scholarly journals Reach Out and Touch

2013 ◽  
Vol 135 (08) ◽  
pp. 30-35
Author(s):  
Judy Vance

This paper explores the use of immersive computing or virtual reality throughout a product design, assembly, and disassembly. Virtual reality or immersive computing creates a sense of presence for participants through devices that stimulate the senses. Immersive computing technology goes a step further by allowing the participant to interact with computer-generated models or environments rather than to passively view a screen. The technology is a collection of hardware and software that lets the participant explore digitally created objects within a three-dimensional space. Immersive computing presents a sharp contrast to existing two-dimensional computer interfaces used with computer-aided design (CAD) software programs. In order to illustrate the use of immersive computing in product design, research projects focus on using the technology to explore uncertainty in making design decisions. Industry is realizing the benefits of increased communication and deeper understanding of complex design issues through the use of immersive computing. Experts believe that when every engineer’s desktop includes immersive computing technology, the results will be better products produced more economically and with increased national competitiveness.

2018 ◽  
Vol 6 (5) ◽  
pp. 34-40 ◽  
Author(s):  
Юрий Поликарпов ◽  
Yuriy Polikarpov ◽  
М. Семашко ◽  
M. Semashko ◽  
Л. Худякова ◽  
...  

In connection with the use of machine-building enterprises to create new products of computer-aided design, which solve the problem in three-dimensional space, the problem of modernization of the course of descriptive geometry becomes relevant. The article describes the experience of the Department of descriptive geometry and drawing of the Ufa state aviation technical University for the modernization of the course of descriptive geometry. The questions of development of educational and methodical complex of the modernized discipline “engineering and computer graphics”, about its components which are prepared by Department and are used in educational process at training of bachelors in the directions which are included in the enlarged group of 150000 «Mechanical engineering» are in detail considered.


Author(s):  
Marie Davidova

First-hand experiences in several design projects that were based on media richness and collaboration are described in this article. Although complex design processes are merely considered as socio-technical systems, they are deeply involved with natural systems. My collaborative research in the field of performance-oriented design combines digital and physical conceptual sketches, simulations and prototyping. GIGA-mapping - is applied to organise the data. The design process uses the most suitable tools, for the subtasks at hand, and the use of media is mixed according to particular requirements. These tools include digital and physical GIGA-mapping, parametric computer aided design (CAD), digital simulation of analyses, as well as sampling and 1:1 prototyping. Also discussed in this article are the methodologies used in several design projects to strategize these tools and the developments and trends in the tools employed.  The paper argues that the digital tools tend to produce similar results through given pre-sets that often do not correspond to real needs. Thus, there is a significant need for mixed methods including prototyping in the creative design process. Media mixing and cooperation across disciplines is unavoidable in the holistic approach to contemporary design. This includes the consideration of diverse biotic and abiotic agents. I argue that physical and digital GIGA-mapping is a crucial tool to use in coping with this complexity. Furthermore, I propose the integration of physical and digital outputs in one GIGA-map and the participation and co-design of biotic and abiotic agents into one rich design research space, which is resulting in an ever-evolving research-design process-result time-based design.


2001 ◽  
Vol 123 (11) ◽  
pp. 60-62
Author(s):  
Jean Thilmany

This article reviews that the rate of discovery obtained from an experiment or a computational model is enhanced and accelerated by using parallel computing techniques, visualization algorithms, and advanced visualization hardware. The National Institute of Standards and Technology (NIST) in Gaithersburg, MD, team believe that high-performance computing speeds discovery within the sciences. It defines advanced computing methods as those technologies that possess capabilities beyond current state-of-the-art desktop computing. Visualization tools, for example, now extend beyond the three-dimensional computer-aided design model viewable on a desktop computer to include virtual reality software and hardware. A cave automatic virtual environment, called a CAVE, features four walls onto which an image is projected in 3D so that engineers feel they are standing in front of an object. Researchers at Iowa State and NIST’s engineers both say the future of technology won't happen without advanced computing methods, including visualization, virtual reality, and parallel computing.


Author(s):  
Andrew Fischer ◽  
Judy M. Vance ◽  
Dao M. Vo

Virtual Reality (VR) allows engineers to naturally interact with three-dimensional digital models in a three-dimensional space. This provides a unique interface between users and computer models not found in traditional desktop environments. Common uses of virtual reality in product design include prototype evaluation, virtual assembly and visualization of engineering analysis results. This work described in this paper is based on a methodology for interactive design that uses virtual reality as an interface to product design and analysis. Computer analysis models coupled with fast reanalysis approximations and geometric models in a virtual environment are developed to facilitate shape design changes and updated analysis results in real-time. This combined design and analysis environment encourages the rapid investigation of many possible shape and design changes and how they affect the final product performance. The application developed to test this methodology is referred the Immersive Virtual Design Application (IVDA).


Author(s):  
Ethan Hilton ◽  
Wayne Li ◽  
Sunni H. Newton ◽  
Meltem Alemdar ◽  
Raghuram Pucha ◽  
...  

As Computer-Aided Design software has become more advanced, the use of hand-drawn engineering drawings has greatly diminished. This reduction has led to free-hand sketching becoming less emphasized in engineering education. While many engineering curriculums formerly included courses dedicated entirely to sketching and hand drafting, these topics are no longer addressed by most current curriculums. However, it has been observed that sketching has many benefits including improved communication in the design process, idea generation exercises, and visualizing design ideas in three-dimensional space. While isometric sketching has long been the preferred method in engineering curriculums, there are benefits of teaching perspective sketching including the creation of more realistic sketches for communication and idea generation. This paper presents the development of a perspective-based sketching curriculum and the study of how this method compares to more traditional methods of teaching sketching to students in a freshman level engineering graphics course. The results show that the perspective-based sketching method leads to equivalent gains in spatial visualization skills and final design self-efficacy as the traditional method of teaching hand sketching. While maintaining these skills, the new method also taught students additional skills. Through surveys and interviews, the students expressed that these skills would be useful to them in their future coursework and careers.


1993 ◽  
Vol 8 (4) ◽  
pp. 241-249
Author(s):  
Haresh Lalvani

Complex design and morphologic problems, consisting of multiple parameters, can be described, modelled and indexed using a meta-morphological technique presented here. All design and morphologic variables can be mapped in Euclidean n-dimensional space, where n is the number of variables. This meta-space contains all the possible solutions to the problem and each point in this solution n-space is a candidate solution. The desired solution, represented by a specific point in this space and coded (addressed) by its n-dimension Cartesian co-ordinates, is ranked by the hyper-distance of this point from the origin. The hyper-distance itself provides a design index (or hyper-index) of the solution and can be determined by the known hyper-Pythagorean theorem. The procedure is recursive and applies to complex design problems which are hierarchical and composed of problem-within-problem-within-problems. Here the parameters are composed of subparameters, and the solutions are correspondingly mapped in a recursive, fractal n-cube composed of sub-cubes composed of sub-sub-cubes. The total composite index is determined by the recursive application of the hyper-Pythagorean theorem and represents a quantification of the morphological complexity of the design. The model is independent of the design problem, and has attractive possibilities for application in computer-aided design environments. The application is shown with the hypothetical selection of a space frame from a number of alternatives.


2014 ◽  
Vol 536-537 ◽  
pp. 1612-1615
Author(s):  
Xiao Yuan Chen

The three-dimensional roaming system of landscape design and development in this paper based on the analysis of virtual reality technology and landscape characteristics. the system is to achieve a multi-view, multi-scenes tour. Further proposed of virtools technology significance in the garden is put forward and specific applications of virtual reality technology in landscape design are put forward.


2020 ◽  
Vol 10 (9) ◽  
pp. 3253
Author(s):  
Dmitry Kaplun ◽  
Mikhail Golovin ◽  
Alisa Sufelfa ◽  
Oskar Sachenkov ◽  
Konstantin Shcherbina ◽  
...  

Modern prosthetics largely relies upon visual data processing and implementation technologies such as 3D scanning, mathematical modeling, computer-aided design (CAD) tools, and 3D-printing during all stages from design to fabrication. Despite the intensive advancement of these technologies, once the prosthetic socket model is obtained by 3D scanning, its appropriate orientation and positioning remain largely the responsibility of an expert requiring substantial manual effort. In this paper, an automated orientation algorithm based on the adjustment of the 3D-model virtual anatomical axis of the tibia along with the vertical axis of the rectangular coordinates in three-dimensional space is proposed. The suggested algorithm is implemented, tested for performance and experimentally validated by explicit comparisons against an expert assessment.


2020 ◽  
Vol 64 (5) ◽  
pp. 50405-1-50405-5
Author(s):  
Young-Woo Park ◽  
Myounggyu Noh

Abstract Recently, the three-dimensional (3D) printing technique has attracted much attention for creating objects of arbitrary shape and manufacturing. For the first time, in this work, we present the fabrication of an inkjet printed low-cost 3D temperature sensor on a 3D-shaped thermoplastic substrate suitable for packaging, flexible electronics, and other printed applications. The design, fabrication, and testing of a 3D printed temperature sensor are presented. The sensor pattern is designed using a computer-aided design program and fabricated by drop-on-demand inkjet printing using a magnetostrictive inkjet printhead at room temperature. The sensor pattern is printed using commercially available conductive silver nanoparticle ink. A moving speed of 90 mm/min is chosen to print the sensor pattern. The inkjet printed temperature sensor is demonstrated, and it is characterized by good electrical properties, exhibiting good sensitivity and linearity. The results indicate that 3D inkjet printing technology may have great potential for applications in sensor fabrication.


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