660 research outputs found

    Digitally interpreting traditional folk crafts

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    The cultural heritage preservation requires that objects persist throughout time to continue to communicate an intended meaning. The necessity of computer-based preservation and interpretation of traditional folk crafts is validated by the decreasing number of masters, fading technologies, and crafts losing economic ground. We present a long-term applied research project on the development of a mathematical basis, software tools, and technology for application of desktop or personal fabrication using compact, cheap, and environmentally friendly fabrication devices, including '3D printers', in traditional crafts. We illustrate the properties of this new modeling and fabrication system using several case studies involving the digital capture of traditional objects and craft patterns, which we also reuse in modern designs. The test application areas for the development are traditional crafts from different cultural backgrounds, namely Japanese lacquer ware and Norwegian carvings. Our project includes modeling existing artifacts, Web presentations of the models, automation of the models fabrication, and the experimental manufacturing of new designs and forms

    NASA Tech Briefs, April 1994

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    Topics covered: Advanced Composites and Plastics; Electronic Components and Circuits; Electronic Systems; Physical Sciences; Materials; Computer Programs; Mechanics; Machinery/Automation; Manufacturing/Fabrication; Mathematics and Information Sciences; Life Sciences; Books and Reports

    A survey of virtual prototyping techniques for mechanical product development

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    Repeated, efficient, and extensive use of prototypes is a vital activity that can make the difference between successful and unsuccessful entry of new products into the competitive world market. In this respect, physical prototyping can prove to be very lengthy and expensive, especially if modifications resulting from design reviews involve tool redesign. The availability and affordability of advanced computer technology has paved the way for increasing utilization of prototypes that are digital and created in computer-based environments, i.e. they are virtual as opposed to being physical. The technology for using virtual prototypes was pioneered and adopted initially by large automotive and aerospace industries. Small-to-medium enterprises (SMEs) in the manufacturing industry also need to take virtual prototyping (VP) technology more seriously in order to exploit the benefits. VP is becoming very advanced and may eventually dominate the product development process. However, physical prototypes will still be required for the near future, albeit less frequently. This paper presents a general survey of the available VP techniques and highlights some of the most important developments and research issues while providing sources for further reference. The purpose of the paper is to provide potential SME users with a broad picture of the field of VP and to identify issues and information relevant to the deployment and implementation of VP technology

    NASA Tech Briefs, July 1999

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    Topics: Test and Measurement; Electronic Components and Circuits; Electronic Systems; Physical Sciences; Materials; Computer Software; Mechanics; Machinery/Automation; Bio-Medical; Books and Reports; Semiconductors/ICs

    NASA Tech Briefs, May 1993

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    Topics include: Advanced Composites and Plastics; Electronic Components and Circuits; Electronic Systems; Physical Sciences; Materials; Computer Programs; Mechanics; Machinery; Fabrication Technology; Mathematics and Information Sciences; Life Sciences

    Fracturing artefacts into 3D printable puzzles to enhance audience engagement with heritage collections

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    Three-dimensional (3D) puzzles of heritage artefacts are typically used to engage audiences in the interpretation of archaeological objects in a museum gallery. The reason for this is that a puzzle can be seen as an enjoyable educational activity in the form of a game but also as a complex activity that archaeologists undertake when re-assembling fragments, for instance, of broken pottery. Until now the creation of this type of experiences is mostly a manual process and the artefacts used rarely reflect those in the collection due to the complex nature of the process. The contribution of this article is a novel digital worfklow for the design and fabrication of 3D puzzles that overcomes these limitations. The input to the workflow is an authentic artefact from a heritage collection, which is then digitised using technologies such as 3D scanning and 3D modelling. Thereafter, a puzzle generator system produces the puzzle pieces using a cell fracture algorithm and generates a set of puzzle pieces (female) and a single core piece (male) for fabrication. Finally, the pieces are fabricated using 3D printing technology and post-processed to facilitate the puzzle assembly. To demonstrate the feasibility of the proposed novel workflow, we deployed it to create a puzzle activity of the Saltdean urn, which is exhibited at the Archaeology Gallery of the Brighton Museum and Art Gallery. The workflow is also used with further artefacts to demonstrate its applicability to other shapes. The significance of this research is that it eases the task of creating puzzle-like activities and maintaining them in the long term within a busy public space such as a museum gallery

    Production Engineering and Management

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    The annual International Conference on Production Engineering and Management takes place for the sixth time his year, and can therefore be considered a well - established event that is the result of the joint effort of the OWL University of Applied Sciences and the University of Trieste. The conference has been established as an annual meeting under the Double Degree Master Program ‘Production Engineering and Management’ by the two partner universities. The main goal of the conference is to provide an opportunity for students, researchers and professionals from Germany, Italy and abroad, to meet and exchange information, discuss experiences, specific practices and technical solutions used in planning, design and management of production and service systems. In addition, the conference is a platform aimed at presenting research projects, introducing young academics to the tradition of Symposiums and promoting the exchange of ideas between the industry and the academy. Especially the contributions of successful graduates of the Double Degree Master Program ‘Production Engineering and Management’ and those of other postgraduate researchers from several European countries have been enforced. This year’s special focus is on Direct Digital Manufacturing in the context of Industry 4.0, a topic of great interest for the global industry. The concept is spreading, but the actual solutions must be presented in order to highlight the practical benefits to industry and customers. Indeed, as Henning Banthien, Secretary General of the German ‘Plattform Industrie 4.0’ project office, has recently remarked, “Industry 4.0 requires a close alliance amongst the private sector, academia, politics and trade unions” in order to be “translated into practice and be implemented now”. PEM 2016 takes place between September 29 and 30, 2016 at the OWL University of Applied Sciences in Lemgo. The program is defined by the Organizing and Scientific Committees and clustered into scientific sessions covering topics of main interest and importance to the participants of the conference. The scientific sessions deal with technical and engineering issues, as well as management topics, and include contributions by researchers from academia and industry. The extended abstracts and full papers of the contributions underwent a double - blind review process. The 24 accepted presentations are assigned, according to their subject, to one of the following sessions: ‘Direct Digital Manufacturing in the Context of Industry 4.0’, ‘Industrial Engineering and Lean Management’, ‘Management Techniques and Methodologies’, ‘Wood Processing Technologies and Furniture Production’ and ‘Innovation Techniques and Methodologies
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