16,240 research outputs found

    A Review of State-of-the-Art Large Sized Foam Cutting Rapid Prototyping and Manufacturing Technologies.

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    Purpose – Current additive rapid prototyping (RP) technologies fail to efficiently produce objects greater than 0.5?m3 due to restrictions in build size, build time and cost. A need exists to develop RP and manufacturing technologies capable of producing large objects in a rapid manner directly from computer-aided design data. Foam cutting RP is a relatively new technology capable of producing large complex objects using inexpensive materials. The purpose of this paper is to describe nine such technologies that have been developed or are currently being developed at institutions around the world. The relative merits of each system are discussed. Recommendations are given with the aim of enhancing the performance of existing and future foam cutting RP systems. Design/methodology/approach – The review is based on an extensive literature review covering academic publications, company documents and web site information. Findings – The paper provides insights into the different machine configurations and cutting strategies. The most successful machines and cutting strategies are identified. Research limitations/implications – Most of the foam cutting RP systems described have not been developed to the commercial level, thus a benchmark study directly comparing the nine systems was not possible. Originality/value – This paper provides the first overview of foam cutting RP technology, a field which is over a decade old. The information contained in this paper will help improve future developments in foam cutting RP systems

    Applying a User-centred Approach to Interactive Visualization Design

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    Analysing users in their context of work and finding out how and why they use different information resources is essential to provide interactive visualisation systems that match their goals and needs. Designers should actively involve the intended users throughout the whole process. This chapter presents a user-centered approach for the design of interactive visualisation systems. We describe three phases of the iterative visualisation design process: the early envisioning phase, the global specification hase, and the detailed specification phase. The whole design cycle is repeated until some criterion of success is reached. We discuss different techniques for the analysis of users, their tasks and domain. Subsequently, the design of prototypes and evaluation methods in visualisation practice are presented. Finally, we discuss the practical challenges in design and evaluation of collaborative visualisation environments. Our own case studies and those of others are used throughout the whole chapter to illustrate various approaches

    Survey on Additive Manufacturing, Cloud 3D Printing and Services

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    Cloud Manufacturing (CM) is the concept of using manufacturing resources in a service oriented way over the Internet. Recent developments in Additive Manufacturing (AM) are making it possible to utilise resources ad-hoc as replacement for traditional manufacturing resources in case of spontaneous problems in the established manufacturing processes. In order to be of use in these scenarios the AM resources must adhere to a strict principle of transparency and service composition in adherence to the Cloud Computing (CC) paradigm. With this review we provide an overview over CM, AM and relevant domains as well as present the historical development of scientific research in these fields, starting from 2002. Part of this work is also a meta-review on the domain to further detail its development and structure

    Comparative Analysis of Mobile 3D Scanning Technologies for Design, Manufacture of Interior and Exterior Tensile Material Structures and Canvasman Ltd. Case Study

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    This report aimed to investigate mobile 3D Scanning technologies to improve the 3D data capture and efficiency into Canvasman’s CAD design and manufacturing processes with focus on accurate resolution. The Santander funded Collaborative Venture Fund (CVF) project has provided research, survey data, evaluation and analysis for Canvasman Ltd. on 3D portable scanning hardware and software. The project solutions recommended in this report offers impartial product information on the current appropriate 3D scanning technology that potentially could improve efficiency of data capturing, design and manufacture of interior and exterior spaces, boats, vehicles and other similar constructions for creating and installing flexible coverings and indoor and outdoor structures

    Mobile learning: benefits of augmented reality in geometry teaching

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    As a consequence of the technological advances and the widespread use of mobile devices to access information and communication in the last decades, mobile learning has become a spontaneous learning model, providing a more flexible and collaborative technology-based learning. Thus, mobile technologies can create new opportunities for enhancing the pupils’ learning experiences. This paper presents the development of a game to assist teaching and learning, aiming to help students acquire knowledge in the field of geometry. The game was intended to develop the following competences in primary school learners (8-10 years): a better visualization of geometric objects on a plane and in space; understanding of the properties of geometric solids; and familiarization with the vocabulary of geometry. Findings show that by using the game, students have improved around 35% the hits of correct responses to the classification and differentiation between edge, vertex and face in 3D solids.This research was supported by the Arts and Humanities Research Council Design Star CDT (AH/L503770/1), the Portuguese Foundation for Science and Technology (FCT) projects LARSyS (UID/EEA/50009/2013) and CIAC-Research Centre for Arts and Communication.info:eu-repo/semantics/publishedVersio

    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
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