents a preliminary comparison between the role of computer-aided design (CAD) and sketching in engineering through a case study of a senior design project and interviews with industry and academia. The design team consisted of four senior level mechanical engineering students each with less than 1 year of professional experience are observed while completing an industry sponsored mechanical engineering capstone design project across a 17 week semester. Factors investigated include what CAD tools are used, when in the design process they are implemented, the justification for their use from the students' perspectives, the actual knowledge gained from their use, the impact on the final designed artifact, and the contributions of any sketches generated. At each design step, comparisons are made between CAD and sketching. The students implemented CAD tools at the onset of the project, generally failing to realize gains in design efficiency or effectiveness in the early conceptual phases of the design process. As the design became more concrete, the team was able to recognize clear gains in both efficiency and effectiveness through the use of computer assisted design programs. This study is augmented by interviews with novice and experienced industry users and academic instructors to align the trends observed in the case study with industry practice and educational emphasis. A disconnect in the perceived capability of CAD tools was found between novice and experienced user groups. Opinions on the importance of sketching skills differed between novice educators and novice industry professionals, suggesting that there is a change of opinion as to the importance of sketching formed when recent graduates transition from academia to industry. The results suggest that there is a need to emphasize the importance of sketching and a deeper understanding as to the true utility of CAD tools at each stage of the design process.


Author(s):  
Raisa Yu. Ovchinnikova ◽  

The article shows that the study of design process as a special activity in graphic design is an art history problem and requires special research methods. It is scientific methodology that makes it pos-sible to achieve reliability in art history knowledge. Attention is drawn to the fact that since the 1960s the methodology of systems theory and activity theory has been a keynote for the development of the design process knowledge in various schools of graphic design. This methodology meets academic criteria and has not lost its value in our days. Based on the principles of this methodology the article analyzes different types of the graphic design process. The objective processes associated with the use of computer technologies in design appear to be the norm and the paradigm of functioning in modern graphic design. Thus, the idea of existence of numerous computer-aided design types is justified. The design objectives of diverse complexity serve here as criteria. On the basis of these objectives traditional, original, and innovative designs are out-lined and comparatively analyzed in the article. It is noted that computer technologies, first, act as an effective tool for the implementation of the forms envisioned by the designer. Second, a computer can be regarded as a creative partner, an agent. Computer technologies possess a unique set of properties and features that open up new opportunities for a creative practice in the field of graphic design. The boundaries of the design practice are changing, and new areas of collective creativity are being estab-lished. In this case the graphic design process is a process that involves efforts of many people. So, individual creativity of professional designers appears to be replaced by the collaboration of interdisci-plinary experts. It is also noted that the growth of computer-aided technologies is too fast for graphic designers to develop a theoretical understanding of them. It results in the duality of assessing the role of methodol-ogy and experience in the graphic design process. On the one hand, the use of design methodology improves efficiency of the design process in comparison with the approach based on experience. On the other hand, there occurs the “extraction” of methodology from the design practice. Research meth-ods of the graphic design process are created under the influence of not only intradisciplinary process-es but also with a view to the messages from other areas of academic knowledge. An example is the use of synergy as a special way of understanding empirical facts accumulated in various fields of aca-demic knowledge. Namely, computer-aided design reveals the non-linearity, a large variety of forms. Herewith, any calculations applied to a huge number of graphic elements change the visual result, creating a new version of the form. It is noted that the use of high-tech computer technologies is quite specific about training designers.


Author(s):  
Todd W. Neller ◽  
Daniel Ziegler

In this article, we describe a computer-aided design process for generating high-quality Birds of a Feather solitaire card puzzles. In each iteration, we generate puzzles via combinatorial optimization of an objective function. After solving and subjectively rating such puzzles, we compute objective puzzle features and regress our ratings onto such features to provide insight for objective function improvements. Through this iterative improvement process, we demonstrate the importance of the halfway solvability ratio in quality puzzle design. We relate our observations to recent work on tension in puzzle design, and suggest next steps for more efficient puzzle generation.


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