9 research outputs found

    DDSN 245.01: Civil Drafting

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    DDSN 245.01: Civil Drafting

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    Gestión de proyectos utilizando las herramientas BIM en la fase de diseño de proyectos de infraestructura vial

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    El objetivo principal de esta investigación es implementar una metodología de gestión de proyectos utilizando las herramientas BIM en la fase de diseño de proyectos de infraestructura vial. El enfoque que se utilizó es cualitativo, empleando un diseño exploratorio. La muestra de la investigación es del tipo no probabilístico de selección intencional, considerando el tramo de carretera del Proyecto Integración Vial Tacna – La Paz, Tramo: Tacna – Collpa (Frontera con Bolivia), Sub Tramo 3: km 146+180 – km 187+404, perteneciente a la Ruta PE-40 de la Red Vial Nacional. Los instrumentos que se utilizaron fueron: La revisión documental y la observación no estructurada o participante. Como resultado, se observa que con el uso de las herramientas BIM, como el software Civil 3D 2019 (Metric), se pude trabajar con grandes cantidades de datos, garantizando el normal rendimiento de las computadoras. Así mismo, se obtiene archivos más livianos, es decir, que el tamaño del archivo ocupa menos espacio (MB), evidenciando un ahorro hasta de un 75% en tamaños de archivos. También se observó, el aumento de productividad a la hora de realizar cambios en los diseños, ya que los objetos del diseño de Civil 3D, como las superficies, alineamientos, perfiles, entre otros, están vinculados, permitiendo generar de manera automática toda la documentación del proyecto, como planos, tablas, planillas, cantidad de materiales, etc. La investigación permite concluir que los efectos – beneficios encontrados luego de implementar el modelo de gestión de proyectos con el software BIM, AutoCAD Civil 3D 2019 (Metric) fueron, aumento de la eficiencia, optimización de los flujos de trabajo, mejora en la gestión de la información y protección de la integridad de los datos.The main objective of this research is to implement a project management methodology using BIM tools in the road infrastructure project design phase. The approach that was used is qualitative, using an exploratory design. The research sample is of the non-probabilistic type of intentional selection, considering the road section of the Tacna - La Paz Road Integration Project, Section: Tacna - Collpa (Border with Bolivia), Sub Section 3: km 146 + 180 - km 187 +404, belonging to Route PE-40 of the National Road Network. The instruments that were used were: Documentary review and unstructured or participant observation. As a result, it is observed that with the use of BIM tools, such as Civil 3D software 2019 (Metric), you can work with large amounts of data, guaranteeing the normal performance of computers. Likewise, lighter files are obtained, that is, that the file size occupies less space (MB), evidencing a saving of up to 75% in file sizes. It was also observed, the increase in productivity at the time of making changes in the designs, since the objects of the Civil 3D design, such as surfaces, alignments, profiles, among others, are linked, allowing to automatically generate all the documentation of the project, such as plans, tables, forms, quantity of materials, etc. La investigación permite concluir que los efectos – beneficios encontrados luego de implementar el modelo de gestión de proyectos con el software BIM, AutoCAD Civil 3D 2019 (Metric) fueron, aumento de la eficiencia, optimización de los flujos de trabajo, mejora en la gestión de la información y protección de la integridad de los datos.TesisAp

    Management and Visualisation of Non-linear History of Polygonal 3D Models

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    The research presented in this thesis concerns the problems of maintenance and revision control of large-scale three dimensional (3D) models over the Internet. As the models grow in size and the authoring tools grow in complexity, standard approaches to collaborative asset development become impractical. The prevalent paradigm of sharing files on a file system poses serious risks with regards, but not limited to, ensuring consistency and concurrency of multi-user 3D editing. Although modifications might be tracked manually using naming conventions or automatically in a version control system (VCS), understanding the provenance of a large 3D dataset is hard due to revision metadata not being associated with the underlying scene structures. Some tools and protocols enable seamless synchronisation of file and directory changes in remote locations. However, the existing web-based technologies are not yet fully exploiting the modern design patters for access to and management of alternative shared resources online. Therefore, four distinct but highly interconnected conceptual tools are explored. The first is the organisation of 3D assets within recent document-oriented No Structured Query Language (NoSQL) databases. These "schemaless" databases, unlike their relational counterparts, do not represent data in rigid table structures. Instead, they rely on polymorphic documents composed of key-value pairs that are much better suited to the diverse nature of 3D assets. Hence, a domain-specific non-linear revision control system 3D Repo is built around a NoSQL database to enable asynchronous editing similar to traditional VCSs. The second concept is that of visual 3D differencing and merging. The accompanying 3D Diff tool supports interactive conflict resolution at the level of scene graph nodes that are de facto the delta changes stored in the repository. The third is the utilisation of HyperText Transfer Protocol (HTTP) for the purposes of 3D data management. The XML3DRepo daemon application exposes the contents of the repository and the version control logic in a Representational State Transfer (REST) style of architecture. At the same time, it manifests the effects of various 3D encoding strategies on the file sizes and download times in modern web browsers. The fourth and final concept is the reverse-engineering of an editing history. Even if the models are being version controlled, the extracted provenance is limited to additions, deletions and modifications. The 3D Timeline tool, therefore, implies a plausible history of common modelling operations such as duplications, transformations, etc. Given a collection of 3D models, it estimates a part-based correspondence and visualises it in a temporal flow. The prototype tools developed as part of the research were evaluated in pilot user studies that suggest they are usable by the end users and well suited to their respective tasks. Together, the results constitute a novel framework that demonstrates the feasibility of a domain-specific 3D version control

    public class Graphic_Design implements Code { // Yes, but how? }: An investigation towards bespoke Creative Coding programming courses in graphic design education

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    Situated in the intersection of graphic design, computer science, and pedagogy, this dissertation investigates how programming is taught within graphic design education. The research adds to the understanding of the process, practice, and challenges associated with introducing an audience of visually inclined practitioners—who are often guided by instinct—to the formal and unforgiving world of syntax, algorithms, and logic. Motivating the research is a personal desire to contribute towards the development of bespoke contextualized syllabi specifically designed to accommodate how graphic designers learn, understand, and use programming as an integral skill in their vocational practice.The initial literature review identifies a gap needing to be filled to increase both practical and theoretical knowledge within the interdisciplinary field of computational graphic design. This gap concerns a lack of solid, empirically based epistemological frameworks for teaching programming to non-programmers in a visual context, partly caused by a dichotomy in traditional pedagogical practices associated with teaching programming and graphic design, respectively. Based on this gap, the overarching research question posed in this dissertation is: “How should programming ideally be taught to graphic designers to account for how they learn and how they intend to integrate programming into their vocational practice?”A mixed methods approach using both quantitative and qualitative analyses is taken to answer the research questions. The three papers comprising the dissertation are all built on individual hypotheses that are subsequently used to define three specific research questions.Paper 1 performs a quantitative mapping of contemporary, introductory programming courses taught in design schools to establish a broader understanding of their structure and content. The paper concludes that most courses are planned to favor programming concepts rather than graphic design concepts. The paper’s finding can serve as a point of departure for a critical discussion among researchers and educators regarding the integration of programming in graphic design education.Paper 2 quantitatively assesses how the learning style profile of graphic design students compares with that of students in technical disciplines. The paper identifies a number of significant differences that call for a variety of pedagogic and didactic strategies to be employed by educators to effectively teach programming to graphic designers. Based on the results, specific recommendations are given.Paper 3 proposes a hands-on, experiential pedagogic method specifically designed to introduce graphic design students to programming. The method relies on pre-existing commercial graphic design specimens to contextualize programming into a domain familiar to graphic designers. The method was tested on the target audience and observations on its use are reported. Qualitative evaluation of student feedback suggests the method is effective and well-received. Additionally, twenty-four heuristics that elaborate and extend the paper’s findings by interweaving other relevant and influential sources encountered during the research project are provided. Together, the literature review, the three papers, and the heuristics provide comprehensive and valuable theoretical and practical insights to both researchers and educators, regarding key aspects related to introducing programming as a creative practice in graphic design education

    Corroborating Emotion Theory with Role Theory and Agent Technology: a Framework for Designing Emotional Agents as Motivational Tutoring Entities

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    Nowadays, more and more applications require systems that can interact with humans. Agents can be perceived as computing services that humans, or even other agents, can request in order to accomplish their tasks. Some services may be simple and others rather complex. A way to determine the best agents (services) to be implemented is to identify who the actors are in the object of study, which roles they play, and (if possible) what kind of knowledge they use. Socially Intelligent Agents (SIAs) are agent systems that are able to connect and interface with humans, i.e. robotic or computational systems that show aspects of human-style social intelligence. In addition to their relevance in application areas such as e-commerce and entertainment, building artefacts in software and hardware has been recognized as a powerful tool for establishing a science of social minds which is a constructive approach toward understanding social intelligence in humans and other animals. Social intelligence in humans and other animals has a number of fascinating facets and implications for the design of SIAs. Human beings are biological agents that are embodied members of a social environment and are autobiographic agents who have a unique personality. They are situated in time and space and interpret new experiences based on reconstructions of previous experiences. Due to their physical embodiment, they have a unique perspective on the world and a unique history: an autobiography. Also, humans are able to express and recognize emotions, that are important in regulating individual survival and problem-solving as well as social interactions. Like artificial intelligence research trend, SIA research trend can be pursued with different goals in mind. A deep AI approach seeks to simulate real social intelligence and processes. A shallow AI approach, which will be highlighted also within this thesis, aims to create artefacts that are not socially intelligent per se, but rather appear socially intelligent to a given user. The shallow approach does not seek to create social intelligence unless it is meaningful social intelligence vis-à-vis some user situation In order to develop believable SIAs we do not have to know how beliefs-desires and intentions actually relate to each other in the real minds of the people. If one wants to create the impression of an artificial social agent driven by beliefs and desires, it is enough to draw on investigations on how people with different cultural background, develop and use theories of mind to understand the behaviours of others. Therefore, SIA technology needs to model the folk-theory reasoning rather than the real thing. To a shallow AI approach, a model of mind based on folk-psychology is as valid as one based on cognitive theory. Distance education is understood as online learning that is technology-based training which encompasses both computer-assisted and Web-based training. These systems, which appear to offer something for everyone at any time, in any place, do not always live up to the great promise they offer. The usage of social intelligent agents in online learning environments can enable the design of “enhanced-learning environments” that allow for the development and the assessment of social competences as well as the common professional competences. Within this thesis it is shown how to corroborate affective theory with role theory with agent technology in a synchronous virtual environment in order to overcome several inconveniences of distance education systems. This research embraces also the shallow approach of SIA and aims to provide the first steps of a method for creating a believable life-like tutor agent which can partially replace human-teachers and assist the students in the process of learning. The starting point for this research came from the fact: anxious, angry or depressed students do not learn; people in these conditions do not absorb information efficiently, consequentially it is an illusion to think that learning environments that do not consider motivational and emotional factors are adequate

    On the Design of End-user Service Composition Applications

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    Aplicación de la metodología BIM a un proyecto de construcción de un corredor de transporte para un complejo industrial. Modelo BIM 5D Costes

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    En el presente Trabajo Fin de Máster se realiza una investigación acerca de la aplicación de la metodología BIM a obras de la ingeniería civil, en particular, a infraestructuras lineales. Esta metodología de trabajo colaborativo está bastante consolidada en el sector de la edificación desde hace algún tiempo y, en la actualidad, se está comenzando a aplicar al campo de la ingeniería civil. Se realiza una revisión documental sobre el estado del arte del BIM en ingeniería civil, para aplicarlo, posteriormente, a la construcción de un corredor de trasporte. En cuanto a la revisión bibliográfica, se ha realizado una investigación en revistas divulgativas, revistas científicas, trabajos académicos, etc., de forma que se tenga una visión lo más global posible sobre las líneas en que se trabaja actualmente. La aplicación práctica consiste en aplicar la tecnología BIM para la construcción de una obra lineal mediante metodología BIM. Se modelizará un corredor de transporte que da acceso a una zona industrial, en un tramo donde transcurren de forma paralela una carretera y una vía ferroviaria. Se ha formalizado un Equipo de Obra compuesto por varios ingenieros civiles, asignándose a cada uno la ejecución de una disciplina. La disciplina BIM que se desarrolla en el proyecto de ejecución de este Trabajo Fin de Máster es la relativa al nivel BIM 5D de Costes. Esta disciplina desarrolla un presupuesto BIM para vincularlo a un modelo BIM 3D que permita llevar a cabo la valoración de la construcción de una infraestructura lineal y su seguimiento de obra. Para concluir el trabajo, se exponen las conclusiones y las posibles futuras líneas de investigación en relación a la aplicación de la metodología BIM a la ingeniería civil, y más concretamente a la ingeniería del transporte.The main aim of this Dissertation is to study the usage of BIM methodology within civil engineering projects, including linear infrastructure. This collaborative methodology has been settled in the building sector for a while, however, it is now when being implemented in the civil engineering sector. Firstly, previous applications of BIM methodology in Civil Engineering will be reviewed, so that it can be applied to the construction of a transport corridor. For the literature review, magazines, scientific publications, previous studies, etc. have been reviewed to get a better overview of the current working lines. The construction of a linear work will be carried out using BIM. A model showing the access to an industrial zone, in which a road and railway line meets, will be created. A Work Team composed of several civil engineers has been formalized, assigning each one the execution of a discipline. The BIM discipline that is developed in the project for the execution of this Final Master's Project is the one related to the BIM 5D Costs level. This discipline develops a BIM budget to link it to a 3D BIM model that allows carrying out the assessment of the construction of a linear infrastructure and its monitoring of work. To conclude, some conclusions and further investigations lines related to the application of BIM in Civil Engineering – especially in Highways - are stated.Universidad de Sevilla. Máster Universitario en Ingeniería de Caminos, Canales y Puerto

    A software metric suite for evaluating the usability of Learning Management Systems

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    In the last decade the World Wide Web has grown rapidly in both acceptance and application across a wide range of business, scientific, educational and societal contexts. From the mid 1990's there has been a move from static Internet sites to dynamic database driven Internet applications, Learning Management Systems (LMS) being an example of the latter in the education domain. Although intrinsically different from previous information systems because of the ubiquitous character of the Internet, many issues associated with more traditional software engineering projects are observable in the dynamics of newer Internet-based systems development activities. Usability is one of the most significant of those issues carried over into the contemporary Internet systems development environment that are crucial to their acceptance. Deploying a system that is not usable can greatly increase post-implementation maintenance and can incur training costs that could have been avoided if more rigorous usability testing had been conducted during development. Numerous usability testing methods exist. While often very effective, most require input from test subjects and can therefore be costly in time and effort. A further drawback to these methods is that they are generally applied close to the time of final deployment, meaning that the developers do not receive sufficiently detailed feedback to enable them to focus on fixing the offending elements that caused the usability problem in the first place. This suggests that developers need a low cost usability assessment method that can be used iteratively throughout the development process, giving them greater insight into usability problems than current methods allow. The research described in this thesis is primarily concerned with establishing and evaluating a cost-effective metric suite for determining the usability of Learning Management Systems. These LMS are complex interactive Internet applications that are increasingly integral to IT assisted teaching and learning environments. The research issues raised in this thesis lead to the development of the LMS Metric Suite. This metric suite is based upon a number of design and contextual criteria (a combination of intuitive characteristics and criteria established in the research field of human-computer interaction), enabling developers to evaluate the usability of LMS without requiring opinionative, subjective and expensive input from users. By reviewing the outcome of the calculated metric suite the developer should be able to clearly identify weaknesses within the usability of the design. 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