1,475 research outputs found

    Working Performatively with Interactive 3D Printing: An artistic practice utilising interactive programming for computational manufacturing and livecoding

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    This thesis explores the liminal space where personal computational art and design practices and mass-manufacturing technologies intersect. It focuses on what it could look and feel like to be a computationally-augmented, creative practitioner working with 3D printing in a more programmatic, interactive way. The major research contribution is the introduction of a future-looking practice of Interactive 3D Printing (I3DP).I3DP is articulated using the Cognitive Dimensions of Notations in terms of associated user activities and design trade-offs. Another contribution is the design, development, and analysis of a working I3DP system called LivePrinter. LivePrinter is evaluated through a series of qualitiative user studies and a personal computational art practice, including livecoding performances and 3D form-making

    DESIGN FOR ADDITIVE MANUFACTURING (DfAM) OF LARGE SIZE PRODUCTS USING A PLASTIC PELLET EXTRUSION: CASE STUDY OF THE EXCAVATOR CABIN PRODUCTION

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    Department of System Design and Control EngineeringIn recent decades, additive manufacturing has begun to impact real industry through significant growth. As the reliability of the final product using AM became higher, the cases applied to the actual production began to appear. In addition, as DfAM, a methodology for understanding the characteristics of AM and exploiting its advantages, has emerged, products with high functionality have been produced without penalties of cost and time. However, there are many problem that should be solved ultimately in order to be utilized in the real industry. Generally, AM is that it requires a closed space for the process and size of final part determined by AM machine. Products with more than size of unit meter are difficult to make with regular AM equipment. In order to make a large sized-products, at the design stage, additional processes are needed to fragment the original part, and is added assembly process. It can also take few hours to several days to build up a fully part located batch of AM. Therefore, AM technology needs a solution to rapidly produce large-sized products that are being produced in the real industry. As presented in this research, Large Object Additive Manufacturing (LOAM) can be a solution to this problem. Large Object Additive Manufacturing can stack several kilograms of material per hour on a large bed with meter units. This paper describes a large object additive manufacturing method, which is a feasible method for making large sized-products with fast fabricating speed. And propose a method to apply LOAM to DfAM which is a design technique that takes maximum advantage of 3D printer. In addition, a case study demonstrates the method of manufacturing the actual industrial excavator cabin using LOAM. A prototyping plan for the 3D printed excavator cabin is described and a design method is proposed to secure the structural safety through the topology optimization method. Adjustment methods are explained to produce successful 3D printing results. In this paper also explains how to assemble large parts made of polymers. Finally, 3D printed excavator cabin project is summarized to the AM methodology of large products through DfAM. Furthermore, establish methodology of applying DfAM technology for creating new products.ope

    Image and Video Forensics

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    Nowadays, images and videos have become the main modalities of information being exchanged in everyday life, and their pervasiveness has led the image forensics community to question their reliability, integrity, confidentiality, and security. Multimedia contents are generated in many different ways through the use of consumer electronics and high-quality digital imaging devices, such as smartphones, digital cameras, tablets, and wearable and IoT devices. The ever-increasing convenience of image acquisition has facilitated instant distribution and sharing of digital images on digital social platforms, determining a great amount of exchange data. Moreover, the pervasiveness of powerful image editing tools has allowed the manipulation of digital images for malicious or criminal ends, up to the creation of synthesized images and videos with the use of deep learning techniques. In response to these threats, the multimedia forensics community has produced major research efforts regarding the identification of the source and the detection of manipulation. In all cases (e.g., forensic investigations, fake news debunking, information warfare, and cyberattacks) where images and videos serve as critical evidence, forensic technologies that help to determine the origin, authenticity, and integrity of multimedia content can become essential tools. This book aims to collect a diverse and complementary set of articles that demonstrate new developments and applications in image and video forensics to tackle new and serious challenges to ensure media authenticity

    Working Performatively with Interactive 3D Printing: An artistic practice utilising interactive programming for computational manufacturing and livecoding

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    This thesis explores the liminal space where personal computational art and design practices and mass-manufacturing technologies intersect. It focuses on what it could look and feel like to be a computationally-augmented, creative practitioner working with 3D printing in a more programmatic, interactive way. The major research contribution is the introduction of a future-looking practice of Interactive 3D Printing (I3DP).I3DP is articulated using the Cognitive Dimensions of Notations in terms of associated user activities and design trade-offs. Another contribution is the design, development, and analysis of a working I3DP system called LivePrinter. LivePrinter is evaluated through a series of qualitiative user studies and a personal computational art practice, including livecoding performances and 3D form-making

    Digital 3D modelling - Introduction

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    The transformation of the sculptor from a performer with, e.g. clay, to someone whotrains computers to process data for new 3D images, or simply asks the computer to produce a 3D model, is naturally altering the perception of what it means to make visual art and who makes such art.In a teaching context, an important question concerns what should be taught in the visual arts and how the increasing digital entanglement in all practices should be handled in the various disciplines of the teaching subject

    Surface engineering by titanium particulate injection mounding

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    In a recent study a structural hold down component was designed and produced using the particulate injection moulding (PIM) process. The material of choice was titanium due not only to the material properties but also due to the desire to create custom made components for a state-of-the-art marine vessel. On removal from the mould the green parts were seen to have an irregular surface on the top face. The irregular surface presented no through part defects and although the surface irregularities were caused by separation of the two-phases the effect was restricted to the outer surface of the parts. In a more historic study by the author the surface properties of titanium dental implants were modified by the use of adaptive mould inserts during the moulding phase of PIM. These two contrasting studies are considered and have become the basis of a current investigation looking to engineer surface irregularities in an ordered fashion. The application of meso-machining, and additive manufacture are considered and the functionality which may arise are presented

    Development of innovative cross-disciplinary engineering showcase

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    The development of engineering education relies substantially on interactive showcases and practical knowledge. The cross-disciplinary engineering showcase is designed to be fully interactive by having user input, producing a tangible output, and to understand distinct elements from each of the engineering disciplines such as, civil, mechanical and electrical (CME). The showcase operates from the input of mechanical rotational energy by the user pedalling the exercycle. Mechanical energy is then transferred to the pump via a gear train, which converts the user input of 30 rpm to the optimal pump operating speed of 2900 rpm. Further, it is used to pump water from the lower eservoir to the upper reservoir via one of the three flow paths, which the user can select by opening or closing flow valves. Once the water reaches a given height, it then flows back to the lower reservoir via a micro-hydro generator. As a result, it generates electrical energy stored in a power bank that can be used by the user to charge a digital device. Also, the showcase has a QR code to digital media, which will provide an additional explanation/exposition of the presented engineering principles to the user/students. The aim of this project is to develop a cross- disciplinary engineering showcase to enhance student learnings by interpreting the CME engineering principles in schools, institutes, and universities

    Development of innovative cross-disciplinary engineering showcase

    Get PDF
    The development of engineering education relies substantially on interactive showcases and practical knowledge. The cross-disciplinary engineering showcase is designed to be fully interactive by having user input, producing a tangible output, and to understand distinct elements from each of the engineering disciplines such as, civil, mechanical and electrical (CME). The showcase operates from the input of mechanical rotational energy by the user pedalling the exercycle. Mechanical energy is then transferred to the pump via a gear train, which converts the user input of 30 rpm to the optimal pump operating speed of 2900 rpm. Further, it is used to pump water from the lower eservoir to the upper reservoir via one of the three flow paths, which the user can select by opening or closing flow valves. Once the water reaches a given height, it then flows back to the lower reservoir via a micro-hydro generator. As a result, it generates electrical energy stored in a power bank that can be used by the user to charge a digital device. Also, the showcase has a QR code to digital media, which will provide an additional explanation/exposition of the presented engineering principles to the user/students. The aim of this project is to develop a cross- disciplinary engineering showcase to enhance student learnings by interpreting the CME engineering principles in schools, institutes, and universities

    Advanced design methods for successful innovation

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    Innovation is the key to our future, for the companies we work for, for us as designers, and for the universities educating new generations of designers. The tools we use are becoming increasingly sophisticated, macthing the complex intricacies of the products, services and solutions we are working on. The world we work in is changing and so are we: our field of design is coming of age. Our message is simple and straightforward: to help organisations adopt advanced design methods, equipping then to deal with the dynamic development environments we encounter as practitioners. This supports Design United's mission: to stimulate and increase interaction between design practitioners and the university design schools. This is vital, as the implementation of advanced design methods requires intensive collaboration when defining and resolving research challenges, and developing new research methods and tools. This is meant to be a hands-on book. It has been written by researchers working in the field of innovative design questions. They tell us what they have done and how they did it, based on real-life cases. This book provides readers with a clear overview of recently researched and developed design methods that have the potential of making many individuals and organisations more successful in achieving their goals

    Advanced design methods for successful innovation

    Get PDF
    Innovation is the key to our future, for the companies we work for, for us as designers, and for the universities educating new generations of designers. The tools we use are becoming increasingly sophisticated, macthing the complex intricacies of the products, services and solutions we are working on. The world we work in is changing and so are we: our field of design is coming of age. Our message is simple and straightforward: to help organisations adopt advanced design methods, equipping then to deal with the dynamic development environments we encounter as practitioners. This supports Design United's mission: to stimulate and increase interaction between design practitioners and the university design schools. This is vital, as the implementation of advanced design methods requires intensive collaboration when defining and resolving research challenges, and developing new research methods and tools. This is meant to be a hands-on book. It has been written by researchers working in the field of innovative design questions. They tell us what they have done and how they did it, based on real-life cases. This book provides readers with a clear overview of recently researched and developed design methods that have the potential of making many individuals and organisations more successful in achieving their goals
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