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1

Sanchez, Norberto. "Designing Engagement: A Method for improving Multisensorial Properties of Products." University of Cincinnati / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1554373954791942.

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2

Li, Kang. "Towards a methodology for interactive virtual design assessment." MSSTATE, 2004. http://sun.library.msstate.edu/ETD-db/theses/available/etd-08302004-225346/.

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Complex interactive behaviour involves cognitive, sensation and motor behaviour and may consist of several sub interactive behaviours. It needs to be examined from different points of view. Although explaining everything in one model is not currently possible, it is possible to connect information from different sources to get a better understanding of the interaction to benefit product design. The long-term objective of our study is to develop a methodology for interactive virtual design assessment to study the interactive behaviour and achieve compatibility. This study summarized two experiments which covered many aspects of interactive behaviours in seated posture. Experiment one addressed manipulation behaviour and the hand control design of the car. Experiment two addressed seated reaching behaviour and ATM design. The two experiments are the basis of the advanced study for interactive virtual design assessment. They explored the limitations and advantages of digital prototypes and physical prototypes and suggested that digital prototypes and physical prototypes should be combined to provide design variations and to support human factor testing.
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3

Akhtar, Jawad. "Virtual reality : Effective surroundings, Enormous demonstration and mediator system in the games, industrial design and manufacturing." Thesis, Blekinge Tekniska Högskola, Avdelningen för för interaktion och systemdesign, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-1283.

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In this thesis, the concept of virtual reality has been elaborated in the context of games, industrial design and manufacturing. The main purpose of this master’s thesis is to create a virtual environment for games that are near to the reality and according to the human nature through aspects like better interface, simulation, lights, shadow effects and their types. The importance of these aspects regarding realistic virtual environment is complemented through the comparison between two environments i.e. desktop and CAVE on a flight simulation program.
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4

Powell, Jaemin. "Hardware design for an electro-mechanical bicycle simulator in an immersive virtual reality environment." Thesis, University of Iowa, 2017. https://ir.uiowa.edu/etd/5981.

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Roughly 50,000 people are injured in bicycle collisions with motor vehicles each year. The Hank Bicycle Simulator provides a virtual environment to study and reduce this tragic loss by safely investigating the interaction of bicycle riders and traffic, particularly for bicyclists crossing streets. The bicycle simulator design focuses on the bicycle and rider inertia, the predominant dynamic element for riders moving from a stopped position. The Hank Bicycle Simulator’s flywheel provides instantaneous inertial response while a servomotor provides simulated wind resistance to pedaling. This work describes the simulator design and a validation experiment that compares the simulator performance to theoretical predictions. The Hank Bicycle Simulator achieved initial acceleration with less than 0.20% error at realistic rider weights. The observed terminal velocity achieved less than 3.75%, with smaller errors for heavier riders. This allows the rider to cross a street with about a 60 ms time difference between the simulator and a real-life rider pedaling at a constant propulsive force. The Hank Bicycle Simulator was also validated through various physical experiments measuring the system inertia, the time delay of the electrical components, and the overall system performance. Such careful system validation for a mechanical feedback system is relatively rare in simulation research and is unique among previous reports of bicycle simulators.
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Wenzl, Filip. "Design kráčivého rypadla." Master's thesis, Vysoké učení technické v Brně. Fakulta strojního inženýrství, 2017. http://www.nusl.cz/ntk/nusl-319484.

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The theme of this diploma thesis is design of walking excavator. Specifially, the thesis is focused on inovative possibility of remote controll and describe structural, technological and ergonomic aspects of this solution in respect of current trends.
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Holmström, Anders, and Pontus Gaversjö. "DESIGN AV HÖJ- & SÄNKBART SOFFBORD : Utvecklingsarbete mot Tenzo AB." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-70006.

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In a world that only spins faster and where information is available in abundance, the need to multi task has grown bigger than ever before. The need to eat or work from the sofa is growing, while the trends say that the coffee table should be low. This conflict of interest forces people to make a choice, following the trends or being able to easily multi task from the sofa. Or do they have to? The thesis work described in this report may provide a solution to the problem. The work consists of 10 credits and is carried out by two students as a final stage of the bachelor’s degree in Industrial Design Engineering at Luleå University of Technology. The work is carried out in collaboration with the furniture manufacturer Tenzo AB. Tenzo is a, privately owned, Swedish furniture manufacturer with a business idea aimed at trendy furniture in the international market, according to Tenzo (2018), 95% is exported to Europe and major retailers in France, Germany and Switzerland. The goal has been to develop a conceptual lift top coffee table. With a user-centered design process, the user was involved continuously throughout the work, during a workshop and in interviews with the goal of exploring the question ”What is important in a coffee table?”, in evaluative interviews and in Virtual Reality (VR) to test the concepts and ideas. The final concept embraces a more classical table shape than the lift top tables available on the market today, but is also developed with future trends in mind. The trends identified are colors with more hue than the bright pastels we see today, rounder and softer shapes than the boxynes observed among today’s lift top coffee tables, and that the light wood is replaced by darker woods. The color options presented give the table both the ability to melt into an environment or stick out and demand presence in the room.
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7

Tseng, Chun-Hao. "Safety performance analyzer for constructed environments (SPACE)." Columbus, Ohio : Ohio State University, 2006. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1148572816.

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8

Pieretti, Mattia. "La comunicazione attraverso la Virtual Reality." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2016.

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Il progetto di testi consiste in un caso di presentazione aziendale (FAAC), pensato attraverso l'utilizzo della Virtual Reality. Si tratta il percorso progettuale partendo dal Brief fino ad arrivare all'ambiente virtuale per la presentazione nelle fiere di un nuovo dissuasore mobile pensato per le infrastrutture.
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9

Sharp, Jonathan Anthony. "Interaction design for electronic product design using virtual simulations." Thesis, Brunel University, 1997. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.387487.

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10

Dai, Mehmet Naci Carleton University Dissertation Engineering Mechanical and Aerospace. "Automating the analysis of complex physical systems - the virtual foundry." Ottawa, 1994.

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11

Dorobanțu, Cosmina Liana. "Market design, borders, and gravity in the virtual world." Thesis, University of Oxford, 2015. https://ora.ox.ac.uk/objects/uuid:91849bc8-5f6c-49f4-bd06-9f04afcfd1f9.

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This thesis consists of three separate papers which examine different aspects of the economics of online commerce. The first paper studies a natural experiment in the release of a new ad targeting feature onto an online advertising platform. The experiment affects the specificity of advertising assets in certain geographic ad markets. The paper finds evidence that the additional specificity negatively affects auction participation in the treated areas, an effect that has not been anticipated by the incumbent theoretical literature. The paper also finds evidence that despite negatively affecting auction participation, the additional specificity leads to higher revenue growth for the online platform in the treated areas. The paper's results highlight the importance of considering entry and exit decisions in theoretical models of specificity choices by market designers. The second paper uses a proprietary data set from Google to find that online trade between two US states or two Canadian provinces is 6.7 times higher than trade between a US state and a Canadian province. This finding is surprising given that in the online environment, information costs and business-to-business transactions involving intermediate inputs are largely absent. When disaggregating the data by sectors of economic activity, the study finds that the largest US-Canada border effects occur for services whose consumption is tied to a particular location and goods that face large regulatory hurdles at the border. The third paper analyzes geographical patterns of cross-country Internet transactions using proprietary data from Google. The paper finds the effect of distance on online trade to be around -0.53. The study also finds that cultural characteristics, such as shared languages or religions, have a large impact on e-commerce, while economic ties, such as a common currency, have an insignificant effect. The paper underlines the importance of accounting for selection into trade in worldwide gravity estimations and identifies two exclusion restrictions that can be used when examining online trade flows.
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12

Rieuf, Vincent. "Impact de l’expérience immersive sur la prise en compte du kansei en design industriel amont." Thesis, Paris, ENSAM, 2013. http://www.theses.fr/2013ENAM0027/document.

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Dans un contexte industriel en constante évolution, le designer industriel utilise la représentation comme un vecteur lui permettant de s’inspirer et d’opérer des choix stylistiques afin d’imaginer l’expérience induite par les concepts de produits qu’il développe. Ce travail doctoral présente l'étude comparative entre l'activité de design amont traditionnelle et l'activité de design amont immersive, permettant l'évaluation et la modélisation de l'activité de Kansei Design Virtuel. Mes travaux portent essentiellement sur l'application et l'expérimentation de théories fondamentales à travers la conception de deux outils consécutifs du processus de design:• Les Univers de Tendance sont des environnements inspirationnels spatiaux immersifs dédies à la compréhension d'une tendance stylistique et conçu pour substituer et augmenter le rôle des planches de tendances traditionnelles.• Le Dessin Tridimensionnel Immersif est un environnement générationnel permettant au designer de déposer, effacer, manipuler… un tracé dans l'espace et dédié aux premiers croquis d'idéation.Ces recherches ont pour but de développer des outils et un workflow digital immersif permettant d'une part, d'anticiper le Kansei (relation holistique designer/client-produit) afin d'optimiser les choix stylistiques stratégiques et d'autre part, de maximiser la fidélité de retranscription entre espace d'inspiration et espace de génération tout en augmentant la capacité du designer à produire des concepts esthétiques et innovants<br>In an ever-changing context, the industrial design uses representation as a vector for inspiration and as a tool to operate stylistic choices which in turn enable the shaping of the experience induced by the designed product.This doctoral research presents the comparative study of traditional early design activity and immersive early design activity. This enables the evaluation and modeling of Virtual Kansei Design. My work essentially address the application and experimentation of fundamental theories through the design of two successive tools composing and innovative early design process.• The Immersive Moodboards are spatial immersive inspirational environments dedicated to the understanding of a stylistic trend, designed to substitute and enhance traditional moodboards.• The Immersive sketching is a generational environment enabling the design to position, erase, manipulate… a graphical mark in a three dimensional space planned for the creation of the first ideation sketches.This research aim to develop tools and a digital immersive workflow which first of all enables the design to anticipate Kansei (holistic relationship between the designer/user and the product) in order to optimize strategic style related choices and secondly enhances the fidelity between inspiration and generation while increasing the ability of the designer to produce innovating and aesthetic concepts
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13

Mira, Fabrício José Aguiar de. "Design e realismo visual no desenvolvimento de ambientes de realidade virtual para tratamento psicoterapêutico /." Bauru, 2017. http://hdl.handle.net/11449/150774.

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Orientador: Milton Koji Nakata<br>Banca: Fausto Orsi Medola<br>Banca: Paulo Kawauchi<br>Resumo: Na área da psicologia, a realidade virtual tem sido referenciada como uma ferramenta eficiente para o tratamento de transtornos psiquiátricos, devido à sua capacidade de induzir alterações fisiológicas equivalentes àquelas vivenciadas no mundo real. Para que o tratamento tenha sucesso, o paciente deve sentir-se suficientemente presente no ambiente virtual. Dentre os fatores que levam a um maior senso de presença está o realismo visual, área que tem evoluido rapidamente nos útlimos anos mas que tem recebido pouca atenção nos estudos clínicos com realidade virtual. Diante disso, este estudo se propôs a definir o conceito de realismo visual e a investigar os requisitos necessários à sua concepção por meio de uma pesquisa bibliográfico-documental realizada em livros, artigos científicos, sites e documentações de softwares. Com base nos requisitos levantados, foi criado um instrumento de avaliação do realismo visual que serviu de base para o desenvolvimento de dois ambientes virtuais destinados ao tratamento do transtorno do pânico e agorafobia. A modelagem, texturização, atribuição de materiais, animação e programação destes ambientes foi realizada nos softwares Blender, Adobe Fuse/Mixamo, Colorgorical e Unreal Engine 4. Os resultados desta pesquisa evidenciam a importância do designer nas equipes de desenvolvimento de ambientes virtuais visualmente realistas. A escala de avaliação aqui proposta pode auxiliá-lo no delineamento da metodologia projetual a ser empregada, de acordo c... (Resumo completo, clicar acesso eletrônico abaixo)<br>Abstract: In the area of ​​psychology, virtual reality has been referred to as an efficient tool for the treatment of psychiatric disorders due to its ability to induce physiological changes equivalent to those experienced in the real world. For treatment to be successful, the patient must feel sufficiently present in the virtual environment. Among the factors that lead to a greater sense of presence is visual realism, an area that has evolved rapidly in recent years but has received little attention in clinical studies with virtual reality. Therefore, this study aimed to define the concept of visual realism and to investigate the necessary requirements for its conception through a bibliographic-documentary research carried out in books, scientific articles, websites and software documentation. Based on the requirements raised, an instrument of visual realism evaluation was created that served as the basis for the development of two virtual environments for the treatment of panic disorder and agoraphobia. The modeling, texturing, assignment of materials, animation and programming of these environments was performed in Blender, Adobe Fuse / Mixamo, Colorgorical and Unreal Engine 4 software. The results of this research highlight the importance of the designer in the development teams of visually realistic virtual environments. The evaluation scale proposed here may help in the design of the design methodology to be used, according to the objectives of the studies. In addition, the use o... (Complete abstract click electronic access below)<br>Mestre
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14

Desidério, David Lucas. "Design de produtos virtuais e transdisciplinaridade : cibercepção e construção de objetos em Second Life : um estudo acerca do design de relações /." Bauru : [s.n.], 2010. http://hdl.handle.net/11449/96264.

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Orientador: Dorival Campos Rossi<br>Banca: Olimpio José Pinheiro<br>Banca: Ivan Amaral Guerrini<br>Resumo: O presente trabalho versa acerca de outras formas de compreensão do design, dos projetos, processo e produtos como sendo virtuai e conforme uma abordagem transciplinar. É por meio do design de relações que se articulam as interfaces entre o design e as diversas disciplinas ou áreas do conhecimento de modo a se obter um design transdiciplinar ou transdesign. Destarte os produtos se configuram como não coisas ou não objetos virtuais, desde que a física quântica demonstrou a propriedade ondulatória da matéria e suas transformação em energia por meio da equação einsteiniana da mecânica relativística. A característica virtual ou rizomática dos objetos e produtos pode ser acessada, principalmente pelas suas atualizações digitais: as redes telemáticas, a Internet, o ciberespaço, a realidade virtual e o metaverso. O Second Life sendo um metaverso foi a plataforma escolhida para a construção de objetos e produtos virtuais, nos quais o design de relações (ou design virtual) articula ciências, filosofias, religiões, artes, tecnologias em arquitetura virtual, enfraquecendo os limites e barreiras disciplinares. A cibercepção (proposta por Roy Ascott) surge como elemento de sensibilidade no ato da criação com a utilização das ferramentas tecnológicas e telemáticas; sensibilidade esta que se expande ao nível psíquico da consciência do ser. Desta forma, podem-se estabelecer relações entre as ciências do psiquismo (as áreas psicológica e parapsicológica) e os meios de operação do metaverso (parte teórico-bibliográfica). Os objetivos deste trabalho são relacionar o Second Life com fenomenologia anômala (parapsicológica ou PSI); verificar se a teoria de Roy Ascott (ciberespaço) pode ou não ser corroborada a partir dessas relações e arquitetar um ambiente (não espaço) de interações virtuais para o grupo "Projetos Integrados de Pesquisa Online"-PIPOL, ... (Resumo completo, clicar acesso eletrônico abaixo)<br>Abstract: The present work approaches on other manners to comprehend design, projects, process and products as being virtual and as a transdisciplinar view. It is through the relationship design that it articulates the interfaces between the design and the various disciplines or areas of knowledge in order to obtain a transdicplinar design or transdesign. Thus products become non-things or virtual non-objects, since quantum physics demonstrated the wave property of matter and its transformations into energy through the Einstein's relativistic mechanic equation. The virtual or rhizomatic feature of objects and products can be accessed, mainly by its digital actualizations: the telematic networks, the Internet, the cyberspace, the Virtual Reality and the metaverse. Second Life as a metaverse, was the platform chosen for the construction of objects and virtual products, in which Relationship Design (or Virtual Design) articulates sciences, philosophies, religions, arts, technologies into virtual architecture, weakening the disciplinary edges or barriers. Cyberception (proposed by Roy Ascott) arises as sensibility in the act of creation with the useof technologic and telematic tools; this sensibility expands to the psychic level of the Being's Consciousness. In this way one can stablish relationships between psychi sciences (in the psychologic and parapsychologic fields) and the modus operandi of the metaverse (theoretical-bibliographic part). The objectives of this work are to relate Second Life with the anomalous phenomenology (parapsychologic or PSI); to verify if Roy Ascott's theory (Cyberception) can or cannot be corroborated with those relations; and to architect na environment (non space) of virtual interactions for the group "Online Integrated Research Projects" - PIPOL, inside the Second Life Metaverse, based on the Virtual Architecture theory to build and present virtual products as ... (Complete abstract click electronic access below)<br>Mestre
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15

Desidério, David Lucas [UNESP]. "Design de produtos virtuais e transdisciplinaridade: cibercepção e construção de objetos em Second Life : um estudo acerca do design de relações." Universidade Estadual Paulista (UNESP), 2010. http://hdl.handle.net/11449/96264.

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Made available in DSpace on 2014-06-11T19:28:04Z (GMT). No. of bitstreams: 0 Previous issue date: 2010-02-25Bitstream added on 2014-06-13T19:36:34Z : No. of bitstreams: 1 desiderio_dl_me_bauru.pdf: 11021419 bytes, checksum: 93def5ef71caaabc5debd2cebb65958c (MD5)<br>Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)<br>O presente trabalho versa acerca de outras formas de compreensão do design, dos projetos, processo e produtos como sendo virtuai e conforme uma abordagem transciplinar. É por meio do design de relações que se articulam as interfaces entre o design e as diversas disciplinas ou áreas do conhecimento de modo a se obter um design transdiciplinar ou transdesign. Destarte os produtos se configuram como não coisas ou não objetos virtuais, desde que a física quântica demonstrou a propriedade ondulatória da matéria e suas transformação em energia por meio da equação einsteiniana da mecânica relativística. A característica virtual ou rizomática dos objetos e produtos pode ser acessada, principalmente pelas suas atualizações digitais: as redes telemáticas, a Internet, o ciberespaço, a realidade virtual e o metaverso. O Second Life sendo um metaverso foi a plataforma escolhida para a construção de objetos e produtos virtuais, nos quais o design de relações (ou design virtual) articula ciências, filosofias, religiões, artes, tecnologias em arquitetura virtual, enfraquecendo os limites e barreiras disciplinares. A cibercepção (proposta por Roy Ascott) surge como elemento de sensibilidade no ato da criação com a utilização das ferramentas tecnológicas e telemáticas; sensibilidade esta que se expande ao nível psíquico da consciência do ser. Desta forma, podem-se estabelecer relações entre as ciências do psiquismo (as áreas psicológica e parapsicológica) e os meios de operação do metaverso (parte teórico-bibliográfica). Os objetivos deste trabalho são relacionar o Second Life com fenomenologia anômala (parapsicológica ou PSI); verificar se a teoria de Roy Ascott (ciberespaço) pode ou não ser corroborada a partir dessas relações e arquitetar um ambiente (não espaço) de interações virtuais para o grupo Projetos Integrados de Pesquisa Online-PIPOL,...<br>The present work approaches on other manners to comprehend design, projects, process and products as being virtual and as a transdisciplinar view. It is through the relationship design that it articulates the interfaces between the design and the various disciplines or areas of knowledge in order to obtain a transdicplinar design or transdesign. Thus products become non-things or virtual non-objects, since quantum physics demonstrated the wave property of matter and its transformations into energy through the Einstein's relativistic mechanic equation. The virtual or rhizomatic feature of objects and products can be accessed, mainly by its digital actualizations: the telematic networks, the Internet, the cyberspace, the Virtual Reality and the metaverse. Second Life as a metaverse, was the platform chosen for the construction of objects and virtual products, in which Relationship Design (or Virtual Design) articulates sciences, philosophies, religions, arts, technologies into virtual architecture, weakening the disciplinary edges or barriers. Cyberception (proposed by Roy Ascott) arises as sensibility in the act of creation with the useof technologic and telematic tools; this sensibility expands to the psychic level of the Being's Consciousness. In this way one can stablish relationships between psychi sciences (in the psychologic and parapsychologic fields) and the modus operandi of the metaverse (theoretical-bibliographic part). The objectives of this work are to relate Second Life with the anomalous phenomenology (parapsychologic or PSI); to verify if Roy Ascott's theory (Cyberception) can or cannot be corroborated with those relations; and to architect na environment (non space) of virtual interactions for the group Online Integrated Research Projects - PIPOL, inside the Second Life Metaverse, based on the Virtual Architecture theory to build and present virtual products as ... (Complete abstract click electronic access below)
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16

Tian, Renran. "Validity and reliability of dynamic virtual interactive design methodology." Master's thesis, Mississippi State : Mississippi State University, 2007. http://library.msstate.edu/etd/show.asp?etd=etd-09242007-080500.

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17

Kattan, Ali. "La réalité virtuelle immersive comme outil de représentation dans le processus de design. Application au programme INTERREG "Design dans la ville"." Thesis, Vandoeuvre-les-Nancy, INPL, 2009. http://www.theses.fr/2009INPL029N/document.

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Notre recherche s’inscrit dans le domaine du génie industriel et se positionne plus précisément dans le design. L’objet général de cette thèse est d’intégrer la Réalité Virtuelle immersive comme outil de représentation dans le processus de conception des produits nouveaux, afin d’améliorer la boîte à outils du designer, de le comparer et d’analyser son influence par apport aux outils de représentation Traditionnels (T) et Numériques (N), d’aide à la création et à la communication des idées utilisés en Design. Pour les outils T et N, nous analyserons plus particulièrement le dessin, la maquette physique et les logiciels de Conception Assisté par Ordinateur (CAO). Notre but est de proposer une méthode destinée à aider plus particulièrement deux acteurs de la conception (le designer et l’architecte) à mieux choisir leur outil de représentation durant le processus de design. Nous montrerons l’utilité d’intégrer la Réalité Virtuelle RV comme une nouvelle technologie à leur démarche de travail. Les expérimentations menées nous permettent ainsi de dégager les rapports de la RV dans le processus de design. Ainsi, de montrer : - une influence positive de la RV sur l’évaluation esthétique (selon la vision du designer) et technique (selon la vision des acteurs de la conception) du produit nouveau. - une meilleure compréhension de l’objet par les intervenants spécialistes (industriels, décideurs..) et les non-spécialistes (utilisateurs, consommateurs..). Notre recherche ouvre des perspectives pour élargir l’application de la RV dans d’autres projets et d’améliorer l’outil à travers de la naissance d’une série d’applications réservées au designer<br>Our research is in the field of industrial engineering and it is positioned specifically in the design. The general purpose of this thesis is to integrate the immersive Virtual Reality as a tool of representation in the process of new products design to enhance the toolkit of the designer, to compare and analyze its influence by providing the tools of traditional (T) and digital (N) and to support the creation and communication of ideas used in Design. For these tools of T and N, we will analyze in particular drawing, mock-up and software for computer aided design (CAD). Our goal is to propose a method to help especially the two actors of design (the designer and the architect) to choose the best tool for representation during the design process. We show the usefulness of integrating Virtual Reality VR technology as a new approach to their work. The experiments conducted allow us to identify the relationship of VR in the design process. Thus, to show: - A positive influence of VR on the aesthetic evaluation (according to the vision of the designer) and technology (according to the vision of those involved in design) of new product. - A better understanding of the subject specialists by stakeholders (industry, policy makers ...) and non-experts (users, consumers ...). Our research offers a potential to broaden the application of VR in other projects and improve the tool through the birth of a number of applications available to the designer
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18

Conti, Enrico. "Progetto di uno strumento per corsi di formazione aziendale da remoto tramite realtà virtuale." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2021.

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La tesi contiene uno studio e un'analisi di mercato sulle applicazioni delle tecnologie immersive nel contesto aziendale al giorno d'oggi. Dopodiché cerca di rispondere tramite il progetto di un prodotto servizio all'esigenza di poter svolgere formazione aziendale da remoto della parte pratica, tramite la messa a punto di un kit riutilizzabile che sfrutta i vantaggi della realtà virtuale.
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19

Ozturk, Elif. "Online Distance Education: A New Approach To Industrial Design Education." Master's thesis, METU, 2010. http://etd.lib.metu.edu.tr/upload/12612241/index.pdf.

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Today, the impact of information technologies on education field is ever more clarified with the integration of new tools and methods to the education. Education has been becoming away from the traditional classroom environment through virtual environment. Besides education of theoretical disciplines, education of practice based disciplines, like design related disciplines are moving toward virtual environments. One of these is Industrial Design (ID) education which also has made the transition to the virtual world. This thesis aims to explore and scrutinize the latest forms of ID education, especially the online distance ID education. In order to comprehend the technological progress of ID education and its possible future, an overview of the origins and an evaluation of the current state of distance online ID education are made. By this study, it is expected to shed light to the design educators and the educational systems&rsquo<br>developers, for designing these environments. At the end of this research, it is concluded that it is not possible to imagine a future of ID education without technology integration. However, it would be better to apply both technological and traditional methods. In fact, the key people in the development of these educational systems and tools would be the designers themselves.
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20

Barge, Roland A. "The feasibility of using virtual prototyping technologies for product evaluation." Thesis, Loughborough University, 2008. https://dspace.lboro.ac.uk/2134/16390.

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With the continuous development in computer and communications technology the use of computer aided design in design processes is becoming more commonplace. A wide range of virtual prototyping technologies are currently in development, some of which are commercially viable for use within a product design process. These virtual prototyping technologies range from graphics tablets to haptic devices. With the compression of design cycles the feasibility of using these technologies for product evaluation is becoming an ever more important consideration. This thesis begins by presenting the findings of a comprehensive literature review defining product design with a focus on product evaluation and a discussion of current virtual prototyping technologies. From the literature review it was clear that user involvement in the product evaluation process is critical. The literature review was followed by a series of interconnected studies starting with an investigation into design consultancies' access and use of prototyping technologies and their evaluation methods. Although design consultancies are already using photo-realistic renderings, animations and sometimes 3600 view CAD models for their virtual product evaluations, current virtual prototyping hardware and software is often unsatisfactory for their needs. Some emergent technologies such as haptic interfaces are currently not commonly used in industry. This study was followed by an investigation into users' psychological acceptance and physiological discomfort when using a variety of virtual prototyping tools for product evaluation compared with using physical prototypes, ranging from on-screen photo-realistic renderings to 3D 3600 view models developed using a range of design software. The third study then went on to explore the feasibility of using these virtual prototyping tools and the effect on product preference when compared to using physical prototypes. The forth study looked at the designer's requirements for current and future virtual prototyping tools, design tools and evaluation methods. In the final chapters of the thesis the relative strengths and weaknesses of these technologies were re-evaluated and a definitive set of user requirements based on the documentary evidence of the previous studies was produced. This was followed by the development of a speculative series of scenarios for the next generation of virtual prototyping technologies ranging from improvements to existing technologies through to blue sky concepts. These scenarios were then evaluated by designers and consumers to produce documentary evidence and recommendations for preferred and suitable combinations of virtual prototyping technologies. Such hardware and software will require a user interface that is intuitive, simple, easy to use and suitable for both the designers who create the virtual prototypes and the consumers who evaluate them.
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21

Magro, Magno Felipe Dal. "A significação da experiência de uso em um Ambiente Virtual de Aprendizagem: estudo de caso sobre a plataforma Moodle no CEDERJ." Universidade do Estado do Rio de Janeiro, 2015. http://www.bdtd.uerj.br/tde_busca/arquivo.php?codArquivo=8909.

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Essa pesquisa é um estudo de caso sobre a interação do aluno com a interface da plataforma Moodle. Para tal, foram utilizadas técnicas consolidadas de avaliação da usabilidade de interfaces digitais. Assim, com respaldo na Semiótica do americano Charles Sanders Peirce, verificou-se e discutiu-se questões subjetivas dos processos comunicativos envolvidos nos problemas interacionais identificados. Uma vez analisado o impacto desses problemas, desenhou-se um quadro geral, denominado experiência do usuário, no qual as interfaces avaliadas são arenas das frustrações e ações que esta proposta de inspeção foi capaz de descrever. A partir desse quadro, foram fundadas as bases para compreensão do modelo mental do usuário para propor soluções. Essas soluções são baseadas, principalmente, em prescrições de usabilidade de Jakob Nielsen, Donald Norman e Steve Krug Nesse cenário, é demonstrado como o design contribui para a elaboração de uma interface que convida à ação e reflexão, de forma a proporcionar um ambiente de interação satisfatório e consonante com as novas tendências educacionais e da cibercultura. Deste modo, também demonstra-se de que forma a Semiótica pode instrumentalizar o profissional de design a resolver situações de projeto. Por meio da documentação de metodologias e resultados, esta pesquisa apoia a boa comunicação entre projetistas, ressalta a importância da subjetividade no estudo interacional, além de propor soluções para os problemas encontrados. Em virtude dos fatos supracitados, essa pesquisa tem como produto final um acervo de informações relevantes para o histórico de projetos em design. Contemplados os requisitos de usabilidade propostos por essa pesquisa, espera-se que, no futuro, tais requisitos sejam validados, para que o impacto produzido pelas mudanças implementadas possam ser avaliados. Assim, poderá ser verificado como essas mudanças impactarão no processo comunicativo da nova proposta interacional e se elas se converteram realmente em satisfação na experiência do usuário. Com isso, pretende-se que o foco da interface passe a ser a associação da satisfação do uso ao processo de aprendizagem.
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Cardoso, Eduardo. "Estudo do emprego da espuma metálica no design automotivo." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2009. http://hdl.handle.net/10183/16211.

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Os automóveis têm afetado profundamente não somente o desenvolvimento econômico e as transformações dos meios produtivos, mas também os modos de vida da sociedade, o meio ambiente e a configuração dos espaços urbanos.Destacam-se, hoje, como um dos maiores conjuntos de atividades de negócio no mundo, guiando o desenvolvimento e o lançamento de novos produtos, processos e materiais no mercado, servindo como referência para outros setores. Novos conceitos, materiais e métodos de produção surgem a cada dia, aumentando o desempenho destes veículos, reduzindo o seu tempo de desenvolvimento, simulação, produção e lançamento no mercado. Neste novo cenário solicitações cada vez mais complexas precisam ser atendidas, integrando performance, segurança, economia, praticidade, tecnologia e desenvolvimento sustentável, entre outros. Assim, é necessário inovar com a pesquisa em design, metodologia de projeto, materiais e tecnologias para projeto e produção de veículos. Na busca de novos materiais as espumas metálicas vêm se mostrando fortes aliadas na construção de estruturas cada vez mais leves e resistentes, gerando economia com manutenção de desempenho e atualmente ainda existe carência de estudos computacionais tratando da caracterização e aplicações para estes materiais. Este trabalho visa a contribuição, tanto na área acadêmica quanto industrial, relacionando o design automotivo, a seleção de materiais e a simulação computacional através de software para modelagem e análise do comportamento estrutural pelo método dos elementos finitos com emprego da espuma metálica no modelo do Estudo de Caso do chassi do veículo Sabiá 5 - UEMG.De acordo com as simulações realizadas nas análises estáticas e dinâmicas, entre elas os testes de modos de vibração e crash test virtual, pode-se afirmar que a alternativa que melhor atendeu às solicitações foi a predominantemente constituída em espuma metálica, não ocorrendo plastificação na simulação dinâmica de deslocamento e havendo redução de peso. Demonstrou ainda, melhores condições no crash test frontal, absorvendo o máximo de energia cinética possível, para que esta não seja assimilada internamente ao veículo vindo a atingir os ocupantes. Observa-se ainda que a aplicação e simulação da espuma metálica é bastante complexa, principalmente em virtude da caracterização de sua relação constitutiva e da geometria do modelo, porém os resultados apresentados validam a metodologia empregada e explicitam as potencialidades das ferramentas computacionais empregadas no design virtual de produtos.<br>Automobiles have affected profoundly not only the economic development and the transformation of the means of production, but also society's lifestyles, the environment and urban spaces. They stand out as one of the biggest business activities in the world, guiding the development and launch of new products, processes and materials, and serving as a reference for other sectors. New production concepts, materials and methods are created every day, improving the performance of these vehicles and reducing the time needed for development, simulation, production and launch. In this new setting more complex requests have to be met, integrating performance, safety, economy, practicality, technology and sustainable development, among others. In this regard, it is necessary to innovate with design research, project methodology, and materials and technologies for projecting and producing vehicles. In search of new materials metal foams are demonstrating to help construction of lighter and stronger structures, saving money and keeping the performance. Nowadays there is still lack of computational studies covering the characterization and application of these materials. This work aims to contribute, both to the academic and industrial fields, relating automotive design, materials selection and computer simulation. This last activity is performed through modeling and structural behavior analysis software, which uses the finite element method. The computer simulation then uses the metal foam in the study case model for the chassis of the vehicle Sabiá 5 - UEMG. According to the simulations performed in the statistical and dynamic analyses, which included modes of vibration and virtual crash tests, it can be stated that the alternative which best met the requests was the one composed mainly by a metal foam, in which there was weight reduction and no plasticization in the dynamic displacement simulation. This alternative also demonstrated better conditions in the front crash test, absorbing the most kinetic energy possible, so that it doesn't reach the interior of the vehicle and hit the passengers. It is also observed that the application and simulation of the metal foam is very complex, mainly because of the characterization of its constitutive relation and the geometry of the model. However, the results presented validate the used methodology and show the potentiality of the computer tools used in virtual product design.
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23

Ribeiro, Cristiano Clezar. "A construção das relações entre os estudantes no ensino à distância: análise e proposições pelo viés do Design Estratégico." Universidade do Vale do Rio dos Sinos, 2013. http://www.repositorio.jesuita.org.br/handle/UNISINOS/3380.

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Submitted by Maicon Juliano Schmidt (maicons) on 2015-04-28T12:46:05Z No. of bitstreams: 1 Cristiano Clezar Ribeiro.pdf: 39851241 bytes, checksum: e173710e8e4a5900ff7d09f6e898da85 (MD5)<br>Made available in DSpace on 2015-04-28T12:46:05Z (GMT). No. of bitstreams: 1 Cristiano Clezar Ribeiro.pdf: 39851241 bytes, checksum: e173710e8e4a5900ff7d09f6e898da85 (MD5) Previous issue date: 2013-01-31<br>Nenhuma<br>A atual pesquisa verifica a visão que o estudante de curso em EaD apresenta quando se trata do desenvolvimento de relações com outros participantes - do mesmo curso - que compartilham desse ambiente virtual, discutindo de que modo essas percepções se articulam com os principais conceitos do Design Estratégico. O universo de pesquisa selecionado está centrado na Especialização em Docência para a Educação Profissional, realizada pelo Senac-RS no ano de 2010, na modalidade EaD. Para essa investigação, foram adotadas como procedimentos metodológicos a pesquisa bibliográfica, a pesquisa documental eletrônica e a entrevista estruturada por meio de um formulário eletrônico distribuído para os alunos da Especialização em Docência para a Educação Profissional. Como resultado do cruzamento das percepções obtidas na entrevista, pode-se apontar, principalmente, quanto ao desenvolvimento de relações entre os estudantes, que: (1) mesmo com a convivência on-line os estudantes ainda sentem necessidade do encontro presencial como complemento ao desenvolvimento de relações; (2) estudantes que já realizaram outros cursos na modalidade EaD e estudantes residentes no interior do estado estabeleceram melhores relações com seus colegas; (3) percebeu-se existir uma relação entre construção de identidade virtual e desenvolvimento de relações. A partir disto, esta pesquisa sugere que se desenvolva uma integração do ambiente virtual de aprendizagem utilizado curso (Moodle) com o site de redes sociais Facebook. Em complemento a isso, acredita-se que a promoção de encontros presenciais pode ser somada ao sistema-produto do curso, agregando valor por meio das relações estabelecidas neste ambiente.<br>The current study assesses the view that the student in distance learning course presents when it comes to developing its relations with other participants – in the same course - that share this virtual environment, discussing how these perceptions are linked with the main concepts of Strategic Design. The selected universe for this research focuses the Specialization in Teaching for Professional Education, held at Senac-RS in 2010, the DL modality. For this research, the methodological procedures that have been adopted were the bibliographical research, electronic documentary research and structured interview through an electronic form sent to the students of the Teaching Expertise for Professional Education course. As a result of the crossing of the insights gained in the interview, one can point mainly for the development of relationships between students, that: (1) even with the coexistence online students still feel the need to meet in order to complement the development of relations, (2) students who have already made other courses in distance learning mode and students who live in the interior of the state established better relationships with colleagues, (3) it was noticed that there is a relationship between identity construction and development of virtual relationships. This research suggests that one can develop an integration of the virtual learning environment of the course (Moodle) with the social networking site Facebook. In addition to this, it is believed that the promotion of face meetings can be added to the system-product of the course, adding value by means of the relationships established in this environment.
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Pires, Julio César Pinheiro. "Estudo de rotor para turbina eólica de eixo horizontal de pequeno porte com aplicação de modelagem e simulação virtual." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2010. http://hdl.handle.net/10183/29058.

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Este trabalho apresenta um estudo para aerogerador de pequeno porte projetado inicialmente para uso residencial. A ênfase está na modelagem e simulação virtual da estrutura das pás em compósito de fibra de vidro. A modelagem geométrica foi feita com software para desenho assistido por computador (CAD 3D). Para o projeto, foi escolhido o perfil MH110 que apresenta boa relação entre coeficiente de sustentação e coeficiente de arrasto e facilidade de fabricação. Os parâmetros como o diâmetro do rotor, a corda e a torção da pá, as relações entre velocidades e a aplicação de cargas na estrutura do material utilizado foram definidos segundo bibliografia específica, software para análise de perfil aerodinâmico e simulações pelo método dos elementos finitos. Procurou-se buscar sempre a maior eficiência, segurança e economia. O material considerado para o projeto das pás foi projetado para resistir às tensões decorrentes de operação em condições consideradas normais e para rajadas de vento. A simulação pelo método dos elementos finitos foi conduzida com ferramenta computacional e levou em conta os limites de falha do material utilizado. A geometria foi simulada sem reforço interno e apresentou baixo deslocamento quando submetida às cargas aerodinâmicas de empuxo e rotacional. Ao realizar simulação com critério de falha, foi possível determinar a espessura mais adequada para o material compósito e verificar seu comportamento de acordo com diferentes velocidades de vento.<br>This work presents a study for small wind generator designed for residential usage. The emphasis is modeling and virtual simulation of the blade structure made in composite material (fiberglass). Geometric modeling was performed by computer aided design (CAD 3D) software. The MH110 profile was chosen for design because it presents good ratio of lift coefficient and drag coefficient, and manufacturing facility. Parameters such as rotor diameter, chord and blade twist, the relationship between the blade speeds, and the application of loads on the material used were defined according to specific bibliography, software for airfoil analysis and simulations by finite element method. It tried to always seek most efficiency, safety and economy. The material was designed to withstand the stresses arising from operation under conditions considered normal and wind gusts. The simulation by finite element method was conducted by computational tool and took into account the material failure criterion. The geometry was simulated without internal reinforcement and presented low displacement when subjected to aerodynamic loads of thrust and rotational forces. When performing simulation with the failure criterion, it was possible to determine the most appropriate thickness for the composite material and verify its behavior under different wind speeds.
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Neves, Thaís Boeira. "Estudo de projeto têxtil em um contexto de design de interação." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2010. http://hdl.handle.net/10183/31998.

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A pesquisa ressalta a importância da reflexão na prática aplicada sustentada no processo científico para construção do conhecimento da área têxtil de malharia retilínea. A abordagem de intervenção utilizada permite heurísticas projetuais que proporcionam análises reflexivas sobre a percepção imaginativa e física dos objetos orientados deste estudo, com base em variáveis como: a seleção de materiais e a simulação virtual. Os objetos orientados são avaliados como ferramentas de mediação dos processos de concepção de produtos têxteis centrados ao usuário, ao processo e ao produto. Verifica-se a importância de construir um instrumento de análise, amparado no conceito de design de interação, através de uma relação contínua de pesquisa-ação onde as construções cognitivas, culturais e sociais são apontadas como fator determinante para o fluxo comunicacional no processo. Sendo utilizados processos integrados de simulação virtual através do sistema CAD SDS ONE FULL RD Shima Seiki. Para tanto, a pesquisa compreende estudos de caso envolvendo empresas do setor com configurações organizacionais e projetuais diferentes, os quais apresentaram resultados significativos da aplicação do design interativo no contexto projetual têxtil. A Diana Têxtil SA. consiste em uma empresa de grande porte, sediada em Timbó, Santa Catarina. Neste estudo de caso é descrito um projeto piloto que proporcionou a concepção da primeira coleção virtual de malharia retilínea realizada no Brasil. E, apresenta através da análise do seu contexto o fluxo complexo de interações culturais e conexões dos agentes e tecnologias, que configuraram a realização desse evento. A Arco Baleno Ltda. é uma empresa de pequeno porte sediada em Flores da Cunha, Rio Grande do Sul. Este estudo apresenta um processo de design interativo guiado pelo estilista como agente de inovação. O projeto é realizado através de parcerias entre a empresa fornecedora de tecnologia e a micro empresa analisada que também conta com subsídios financeiros do Sebrae para realização de seus projetos de design. Através desse estudo foi realizada uma pesquisa afetiva com usuário final crianças de 5 a 12 anos, para avaliar a aceitação de texturas específicas e da personagem da marca. A Marisol SA. é uma empresa de grande porte sediada em Jaraguá, Santa Catarina. Este estudo apresenta uma análise sobre a implementação de processos inovadores apresentados em um workshop realizado na empresa. Compreende a avaliação de seus profissionais especialistas quanto à importância da seleção de materiais e a simulação virtual para concepção de novos produtos. A Best Malhas Ltda. é uma empresa de médio porte sediada em Caxias do Sul. Este estudo apresenta descrições de novas concepções estratégicas do posicionamento do designer dentro do contexto de serviço e apresenta tarefas distintas atribuídas a esse profissional. Uma visão holística do processo de design é analisada para subsidiar a compreensão do design do processo de design. O quinto estudo de caso é amparado em uma plataforma global de relacionamentos profissionais o LinkedIn. Esse estudo de caso de profissionais especialistas descreve a criação de uma rede social com expertises específicas, os designers de malharia retilínea, através da plataforma do LinkedIn. Foi realizada uma survey, através de questionários para coleta de dados específicos que permitiram a análises sobre as características do perfil desses profissionais da área, bem como a sua pré-disposição as variáveis desta pesquisa. Através dessa rede social potencializada pelas tecnologias, foram coletadas informações dos especialistas ―estilistas de malharia retilínea‖. Tal processo valoriza a integração de expertises, da sintonia dos pares e proporciona através da dinâmica democrática e virtuosa o ―feedback ―para este objeto de estudo. Esta dissertação possui relevância econômica, social, científica e tecnológica, pois, aponta lacunas na área têxtil de malharia retilínea. Apresenta coerência em uma abordagem de adequação – sócio técnica, no qual é atribuído ao estilista o papel de um agente estratégico de inovação, através da possibilidade descrita que esse profissional possui ao integrar processos avançados para comunicação de seus projetos.<br>The research point the importance of reflection in applied practice sustained in the scientific process to build the knowledge of the textile flat knitting´s textile area. The used intervention approach allows projectual heuristics that provide reflexive analysis about imaginative and physical perception of the oriented objects of this study, based on variables such as material selection and virtual simulation. The oriented objects are evaluated like mediation tools of conception processes of textile products centered on the user, on the process, and on the product. It is verified the importance of building an analysis tool, supported on the concept of interaction design, through an ongoing relationship of research-action where the cognitive, cultural and social constructions are cited as a determinant factor to communication flow in the process. Integrated processes of virtual simulation are used through the CAD system SDS ONE FULL RD Shima Seiki. Therefore, the research includes case studies involving companies of the sector with different organizational and projectual configurations, which presented significant results from the application of interactive design within the textile projectual context. Diana Textil SA. consists in a large-sized company, localized in Timbo, Santa Catarina. This case study describes a pilot project that provided the conception of the flat knitting's first virtual collection developed in Brazil. And it presents, through the analysis of its context, the complex flow of cultural interactions and connections of agents and technologies that shaped the realization of this event. Arco Baleno Ltda. is a small-sized company localized in Flores da Cunha, Rio Grande do Sul. This study presents an interactive design process conducted by the designer as the agent of innovation. The project is realized through partnerships between the company that is provider of technology and the analyzed small company, which also has the Sebrae's financial subsidies to perform their design projects. Through this study it was realized an affective research with the end user, children between 5 and 12 years old, to evaluate the acceptance of specific textures and character of the mark. Marisol SA. is a large-sized company localized in Jaraguá do Sul, Santa Catarina. This study presents an analysis about implementation of innovative processes presented in a workshop realized at the company. It includes the evaluation of their professionals about the importance of material selection and virtual simulation for conception of new products. Best Malhas Ltda. is a medium-sized company localized in Caxias do Sul, Rio Grande do Sul. This study presents descriptions of new strategic conceptions of designer positioning within the service context and presents different tasks assigned to this professional. A holistic view of the design process is analyzed to subsidize the comprehension of the design process' design. The fifth case study is supported on a global platform of professional relationships, LinkedIn. This professional's case study describes the expertise to creation of a social network with specific expertise, the flat knitting designers, through LinkedIn platform. A survey was conducted using questionnaires to collect specific data that allowed the analysis about the profile characteristics of these area professionals, as well as their pre-disposing to the variables of this research. Through this social network augmented by technology, informations was gathered from the experts "flat knitting designers". This process enhances the expertises integration, the tune of pairs and offers the ―feedback‖ for this study object through the virtuous and democratic dynamics. This dissertation has economic, social, scientific and technological importance because it indicates gaps on flat knitting textile area. It shows the consistency in an approach of social- technical adequacy, which is attributed to the designer the potential of a strategic innovation agent, through the described possibility that this professional has to integrate advanced processes for communication of their projects.
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Mahadevan, Sriram. "Visualization Methods and User Interface Design Guidelines for Rapid Decision Making in Complex Multi-Task Time-Critical Environments." Wright State University / OhioLINK, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=wright1236970008.

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Stelzer, Ralph. "Entwerfen Entwickeln Erleben 2014 – Beiträge zur virtuellen Produktentwicklung und Konstruktionstechnik: Dresden, 26.-27. Juni 2014." TUDpress, 2014. https://tud.qucosa.de/id/qucosa%3A28132.

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Die Konferenz Entwerfen – Entwickeln – Erleben bietet ein besonderes Podium zum Austausch von Wissenschaftlern und Praxisvertretern aus den zentralen Bereichen der Produktentwicklung. Der vorliegende Band enthält Beiträge der EEE2014 unter anderem zu Industrie 4.0, Cyber-Phy­sical Systems und Virtual Reality in vielfältigen Anwendungsbereichen des Maschinenbaus, zu Innovationsmanagement, Konstruktionsmetho­dik und Product Lifecycle Management sowie zu Reverse Engineering und generativen Verfahren. Die Technischen Universität Dresden und technischesdesign.org ermög­lichten in Kooperation mit der Gruppe Virtuelle Produktentwicklung der Wissenschaftlichen Gesellschaft für Produktentwicklung (WiGeP), dem Mathematisch-Physikalischen Salon der Staatlichen Kunstsammlungen Dresden und der Hochschule für Bildende Künste Dresden die fachüber­greifende Diskussion des Schwerpunkt-Themas inmitten der Dresdner Altstadt. In diesem Band sind die Beiträge zur Konstruktionstechnik und zur Virtuellen Produktentwicklung enthalten, ein weiterer Band (http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-144950, herausgegeben von Mario Linke et al.) fasst die Bei­träge zum Technischen Design zusammen.:Beschreibungsmethode für die Repräsentation cyber-physischer Produktionssysteme Daniel Strang, Nadia Galaske und Reiner Anderl 13 Industrie 4.0 und der „Faktor“ Mensch: Psychologische Herausforderungen der vierten industriellen Revolution Bettina Schleidt 27 Modell Based Systems Engineering auf einer Plattform für PLM Martin Eigner 39 Enterprise Integration als Herausforderung und Ziel im Produktlebenszyklus Michael Spranger, David Hein und Alexander Hoffmann 57 Innovation Management: Erfolgreiche Innovationen durch Einbindung aller Mitarbeiter Ulf Köster 69 Zukunft der Wertschöpfung aus Sicht des Lebenszyklusmanagement Heinz-Simon Keil 75 bee® – eine Software zur Integration von VR im Planungs- und Montageprozess Oliver Schwarz und Olaf Zupke 93 Produktmodelle als Dreh- und Angelpunkt der Entwicklung von cyberphysischen Systemen Michael Pfenning, Christian Tschirner und Andreas Uhlig 103 Umsetzung einer eigenschaftsbasierten Simulationsplanung in einem PDM-System Johannes Kößler, Jochen Reitmeier und Kristin Paetzold 113 Risikoidentifizierung zur proaktiven Qualitätsabsicherung in der Virtuellen Produktentstehung Rainer Stark, Roland Jochem, Pascal Lünnemann und Johannes Schober 127 Integration von elektrischem Energiebedarf als Planungsgröße in der Produktionsfeinplanung Detlef Gerhard 141 Lebenszyklusorientiertes Konfigurationsmanagement – Neue Anforderungen an PLM Patrick Müller, Roland Drewinski und Helmut Auler 155 Product Lifecycle Management und Dienstleistungen: Methode und Werkzeug zur Unterstützung von Dienstleistungen innerhalb des PLM-Ansatzes Christian Zinke, Lars-Peter Meyer und Frieder Swoboda 167 Wartungsprozesse dynamisch unterstützen – ein Modell für die Zukunft? Thomas Burger 177 Advanced Virtual Reality and Visualization Support for Factory Layout Planning Sebastian Pick, Sascha Gebhardt, Kai Kreisköther, Rudolf Reinhard, Hanno Voet, Christian Büscher and Torsten Kuhlen 187 Durchgängige Lösung zur Unterstützung von Wartungsprozessen durch Augmented Reality mit Smart Devices Michael Abramovici und Matthias Neges 199 Nutzung von Virtual Reality als interaktive Testumgebung in der Produktentwicklung Eckhart Wittstock, Mario Lorenz, Franziska Pürzel und Volker Wittstock 213 Prototypen mit einer Mixed-Reality-Brille erleben – Vom Entwurf zur Simulation und Visualisierung Sebastian Voigt, Martin Großer, Marius Vopel und Günter Kunze 225 Effektive Anwendung optischer 3D-Messsysteme im Produktionsprozess von Gussteilprototypen sowie beim Reverse Engineering Andreas Knoch 239 Entwicklung eines Leitfadens zur methodischen Weiterentwicklung von Bauteilen anhand von Praxisbeispielen Andreas Meyer-Eschenbach und David Rudolz 251 Untersuchung generativ gefertigter medizinischer Prüfkörper durch das Streiflicht-Scanverfahren Fabian Klink und Kevin Kuhlmann 263 Vom Ideal- zum Realmodell: Bauteile mit Fertigungsabweichungen durch automatische FE-Netzadaption simulieren Sebastian Katona, Philipp Kestel, Michael Koch und Sandro Wartzack 275 3D-Digitalisierung und Datenaufbereitung zweier Monumentalplastiken mit unterschiedlichen Verfahren – ein Praxisbericht Christine Schöne 287 Interdisziplinäre Kooperation bei der Erstellung virtueller geschichtswissenschaftlicher 3D-Rekonstruktionen Sander Münster 299 Nutzung digitaler Werkzeuge für die Umsetzung eines künstlerischen Entwurfs Wolfgang Steger, Christine Schöne, Lisa Ewald und Ulrich Eißner 313 3D-Druck von metallischen Mikrobauteilen mittels Mikro Laser Sintern Joachim Göbner und Matthias Winderlich 325 Additive Manufacturing – Integration von Fertigung und Produktentwicklung Alexander Martha, Thivakar Manoharan und Peter Köhler 331 Bionische Radien als User Defined Feature Martin Wiesner und Sándor Vajna 345 Faser-Thermoplast-Verbund: Neue Möglichkeiten zur Entwicklung von Leichtbauprodukten Maik Gude, Michael Krahl, Christian Garthaus und Michael Stegelmann 357 Grafikorientierte Darstellung verteilter Simulationsergebnisse und Entscheidungsprozesse Hans-Peter Prüfer 369 Integration der GPS in den methodischen Konstruktionsprozess nach VDI 2221 Erhard Leidich, Marko Ebermann und Sophie Gröger 383 Methodische Konstruktion eines Nachlauf Range Extenders zur Verbesserung der Reichweite von Elektrofahrzeugen Carsten Haugwitz, Kevin Kuhlmann, Jonas Crackau und Karl-Heinrich Grote 397 Methode zur kundenorientierten Validierung im Entwicklungsprozess innovativer Fahrzeugsysteme Albert Albers, Jürgen Becker, Matthias Behrendt, Oliver Sander und Fabian Schille 407 Webgestützte Konstruktionsmethodik im Einsatz: Eine erste Evaluation Marc Oellrich und Frank Mantwill 417 Ein Ansatz zur methodischen, CAD integrierten Toleranzsynthese Tim Katzwinkel, Jan Erik Heller und Jörg Feldhusen 433 Einsatz von Ontologien zur Vernetzung von Wissensdomänen in der nachhaltigen Produktentstehung am Beispiel des Sonderforschungsbereiches 1026 Rainer Stark, Wei Min Wang, Anne Pförtner und Haygazun Hayka 451 Untersuchungen von Toleranzketten im parametrischen 3D-CADSystem Stephan Husung, Axel Oberänder, Annika Geis und Christian Weber 465 3D-Aufstellpläne für komplexe Industrieanlagen Robert Bonca 477 Approximation der Wirklichkeit – Hairy root Wachstumssimulation mit 3D-Visualisierung Felix Lenk, Patrick Oberthür und Thomas Bley 485 CAD im Kontext der Industrie 4.0 Thomas Hagenreiner, Peter Köhler und Thivakar Manoharan 497 Computergestützte Wissenserhebung und visuelle Modellierung von Konfigurationsregeln für komplexe Produkte Marius Brade, Robert Bonca und Rainer Groh 509 Gestaltung und Konstruktion historischer Leuchten Peter Schulze, Hartmut Stabler, Annette Jacob und Thomas Hinz 517 Innovative Applikationen für zellulare metallische Werkstoffe für Biosensorik und Biokatalyse Anett Werner, Ralf Hauser und Thomas Bley 527 Klassifikation und Handhabung von Unsicherheiten zur entwicklungsbegleitenden Erfassung des Produktreifegrades Thomas Luft und Sandro Wartzack 535 Produkt- und Prozessdatenmodellierung im Kontext der Blechmassivumformung Thilo Breitsprecher, Andreas Meinel, Martin Thummet und Sandro Wartzack 551 Leichtbaugussteile mittels Niederdruck-Vollformgießverfahren Malchasi Aitsuradze, Jürgen Bast und Bertram Hentschel 565 Blechdickenreduktion an einem PKW-Mittelschalldämpfer mit Hilfe innovativer Optimierungsmethoden Alexander Krauß, Christoph Schleicher und Uwe Fischer 577 Mit innovativer Technologie und optimaler Auslegung zum effizienten Gesamtprozess – Integrative Produkt- und Prozessoptimierung beim Thermoformen Marcus Stein, Sascha Bach, Ronald Claus und Jens-Peter Majschak 589 Überlegungen zur digitalen Verknüpfung von Normen und standardisierten Algorithmen zu Berechnungsbaugruppen Denis Polyakov und Willi Gründer 605 Auswahl anwendungsoptimaler Antriebssysteme als Basis für die Komposition von Antriebsbaukästen Alexander Klause und Detmar Zimmer 619 Neue Konzepte zur Erstellung komplexer Konfigurationen Michael Wegner, Georg Freitag und Markus Wacker 637 Parametrische und interkonnektive Synthesemethoden zur effizienten Entwicklung neuer Mechanismen Maik Berger, Stefan Heinrich und Andreas Heine 649 Generative Fertigung – Handlungsbedarfe und entscheidungsgestützte Prüfung auf RPT-gerechte Konstruktion Alexander Arndt und Reiner Anderl 667 Sah!-Methode zur Verbesserung der Zusammenarbeit mittels der Identifikation interdisziplinärer Netzwerke Mathias Tralau, Fernando Kabisch und Frank Mantwill 681 Speed Design – Konstruieren mit Köpfchen Frank Mantwill 697 Systematische Entwicklung von Lösungskonzepten für spezifische Problemstellungen im Montageanlagenbau Dieter Fischer, Andreas Schulz, Andreas Richter und Carsten Keller 703 Über die gestalterische Phase des Konstruktionsprozesses unter dem Gesichtspunkt der objektorientierten Informatik Peter Sigalov 715 Untersuchungen der Form- und Maßabweichungen von generativ gefertigten dünnwandigen Hohlzylindern Kevin Kuhlmann, Fabian Klink, Tobias Stefaniak, Patrick Hebner und Karl-H. Grote 725 Validierung kundenorientierter funktionaler Anforderungen unter Berücksichtigung abweichungsbehafteter Geometrien und systembedingter Variationen Matthias Ehlert, Andreas Stockinger und Sandro Wartzack 743 Die Bedeutung von Prototypen für den Lernerfolg von interdisziplinären studentischen Produktentwicklungsprojekten Katharina Albrecht, Paul Gerber, Ingmar Langer, Julian Sarnes, Susanne Sprenger und André Stocker 756
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28

Stelzer, Ralph. "Entwerfen Entwickeln Erleben 2016 - Beiträge zur virtuellen Produktentwicklung und Konstruktionstechnik: Dresden, 30. Juni – 1. Juli 2016." TUDpress - Verlag der Wissenschaften GmbH, 2016. https://tud.qucosa.de/id/qucosa%3A29550.

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Die Konferenz Entwerfen – Entwickeln – Erleben bietet ein besonderes Podium zum Austausch von Wissenschaftlern und Praxisvertretern aus den zentralen Bereichen der Produktentwicklung. Der vorliegende Band enthält Beiträge der EEE2016 unter anderem zu Industrie 4.0, Cyber-Physical Systems und Virtual Reality in vielfältigen Anwendungsbereichen des Maschinenbaus, zu Innovationsmanagement, Konstruktionsmethodik und Product Lifecycle Management sowie zu Reverse Engineering und generativen Verfahren. Die Technische Universität Dresden und technischesdesign.org ermöglichten in Kooperation mit der Gruppe Virtuelle Produktentwicklung der Wissenschaftlichen Gesellschaft für Produktentwicklung (WiGeP) und dem Rat für Formgebung die fachübergreifende Diskussion des Schwerpunkt- Themas inmitten der interdisziplinären Dresdner Wissenschaftslandschaft. In diesem Band sind die Beiträge zur Konstruktionstechnik und zur Virtuellen Produktentwicklung enthalten, ein weiterer Band (ISBN 978-3-95908-061-3, herausgegeben von Jens Krzywinski et al.) fasst die Beiträge zum Industrial Design zusammen.:Big Data Analytics für die Produktentwicklung Alfred Katzenbach · Holger Frielingsdorf 15 Das Industrial Internet – Engineering Prozesse und IT-Lösungen Martin Eigner 25 Nutzbarmachung des Potentials naturfaserbasierter Werkstoffe als Leichtbau- bzw. Konstruktionsmaterial Timo Kuntzsch · Frank Miletzky 39 Erarbeitung eines Beziehungssystems zur Entwicklung eigenschaftsoptimierter Karosseriekonzepte in Mischbauweise Jan Hasenpusch · Andreas Hillebrand · Thomas Vietor 51 Faserverbundleichtbau in der Großserie: Chancen und Herausforderungen für den Produktentwickler Olaf Helms 63 Gestaltung eines alltagstauglichen Hocheffizienz-Konzeptfahrzeugs Richard Eiletz · Enno Block · Christoph Warkotsch · Klaus Post 73 Entwicklung kompakter, gepulster Elektro-Dipolmagnete für die laserbasierte Protonentherapie Michael Schürer · Thomas Herrmannsdörfer · Leonhard Karsch · Florian Kroll · Umar Masood · Jörg Pawelke 91 Der Panzer des Helmwasserflohs: Erfolgreiches adaptives Design in der Natur Hans-Peter Prüfer 97 Anforderungen des Nicht-Elektrischen Explosionsschutzes im Produktentwicklungsprozess Sabrina Herbst · Frank Engelmann · Karl-Heinrich Grote 113 Begleitung des Entwicklungsprozesses durch einen Generalisten und der „Faktor Mensch“ als Erfolgspotential Michael Bader · Harald Lang 127 Agile PLM Strategy Development – Methods and Success Factors Dietmar Trippner · Karsten Theis 143 Quo vadis „Additive Manufacturing“ Heinz Simon Keil 161 ProVIL – Produktentwicklung im virtuellen Ideenlabor Albert Albers · Nikola Bursac · Benjamin Walter · Carsten Hahn · Jan Schröder 185 Organisatorische Unterstützung der Produktentwicklung mit SysMLModellen Johannes Kößler · Kristin Paetzold 199 Personal Resource Management (PRM) in der modernen Produktentwicklung Bettina Schleidt 213 SkiPo – Ein skizzen- und portbasiertes Modell für die Entwicklung von mechanischen Systemen Martin Grundel · Jutta Abulawi 223 Benutzer- und aufgabenorientiertes virtuelles Modell für die Produktentwicklung Christian Weber · Heidi Krömker · Stephan Husung · Stephan Hörold · Atif Mahboob · Andreas Liebal 239 Konzept zur internationalen Einführung vernetzter Virtual Obeya-Räume zur standortverteilten Produktentwicklung Michael Abramovici · Stefan Adwernat · Matthias Neges 253 Innovation in der Orthopädie- und Rehatechnik, 3D-Digitalisierung und CAD/CAM-Nutzung Thomas Mitzenheim · Christoph Knoch-Weber 265 Nutzerintegration bei der Produktentwicklung am Beispiel der Medizintechnik Axel Boese · Michael Friebe · Christoph Arens · Fabian Klink · Karl-H. Grote 283 NC-gestützte Fertigung von Bohrschablonen für die dentale Implantation Daniel Ellmann · Andreas Klar · Philipp Sembdner · Stefan Holtzhausen · Christine Schöne · Ralph Stelzer 293 Optimierung der Schaftkomponente von Kurzschaftendoprothesen mittels Finite-Elemente-Analyse Claudia Kleinschrodt · Hans-Georg Simank · Bettina Alber-Laukant · Frank Rieg 303 Wissensbasierter Aufbau konstruktions-begleitender Finite-Elemente-Analysen durch ein FEA-Assistenzsystem Philipp Kestel · Sandro Wartzack 315 Fertigungsrestriktionsmodell zur Unterstützung des algorithmisierten PEP fertigungsgerechter Blechprodukte Katharina Albrecht · Thiago Weber Martins · Reiner Anderl 331 Prozessgebundene Berechnungs-Baugruppen: Ein Ansatz zur Lösung komplexer Entscheidungs- und Berechnungsabläufe Denis Polyakov · Willi Gründer 345 Elektronenstrahlschmelzen – ein pulverbettbasiertes additives Fertigungsverfahren Burghardt Klöden · Alexander Kirchner · Thomas Weißgärber · Bernd Kieback · Michael Süß · Christine Schöne · Ralph Stelzer 359 Produktarchitekturgestaltung unter Berücksichtigung additiver Fertigungsverfahren Timo Richter · Hagen Watschke · David Inkermann · Thomas Vietor 375 Additive Fertigung von Metallen – Einsatz des LaserCUSING®s im Bereich Automotive Lisa Pastuschka · Peter Appel 393 Methoden zur Absicherung simulationsgerechter Produktmodelle René Andrae · Peter Köhler 403 Ein Doppelschneckenextruder zur Materialdosierung in einem Rapid Prototyping-Prozess Tobias Flath · Jörg Neunzehn · Michael C. Hacker · Hans-Peter Wiesmann · Michaela Schulz-Siegmund · Fritz Peter Schulze 419 Kosteneffiziente Technologien zur geometrischen Datenaufnahme im digitalen Reverse Engineering Tim Katzwinkel · Bhavinbhai Patel · Alexander Schmid · Walter Schmidt · Justus Siebrecht · Manuel Löwer · Jörg Feldhusen 429 3-D-Oberflächenerfassung- und 3-D-Druck-Potentiale für gerichtsverwertbare kriminaltechnische Untersuchungen Rainer Schubert · Marcus Mittasch 451 Das FEA-Assistenzsystem – Analyseteil FEdelM Tobias C. Spruegel · Sandro Wartzack 463 Entwicklung eines Doppelkolbenmotors – Konzept, Simulation und Prüfstandversuche Pascal Diwisch · Daniel Billenstein · Frank Rieg · Bettina Alber-Laukant 475 Interaktive Initialisierung eines Echtzeit 3D-Trackings für Augmented Reality auf Smart Devices mit Tiefensensoren Matthias Neges · Jan Luca Siewert 487 Virtuelle und experimentelle Methoden bei der Produktentwicklung einer Handhabungseinheit zur automatisierten Ablage technischer Textilien Marvin Richrath · Jan Franke · Jan-Hendrik Ohlendorf · Klaus-Dieter Thoben 503 Optimierung von Druckbehältern unterschiedlicher Geometrien und Werkstoffe Thomas Guthmann · Frank Engelmann 515 Customized Fabrication – Mass Customizing mit 3D-Druck Frank Lamack 527 Virtual Reality und Augmented Reality als Werkzeug in der Aufstellplanung Jens Mögel 537 XENOKAT – Biofilter für Xenobiotika in der Ressource Wasser Anett Werner · Ralf Hauser · Thomas Bley 549 Konzept für ein VR-System zur intuitiven Modellierung durch natürliche Interaktion Marius Fechter · Sandro Wartzack 561 Ansätze zur Betriebsdauerverlängerung von Suzlon Windkraftanlagen Jan Brökel 571 Augmented Reality Assistenzsystem mit graphenbasierter Zustandsanalyse für Produkte im Internet der Dinge Matthias Neges · Mario Wolf · Michael Abramovici 581 Datenqualität in Rapid Prototyping Prozessen Carsten Haugwitz 597 Erlebbarkeit von Anlagenkomponenten im Kontext Virtuelle Inbetriebnahme in virtuellen Umgebungen Andreas Geiger · Ingolf Rehfeld · Uwe Rothenburg · Rainer Stark 609 Management von Produktinformationen aus Entwicklungs- und Betriebsphase Stephan Günter Arndt · Bernhard Saske · Ralph Stelzer 623
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Rieg, Frank, Jörg Feldhusen, Ralph Stelzer, Karl-Heinrich Grote, and Klaus Brökel. "Entwerfen Entwickeln Erleben - Methoden und Werkzeuge in der Produktentwicklung: 10. Gemeinsames Kolloquium Konstruktionstechnik KT2012." TUDpress - Verlag der Wissenschaften GmbH, 2017. https://tud.qucosa.de/id/qucosa%3A30479.

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Die Konferenz »Entwerfen – Entwickeln – Erleben« führte am 14. und 15. Juni 2012 das 10. Gemeinsame Kolloquium Konstruktionstechnik und das 5. Symposium Technisches Design zusammen. In Kooperation mit dem Kunstgewerbemuseum der Staatlichen Kunstsammlungen Dresden war es möglich, die fachübergreifende Diskussion industrieller Herausforderungen sowie aktueller Trends und Innovationen der Forschung in einem einzigartigen kulturellem Umfeld – dem Dresdner Residenzschloss – zu führen. Im Mittelpunkt der zweitägigen Konferenz stand der Erfahrungsaustausch zwischen Experten aus Industrie und Wissenschaft über neue Werkzeuge und Methoden, mit denen den aktuellen Herausforderungen von Globalisierung, Nachhaltigkeit und ökonomischen Rahmenbedingungen bei der Entwicklung immer komplexerer Produkte entsprochen werden kann. In diesem Band sind die Textfassungen der Fachvorträge zu den thematischen Schwerpunkten Virtuelle Produktentwicklung (CAD-Einsatzszenarien, Virtual Reality und Product Lifecycle Management), Konstruktion (Konstruktionstechnik und -methodik, Reverse Engineering und Maschinenelemente) enthalten. Ein separater Band, herausgegeben von Linke et al. (ISBN 978-3-942710-75-6) enthält die Beiträge zum Technischen Design (Industriedesign, Transportation Design und Produkterleben).:Inhalt Vorwort 15 Heinz-Simon Keil Ganzheitlicher »Produkt-Entwicklungs-Prozess« beeinflusst nachhaltig das schlanke »Life-Cycle-Management« – From Lean to Digital Approach 29 Alfred Katzenbach & Peyman Merat Methodik zum Austausch eines CAD Systems in einem Großunternehmen 37 Martin Eigner, Torsten Gilz & Radoslav Zafirov Interdisziplinäre Produktentwicklung 55 Bodo Machner Neue Produkte, neue Märkte, effizientere Prozesse – Herausforderungen an das Produktdatenmanagement 71 Ernst-Eckart Schulze, Lars Wolter, Haygazun Hayka & Martin Röhlig Intuitive Interaktion mit Strukturdaten aus einem PLM-System 89 Michael Wegner, Georg Freitag & Markus Wacker GENIAC – Konfigurieren komplexer Produktsimulationen mit Hilfe von natürlichen Benutzeroberflächen 103 Michael Abramovici & Jens Christian Göbel Systematisierung und Evaluation von Gestaltungsalternativen für die Harmonisierung firmenspezifischer PLM-Umgebungen 123 Christiane Kamusella Digitale Ergonomie-Tools zur Berücksichtigung ergonomischer Aspekte imProduktentstehungsprozess 145 Ingolf Rehfeld & Jan Wunderlich Virtual Reality und Product Lifecycle Management – Entwicklung eines durchgängigen Prozesses für die BSH Bosch und Siemens Hausgeräte GmbH 153 Ralph Stelzer, Wolfgang Steger & Dirk Petermann Virtual Reality als zentrale Komponente einer PLM-Strategie – Herausforderungen und Umsetzungskonzepte 177 Michael Muschiol & Stefan Schulte Globale Collaboration im Kontext mit PLM 195 Andreas Seibold, Ralph Stelzer & Bernhard Saske Virtual Reality bei Kärcher 207 Uwe Freiherr von Lukas Visual Computing als Basis für Prozessinnovation im Produktlebenszyklus 225 Detlef Gerhard & Touba Rahmani PDM based Lifecycle Analysis – A Case Study 237 Wolfgang Holle, Stephan Husung & Christian Weber CAD-Produktmodell – Quelle der Produktbewertung nach Zeit und Kosten 251 Markus Färber, Johannes Ghiletiuc, Peter Schwarz & Beat Brüderlin Echtzeit-Visualisierung von sehr großen Virtual- und Augmented-Reality-Szenen auf Smartphones und mobilen Tablet-Computern 267 Hans-Peter Prüfer Quo vadis, FEM? 281 Petra Hoske, Günter Kunze, Kai Bürkle, Martin Schmauder, Mark Brütting & Christian Böser Interaktiver Simulator für mobile Arbeitsmaschinen – Virtuelle Prototypen im Einsatzkontext erleben 303 Ingo Jonuschies & Klaus Brökel Ansatz für die Modellierung und Simulation von Hybridgleitlagern für Wellen mit großen Durchmessern und geringen Drehzahlen am Beispiel einerWindkraftanlage 315 Christoph Wehmann, Florian Nützel & Frank Rieg Auslegung von Dehnschrauben bei plastischem Materialverhalten unter Einsatz der Finite-Elemente-Analyse 333 Denis Polyakov & Willi Gründer Design Process Management 351 Christine Schöne & Ralph Stelzer Reverse Engineering in der Produktentwicklung – Aktuelle Herausforderungen 365 Jörg Szyszka, Dietmar Süße & Christine Schöne CAE Methoden in der Einarbeitungsphase der Blechumformung 377 Petra Aswendt Mikrospiegel basierte 3D Scannersysteme für Reverse Engineering Lösungen in einem weiten Skalenbereich 385 Gunter Sanow, Oliver Erne & Hagen Berger Optische 3D-Messtechnik zur Schwingungsanalyse an Windkraftanlagen 395 Jürgen Gausemeier, Christian Tschirner, Roman Dumitrescu & Tobias Gaukstern Integrative Konzipierung von Produkt und Produktionssystem als Basis für eine erfolgreiche Produktentstehung 413 Bernd Neutschel, Matthias G. Raith & Sándor Vajna Moderne Produktentwicklungsprozesse als Grundlage für universitäre Gründerförderung 425 Sebastian Schubert, Jan Erik Heller & Jörg Feldhusen Produktmerkmale in der Entwicklung von kundenindividuellen Produkten 441 Rolf Klamann Mobility 2.0 — Driving assistance simulation for Zero accidents and Electromobility 447 Janna Hahn, Michael Hazelaar & Karl-Heinrich Grote Unterstützung der eigenschaftsbasierten Fahrzeugkonzeption in der frühen Konzeptphase 459 Sven Kleiner & Christoph Kramer Entwerfen und Entwickeln mit Systems Engineering auf Basis des RFLP-Ansatzes in V6 475 Fabian Klink, Rocco Gasteiger, Harald Paukisch & Ulrich Vorwerk Workflow zur generativen Herstellung von Felsenbeinfaksimilemodellen für die Optimierung von Cochlea-Implantat Operationen 483 Daniel Krüger & Sandro Wartzack Ein Werkzeug zur schnellen Konfiguration biomechanischer Simulationen in der Produktentwicklung 501 Ines Barz & Frank Engelmann Cutane Mikrogewebspartikel – Lösungsansätze für eine neue Technologie zur Behandlung Schwerbrandverletzter 513 Tibor Bercsey & György Gyurecz Surface Shape Correction by Highlight Lines 527 Jana Hadler & Klaus Brökel Analyse des monetären und qualitativen Nutzens schwimmender Energiekonverter 537 Benedikt Posner, Alexander Keller, Hansgeorg Binz & Daniel Roth Anforderungen an eine Methode zum leichtbaugerechten Konstruieren 549 Bettina Alber-Laukant, Markus Zimmermann, Florian Nützel, Michael Frisch & Frank Rieg Anforderungen an die grafische Oberfläche eines FE-Systems aus Sicht des Ingenieurs 565 Jan Erik Heller, Judith Pollmanns & Jörg Feldhusen Bestimmung des Produktentwicklungsaufwands basierend auf Kennzahlen am Beispiel der Luftfahrzeugentwicklung 581 Emanuel Richter, Axel Spickenheuer & Gert Heinrich Entwicklungs- und Designmethoden für hochintegrale Leichtbauteile aus Faser-Kunststoff-Verbundmaterial 591 Alexander Martha, Uwe Klemme & Peter Köhler Interdisziplinäre Prototypenentwicklung am Beispiel eines Seilroboters 609 Vilhelm Hadzhiyski & Zviatko Atanasov Investigation of stressed state of elastic element of elastic clutch from three ply reinforced polymer material 619 Ralph Stelzer, Erik Steindecker & Bernhard Saske Kombinierter Einsatz von Augmented Reality in virtuellen Umgebungen 643 Alexander Krauß & Uwe Fischer Konstruktionsintegrierte Optimierung mit intelligenten Bauteilfeatures im Dünnblechbereich 655 Carsten Böhme, Clemens Lieberwirth & Klaus Brökel Konzept zum Parameteraustausch zwischen unterschiedlichen CAD/CAE-Plattformen 665 Victor Gomes, Durval J. De Barba Jr., Jefferson de Oliveira Gomes, & Karl-Heinrich Grote LCA to support decision-making in layout designs 677 Thomas Hohnen, Ino Schliefer, Claudia Gneist & Jörg Feldhusen Methode zur kennwertgestützten Modularisierung – Retrospektive Untersuchung der Produktmodularität 691 Nikoletta Szélig, Sándor Vajna & Michael Schabacker Modellierungsmethoden für die Prozessplanung 709 Marcel Böttrich, Matthias Sieber & Ralph Stelzer Numerische Methode zur Bestimmung der Fahrwerkskonfiguration aus Baukastenkomponenten 725 Kevin Kuhlmann, Fabian Klink & Carsten Haugwitz Optische Vermessung mit Streifenlichtscannern – aus Industrie und Forschung nicht mehr wegzudenken 739 Ute Dietrich, Marc Glauche & Jörg P. Müller Produktstrukturbeeinflussende Gestaltungskriterien am Beispiel von Offshore-Windkraftanlagen 755 Peter Köhler & Marcin Humpa Geometrische Umsetzung von Designabsichten bei der Produktmodellierung 771 Jan Brökel Risikoabwägung im Rahmen einer Windkraftanlagenentwicklung 781 Reimund Neugebauer, Volker Wittstock, René Heinig, Tino Riedel & Eckhart Wittstock VR-basierte Serviceanwendungen als Produkt im Werkzeugmaschinenbau 791 Christoph Kneschke & Martin Schmauder Grundlagen zur methodischen Beurteilung der montagegerechten Produktgestaltung anhand virtueller Werkzeuge
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30

Stelzer, Ralph H., and Jens Krzywinski. "Entwerfen Entwickeln Erleben in Produktentwicklung und Design 2021." TUDpress, 2021. https://tud.qucosa.de/id/qucosa%3A74908.

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Die Konferenz Entwerfen Entwickeln Erleben bietet zum fünften Mal ein national einzigartiges fachübergreifendes Konferenz- und Ausstellungsformat an den Schnittstellen von Produktentwicklung und Industriedesign. Die fortschreitende Integration digitaler Technologien im Bereich Produktentwicklung und Industriedesign führt gerade zu einer massiven Transformation der Arbeitsprozesse und hin zu einer enormen Erweiterung von Möglichkeiten –angefangen von der Digitalisierung des Produktentstehungsprozesses mithilfe von Methoden und Techniken des Systems Engineering, über die Vernetzung und Automatisierung von Produktionsanlagen und Produkten, Predictive Maintenance durch digitale Zwillinge bis hin zur nachhaltigen Produktion vollständig recyclebarer Güter. Hinsichtlich der Einreichung sind Schnittstellen mit folgenden aktuellen Schlüsselthemen von besonderem Interesse: Virtuelle Methoden in der Produktentwicklung: Mit Blick auf den Lebenszyklus der Produktentwicklung stehen die digitalen Möglichkeiten bezüglich Innovation, Design und Umsetzung im Vordergrund. Wie können beispielsweise Daten über Produkte und deren Nutzung in Simulationen in Echtzeit zusammengestellt, zielgerichtet variiert und ausgewertet werden? Wie können digitale Tools in der Innovationsphase helfen, verteilte Informationen und Ideen zu sammeln und zu strukturieren? Ein besonderer Fokus liegt dabei auf dem Umgang und Einsatz des Systems Engineering, von Methoden der künstlichen Intelligenz und des machine learning. Mensch-Maschine-Interaktion: Mit der Weiterentwicklung der Automatisierung hin zur umfassenden Kooperation von Mensch und Technik bis hinein in Produktentwurf und -entwicklung stellt sich die Frage, wie diese zukünftige Partnerschaft durch nutzerzentrierte Designs gestaltet werden soll? Welche Zwischenschritte und Zugänge sind notwendig, um Interfaces zum Beispiel via VR/AR so adaptiv und lernförderlich wie möglich zu gestalten und zugleich notwendige Grenzziehungen zwischen Mensch und Maschine zu definieren? Kollaboration: Produktentwicklung und -design leben von kreativem Zusammenwirken. Wie kann diese Kreativität durch Methoden, Arbeitsumgebung und digitale Tools unterstützt werden? Lassen sich Kreativität und Serendipität messen und entsprechend planen? Welche Rolle spielt Kollaboration bei der agilen Produktentwicklung und bei der Organisation von umfangreichen Partner-Ökosystemen? Und wie lässt sich zum Beispiel die Zusammenarbeit in Design Teams auf die universitäre Lehre übertragen? Nachhaltigkeit/Transfer: Zentral für neue Produkte ist die Verbindung zur Gesellschaft im Allgemeinen und zur Nutzer- bzw. Anspruchsgruppe im Speziellen. Gerade mit Blick auf nachhaltige Produkte mit einem möglichst langen Lebenszyklus sind datengetriebene Analysen zum Nutzerverhalten genauso zentral wie die passgenaue Entwicklung und Planung für eine ressourcensparende Produktion. Dies sind alles wesentliche Bestandteile der additiven Fertigung und späteren Rekonfigurationen. Hierfür ist es unabdingbar Kategorien der Materialwissenschaften, Kreislaufwirtschaft und neueste Ansätze der Produktentwicklung miteinander zu verknüpfen, um die Effizienz der Entwicklung und die Nachhaltigkeit der Produkte gleichzeitig zu steigern.:Digitalisierung der Engineering Prozesse durch System Lifecycle Management (SysLM) Martin Eigner 11 Umgang mit Marktunsicherheiten in der Zielsystementwicklung: Methode zur Reduktion von Definitionslücken bei der Konkretisierung des Initialen Zielsystems Valentin Zimmermann, Christoph Kempf, Leo Hartmann, Nikola Bursac, Albert Albers 21 Digitale Lösungssammlung von Konstruktionsprinzipien für die Agile Entwicklung von Leichtbaustrukturen für Luftfahrzeuge Jutta Abulawi, Maximilian Weigand 35 Ansatz zur Erarbeitung einer Methodenauswahl für nachhaltige Produktentwicklung in KMUs Björn Ragnar Kokoschko, Laura Augustin, Christiane Beyer, Michael Schabacker 49 Kontrollierte Fragebogenentwicklung zur Messung erlebter Qualität von Produkten der Dräger Safety auf haptischer, optischer und akustischer Ebene Julia Schneider, Christian Wölfel, Sarah Wandel, Michael Richenberger 59 Was können wir von Ablehnung lernen? Eine Befragung von NichtnutzerInnen im Kontext einer Produktentwicklung Laura Augustin, Sabrina Pfrang, Björn Kokoschko, Andrea Wolffram, Michael Schabacker 71 Digitale Landwirtschaft und das User-Interface – eine Herstellersicht Michael Jendis 85 Data Model Canvas für die IT-System-übergreifende Integration von Datenmodellen zur Unterstützung von Datenanalyse-Anwendungen im Produktlebenszyklus Thomas Eickhoff, Andreas Eiden, Jonas Gries, Jens C. Göbel 99 Montagegerechte Gestaltungsrichtlinien mittels Deep Learning Johanna Gerlach, Alexander Riedel, Seyyid Uslu, Frank Engelmann, Nico Brehm 111 Hybride Simulationstechnik – Prototypenerkenntnisse in den Produktneuentwicklungsprozess einbinden Dennis Kaczmarek, Armin Lohrengel 123 Zeitliche und inhaltliche Konvergenz der Lösungsfindung als zentrale Herausforderung in Hybriden Produktentwicklungsprozessen – eine Empirische Analyse von Stanfords ME310-Prozessmodell Frank Koppenhagen, Tim Blümel, Tobias Held, Christoph Wecht 137 Better Change a Running System – Implementierung von Innovations- und Nachhaltigkeitsprozessen in Entwicklungsabteilungen Oliver Keller, Paul Stawenow, Marco Kapetan 155 User Research im Zukunftsorientiertem Design-Thinking: Eine Ganzheitliche Methode für das Stakeholder-Management in der Service-Optimierung Mehdi Mozuni, Maren Ohlhoff, Gerhard Glatzel 163 Virtual-Reality-Umgebung für die Visualisierung von Entwicklungszielgrößen auf Basis des Referenzsystems im Modell der PGE – Produktgenerationsentwicklung Felix Pfaff, Simon Rapp, Albert Albers 175 Ausarbeitungsleitfaden für Nutzerstudien zur Evaluation von XR-Interfaces in der Produktentwicklung Jakob Harlan, Benjamin Schleich, Sandro Wartzack 189 Textile Engineering ›SurFace‹: Oberflächenentwurf von der taktilen zur grafischen zur taktilen Erfahrbarkeit im Design Engineering der Zukunft Marina-Elena Wachs, Theresa Scholl, Gesa Balbig, Katharina Grobheiser 201 Effiziente und Robuste Entwicklung komplexer Faserverbund-Triebwerkstrukturen Sebastian Spitzer, Fabian Folprecht, Alrik Dargel, Christoph Klaus, Albert Langkamp, Maik Gude 215 Maschinenkonzept zur additiven Fertigung großdimensionierter Titan-Bauteile Andreas Kalb, Florian M. Dambietz, Peter Hoffmann 227 VIKA – Konzeptstudien eines virtuellen Konstruktionsberaters für additiv zu fertigende Flugzeugstrukturbauteile Johann Steffen 237 Entwicklung einer agil-strukturierten Prozesslösung mittels ASD – Agile Systems Design für das technische Änderungsmanagement im After Sales eines OEM der Automobilindustrie Jonas Heimicke, Sascha Pfau, Linda Vetten, Albert Albers 255 Methoden für die durchgängige Anwendung einer EBOM mithilfe klassenbasierter Substitutionsobjekte Jonathan Leidich, Peter Robl, Julien Raphael Mrowka 271 Anforderungsmanagement in der Agilen Entwicklung Mechatronischer Systeme – ein Widerspruch in sich? Nikola Bursac, Simon Rapp, Lukas Waldeier, Steffen Wagenmann, Albert Albers, Magnus Deiss, Volker Hettich 283 Akzeptanzanalyse zum Einsatz von Hybriden Prototypen und Extended Reality in der Produktentstehung Liesa Zimmermann, Kathrin Konkol, Elisabeth Brandenburg, Rainer Stark 297 Interdisziplinäre Produktentwicklung – Beschreibung einer Kooperation aus Industrie, angewandter Forschung und Technischem Design zur Realisierung einer assistierenden Roboterzelle Christian Hermeling, Johannes Abicht, Thomas Theling, Ralf Hock 309 Szenarien Machen Mögliche Zukünfte Erlebbar – Szenen eines Forschungsvorhabens Maren Ohlhoff, Mehdi Mozuni, Gerhard Glatzel 323 3D-volldigitalisierte Behandlungsplanung bei Lippen-Kiefer-Gaumenspalten (LKGS-3D) Christiane Keil, Dominik Haim, Ines Zeidler-Rentzsch, Franz Tritschel, Bernhard Weiland, Olaf Müller, Thomas Treichel, Günter Lauer 335 Beam-colored Sketch and Image-based 3D Continuous Wireframe Reconstruction with different Materials and Cross-Sections Martin Denk, Klemens Rother, Kristin Paetzold 345 Diskussionsbeitrag zu einem methodischen Ansatz für Entscheidungen in Zielkonflikten während der Konzeptphase der Entwicklung automatisierter Produktionsanlagen Peter Lochmann, Jens-Peter Majschak 355 Generieren lastgerechter Materialparameter für FEM-gestützte Umformprognosen – am Beispiel von Karton Verbundmaterialien Toma Schneider, Antje Harling, Frank Miletzky 371 Erweiterte Analyse ausgewählter Schwingungsphänomene mit dem C & C²-Ansatz am Beispiel einer Einscheibentrockenkupplung Peter M. Tröster, Thomas Klotz, Simon Rapp, Yulong Xiao, Sascha Ott, Albert Albers 383 Ein Klassifizierungssystem für Industrielle Augmented Reality Anwendungen Jan Luca Siewert, Matthias Neges, Detlef Gerhard 401 Nutzerzentrierte Entwicklung einer ortsunabhängigen Maschinenabnahme mittels Augmented Reality Nedim Kovacevic, Jantje Meinzer, Rainer Stark 417 Augmented Reality als intuitive Benutzungsschnittstelle für das Roboterprogrammieren Carolin Horn, Christoph-Philipp Schreiber 431 Design von Produkt-Dienstleistungssystemen für Kreislaufwirtschaft Ursula Tischner 443 Nachhaltigkeit: Avoiding Design – Warum gutes Design kein Design ist und auch das Nicht-Designen und Vermeiden von Produkten Gestalterhandwerk sein muss Philipp Schütz, Oliver Gerstheimer, Philipp Englisch 461 Nachhaltigkeit als strategischer Imperativ für die Gesellschaft und Unternehmen Heinz Simon Keil, Detlef Tietze 475 Simulation modularer Produktarchitekturen durch modellbasierte Konfiguration Florian M. Dambietz, Dieter Krause 491 MBSE-Ansatz für eine Vernetzte Stoffstrommodellierung zur Verbesserung der Partnersuche in der Kreislaufwirtschaft Franz Wieck, Philipp Kronenberg, Manuel Löwer 501 Konstruktion eines Inserts für Faserverbund- Halbzeuge Frank Weidermann, Stefanie Zimmermann, Andrea Pino 517 Der Ingenieur an seinem Arbeitsplatz – gesund und kompetent! Bettina Schleidt 529 Digitale Arbeitsumgebungen in der Produktentstehung – Mit Action Design Research Web-Anwendungen zur produktiven Zusammenarbeit entwickeln Stephan Scheele, Daniel Mau, David Foullois, Frank Mantwill 541 Nutzerzentrierung in Zeiten von Social Distancing – Evaluierung eines extracurricularen Lehrformats für Studierende der Produktentwicklung Anne Wallisch, Kristin Paetzold 559 The Digitalization Principles from a User-Centered Design Perspective – A Conceptual Framework for Smart Product Development Carolina Sallati, Klaus Schützer 575 Brain of Materials – die Plattform für Designer, Entwickler und Materialhersteller Hans Peter Schlegelmilch 587 Gibt es ein Patentrezept für erfolgreiche IT-Projekte? Alfred Katzenbach 591 Mockup einer Betriebsleitstelle für Automatisierte Shuttlebusse – Konzeption und Design eines Universellen, Visuellen und Auditiven Interfaces Ingmar S. Franke, Sönke Beckmann, Olga Biletska, Hartmut Zadek 601 Co-Creation bei komplexen Consumer Products Linda Geißler, Nico Herzberg, Natalie Mundt 613 Bessere Kundenorientierung bei der Entwicklung physischer Produkte – Nutzung agiler Vorgehensweisen kombiniert mit Additiven Fertigungsverfahren Philipp Blattert, Werner Engeln 621 Ermittlung von Anforderungen an eine Anwendungsfall-Spezifische Einführung Agiler Ansätze – Erkenntnisse aus der Anwendung des Agile-Stage-Gate Hybrids Jonas Heimicke, Ahmed Spahic, Luis Bramato, Albert Albers 633 goG – die Neue Urbane Mobilität Hans-Georg Höhne 645 Vergleich der Motivationsprofile von Scrum-Teammitgliedern mit dem Agilen Manifest zur Entwicklung von Gamification-Strategien David Kessing und Manuel Löwer 655 Zeichnen als Weltentwurf: Analog + Digital – Die Bedeutung des Zeichnens in der Primarausbildung mit Blick auf Design Engineering in Europa Marina-Elena Wachs 665 Intelligentes Nesting in der Kreislaufwirtschaft zur Steigerung der Ressourceneffizienz Philipp Kronenberg, Franz Wieck, Sebastian Weber, Manuel Löwer 673 Remote Innovation – Co-Creation During Times of Pandemic Oliver Gerstheimer, Philipp Schütz, Philipp Englisch, Erhard Wimmer 681 Analyse des Einflusses von Faktoren auf die agilen Fähigkeiten von Organisationseinheiten in der Entwicklung physischer Systeme Jonas Heimicke, Tobias Rösel, Alber Albers 691 Entwicklung Angepasster Konstruktionsmethoden für Nachhaltige Hochvolt-Speicher Robert Kretschmann, Gerd Wagenhaus, Christiane Beyer 703 Automatisierung des Datenaufbereitungsprozesses für AR/VR-Anwendungen im Engineering Maximilian Peter Dammann, Wolfgang Steger, Ralph Stelzer 714 Nutzer- und Aufgabengerechte Unterstützung von Modellierungsaktivitäten im Kontext des MBSE-Model-Based Systems Engineering Constantin Mandel, Matthias Behrendt, Albert Albers 727
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31

Stelzer, Ralph H., and Jens Krzywinski. "Entwerfen Entwickeln Erleben in Produktentwicklung und Design 2019 - 1." TUDpress, 2019. https://tud.qucosa.de/id/qucosa%3A32848.

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Die Konferenz Entwerfen Entwickeln Erleben hat bereits zum vierten Mal ein einzigartiges Konferenz- und Ausstellungsformat zum Austausch zwischen Wissenschaft und Praxis in Produktentwicklung und Design angeboten. Am 27. und 28. Juni 2019 ermöglichten die Professuren Konstruktionstechnik/CAD und Technisches Design der Technischen Universität Dresden in Kooperation mit weiteren Partnern den 200 Teilnehmenden die fachübergreifende Diskussion zu den Themen • Interdisziplinärer Entwurf adaptiver Produktsysteme, • Entwickeln vernetzter Anwendungen für Industrie 4.0, • Konstruktion mit hybriden Werkstoffen und für additive Fertigungsprozesse, • Entwicklungsunterstützung durch Produktdatenmanagement und VR/AR, • Design nutzerzentriertem Erleben komplexer Produkt-Service-Systeme.:Quo vadis Digitalisierung: Die digitale Engineering-Kette und Ihre nachhaltige Wirkung auf die Wertschöpfung Heinz Simon Keil 9 Augmented Reality in der Produktvalidierung: Potenziale und Grenzen in frühen Entwicklungsphasen Jonas Reinemann, Joshua Fahl, Tobias Hirschter und Albert Albers 33 Konzept zur Verbesserung des realitätsgetreuen, visuellen Erlebens in virtuellen Umgebungen durch Eye-Tracking Benjamin Gerschütz, Marius Fechter, Benjamin Schleich und Sandro Wartzack 51 Mixed Reality Assistenzsystem zur visuellen Qualitätsprüfung mit Hilfe digitaler Produktfertigungsinformationen Stefan Adwernat und Matthias Neges 67 Ein Beitrag zur Verwendung von Technologien der Virtuellen Realität für Design-Reviews Margitta Pries, Ute Wagner, Johann Habakuk Israel und Thomas Jung 75 Eingriff in die Privatsphäre der Endanwender durch Augmented Reality-Anwendungen Matthias Neges und Jan Luca Siewert 87 Virtual Prototyping als agile Feedback-Methode für frühe Produktentwicklungsphasen Manuel Dudczig 97 aHa – Der adaptive Handgriff der Zukunft Paula Laßmann, Jonathan Kießling, Stephan Mayer, Benedikt Janny und Thomas Maier 107 Design-Education: Die Siemens HMI-Design Masterclass Oliver Gerstheimer, Romy Kniewel, Sebastian Frei und Felix Kranert 125 Nutzungsaspekte von Head-Mounted-Displays in industriellen Umgebungen Maximilian Peter Dammann, Martin Gebert und Ralph Stelzer 141 Selbstlernende Assistenzsysteme für Maschinenbediener Andre Schult, Lukas Oehm, Sebastian Carsch, Markus Windisch und Jens-Peter Majschak 159 Untersuchung der Mensch-Maschine-Interaktion bei der Werkstückspannung beim Vertikal-Drehen Volker Wittstock, Patrick Puschmann, Adrian Albero Rojas, Matthias Putz und Heinrich Mödden 173 Entwicklungsassistenz zum Entwurf Innermaschineller Verfahren für Verarbeitungsmaschinen Paul Weber, Lukas Oehm, Sebastian Carsch, Andre Schult und Jens-Peter Majschak 185 Gestaltung nutzerzentrierter Assistenzen im Produktdatenmanagement Stephan Scheele und Frank Mantwill 201 Model-Based Engineering für die Automatisierung von Validierungsaktivitäten am Beispiel Fahrerassistenzsysteme Constantin Mandel, Sebastian Lutz, Olivia Rau, Matthias Behrendt und Albert Albers 221 Das Potenzial 3D-gedruckter Gradientenwerkstoffe für pharmazeutische Applikationen Tobias Flath, Alexandra Springwald, Michaela Schulz-Siegmund, Michael C. Hacker und Peter Schulze 239 Feature-Baukasten für FDM-Druckverfahren Franz Wieck, Tim Katzwinkel und Manuel Löwer 247 Gestalten mit hybriden Materialien – Additive Fertigung für neuartige, kundenindividuelle Stichschutzbekleidung Dustin Ahrendt, Sybille Krzywinski, Enric Justo i Massot und Jens Krzywinski 265 Individuelle Produktgestaltung mittels funktionsintegrierten AM-Knoten und Profilen am Beispiel eines Batteriekastens Richard Kordaß und Christian Arved Stürmer 281 Einführung in die Produktentwicklung im Rahmen eines Schülerlabors am Beispiel des PROJECT 10|2018 Nico Herzberg, Laura Marschner und Florian Schröder 299 Einflussfaktoren in der standortverteilten Produktgenerations-entwicklung – Eine literaturbasierte Momentaufnahme Katharina Duehr, David Kopp, Benjamin Walter, Markus Spadinger und Albert Albers 309 Szenarien verbinden Gerhard Glatzel und Mathias Wiehle 327 Iterationsarten und deren Auslöser in der Frühen Phase der PGE – Produktgenerationsentwicklung Miriam Wilmsen, Markus Spadinger, Albert Albers, Cong Minh Nguyen und Jonas Heimicke 339 Building Information Modeling (BIM) für Bahn-Bauwerke – von Datenakquisition bis Virtueller Realität Markus Färber, Thomas Preidel, Markus Schlauch, Bernhard Saske, Adrian Bernhardt, Michael Reeßing, Steffen Cersowsky und Ronny Krüger 355 Effiziente Produktion und Wartung durch die Industrie 4.0 – Anwendung Hashem Badra und Jivka Ovtcharova 371 Herausforderungen klassischer Maschinenelemente im nicht-elektrischen Explosionsschutz Sabrina Herbst, Thomas Guthmann und Frank Engelmann 383 Ein hybrider Ansatz für Festigkeitsnachweise von multiskaligen Strukturen Hans-Peter Prüfer 399 Interdisziplinäre Design Methodik Martin Eigner, Thomas Dickopf und Hristo Apostolov 415
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32

Stelzer, Ralph H., and Jens Krzywinski. "Entwerfen Entwickeln Erleben in Produktentwicklung und Design 2019 - 2." TUDpress, 2019. https://tud.qucosa.de/id/qucosa%3A34208.

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Die Konferenz Entwerfen Entwickeln Erleben hat bereits zum vierten Mal ein einzigartiges Konferenz- und Ausstellungsformat zum Austausch zwischen Wissenschaft und Praxis in Produktentwicklung und Design angeboten. Am 27. und 28. Juni 2019 ermöglichten die Professuren Konstruktionstechnik/CAD und Technisches Design der Technischen Universität Dresden in Kooperation mit weiteren Partnern den 200 Teilnehmenden die fachübergreifende Diskussion zu den Themen • Interdisziplinärer Entwurf adaptiver Produktsysteme, • Entwickeln vernetzter Anwendungen für Industrie 4.0, • Konstruktion mit hybriden Werkstoffen und für additive Fertigungsprozesse, • Entwicklungsunterstützung durch Produktdatenmanagement und VR/AR, • Design nutzerzentriertem Erleben komplexer Produkt-Service-Systeme.:Finishing Perspective (Endbehandlung Perspektive) Ingmar S. Franke, Mario Linke, Christian Bendicks und Rainer Groh 9 Card Sorting basierter Ansatz zur Erarbeitung einer nutzungsgerechten Methodensammlung am Beispiel des IDE-Toolkits Martin Wiesner, Björn Kokoschko, Linh Bùi Duy und Laura Augustin 29 Feasibility-Labor“ – erste Vorstellung neuer Ansätze zur Optimierung der Designumsetzung im Automobilbau Knut Lender 41 MBSE-basierte Produktkonfiguratoren zur Analyse der Modularisierung bei der Entwicklung modularer Baukastensysteme Florian Seiler, Lea-Nadine Schwede und Dieter Krause 55 Branchenübergreifendes Benchmarking von variantenreichen Produktportfolios auf Basis von Produktstrukturen Christian Wyrwich und Georg Jacobs 71 Aspekte der Authentizität bei der Umsetzung eines künstlerischen Entwurfs mit 3D-Software-Werkzeugen Wolfgang Steger, Christine Schöne und Helmut Nitsche 91 Das Visionsmodell: Präzise Darstellung von Entwicklungszielen Laura Augustin, Michael Schabacker 105 Wissen und Heterogenität in der Produktentwicklung Alexandra Göhring 111 Kombination der experimentellen und numerischen Simulation zur Entwicklung dreidimensionaler Elektronik Florian Schaller, Fabian Kayatz und Cedric Sanjon 123 Lösungsansätze für eine nachhaltigkeitsorientierte, interdisziplinäre Produktentwicklung Barbara Gröbe-Boxdorfer 133 Szenariobasierte Validierung von Produktprofilen in der frühen Phase der PGE-Produktgenerationsentwicklung Florian Marthaler, Vincent Kutschera, Jonas Reinemann, Nikola Bursac und Albert Albers 149 Vergleich von Produktinnovationsarten – Worin die Unterschiede wirklich begründet liegen Jonas Heimicke, Valentin Zimmermann, Monika Klippert, Markus Spadinger und Albert Albers 165 Zusammenarbeit von Ingenieuren und Designern – die überarbeitete VDI/VDE-Richtlinie 2424 Robert Watty, Christian Zimmermann und Gerhard Reichert 181 IM-UX – Fragebogen zu intrinsischer Motivation in der User Experience Jette Selent und Michael Minge 195 Konzept zur Identifikation relevanter Produkteigenschaften zur Unterstützung einer positiven User Experience Tina Schröppel, Jörg Miehling und Sandro Wartzack 205 User Experience Design für Sicherheitstechnik – Ansatz und Methodik bei Dräger Safety Marlene Vogel, Matthias Willner, Christian Wölfel und Jens Krzywinski 219 3D-volldigitalisierte Behandlungsplanung bei Lippen-Kiefer-Gaumenspalten Christiane Kunert-Keil, Dominik Haim, Karol Kozak, Ines Zeidler-Rentzsch, Bernhard Weiland, Olaf Müller, Thomas Treichel und Günter Lauer 231 Automatische Vermessung der Knietopologie zur Unterstützung der Prothesenplanung für Kniearthroplastiken Sebastian Heerwald und Marc Mörig 243 Design und additive Fertigung von individualisierten biofunktionellen Implantaten in klinisch relevanten Dimensionen David Kilian, Philipp Sembdner, Stefan Holtzhausen, Tilman Ahlfeld, Christine Schöne, Anja Lode, Ralph Stelzer und Michael Gelinsky 253 Design von Medizinprodukten – Einfluss regulatorischer Anforderungen auf den Designprozess Christian Thomas 267 5G Sports – tragbare Technologiedemonstratoren im taktilen Internet Lisa-Marie Lüneburg, Emese Papp und Jens Krzywinski 277 Verbesserte Ergonomie durch Mensch-Roboter-Kollaboration als sozio-technisches System Daniel Rücker, Kristin Paetzold und Rüdiger Hornfeck 295 Modellbasierter Systems Engineering Ansatz zur effizienten Aufbereitung von VR-Szenen Atif Mahboob, Stephan Husung, Christian Weber, Andreas Liebal und Heidi Krömker 309 Akzeptanz und Nutzererleben von körpergetragenen Assistenzsystemen im industriellen Anwendungsbereich Emese Papp und Christian Wölfel 323 Modell zur Unterstützung von Designentscheidungen auf strategischer Unternehmensebene im Industrial Design Frank Thomas Gärtner 335 Der Einfluss stilistischer Merkmale einer Entwurfsvisualisierung auf die semantischen Produkteigenschaften Frank Mühlbauer 347 Konstruktionslösungen mit Hilfe von Künstlicher Intelligenz Willi Gründer und Denis Polyakov 361 Das Analysekompetenz-Marktpriorität-Portfolio zum Vergleich von Datenanalyseprojekten in der Produktentwicklung Sebastian Klement, Bernhard Saske, Stephan Arndt und Ralph Stelzer 375 Einsatz von Graphdatenbanken für das Produktdatenmanagement im Kontext von Industrie 4.0 Christopher Sauer, Benjamin Schleich und Sandro Wartzack 393 Predictive Quality Management mit modellbasierten Services in kollaborierenden Netzwerken Andreas Trautheim-Hofmann 409 Softwareentwicklung ECM/WCM im Spannungsfeld KMUs–Großunternehmen Oliver Schwarz und Christian Kowalewski 419
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Lin, Jeng-yow, and 林政佑. "The Application of Virtual Reality to Industrial Design Education." Thesis, 2002. http://ndltd.ncl.edu.tw/handle/97067684966917753115.

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碩士<br>國立臺灣科技大學<br>設計研究所<br>90<br>With the rapid growth of multimedia and the Internet technology, the information offered by the Internet is not just limited in two-dimensional images and text. The Internet has become a diversified learning space through various technology of interaction. In Taiwan, many industrial design courses has been integrated with computer technology. Teachers teach students by integrating multimedia and learners have many ways to gain knowledge. At present, the teacher’s personal website provides syllabus, lessons, video and audio files, and forum. Nevertheless, it’s regretful that there is no formal web-based learning systems for industrial design. And the lessons are only shown by text, two-dimensional images or video systems. There is insufficiency in interaction and communication of design information. This study finds that by using VR-based systems with multimedia as practice, explanation and test of after-learning, there is positive influence on learning satisfaction. Therefore, it is possible to infer that testees react well for the learning effectiveness of VR-based distance learning. The result also shows that taking advantages of VR-based distance learning can not only help the teaching and learning of industrial design education, but also offer new chances for some courses. Besides, this study also finds that the efficiency of the interface for VR-based browsers is an important factor for learning effectiveness. Thus, teachers must be careful about selecting the interface for VR-based browsers. They must propose a simple introduction of the interface and select appropriate VR-based systems according to the content of the lesson.
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Tallarita, Annaluana. "Oggetti: dalla semiotica del design alla costruzione virtuale della rappresentazione reale = Os objectos : da semiótica do design à construção virtual da representação real." Master's thesis, 2014. http://hdl.handle.net/10400.26/7048.

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A concepção actual do Design como - criação imaterial - destaca a sua natureza pluralista, em que factores como a primazia da utilidade, o papel da funcionalidade aliado à estética, balizam o papel da tecnologia e onde o design industrial actua como integrador e de interface no processo tecnológico, definido no seu sentido mais global, como concepção e planeamento de todos os produtos produzidos pelo individuo. O propósito desta tese são os objectos materiais presentes no espaço material, habitado e vivido por seres humanos. Consubstancia-se no estudo da complexa relação dos indivíduos com os objectos e o meio ambiente envolvente, enquanto processo de individualização do espaço, aqui entendido, como o lugar em que o ser humano age em busca da confirmação de sua presença, que se materializa por uma acção contínua e executada pela determinação da sua influência e presença nesse mesmo lugar, contextualizando a utilização e a finalidade pessoal e social que confere, face à personalização do lugar que lhe é atribuído. Para provar esta tese, foi necessário desenvolver uma metodologia que analisasse as funções dos objectos e a relação destes com os seres humanos. Foi elaborado um estudo comparativo dos aspectos socioeconómicos e a relação dos objectos com o individuo ao longo dos seus diferentes períodos da sua existência, desde a produção manual e consequente manipulação da matéria à produção com máquinas que realizam operações sequenciais. A metodologia desenvolvida nesta tese permite então, uma melhor compreensão da importância do Design, enquanto instrumento para melhorar a qualidade de vida do Homem, e a relação deste com o objecto, criado como uma resposta a uma necessidade de utilização, mas também, como um símbolo e afirmação de pertença a um determinado grupo social: o fetichismo da forma sobre a função.
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Yo-WenLiang and 梁又文. "ZMET-QFD Model for the Design-oriented Virtual Reality Software Demands in Industrial Design Students' Learning." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/03818115673648195105.

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博士<br>國立成功大學<br>工業設計學系<br>104<br>Recent years, Virtual Reality (VR) software is a crucial technology for the industrial design education, especially in the scope of product modeling, simulated animation, and evaluation. However, the difficulty of VR application in industrial design students’ learning is VR engineers cannot comprehend what the important functions or elements are for students. In addition, general-purpose VR software usually confuses the students and provides neither good manipulation means nor useful toolkits. To solve these problems, the ZMET-QFD model presented in this study can translate the in-depth demands of VR into actual functions from the students’ thoughts. With the ZMET-QFD model, twenty-one items are determined to be the functions for VR from the students’ perspective. According to the result of importance ranking, the top ten items are: real-world parameters, physical database, multiple viewpoints, multiple-windows operation, ruler and unit display, environmental database, material database, multiple presentation models, graphical interface, and customized parameters. The findings of this study could lead to the creation of important reference of designer-oriented VR software development that can truly help VR engineers to exploit a suitable one for industrial students' learning. Further, the study expects the findings could enhance teaching quality and learning efficiency in the scope of industrial design.
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"Integrating visual feedback and a vision agent into the telemanufacturing environment." Thesis, 2008. http://hdl.handle.net/10210/514.

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The automated fabrication of a prototype three-dimensional part from a three-dimensional drawing can be regarded as rapid prototyping. There are two basic types of rapid prototyping: subtractive fabrication and additive fabrication. Subtractive fabrication begins with a block of material that is larger than the object to be created and “sculpts” the block into the required prototype three-dimensional part. Additive fabrication continuously adds particles to an object until the desired object is created. Often this process builds a prototype three-dimensional part layer by layer. The prototype three-dimensional parts are created by particular rapid prototyping hardware. Telemanufacturing allows for the remote submission of three-dimensional drawings via a communication medium to the site where the rapid prototyping machine resides. The communication medium for the purposes of this dissertation is the Internet. After the three-dimensional drawing is submitted to the remote site, the rapid prototyping machine proceeds to create the prototype three-dimensional part. The aim of this research is to integrate a visual feedback system into the telemanufacturing environment. The visual feedback system allows a user at a remote location to view the progress of the manufacture of the prototype three-dimensional part in real time. This research also aims to integrate a software agent into the telemanufacturing environment. An agent is loosely defined as “one that acts for another”. The software agent discussed in this dissertation will analyze visual data obtained from the rapid prototyping environment, determine if the prototype three-dimensional part being created contains errors, and take the necessary action. The ultimate goal of this dissertation is to allow the visual analysis of a part as a rapid prototyping machine is creating it. This research allows for two approaches to this “visual analysis”: human analysis, and analysis by a software agent. The “visual analysis” will detect any errors that have occurred during the manufacturing process and ultimately result in the reduction of time and resources to create prototype three dimensional parts using telemanufacturing.<br>Prof. E.M. Ehlers
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Van, Wyk Etienne Anton. "An evaluation framework for virtual reality safety training systems in the South African Mining Industry." Thesis, 2015. http://hdl.handle.net/10500/20676.

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The mining industry in South Africa contributes significantly to the national economy. Despite stringent safety legislation, mining accidents cause numerous fatalities and injuries. Inadequate or insufficient training is often cited as a root cause of accidents. Conventional class-based safety training has not reduced the incidence of accidents significantly. By contrast, virtual reality training tools can provide simulated exposure to real-world working conditions without the associated risks. This study describes the application of design-based research (DBR) in the design and development of two desktop virtual reality (VR) systems for safety training in the South African mining industry. The results of a usability context analysis were applied in the design of a VR prototype on generic hazards recognition and rectification, which was used and evaluated at South Africa‘s largest platinum mine site. A case study was conducted to investigate the causes and occurrences of falls of ground, which resulted in the design and development of a second VR prototype focusing on identifying and addressing underground geological conditions. DBR was also used in the generation of an evaluation framework for evaluating VR training systems, namely the Desktop VR Evaluation Framework (DEVREF), which is the major deliverable of the research. DEVREF can make a major contribution to the domain of e-training in mines and is transferable and customisable beyond its initial application. The process flow of the research thus moved beyond merely providing a solution to a complex real-world problem and became a classic DBR study with dual outcomes, namely a practical real-world solution in the form of two VR training systems and a theoretical contribution in the form of the DEVREF evaluation framework. DEVREF evaluates the design of desktop VR training systems in the categories of instructional design, usability, VR systems design, and context-specific criteria for mining. The use of DEVREF is demonstrated by reporting the application of its criteria in evaluating the two VR training systems. Heuristic evaluation, end-user surveys, and interviews were used as evaluation methods. A third contribution is methodological, in that this work proposes a new DBR process model and an interaction design lifecycle model suitable for VR training systems.<br>Computing<br>D. Phil. (Information Systems)
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Huang-Ming, Lin, and 林皇名. "A Research of the Interaction Among Members of Taiwan''s Industrial Design Virtual Communities─An Empirical Case of“http://home.cityfamily.com.tw/street”." Thesis, 2003. http://ndltd.ncl.edu.tw/handle/16709840140580524069.

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碩士<br>國立臺灣科技大學<br>設計研究所<br>91<br>With the combination of the development of information technology and communication media, the Internet is not just only an information searching and browsing tool, but also breaks the barrier between time and space. It also changes the way people receiving and spreading information. It pushes forward the successive development of various“virtual communities”, which make people’s relationship enter another level of interaction. Among which, human interaction that is different from the real world, has become a topic of many research on virtual community. As compared with related industrial design“virtual communities”, what kinds of characteristics and design interaction will be presented by designers who are in the cyberspace? This research observes a discussion area“http://home.cityfamily.com.tw /street”of Taiwan’s largest virtual community website“cityfamily”, and use it as a preliminary research field. By interviewing, observing, analyzing and investigating, this research tries to concentrate on the participants of the industrial design virtual community to understand the differences of participants’ related aspects. (characteristics, writing interface, knowledge providing motive and interaction types etc.) to the types and meanings of traditional interaction. The result shows that the participants are mainly students. The most favorite discussed issues are mainly design issues are related to design thinking. The members’ extraordinary design viewpoints can provide bystanders an opportunity to learn and exchange design thought which is the most important motivation for them to participate in the community. Obviously designers concern about the topic and content of the interaction but not the exchange of feeling. At the same time, the result also reflects students’ need for design thinking related categories. Additionally this research also finds that when the virtual characteristic is involved, the design interaction among members can broaden their views about design thinking and encourage them to express their own design viewpoints. It is helpful for them to deeply discuss related design ideas and design philosophy. In addition, according to (1) the design dialogue relation between members and discussed topics (2) the motive of interaction between one member and the others, 14 types of characters are concluded. Through the content of dialogue, this research finds that critical and jeering atmosphere in opposite design discussion is another style differs from the real-world interaction. Finally, this research also distinguishes the process of interaction and concludes a model of interaction.
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39

Prinsloo, Frederik Christoffel. "Development of a GIS-based decision support tool for environmental impact assessment and due-diligence analyses of planned agricultural floating solar systems." Diss., 2019. http://hdl.handle.net/10500/26166.

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Text in English<br>In recent years, there have been tremendous advances in information technology, robotics, communication technology, nanotechnology, and artificial intelligence, resulting in the merging of physical, digital, and biological worlds that have come to be known as the "fourth industrial revolution”. In this context, the present study engages such technology in the green economy and to tackle the techno-economic environmental impact assessments challenges associated with floating solar system applications in the agricultural sector of South Africa. In response, this exploratory study aimed to examine the development of a Geographical Information System (GIS)-based support platform for Environmental Impact Assessment (EIA) and due-diligence analyses for future planned agricultural floating solar systems, especially with the goal to address the vast differences between the environmental impacts for land-based and water-based photovoltaic energy systems. A research gap was identified in the planning processes for implementing floating solar systems in South Africa’s agricultural sector. This inspired the development of a novel GIS-based modelling tool to assist with floating solar system type energy infrastructure planning in the renewable energy discourse. In this context, there are significant challenges and future research avenues for technical and environmental performance modelling in the new sustainable energy transformation. The present dissertation and geographical research ventured into the conceptualisation, designing and development of a software GIS-based decision support tool to assist environmental impact practitioners, project owners and landscape architects to perform environmental scoping and environmental due-diligence analysis for planned floating solar systems in the local agricultural sector. In terms of the aims and objectives of the research, this project aims at the design and development of a dedicated GIS toolset to determine the environmental feasibility around the use of floating solar systems in agricultural applications in South Africa. In this context, the research objectives of this study included the use of computational modelling and simulation techniques to theoretically determine the energy yield predictions and computing environmental impacts/offsets for future planned agricultural floating solar systems in South Africa. The toolset succeeded in determining these aspects in applications where floating solar systems would substitute Eskom grid power. The study succeeded in developing a digital GIS-based computer simulation model for floating solar systems capable of (a) predicting the anticipated energy yield, (b) calculating the environmental offsets achieved by substituting coal-fired generation by floating solar panels, (c) determining the environmental impact and land-use preservation benefits of any floating solar system, and (d) relating these metrics to water-energy-land-food (WELF) nexus parameters suitable for user project viability analysis and decision support. The research project has demonstrated how the proposed GIS toolset supports the body of geographical knowledge in the fields of Energy and Environmental Geography. The new toolset, called EIAcloudGIS, was developed to assist in solving challenges around energy and environmental sustainability analysis when planning new floating solar installations on farms in South Africa. Experiments conducted during the research showed how the geographical study in general, and the toolset in particular, succeeded in solving a real-world problem. Through the formulation and development of GIS-based computer simulation models embedded into GIS layers, this new tool practically supports the National Environmental Management Act (NEMA Act No. 107 of 1998), and in particular, associated EIA processes. The tool also simplifies and semi-automates certain aspects of environmental impact analysis processes for newly envisioned and planned floating solar installations in South Africa.<br>Geography<br>M.Sc. (Geography)
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"Entwerfen Entwickeln Erleben 2014 – Beiträge zur virtuellen Produktentwicklung und Konstruktionstechnik." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2014. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-144963.

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Die Konferenz Entwerfen – Entwickeln – Erleben bietet ein besonderes Podium zum Austausch von Wissenschaftlern und Praxisvertretern aus den zentralen Bereichen der Produktentwicklung. Der vorliegende Band enthält Beiträge der EEE2014 unter anderem zu Industrie 4.0, Cyber-Phy­sical Systems und Virtual Reality in vielfältigen Anwendungsbereichen des Maschinenbaus, zu Innovationsmanagement, Konstruktionsmetho­dik und Product Lifecycle Management sowie zu Reverse Engineering und generativen Verfahren. Die Technischen Universität Dresden und technischesdesign.org ermög­lichten in Kooperation mit der Gruppe Virtuelle Produktentwicklung der Wissenschaftlichen Gesellschaft für Produktentwicklung (WiGeP), dem Mathematisch-Physikalischen Salon der Staatlichen Kunstsammlungen Dresden und der Hochschule für Bildende Künste Dresden die fachüber­greifende Diskussion des Schwerpunkt-Themas inmitten der Dresdner Altstadt. In diesem Band sind die Beiträge zur Konstruktionstechnik und zur Virtuellen Produktentwicklung enthalten, ein weiterer Band (http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-144950, herausgegeben von Mario Linke et al.) fasst die Bei­träge zum Technischen Design zusammen.
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"Entwerfen Entwickeln Erleben 2016 - Beiträge zur virtuellen Produktentwicklung und Konstruktionstechnik." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2016. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-203878.

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Die Konferenz Entwerfen – Entwickeln – Erleben bietet ein besonderes Podium zum Austausch von Wissenschaftlern und Praxisvertretern aus den zentralen Bereichen der Produktentwicklung. Der vorliegende Band enthält Beiträge der EEE2016 unter anderem zu Industrie 4.0, Cyber-Physical Systems und Virtual Reality in vielfältigen Anwendungsbereichen des Maschinenbaus, zu Innovationsmanagement, Konstruktionsmethodik und Product Lifecycle Management sowie zu Reverse Engineering und generativen Verfahren. Die Technische Universität Dresden und technischesdesign.org ermöglichten in Kooperation mit der Gruppe Virtuelle Produktentwicklung der Wissenschaftlichen Gesellschaft für Produktentwicklung (WiGeP) und dem Rat für Formgebung die fachübergreifende Diskussion des Schwerpunkt- Themas inmitten der interdisziplinären Dresdner Wissenschaftslandschaft. In diesem Band sind die Beiträge zur Konstruktionstechnik und zur Virtuellen Produktentwicklung enthalten, ein weiterer Band (ISBN 978-3-95908-061-3, herausgegeben von Jens Krzywinski et al.) fasst die Beiträge zum Industrial Design zusammen.
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"Entwerfen Entwickeln Erleben - Methoden und Werkzeuge in der Produktentwicklung." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2017. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-227971.

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Die Konferenz »Entwerfen – Entwickeln – Erleben« führte am 14. und 15. Juni 2012 das 10. Gemeinsame Kolloquium Konstruktionstechnik und das 5. Symposium Technisches Design zusammen. In Kooperation mit dem Kunstgewerbemuseum der Staatlichen Kunstsammlungen Dresden war es möglich, die fachübergreifende Diskussion industrieller Herausforderungen sowie aktueller Trends und Innovationen der Forschung in einem einzigartigen kulturellem Umfeld – dem Dresdner Residenzschloss – zu führen. Im Mittelpunkt der zweitägigen Konferenz stand der Erfahrungsaustausch zwischen Experten aus Industrie und Wissenschaft über neue Werkzeuge und Methoden, mit denen den aktuellen Herausforderungen von Globalisierung, Nachhaltigkeit und ökonomischen Rahmenbedingungen bei der Entwicklung immer komplexerer Produkte entsprochen werden kann. In diesem Band sind die Textfassungen der Fachvorträge zu den thematischen Schwerpunkten Virtuelle Produktentwicklung (CAD-Einsatzszenarien, Virtual Reality und Product Lifecycle Management), Konstruktion (Konstruktionstechnik und -methodik, Reverse Engineering und Maschinenelemente) enthalten. Ein separater Band, herausgegeben von Linke et al. (ISBN 978-3-942710-75-6) enthält die Beiträge zum Technischen Design (Industriedesign, Transportation Design und Produkterleben).
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