scholarly journals Application Of Cadd/Cam To Engineering Technology Courses And Some Real Life Projects

2020 ◽  
Author(s):  
B. Sridhara ◽  
Rick Taylor
Author(s):  
Md. Erfan ◽  
◽  
Bohnishikhan Halder ◽  
Sathi Rani Pal ◽  
Md. Shariful Islam ◽  
...  

Author(s):  
Monica Villavicencio ◽  
Erika Narvaez ◽  
Edgar Izquierdo ◽  
Jhonny Pincay
Keyword(s):  

2015 ◽  
Vol 8 (1) ◽  
pp. 33-57 ◽  
Author(s):  
Torild Alise W. Oddane

Purpose – The purpose of this paper is to explore the adequacy of the common individual creativity vs organizatonal innovation dichotomy in a complex real-life context. Design/methodology/approach – The paper is based on a retrospective case study of a R&D project in a large industrial company. Findings – The paper shows that understanding the relationship between creativity and innovation as a matter of individual creativity followed by subsequent collective innovation, fails to account for the inherent collective, and improvisational nature of innovation projects. To deal with this weakness, the paper proposes a reconceptualization of the relationship in terms of a capacity/activity distinction which views creativity as an individual and collective integral part of the complex innovation activity. Research limitations/implications – This paper does not discuss challenges regarding collaboration between people representing a variety of expertise, interests, and organizational belongings. Practical implications – The paper points out that continuous collective creativity is more important than initial individual creativity in complex real-life projects. The paper provides specific examples of work forms and approaches encouraging the collective creativity of researchers and practitioners in an innovation project. The work forms and approaches show how people continually deal with complexity, uncertainty and “the unexpected.” As such, the paper may be valuable to managers of complex real life-projects involving people with a great variety of expertise. Originality/value – The paper contributes to a reconceptualization of the relationship between creativity and innovation which forms a contrast to the most common ways to distinquish between the phenomena. The capacity/activity distinction reflects the common assumption of a close relationship between creativity and innovation, but does not restrict creativity to the individual level or initial stage of innovation projects only. As such, the reconceptualization of the relationship between creativity and innovation can form the basis for practice-based theories in project management.


3C ON-LINE ◽  
1995 ◽  
Vol 2 (1) ◽  
pp. 3-4
Author(s):  
Daris Howard
Keyword(s):  

Author(s):  
Sandro Morasca ◽  
Davide Taibi ◽  
Davide Tosi

Open Source Software (OSS) products do not usually follow traditional software engineering development paradigms. Specifically, testing activities in OSS development may be quite different from those carried out in Closed Source Software (CSS) development. As testing and verification require a good deal of resources in OSS, it is necessary to have ways to assess and improve OSS testing processes. This paper provides a set of testing guidelines and issues that OSS developers can use to decide which testing techniques make most sense for their OSS products. This paper 1) provides a checklist that helps OSS developers identify the most useful testing techniques according to the main characteristics of their products, and 2) outlines a proposal for a method that helps assess the maturity of OSS testing processes. The method is a proposal of a Maturity Model for testing processes (called OSS-TMM). To show its usefulness, the authors apply the method to seven real-life projects. Specifically, the authors apply the method to BusyBox, Apache Httpd, and Eclipse Test & Performance Tools Platform to show how the checklist supports and guides the testing process of these OSS products.


2021 ◽  
Author(s):  
Rob Kruizinga ◽  
Marion Kresken

<p>As a design office specialising in both bridge design and outdoor lighting, we know from experience what good lighting can do for a bridge and its surroundings. Our lecture will focus on several real-life projects where adding light has played an important role in transforming a bridge into an experience. As these projects will also show, lighting design can serve different purposes:</p><ul><li><p>Providing functional lighting to ensure safety</p></li><li><p>Enhancing the bridge’s appearance / Creating a specific night-time atmosphere</p></li><li><p>Telling the story behind the bridge and/or its location</p></li></ul><p>Among the examples shown will be the Hovenring, the hovering roundabout bicycle and pedestrian bridge in Eindhoven, where we have created a well-functioning and spectacular lighting design without a single light pole and a railway, pedestrian and wildlife bridge with illuminated railing that portrays images of the site’s history as well as local wildlife.</p>


Author(s):  
R. L. Alan Jordan

Abstract Design oriented “capstone” courses for senior students have enjoyed renewed popularity in recent years. However, incorporating design projects as part of lower level laboratory courses is not as widely practiced. This paper discusses the authors’ experience using design projects in four freshman/sophomore level mechanical engineering technology courses. In a mechanics of materials course, the students have been required to design a structure for an overhead granary, and a device to upright a large electrical transformer. In a fluid power course, students have been required to size and select components and create a schematic for a small machine. In a machine elements course, students have designed a commercial lawn mower and a ribbon printing machine. Students in a production drawing class have designed and produced a set of working drawings for a stamping die, and have worked with a machine elements class as the documentation personnel on a concurrent engineering project. The projects all require problem definition, data research and collection, analysis of the required components, minimum sizing verses commercially available parts, and a schematic or full set of drawings. The desired outcomes are an increased level of interest, involvement, and to help the students make the transition between theory and practice. Graduates of technology programs are involved in design after either an associate degree or a bachelors degree. These graduates will either assist engineers in the design process; or, be responsible for their own designs. The technologist must understand how the theory is applied to the solution of design problems. Design projects are utilized as a means of applying the theory learned in the courses and exposing the students to real life problem solving. This paper will discuss some of the above named projects; how they are presented, how the students are involved, and the results. Some of the lessons learned will be presented. Reports are a major part of all the design projects. This paper will discuss how progress and final reports are utilized in these projects.


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