scholarly journals ПРО ОБРАЗНО-ЗМІСТОВНІ ДОМІНАНТИ ПЕЙЗАЖНОЇ АЛЕЇ В м. КИЄВІ

2019 ◽  
pp. 97-105
Author(s):  
Р. Д Михайлова ◽  
С. С. Кисіль

Purpose. An analysis of figurative and informative accents of the Landscape Alley with graphic and design tools in the context of modern improvement of the historical landscape of Kyiv. Methodology. Research was conducted to study the object on the basis of historical and art history, functional, architectural and planning, landscape analysis. For a general assessment of the territory, field surveys, analysis of scientific, journalisticsources and design studies of previous years were carried out. Results. The figurative and meaningful dominants of the Landscape Alley in the historical landscape of Kyiv are determined. The essence and features of art and design tools are revealed during the shaping of its art elements, by combining sculpture with design art. It has been established that the Landscape Alley in Kyiv is an example of a new design thinking of fine art, as an option for designing a recreation zone of a metropolis and is determined by symbiosis: landscape, modern urbanism, traditions of fine art and modern design.Scientific novelty. For the first time, the meaning of the figurative and artistic solution for the arrangement of the Landscape Alley, the product of the collaboration of artists and design, was revealed. As a result, the historical landscape has been turned into a modern gaming, entertaining and comfortable recreational space. The content, role and significance of compositions of park sculptures, art objects of sculptural monumental and decorative plastic in the urban environment are determined.Practical significance. The scientific and practical results of the study can be used in the implementation of landscape-recreational design of urban areas – theme parks, squares, with the development of elements of improvement in them; in computer-aided design of the landscape and the subject environment with it; in the practice of image creation in art and design.

Author(s):  
Abdullah Togay ◽  
Merve Coşkun ◽  
Serkan Güneş ◽  
Çiğdem Güneş

The notion of “design thinking” can be regarded as a way of thinking that consists of both divergent and convergent phases. As a creative problem solving methodology, it first defines the problem with a human-centered perspective and then analyzes all the aspects of the problem as a part of a whole. This approach can be applied in all fields, including design education. With the emerging technology, computer-aided design tools and techniques have become an indispensable part of design professions, and therefore education. However, the way how computer-aided design tools and techniques should be integrated into current design education has not been discussed adequately. This study aims to frame the problems related to the current content, structure and timing of CAD courses. The alternative solutions regarding the integration of CAD courses to product design education will be proposed by using design thinking method.Keywords: design thinking, computer aided design (CAD), design education 


Author(s):  
Gary A. Gabriele ◽  
Agustî Maria I. Serrano

Abstract The need for superior design tools has lead to the development of better and more complex computer aided design programs. Two of the more important new developments in application tools being investigation are Object Oriented Languages, and HyperMedia. Object Oriented Languages allow the development of CAD tools where the parts being designed and the design procedures specified are conceptualized as objects. This allows for the development of design aids that are non-procedural and more readily manipulated by the user trying to accomplish a design task. HyperMedia allows for the easy inclusion of many different types of data, such as design charts and graphs, into the tool that are normally difficult to include in design tools programmed with more conventional programming languages. This paper explores the development of a computer aided design tool for the design of a single stage gear box using the development HyperCard® environment and the HyperTalk® programming language. The resulting program provides a user friendly interface, the ability to handle several kinds of design information including graphic and textual, and a non-procedural design tool to help the user design simple, one stage gear boxes. Help facilities in the program make it suitable for undergraduate instruction in a machine elements design course.


Author(s):  
Jeff Heisserman ◽  
Raju Mattikalli

Abstract Computer aided design tools are gaining popularity in industry due to their ability to model the geometric aspects of products. This has shown substantial benefit for reducing the need and expense of building physical prototypes and allowing parts and tooling to be manufactured directly from these models. However, the current capabilities in existing CAD tools for modeling assemblies are quite limited. In this paper we introduce a representation for describing interfaces between parts within hierarchical assemblies for capturing functional and physical mating relations. This representation is designed to support automated reasoning and automated generation and modification of assemblies. It is also designed for use with very large assemblies, compactly representing the interfaces of parts and assemblies that are reused within larger assemblies. We describe how this representation is used in our prototype design system, Genesis, for designing aircraft systems.


Author(s):  
Paz Perez González ◽  
Jose M. Framinan

A business process can be defined as a set of related tasks that are carried out within a business or organization in order to obtain certain output that should add value for the business client or organization (Gunasekaran & Kobu, 2002). An enterprise can be then analyzed and integrated through its business processes. Thus, business process modeling (BPM) becomes a fundamental part of business process management, as it enables a common understanding and analysis of a company’s business processes. Particularly, BPM using computer-aided design tools and a standard visual form of notation to describe, validate, and simulate business processes has taken on a new importance (Jonah, 2002).


Author(s):  
Antonios Karampelas

This chapter presents the blended-learning, project-based high school STEAM (science, technology, engineering, art, and mathematics) course that has been developed and delivered at the American Community Schools (ACS) Athens. The STEAM course fosters data literacy; critical, creative, and computational thinking; and problem-solving. The topics range from the internet of things, artificial intelligence, and data-based investigations to an introduction to aerospace, electrical, and architectural engineering, in the context of the Fourth Industrial Revolution. Computer-aided design software and the design thinking methodology are the major creative tools students use to experience immersive STEAM learning. The content of the course is described in terms of learning goals, instruction, and assessments, accompanied by instructional material. The transition of the STEAM course to an online setting is also discussed, and the author's reflections are shared.


Author(s):  
Robert E. Wendrich

Current and ongoing research and experimentations in the creation, design and build of low-cost, high-value prototypes for novel and unconventional interaction devices (IxD) in combination with cyber-physical system (CPS) (i.e. hybrid design tools (HDT), blended spaces) tangible user interfaces (TUI) and use of sensor technology lead to a variety of novel interaction modalities, experiences and possibilities. In line with this research, we propose a first prototype Human Sensor Selection Tool (HSST) as a preliminary guide and guidelines for design and engineering domains. The HSST is based on and inspired by the ‘five human senses’ [1], a plethora in human body signals (e.g. proprioceptive, vestibular) and gestures (e.g. facial expression, (e-)motions) that could be integrated, translated, transformed, adapted or mimicked to enhance and enrich the interaction modalities with for example computer-aided design (CAD), computer-aided technologies (CAx), and effectively affective CPS.


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