scholarly journals Assembled

2021 ◽  
Author(s):  
◽  
Young Woo Kang

<p>Profound innovations in assembly process of construction have been absent since the dawn of 2d planimetric drawing. However with advancements in augmented reality (AR) technology and computational tools, the process of assembly has the potential to significantly change. As architectural firms become more adept with 3d modelling and computational design there is a drive to support that work through the manifestation of the built form. By using methods of computational design, advanced fabrication techniques, and AR in assembly processes, a pure digital methodology is achieved that can seamlessly transfer data from one stage to the next. The digital workflow results in a connection from conceptual design to finished product. Researching methods into the process of assembly with AR is a way of advancing architecture into the future and completing the digital continuum, from conception to on site building.</p>

2021 ◽  
Author(s):  
◽  
Young Woo Kang

<p>Profound innovations in assembly process of construction have been absent since the dawn of 2d planimetric drawing. However with advancements in augmented reality (AR) technology and computational tools, the process of assembly has the potential to significantly change. As architectural firms become more adept with 3d modelling and computational design there is a drive to support that work through the manifestation of the built form. By using methods of computational design, advanced fabrication techniques, and AR in assembly processes, a pure digital methodology is achieved that can seamlessly transfer data from one stage to the next. The digital workflow results in a connection from conceptual design to finished product. Researching methods into the process of assembly with AR is a way of advancing architecture into the future and completing the digital continuum, from conception to on site building.</p>


Author(s):  
Tolga Kurtoglu ◽  
Matthew I. Campbell ◽  
Cari Bryant Arnold ◽  
Robert B. Stone ◽  
Daniel A. Mcadams

In this paper, we present our findings on the development of a taxonomy for electromechanical components. In building this taxonomy, we have two main objectives: First, we strive to establish a framework for future computational tools that archive, search, or reuse component knowledge during the conceptual phase of design. Second, we aim to define a standard vocabulary that derives uniformity and consistency in the representation of electromechanical component space. Through both empirically dissecting existing products and defining categories based on functional analysis, we defined 135 generic component types. The use and necessity of the resulting taxonomy by a suite of computational design tools are illustrated in two applications of conceptual design.


2019 ◽  
Vol 20 (3) ◽  
pp. 203-208 ◽  
Author(s):  
Lin Ning ◽  
Bifang He ◽  
Peng Zhou ◽  
Ratmir Derda ◽  
Jian Huang

Background:Peptide-Fc fusion drugs, also known as peptibodies, are a category of biological therapeutics in which the Fc region of an antibody is genetically fused to a peptide of interest. However, to develop such kind of drugs is laborious and expensive. Rational design is urgently needed.Methods:We summarized the key steps in peptide-Fc fusion technology and stressed the main computational resources, tools, and methods that had been used in the rational design of peptide-Fc fusion drugs. We also raised open questions about the computer-aided molecular design of peptide-Fc.Results:The design of peptibody consists of four steps. First, identify peptide leads from native ligands, biopanning, and computational design or prediction. Second, select the proper Fc region from different classes or subclasses of immunoglobulin. Third, fuse the peptide leads and Fc together properly. At last, evaluate the immunogenicity of the constructs. At each step, there are quite a few useful resources and computational tools.Conclusion:Reviewing the molecular design of peptibody will certainly help make the transition from peptide leads to drugs on the market quicker and cheaper.


2021 ◽  
Author(s):  
B Wang ◽  
Tane Moleta ◽  
Marc Aurel Schnabel

Technology inevitably evolves and develops rapidly in the modern era, industries and professions continue to strive in integrating, adapting and utilising these advancements to improve, optimise and improve the process of design to manufacture to the user experience. One such system that fits into this category is the advent of Virtual Reality and Augmented Reality. The numerous possibilities to which these visually and spatially immersive systems opportunities for immense innovation often lacks direction or an ultimate goal thus rendering this piece of software to often be little more than a visualisation tool.This paper recognises the unique position that VR allows and seeks to interrogate and deconstruct current, traditional design processes to better utilise VR in aiding and reinforcing the idea of partial testing of ideas and concepts throughout the design cycle. Different sciences such as psychology, processes and automation from computational design and considerations within software development will be employed and injected into the broader architectural context in which this research presides. In addition to the VR headset, eye tracking external hardware are integrated to develop a seamless tool and workflow that allows us, as designers to better interrogate clients behaviour within our designed digital representations which leads to validations, evaluations and criticisms of our actions within the architectural realm.


2021 ◽  
Author(s):  
J Rogers ◽  
Marc Aurel Schnabel ◽  
Tane Moleta

This paper presents the trilogy of virtual classifications, the speculative environment, the virtual inhabitant and the virtual built-form. These combine, generating a new realm of design within immersive architectural space, all to be designed relative to each other, this paper focuses on the speculative environment portion. This challenged computational design and representation through atmospheric filters, visible environment boundaries, materiality and audio experience. The speculative environment was generated manipulating the physical laws of the physical world, applied within the virtual space. The outcome provided a new spatial experience of architectural dynamics enhanced by detailed spatial qualities. Design concepts within this paper suggest at what immersive virtual reality can evolve into. Following an interconnective design methodology framework allowed a high level of complexity and richness to shine through the research case study throughout the process and final dissemination stages.


2021 ◽  
Author(s):  
J Rogers ◽  
Marc Aurel Schnabel ◽  
Tane Moleta

This paper presents the trilogy of virtual classifications, the speculative environment, the virtual inhabitant and the virtual built-form. These combine, generating a new realm of design within immersive architectural space, all to be designed relative to each other, this paper focuses on the speculative environment portion. This challenged computational design and representation through atmospheric filters, visible environment boundaries, materiality and audio experience. The speculative environment was generated manipulating the physical laws of the physical world, applied within the virtual space. The outcome provided a new spatial experience of architectural dynamics enhanced by detailed spatial qualities. Design concepts within this paper suggest at what immersive virtual reality can evolve into. Following an interconnective design methodology framework allowed a high level of complexity and richness to shine through the research case study throughout the process and final dissemination stages.


Author(s):  
Luis Marques ◽  
Josep Roca

The creation of 3D models of urban elements is extremely relevant for urbanists constituting digital archives and being especially useful for enriching maps and databases or reconstructing and analyzing objects/areas through time, building/recreating scenarios and implementing intuitive methods of interaction. The widespread data available online offer new opportunities to generate realistic 3D models without the need to go physically to the place. This chapter aims to demonstrate the potential 3D modeling and visualization/interaction of urban elements in the city for multiple purposes, and it is organized in four main topics: The first deals with the theoretical framework regarding the bases of the human perception of the spatial environment and the importance of 3D modelling. The second and third deal with technical procedures on terrestrial/aerial data acquisition and demonstrate alternatively data gathered online to generate 3D models for the visualization of urban elements of the city, and the fourth introduces 3D model visualization within an augmented reality environment.


Author(s):  
Javier Gonzalez-Sanchez ◽  
Quincy Conley ◽  
Maria-Elena Chavez-Echeagaray ◽  
Robert K. Atkinson

The assembly process is often very complex and involved, collecting and managing a significant number of parts in an intricate manner. Because the quality of a product is in large part impacted by the assembly process, intuitive and carefully scaffolded guidelines can make a difference in how fast and how accurate an assembler can complete the assembly process. To this end, the authors propose an innovative system that leverages three current and emerging technologies; augmented reality (AR), cloud computing, and mobile devices, to create an Augmented Reality Product Assembly (ARPA) system. This paper describes the total framework for creating the ARPA system. They also discuss how the system leverages augmented reality visualizations for repurposing user-generated assembly guidelines by incorporating cloud-based computing. Although the authors situate ARPA’s use in an industrial setting, it is domain-independent and able to support a wide range of practical and educational applications.


Molecules ◽  
2019 ◽  
Vol 24 (18) ◽  
pp. 3365 ◽  
Author(s):  
Lukasz Radosinski ◽  
Karolina Labus ◽  
Piotr Zemojtel ◽  
Jakub W. Wojciechowski

To successfully design and optimize the application of hydrogel matrices one has to effectively combine computational design tools with experimental methods. In this context, one of the most promising techniques is molecular modeling, which requires however accurate molecular models representing the investigated material. Although this method has been successfully used over the years for predicting the properties of polymers, its application to biopolymers, including gelatin, is limited. In this paper we provide a method for creating an atomistic representation of gelatin based on the modified FASTA codes of natural collagen. We show that the model created in this manner reproduces known experimental values of gelatin properties like density, glass-rubber transition temperature, WAXS profile and isobaric thermal expansion coefficient. We also present that molecular dynamics using the INTERFACE force field provides enough accuracy to track changes of density, fractional free volume and Hansen solubility coefficient over a narrow temperature regime (273–318 K) with 1 K accuracy. Thus we depict that using molecular dynamics one can predict properties of gelatin biopolymer as an efficient matrix for immobilization of various bioactive compounds, including enzymes.


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