A Tablet Based Immersive Architectural Design Tool
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Appendix B – Eco-Charrette Report
Appendix B – Eco-Charrette Report 2010 Facility Master Plan Factoria Recycling and Transfer Station November 2010 2010 Facility Master Plan Factoria Recycling and Transfer Station November 2010 Appendix B‐1: Factoria Recycling and Transfer Station ‐ Eco‐Charrette – Final Report. June 24, 2010. Prepared for King County Department of Natural Resources and Parks‐‐ Solid Waste Division. HDR Engineering, Inc. Appendix B‐2: Initial Guidance from the Salmon‐Safe Assessment Team regarding The Factoria Recycling and Transfer Station – Site Design Evaluation. July 15, 2010. Salmon‐Safe, Inc. Appendix B‐1: Factoria Recycling and Transfer Station ‐ Eco‐Charrette – Final Report. June 24, 2010. Prepared for King County Department of Natural Resources and Parks‐‐ Solid Waste Division. HDR Engineering, Inc. Table of Contents PART 1: ECO‐CHARRETTE...................................................................................................................... 1 Introduction and Purpose ......................................................................................................................... 1 Project Background and Setting ................................................................................................................ 1 Day 1. Introduction to the Sustainable Design Process ........................................................................... 3 Day 2: LEED Scorecard Review ................................................................................................................. 4 The LEED Green Building Certification -
Tool Design Engineer
Job Description Tool Design Engineer Job Title: Tool Design Engineer FLSA Status: Non-exempt Department: Engineering Reports To: Tooling and Engineering Manager Prepared By: Rich Neubauer Prepared Date: 1/13/2021 Approved By: Approved Date: Summary Under the direction of department management, perform engineering assignments relative to the development and design of metal stamping tools, dies, jigs, adapters, gauging devices, machine attachments, and special or single purpose machine tools. Analyze operational requirements, designs, dimensions, materials and treating specifications, etc. Prepare initial drawings, cost estimates, material requisitions, work orders etc. Design progressive and stage dies, jigs, fixtures, gauges etc. Work from sketches, instructions, specifications, and application data. Utilize CAD techniques to perform applicable drafting work. Assist with determining the various design factors e.g. economical production use, tool cost, versatility, locating points, securing methods, tolerances, materials, material treatment etc. Detail sections of large tools to facilitate expediting of work to tool manufacturers or within company Toolroom. Job Duties and Responsibilities 1. Complete designs for progressive and stage tooling, die modifications, fixtures and jigs using SolidWorks. 2. Maintain CAD software and hardware. 3. Maintain materials, records, and resources in a documented system to enable others to use these materials. 4. Maintain proper up-to-date file management for all designs. 5. Create Purchase Orders (POs) in JobBOSS for the toolroom and die builds. 6. Conduct communication meetings and offer support during the design, build and debug process. Additional Job Duties and Responsibilities 7. Work with existing and new customers with product design support. 8. Perform quality assurance on completed designs. 9. Develop and maintain design standards. -
An Example-Centric Tool for Context-Driven Design of Biomedical Devices
Advances in Engineering Education WINTER 2015 An Example-Centric Tool for Context-Driven Design of Biomedical Devices RACHEL DZOMBAK Department of Civil Engineering University of California, Berkeley Berkeley, CA KHANJAN MEHTA Humanitarian Engineering and Social Entrepreneurship (HESE) Program AND PETER BUTLER Department of Bioengineering The Pennsylvania State University University Park, PA ABSTRACT Engineering is one of the most global professions, with design teams developing technologies for an increasingly interconnected and borderless world. In order for engineering students to be proficient in creating viable solutions to the challenges faced by diverse populations, they must receive an expe- riential education in rigorous engineering design processes as well as identify the needs of customers living in communities radically different from their own. Acquainting students with the unique context and constraints of developing countries is difficult because of the breadth of pertinent considerations and the time constraints of academic semesters. This article describes a tool called Global Biomedi- cal Device Design, or GloBDD, that facilitates simultaneous instruction in design methodology and global context considerations. GloBDD espouses an example-centric approach to educate students in the user-centered and context-driven design of biomedical devices. The tool employs real-world case studies to help students understand the importance of identifying external considerations early in the design process: issues like anthropometric, contextual, social, economic, and manufacturing considerations amongst many others. This article presents the rationale for the tool, its content and organization, and evaluation results from integration into a junior-level biomedical device design class. Results indicate that the tool engages students in design space exploration, leads them to making sound design decisions, and teaches them how to defend these decisions with a well-informed rationale. -
Interaction Design Studio - 711 Instructor: Patrick Thornton Email: [email protected] Thursday 6-8:45 Pm Location: Pac 1815 - Clarice Smith Performing Arts Center
Interaction Design Studio - 711 Instructor: Patrick Thornton Email: [email protected] Thursday 6-8:45 pm Location: Pac 1815 - Clarice Smith Performing Arts Center Course Description Interaction design is the process of defining products and the broad services built around them. When interacting with systems, people build expectations and mental models of how things work. They learn what they can and cannot achieve. This course is about how to design for interactions that will resonate with your audiences: How the features and functions of a product get translated into something people find usable, useful, and desirable. Through a series of lectures, discussions, in-class design practice, and projects, students will explore the role of interaction designers. Students will learn how to prototype interactive products, systems, and services, and how to defend their work through the cycle of brainstorming and shared critique. This is a studio class, focusing on production processes that are required to develop public-facing work. The studio is important both as a working space and a space for collaborative reflection. Studio practice also describes a working method. As such, the INST711 classroom will focus on two activities: ● Externalization: You will put your ideas and conceptualizations into tangible materials. ● Critique: You will both give and receive constructive feedback on your own work and the work of other students in class. Student Learning Outcomes On the successful completion of this course, students will be able to: ● Explain basic concepts, techniques, and knowledge of interaction design. ● Critically discuss common methods in the interaction design process ● Use visual thinking and communication techniques to develop design concepts ● Build prototypes at varying levels of fidelity and can evaluate them using appropriate methods ● Develop critiquing skills to analyze interaction design artifacts and concept design. -
Personas in Action: Ethnography in an Interaction Design Team
NordiCHI, October 19-23, 2002 Short Papers Personas in Action: Ethnography in an Interaction Design Team Åsa Blomquist Mattias Arvola Department of Information Technology Dept. of Computer and Information Science Swedish National Tax Board Linköpings universitet SE-117 94 Solna, Sweden SE-581 83 Linköping, Sweden +46 8 7648192 +46 13 285626 [email protected] [email protected] ABSTRACT was an IT-company with offices in six countries and had Alan Cooper’s view on interaction design is both appealing around 250 employees, before it went into bankruptcy. The and provoking since it avoids problems of involving users main business of Q was to develop and sell The Portal, by simply excluding them. The users are instead which is an individualised company portal, or an advanced represented by an archetype of a user, called persona. This intranet. The purpose of The Portal was, according to the paper reports a twelve-week participant observation in an description from the company, to help co-workers in large interaction design team with the purpose of learning what information intense and knowledge intense organisations to really goes on in a design team when they implement work more efficiently. The work behind this article was personas in their process. On the surface it seemed like they made in cooperation with the User Experience Team at Q. used personas, but our analysis show how they had They were responsible for the interaction design and the difficulties in using them and encountered problems when graphical design at the company. Working with personas trying to imagine the user. -
DEVELOPING a PARAMETRIC URBAN DESIGN TOOL. Some Structural Challenges and Possible Ways to Overcome Them
DEVELOPING A PARAMETRIC URBAN DESIGN TOOL. SOME STRUCTURAL CHALLENGES AND POSSIBLE WAYS TO OVERCOME THEM Nicolai Steinø1, Esben Obeling2 1 Aalborg University, Department of Architecture, Design and Media Technology, Østerågade 6, DK – 9000 Aalborg, Denmark 2 Urban Design Independent researcher E-mail: [email protected] E-mail: [email protected] Abstract Parametric urban design is a potentially powerful tool for collaborative urban design processes. Rather than making one- off designs which need to be redesigned from the ground up in case of changes, parametric design tools make it possible keep the design open while at the same time allowing for a level of detailing which is high enough to facilitate an understan- ding of the generic qualities of proposed designs. Starting from a brief overview of parametric design, this paper presents initial findings from the development of a parametric urban design tool with regard to developing a structural logic which is flexible and expandable. It then moves on to outline and discuss further development work. Finally, it offers a brief reflection on the potentials and shortcomings of the software – CityEngine – which is used for developing the parametric urban design tool. Keywords: parametric design; urban design; building footprint; sequential hierarchy; design tools INTRODUCTION The overall aim of the research presented in this important once the tool is put to use, it need not be the paper is to develop a parametric urban design tool. focus of design at the early design stages. Hence, the While the research is in its early stages of development, focus of this paper lies on developing a structural logic the aim of the paper is to present some initial results and for a parametric urban design tool which is parametri- to outline further development. -
Architectural Models
C HAPTER 1 3 Architectural Models This chapter describes the architectural models that can be appHed to GMPLS networks. These architectures are not only useful for driving the ways in which networking equipment is deployed, but they are equally important in determining how the protocols themselves are constructed, and the responsibilities of the various protocol components. Several distinct protocol models have been advanced and the choice between them is far from simple. To some extent, the architectures reflect the backgrounds of their proponents: GMPLS sits uncomfortably between the world of the Internet Protocol and the sphere of influence of more traditional telecommunications companies. As a result, some of the architectures are heavily influenced by the Internet, while others have their roots in SONET/SDH, ATM, and even the telephone system (POTS). The supporters of the diff'erent architectures tend to be polarized and fairly dogmatic. Even though there are many similarities between the models, the proponents will often fail to recognize the overlaps and focus on what is different, making bold and forceful statements about the inadequacy of the other approaches. This chapter does not attempt to anoint any architecture as the best, nor does it even try to draw direct comparisons. Instead, each architecture is presented in its own right, and the reader is left to make up her own mind. Also introduced in this chapter is the end-to-end principle that underlies the lETF's Internet architecture and then describes three diff'erent GMPLS architectural models. The peer and overlay models are simple views of the network and are natural derivatives of the end-to-end architectural model: They can be combined into the third model, the hybrid model, which has the combined flexibihty of the two approaches. -
Design, Communication & Collaboration in Immersive Virtual
International Journal of Design Computing: Vol 4/2002: Special Issue on Designing Virtual Worlds Design, Communication & Collaboration in Immersive Virtual Environments MARC AUREL SCHNABEL & THOMAS KVAN Department of Architecture The University of Hong Kong, Hong Kong, China [email protected], [email protected] Please use IE 5.5+ and Quicktime. http://www.arch.usyd.edu.au/kcdc/journal/vol4/schnabel/index.html 19/07/2005 International Journal of Design Computing: Vol 4/2002: Special Issue on Designing Virtual Worlds Abstract | Introduction | Experiments | Tasks | Results | Discussion | Conclusion | Acknowledgements | References Abstract Virtual Environments (VE) are increasingly offered as environments for design. Using VE to visualize ideas from the initial steps of design, the architect is challenged to deal with perception of space, solid and void, without translations to and from a two dimensional media. From this new ability, we might expect new forms of design expression. The goal of our study was to identify how designers use and communicate early design ideas by using immersive three-dimensional VEs. We set-up a series of experiments including navigation- and perception-tasks, designing in immersive VE, transcription of design, remote communication between design partners and controlled observations. We explored initial intentions of three-dimensional (3D) immersive design schemes, textual descriptions and collaborations within immersive VE. This article describes the outcome of creation, interpretation and communication of architectural design, by using a 3D maze together with text-based communication in a series of collaborative design experiments. We conducted the first successful attempt of a Joint Design Studio, which uses immersive VE as tool of design and communication between remote partners. -
The Application of Virtual Reality in Art Design
International Conference on Education Technology, Management and Humanities Science (ETMHS 2015) The Application of Virtual Reality in Art Design: A New Approach 1, a CHEN Dalei 1 School of Art, Henan Institute of Education, Zhengzhou 450046,China a [email protected] Keywords: Virtual Reality; Art Design; 3D Modeling Abstract. As virtual reality technology matures and popular, it is gradually applied in art design. Virtual reality is constructed by high-tech means of the artificial environment. How best to achieve the user in the virtual world of realistic experience, has become a new research hotspot. In view of the present virtual reality technology and virtual aesthetics can improve the effect of the simulation are faced with the problem, in this paper, the study of virtual reality in art and design. Put forward the integration of technology and art technique can improve the virtual reality visual properties and the degree of match user requirements, improve the effect of the simulation. Introduction In recent years, along with the development of network and multimedia technology, virtual reality technology matures and popularization, the virtual reality technology is gradually applied in art design [1]. Virtual reality, art design is accompanied by virtual reality technology and the popularization of computer application technology and related form of audio-visual design new topic, it used the computer virtual reality technology and integrate images, sound, animation, video and other multimedia means, through the creation and performance of virtual objects with virtual space, information is a new way to display and form, make the information more intuitive, efficient delivery. As people gradually understand and attention to this kind of art and design, its application and development are also more and more widely and rapidly [2-3]. -
Teaching Co-Design in Industrial Design Case Studies of Exsisting Practices
TEACHING CO-DESIGN IN INDUSTRIAL DESIGN CASE STUDIES OF EXSISTING PRACTICES Chauncey Saurus / Claudia B. Rebola Georgia Institute of Technology [email protected] / [email protected] 1. ABSTRACT Co-design is a process that allows designers to develop products with greater insight to user needs through the participation of users in the design process. During this process what users say, make, and do is investigated using common research methods in combination with newer generative and exploratory approaches created for this purpose. Despite the prevalence of the co-design process, a lack of studies into the education of designers on co-design have been implemented, leaving a gap of information that needs to be filled in order for co-design to become integrated into design education and practice. The purpose of this study is to understand the current state of co-design education in the U.S. and to assimilate popular teaching techniques, by surveying teaching methods of co-design within Industrial Design programs at U.S. Universities with reputations as leaders in the field. A snowball sampling was performed with schools leaders in co-design. Schools were contacted and given a survey, interviewed with selected participants and assessed on their materials and practices on co-design. Various qualitative data analysis was performed with the surveys, interviews and materials. The conclusion includes a summary of key findings on the teaching of co-design. The significance of this project is to further research into teaching methods of co-design as well as providing a common framework for design educators to follow in higher level learning institutions 2. -
Digital Charrette: a Web Based Tool to Supplement
DIGITAL CHARRETTE: A WEB BASED TOOL TO SUPPLEMENT THE ADMISSION PROCEDURE TO GRADUATE ARCHITECTURAL DEGREE PROGRAMS A Thesis by KAMESHWARI VISWANADHA Submitted to the Office of Graduate Studies of Texas A&M University in partial fulfillment of the requirements for the degree of MASTER OF SCIENCE December 2001 Major Subject: Architecture iii ABSTRACT Digital Charrette: A Web Based Tool to Supplement the Admission Procedure to Graduate Architectural Degree Programs. (December 2001) Kameshwari Viswanadha, B.Arch., University of Mumbai (India) Chair of Advisory Committee: Dr. Guillermo Vasquez de Velasco The NAAB (National Architectural Accrediting Board), as an evaluator of architectural education in the United States, has established both graduate architectural curriculum criteria and student performance criteria expected to be fulfilled by the student at the time of graduation. To fulfill these standards set by the NAAB, the graduate selection committees of architecture schools require the ability to predict graduate design studio performance of the applicants. Also, the high percentage of international applicants suggests the necessity of a standardized evaluation tool. This research presents a standardized web based testing environment titled ‘Digital Charrette’ that would contribute toward the fair evaluation of applicants to graduate architectural degree programs. Spatial ability is related to design and visualization skills, a part of the NAAB criteria, and is also associated with design studio performance of architecture students. The Digital Charrette is a VRML environment within which spatial exercises are administered. It is designed to supplement the current admission procedure and would enable the selection of students with a greater potential to perform well in graduate architectural design studios. -
(2) Patent Application Publication (10) Pub. No.: US 2016/0370971 A1 HACKETT Et Al
US 20160370971A1 (19) United States (2) Patent Application Publication (10) Pub. No.: US 2016/0370971 A1 HACKETT et al. (43) Pub. Date: Dec. 22, 2016 (54) DRESS FORM FOR THREE-DIMENSIONAL G06T 19/00 (2006.01) DRAWING INSIDE VIRTUAL REALITY G{}6F 3/0484 (2006.01) ENVIRONMENT G06T 15/1() (2006.01) G06T 13/20 (2006.01) (71) Applicant: GOOGLE INC., Mountain View, CA (52) U.S. CI. (US) CPC ........... G06F 3/04815 (2013.01); G06T 15/10 e (2013.01); G06T 13/20 (2013.01); G06T (72) Inventors: Patrick Ryan HACKETT, San 19/006 (2013.01); G06F 3/04842 (2013.01); Francisco, CA (US); Clayton G06F 3/04845 (2013.01); G06F 3/0482 Woodward BAVOR, JR., Atherton, CA (2013.01) (US); Andrey DORONICHEV, San Francisco, CA (US) (57) ABSTRACT (21) Appl. No.: 14/859,167 Systems and methods are described for producing a repre (22) Filed: Sep. 18, 2015 sentation of a display of a three-dimensional virtual reality environment and defining a dress form object within the Related U.S. Application Data virtual reality environment. The virtual reality environment (60) Provisional application No. 62/052,338, filed on Sep. is configured to receive interactive commands from at least 18, 2014. 5- -- ~5 one input device coupled to a computing device and asso s ciated with a user. Fabric movement simulations are gener Publication Classification ated by animating the dress form object according to con figured animation data and displayed in the virtual reality (51) Int. Cl. environment. The display being may be generated in G{}6F 3/0481 (2006.01) response to receiving a movement pattern indicating move G{}6F 3/0482 (2006.01) ment of the dress form object.