Academic literature on the topic '3D digital strategy'

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Journal articles on the topic "3D digital strategy"

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Shojaei, D., H. Olfat, M. Briffa, and A. Rajabifard. "3D DIGITAL CADASTRE JOURNEY IN VICTORIA, AUSTRALIA." ISPRS Annals of Photogrammetry, Remote Sensing and Spatial Information Sciences IV-4/W5 (October 23, 2017): 117–23. http://dx.doi.org/10.5194/isprs-annals-iv-4-w5-117-2017.

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Land development processes today have an increasing demand to access three-dimensional (3D) spatial information. Complex land development may need to have a 3D model and require some functions which are only possible using 3D data. Accordingly, the Intergovernmental Committee on Surveying and Mapping (ICSM), as a national body in Australia provides leadership, coordination and standards for surveying, mapping and national datasets has developed the Cadastre 2034 strategy in 2014. This strategy has a vision to develop a cadastral system that enables people to readily and confidently identify the location and extent of all rights, restrictions and responsibilities related to land and real property. <br><br> In 2014, the land authority in the state of Victoria, Australia, namely Land Use Victoria (LUV), has entered the challenging area of designing and implementing a 3D digital cadastre focused on providing more efficient and effective services to the land and property industry. LUV has been following the ICSM 2034 strategy which requires developing various policies, standards, infrastructures, and tools. Over the past three years, LUV has mainly focused on investigating the technical aspect of a 3D digital cadastre. This paper provides an overview of the 3D digital cadastre investigation progress in Victoria and discusses the challenges that the team faced during this journey. It also addresses the future path to develop an integrated 3D digital cadastre in Victoria.
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Karimpouli, Sadegh, and Pejman Tahmasebi. "Conditional reconstruction: An alternative strategy in digital rock physics." GEOPHYSICS 81, no. 4 (July 2016): D465—D477. http://dx.doi.org/10.1190/geo2015-0260.1.

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Digital rock physics (DRP) is a newly developed method based on imaging and digitizing of 3D pore and mineral structure of actual rock and numerically computing rock physical properties, such as permeability, elastic moduli, and formation factor. Modern high-resolution microcomputed tomography scanners are used for imaging, but these devices are not widely available, and 3D imaging is also costly and it is a time-consuming procedure. However, recent improvements of 3D reconstruction algorithms such as crosscorrelation-based simulation and, on the other side, the concept of rock physical trends have provided some new avenues in DRP. We have developed a modified work flow using higher order statistical methods. First, a high-resolution 2D image is divided into smaller subimages. Then, different stochastic subsamples are generated based on the provided 2D subimages. Eventually, various rock physical parameters are calculated. Using several subsamples allows extracting rock physical trends and better capturing the heterogeneity and variability. We implemented our work flow on two DRP benchmark data (Berea sandstone and Grosmont carbonate) and a thin-section image from the Grosmont carbonate formation. Results of realization models, pore network modeling, and autocorrelation functions for the real and reconstructed subsamples reveal the validity of the reconstructed models. Furthermore, the agreement between static and dynamic methods indicates that subsamples are representative volume elements. Average values of the subsamples’ properties follow the reference trends of the rock sample. Permeability trends pass the actual results of the benchmark samples; however, elastic moduli trends find higher values. The latter can be due to image resolution and voxel size, which are generated by imaging tools and reconstruction algorithms. According to the obtained results, this strategy can be introduced as a valid and accurate method where an alternative method for standard DRP is needed.
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Pan, Bing, Bo Wang, Dafang Wu, and Gilles Lubineau. "An efficient and accurate 3D displacements tracking strategy for digital volume correlation." Optics and Lasers in Engineering 58 (July 2014): 126–35. http://dx.doi.org/10.1016/j.optlaseng.2014.02.003.

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Masri, T., and D. R. Paudyal. "DEVELOPMENT OF 3D CADASTRE IN NEW SOUTH WALES THROUGH E-PLAN LODGEMENT." ISPRS Annals of the Photogrammetry, Remote Sensing and Spatial Information Sciences V-4-2021 (June 17, 2021): 139–46. http://dx.doi.org/10.5194/isprs-annals-v-4-2021-139-2021.

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Abstract. With rapid growth of urban environments worldwide, there is an increasing need to develop more innovative and efficient land administration systems. In Australia, various jurisdictions are currently in the process of implementing 3D cadastre to support better land administration services to the wider community. The ‘Cadastre 2034 Strategy’ published by the Intergovernmental Committee on Surveying and Mapping (ICSM) for Australia in 2014 indicates that a digital cadastre will be implemented as part of that strategy. As part of development of 3D cadastre, State of New South Wales has used the ePlan model based on LandXML for digital lodgement and validation of cadastral plans. This initiative aims to replace PDF cadastral plans with the digital format of LandXML. However, with the introduction of LandXML as the chosen formats for digital cadastral plans in NSW, there has been a significantly low level of Strata Plan digital capture and submission in LandXML format by the surveying industry. The research aims to identify the main challenges and explore a suitable method to improve the adoption of the digital format for Strata Plan submission and development of 3D cadastre in NSW. In this research paper, a mixed method research approach has been used by integrating both qualitative and quantitative data. The primary data was collected using online questionnaires and surveys of different stakeholders from government and the private surveying industry. The data allowed for the assessment of the effectiveness and implications of the digital system currently maintained by the NSW LRS (Land Registry Services). A case study was used for the creation, validation and lodgement of an existing strata plan using LandXML format. This paper demonstrates that implementation of 3D digital cadastral plans needs to be more structured in order to satisfy all stakeholders involved. More investment into the representation of complex 3D geometric models and classification for validation will improve the uptake by surveyors. The paper concludes with a discussion on the implications of the proposed strata plan implementation strategy and proposes future research within the topic of strata plan validation in NSW, Australia.
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Mönchinger, Stephan, Elisabeth Brandenburg, and Rainer Stark. "Digital vernetztes, automatisiertes 3D-Scanning mit CAD-Rückführung." ZWF Zeitschrift für wirtschaftlichen Fabrikbetrieb 115, no. 3 (March 27, 2020): 144–47. http://dx.doi.org/10.3139/104.112252.

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Pan, Jiao, Liang Li, Hiroshi Yamaguchi, Kyoko Hasegawa, Fadjar I. Thufail, Brahmantara, and Satoshi Tanaka. "Integrated High-Definition Visualization of Digital Archives for Borobudur Temple." Remote Sensing 13, no. 24 (December 10, 2021): 5024. http://dx.doi.org/10.3390/rs13245024.

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The preservation and analysis of tangible cultural heritage sites have attracted enormous interest worldwide. Recently, establishing three-dimensional (3D) digital archives has emerged as a critical strategy for the permanent preservation and digital analysis of cultural sites. For extant parts of cultural sites, 3D scanning is widely used for efficient and accurate digitization. However, in many historical sites, many parts that have been damaged or lost by natural or artificial disasters are unavailable for 3D scanning. The remaining available data sources for these destroyed parts are photos, computer-aided design (CAD) drawings, written descriptions, etc. In this paper, we achieve an integrated digital archive of a UNESCO World Heritage site, namely, the Borobudur temple, in which buried reliefs and internal foundations are not available for 3D scanning. We introduce a digitizing framework to integrate three different kinds of data sources and to create a unified point-cloud-type digital archive. This point-based integration enables us to digitally record the entire 3D structure of the target cultural heritage site. Then, the whole site is visualized by stochastic point-based rendering (SPBR) precisely and comprehensibly. The proposed framework is widely applicable to other large-scale cultural sites.
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Arribas, Veronica, and José A. Alfaro. "3D technology in fashion: from concept to consumer." Journal of Fashion Marketing and Management: An International Journal 22, no. 2 (May 14, 2018): 240–51. http://dx.doi.org/10.1108/jfmm-10-2017-0114.

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Purpose The purpose of this paper is to show how 3D digital technology can bring value to the fashion industry by analysing the specific benefits it offers along the value chain. Additionally, the authors show some of the challenges ahead identified for both software and fashion firms. Design/methodology/approach The authors present by means of a case study the experience of an haute couture designer who used 3D digital technology – in collaboration with a recognised 3D software company – for developing his first luxury footwear collection. Findings The enhancement of creativity and a better communication with suppliers are just some of the benefits identified in the case study from the use of 3D digital technology. In addition, challenges such as the development of a digital culture or the need for technology simplification are drawn from the case. Practical implications Apart from the benefits and challenges drawn from the case study, which can be useful to practitioners in this industry, the authors also identify the collaboration through which the experience took place as an interesting practice to implement as a previous step of a digital transformation strategy. Originality/value Despite the growing interest the fashion industry is showing in the use of new digital technologies, academic research on this topic is still scarce. Therefore, the case study presented in this paper adds value to the literature showing how 3D technology can help fashion from concept to consumer.
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Cho, Wan Hee. "A study on the Utilization of 3D Printing Techniques in Contemporary Jewelry." Korea Institute of Design Research Society 7, no. 4 (December 31, 2022): 430–41. http://dx.doi.org/10.46248/kidrs.2022.4.430.

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The rapid development of technology in modern society and the development of science and technology such as digital technology affect the fields of culture, industry, and art, creating new changes in various fields of life. These advances in advanced digital technology technologies have developed into a phenomenon of blurring and converging the boundaries of each genre of modern formative art within a diversified social change. In particular, 3D printing technology, which is drawing attention among digital technologies, deviates from the traditional format and influences the creation of expanded formative expressions and sophisticated and unique visual effects. This study analyzes the current status of 3D printing technology and commercialization, and studies the impact and applicability of digital technology on the contemporary jewelry area. In addition, 3D printing technologies are compared and analyzed to consider the use cases of contemporary jewelry design and working process divided into cases used in the design process, cases used directly in the production of works, and cases used for visualization of digital data. Through this, it is intended to overcome the technical limitations of contemporary Jewelry and present the possibility of expanded expression.
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Mohammed, Mazher Iqbal, Joseph Tatineni, Brenton Cadd, Greg Peart, and Ian Gibson. "Advanced auricular prosthesis development by 3D modelling and multi-material printing." KnE Engineering 2, no. 2 (February 9, 2017): 37. http://dx.doi.org/10.18502/keg.v2i2.593.

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We investigate the use of medical imaging, digital design and 3D printing technologies as a viable means of reproducing a person’s anatomy, with the intension of producing a working, patient specific prosthesis. This approach offers several advantages over traditional techniques, as data capture is non-intrusive, models can be made using quantitative methodologies, design iterations can be digitally stored for future reproduction, and additive manufacturing ensures no loss of quality when converting the digital model into a physical part. We also present a combined model segmentation with multi-material printing approach to increase the colour complexity of the final model. When combined with multi-material printing using elastic materials, our approach provides a comprehensive strategy to accurately realising mimic of both skin pigmentation and the tactile feel of human tissues. Ultimately, we believe our approach provides an innovative strategy for prosthesis production which could have considerable potential for implementation in a clinical setting.
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Universität Tübingen, Matthias Lang, Ramadan Hussein, Benjamin Glissmann, and Philippe Kluge. "Digital Documentation of the Saite Tombs in Saqqara." Studies in Digital Heritage 4, no. 1 (June 30, 2020): 16–31. http://dx.doi.org/10.14434/sdh.v4i1.27449.

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This paper focuses on the digital documentation techniques employed in the recording of a number of Saite-Persian sarcophagus-tombs in the necropolis of Saqqara (Egypt). In this paper, we discus pros and cons of different three-dimensional technologies for the documentation of a vast site as well as the process of ongoing excavation. We then delve into a discussion of the results and benefits of the employed techniques, particularly understanding the complex spatial relationships of archaeological features both aboveground and underground. Furthermore, we explain how we derive precise scaled and ortho-rectified images of all inscribed walls and objects from the recorded 3D-information in order to produce digital facsimiles. The 3D approach gives us the opportunity to create an exact digital copy of the site, and to record all stages of the excavation. The produced 3D models can be used in various virtual environments in order to give researchers and the general public the possibility to visit and to examine the site from a distance. Also, it is important to note that this paper presents a sustainable long-term data-archiving strategy, since saving the digitally-born data for future generations is an integral part of our Saqqara Saite Tombs Project.
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Dissertations / Theses on the topic "3D digital strategy"

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Chen, Chien-Lung, and 陳建龍. "On Competitive Strategy of 3D Printing for Digital Manufacturing." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/66494090387307104895.

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碩士
國立臺灣大學
資訊管理組
104
As Europe and US industrial powers waving "The third industrial revolution" big flag, use 3D printing technology for core concept, promoted "Reindustrialization" to guide manufacturing return domestic, not only for recovery manufacturing, stimulate the entity economic to create employment opportunities, more is for consolidation its global industry leadership and sustainable development. Face 3D printing technology of fast development trend, global of manufacturing will suffered huge impact, especially small and medium ODM/OEM service providers of Taiwan. This thesis will use company T a Multi-Function Peripheral ODM/OEM service provider as case study target, in literature discussion use Michael E. Porter proposed three core analysis models: Five force analysis, Value chain analysis and Generic Competitive Strategies plus SWOT analysis as basic schema of industry competition strategies analysis. Explore global 3D print technology in digital manufacturing related application, to understand the application trend and faced problem of cutting edge 3D print technology in digital manufacturing. Through case study, try to find out the competition strategies for company T to enter 3D printing industry in digital manufacturing, use five force analysis to discussion competition situation of 3D printing industry, with value chain analysis to see what value added can be created, through SWOT analysis to find out the opportunities, threat, strength and weakness, and summarize with generic competition strategies. Hope to establish a reference for allocation of resources and capacity, to overcome the crisis and opportunity of future manufacturing. At end of this thesis will also suggest derivative research topics which related with smart manufacturing. The industry 4.0 will be the future direction of digital manufacturing.
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Wu, Yi-Hsuan, and 吳怡瑄. "The Research of Knowledge Management and Innovation Strategy Development of Digital Content Industry in Taiwan - Case Study of Game and 3D Animation Company." Thesis, 2003. http://ndltd.ncl.edu.tw/handle/00980636224437832664.

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碩士
國立臺灣大學
商學研究所
91
The 21st century is the era of knowledge economy. Knowledge and innovation are crucial for global companies in order to enhance their core competency. Because of the importance of knowledge content industry in this digital economy age, the Taiwan government has announced the year 2002 “the First Digital Year,” and has formulated its "Two Trillion and Twin Star Industries Development Plan” last year. This plan indicated that the digital content industry is a promising area of which the expected production value will reach NT$ 370 billions in 2006. With the continual increase of broadband width wireless network and population surfing the internet, also due to a trend in digitized internet application, our priority for the development of knowledge economy has emphasized digital content industry, including games, 3D animations, media applications, communication applications, internet services, digital content software, and e-learning. Therefore, this study explores the current situation of knowledge management and innovative strategy development of games and 3D animation companies in Taiwan. This study selected seven representative digital content developers including games and 3D animation companies to conduct an exploratory study. This study used qualitative in-depth interviews and multi-case analysis methods. This study reviewed these companies’ backgrounds and analyzed their ways of knowledge management and innovation management. Major findings are started as follows. 1.Knowledge management (1)The contents of knowledge are influenced by the characteristics of the industry. Digital content developers tend to possess tacit knowledge. The ways to managing and to creating knowledge are influenced by these contents. (2) Creating knowledge. (a) The process of creating knowledge is related to the size and the value processes of the organization. (b) The ways creating knowledge are influenced by its corporative strategies or value processes. Slight differences in this aspect exist among industries than among companies. (c) Difficulties with knowledge creating are resulted mostly from the external industrial environment and partially affected by the internal organizational culture, management system, as well as the degree of diversification. (3)Industries and companies show no significant differences on their ways acquiring knowledge from outside the organization; however, games and animation industries show slight differences depending on internal knowledge creation. (4) The organizational learning is more affected by the company’s strategies and cultural values but is less affected by the characteristics of the industry. Most digital content developers keep innovative through enhancing their competencies and through experimental learning. (4) The application of information technology is influenced by the characteristics of the industry and their strategies of knowledge management. Games companies demonstrate diversification when applying information technology than animation companies. (5)The strategies for knowledge management are affected by the characteristics of the industry and the strategies the company uses. Digital content developers are consistent on their long-term goals and adjustment to external environment, but they are different depending on their specialties of their knowledge depth; externalization is influenced by the individualized strategies of each company. The types of strategies for knowledge management in a company are related to these factors: the span and depth of the knowledge the company attains, the extent of diversification of knowledge, and the degree to which the knowledge is relevant to their needs. 2. Innovation Strategies (1)Differences are detected between industries regarding the types of creativity. Marketing is a special alternative for the games companies in Taiwan. To animation companies, global marketing is very important but not easy to actualize. New services are a necessity for the Online Game business model for the games industry, but it is not the mainstream for the 3D animation industry. Reform of the contents of products is the most important type for all companies, but the animation industry faces more challenges and risks in marketing. (2)The proportion of the employees of innovation development is not related to the size of the company but is related to the industry type that the company is classified as and the strategies used by the company. (3)For the reform of programming techniques, 3D graphics programming is the common technique shared by games and animation companies. The level of the technique is influenced by the standards developed by the industry, the types of product, and the consumer market culture. Games companies are often pro-active reformer in programming, but animation companies often need-led. (4)The type of sub-industry and the strategies used by the company affect the company’s external evaluation for innovation. The methods the company uses for internal evaluation does not relate to its size but more relates to its strategies used, leaderships, and culture within. As to the types of industry, self-developed games companies contain more rigorous internal programming evaluation procedures, but the evaluation in animation companies tends to be restricted by the human power inside. (5)A reward system is the common incentive used in all companies. Games companies provide a variety of incentives, but animation companies tend to employ traditional management and consist relatively few incentives. (6)The four major elements for knowledge innovation are: elite development, personalities of employee, cultures in the company, and the ecology of the industry. These elements vary based on the strategies used in the company (e.g., procedures of value, production lines). 3. Analysis of Competition Strategies Used in Industries (1) The strategies used in the company affect the company’s value procedures. The common ground of games companies and animation companies includes unclear sources or upper stream providers, and lacking procedures for object logistics. The differences between the two industries include the contents in the value procedures and their definitions (e.g., service, operation, product content development), and strategies used in each company (e.g., game service, marketing, sales). (2) Several finding regarding complementary innovative resources are as follows. (a) Building strategic alliances and product-sale relationships are the common efforts of network positioning strategy among all companies. (b) Aggregationalized companies possess more complementary resources and networks. (c) A virtual central production system in the 3D animation industry in Taiwan has emerged gradually. (d) The networking strategies are in close relationship to the general strategies used by the company. Under the circumstances of OEM and working for hire, the network relationships within a company usually develop toward upper stream providers; contrariwise, those companies that are competent with product development primarily develop toward downstream. (e) Cooperative and competition both exist in games and 3D animation industries. (3) Companies’ strategies for competition indicate the characteristics of product as well as industry. For example, TV/online games companies focus on specification of products; PC games companies focus on variability of products, and animation companies focus on cost savings. (4) Developmental trends of industries may include: (a) Cross-platform integration, such as multi-users, multi-platforms, and multi-languages. (b) Self-owned brands, which require the government to establish a nurturing industrial environment in order to assist with the globalization of these companies. (c) Global cooperation of industries, including TV games, movie animation. (d) Cross-nation marketing, especially important for animation industry. (e) Targeting Mainland China, which is for games industry. And finally, (f) 3D animation industry demonstrates more strategic alliance findings due to its multiple cultural values.
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Books on the topic "3D digital strategy"

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Cappellini, Vito, ed. Electronic Imaging & the Visual Arts. EVA 2013 Florence. Florence: Firenze University Press, 2013. http://dx.doi.org/10.36253/978-88-6655-372-4.

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Important Information Technology topics are presented: multimedia systems, data-bases, protection of data, access to the content. Particular reference is reserved to digital images (2D, 3D) regarding Cultural Institutions (Museums, Libraries, Palace – Monuments, Archaeological Sites). The main parts of the Conference Proceedings regard: Strategic Issues, EC Projects and Related Networks & Initiatives, International Forum on “Culture & Technology”, 2D – 3D Technologies & Applications, Virtual Galleries – Museums and Related Initiatives, Access to the Culture Information. Three Workshops are related to: International Cooperation, Innovation and Enterprise, Creative Industries and Cultural Tourism.
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Cappellini, Vito, ed. Electronic Imaging & the Visual Arts. EVA 2015 Florence. Florence: Firenze University Press, 2015. http://dx.doi.org/10.36253/978-88-6655-759-3.

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Information Technologies of interest for Culture Heritage are presented: multimedia systems, data-bases, data protection, access to digital content, Virtual Galleries. Particular reference is reserved to digital images (Electronic Imaging & the Visual Arts), regarding Cultural Institutions (Museums, Libraries, Palace – Monuments, Archaeological Sites). The International Conference includes the following Sessions: Strategic Issues; New Technologies & Applications; New 2D-3D Technical Developments & Applications; Virtual Galleries – Museums and Related Initiatives; Access to the Culture Information. Two Workshops regard: International Cooperation; Innovation and Enterprise.
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Cappellini, Vito, ed. Electronic Imaging & the Visual Arts. EVA 2014 Florence. Florence: Firenze University Press, 2014. http://dx.doi.org/10.36253/978-88-6655-573-5.

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Information Technologies of interest for Culture Heritage are presented: multimedia systems, data-bases, data protection, access to digital content, Virtual Galleries. Particular reference is reserved to digital images (Electronic Imaging & the Visual Arts), regarding Cultural Institutions (Museums, Libraries, Palace - Monuments, Archaeological Sites). The International Conference includes the following Sessions: Strategic Issues; EC Projects and Related Networks & Initiatives; 2D - 3D Technologies and Applications; Virtual Galleries - Museums and Related Initiatives; Access to the Culture Information. Three Workshops regard: International Cooperation; Innovation and Enterprise; e.Culture Cloud.
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3DO Games Secrets: Book Two. Maui, HI: Sandwich Islands Publishing, 1996.

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Book chapters on the topic "3D digital strategy"

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Di Benedetto, Alessandro, and Margherita Fiani. "Integration of LiDAR Data into a Regional Topographic Database for the Generation of a 3D City Model." In Geomatics for Green and Digital Transition, 193–208. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-17439-1_14.

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AbstractTo analyze the resilience of road infrastructures to natural and anthropic hazards, the spatial and descriptive data provided by the Italian National Topographic Data Base (NTDB) and the 3D data coming from the LiDAR data of the “Ministero dell'Ambiente e della Tutela del Territorio e del Mare” (MATTM) can be used. The two datasets, having different nature, need to be properly joined. The aim of the work is the integration of the two datasets in a GIS environment for the 3D modelling of the anthropized territory and the optimization of the cartographic bases. On a test area, crossed by a network of linear infrastructures of great strategic importance and subjected to hydrogeological risk, an automated process has been implemented and tested in ArcGIS Desktop environment, to homogenize the data into the National Reference System. The planimetric component comes from the NTDB whereas the LiDAR data have been used to attribute the elevation to the extracted elements, to create the breaklines for a proper interpolation of the heights to build the Digital Terrain Model (DTM), to extract the height of the pitches of the buildings identified in the NTDB polygons, and finally to generate, filter and optimize the contour lines. The proposed workflow and the methodologies implemented also allowed the reconstruction of the volumes of each element involved (infrastructures and buildings) and to correct the altimetric aberrations present in the NTDB polygons.
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Sampson, Demetrios G., and Pavlos Kallonis. "3D Virtual Classroom Simulations for Supporting School Teachers' Continuing Professional Development." In Adult and Continuing Education, 474–97. IGI Global, 2014. http://dx.doi.org/10.4018/978-1-4666-5780-9.ch026.

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3D Virtual Worlds provide realistic three-dimensional environments accessible through the web that can offer engaging, interactive, and immersive experiences. This can create new opportunities for teaching and learning. Yet, the possible use of 3D Virtual Worlds in formal education is a major challenge for school teachers, even for those who are experienced and keen on using digital technologies. In this chapter, the authors present a 3D Virtual Classroom Simulation appropriately designed and implemented using SLOODLE for supporting a module for teachers' continuing professional development based on the Synectics “making the strange familiar” instructional strategy, aiming towards acquiring appropriate competences for teaching within 3D Virtual Worlds and for developing innovative educational practices.
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Sampson, Demetrios G., and Pavlos Kallonis. "3D Virtual Classroom Simulations for Supporting School Teachers' Continuing Professional Development." In Educational Stages and Interactive Learning, 427–50. IGI Global, 2012. http://dx.doi.org/10.4018/978-1-4666-0137-6.ch023.

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3D Virtual Worlds provide realistic three-dimensional environments accessible through the web that can offer engaging, interactive, and immersive experiences. This can create new opportunities for teaching and learning. Yet, the possible use of 3D Virtual Worlds in formal education is a major challenge for school teachers, even for those who are experienced and keen on using digital technologies. In this chapter, the authors present a 3D Virtual Classroom Simulation appropriately designed and implemented using SLOODLE for supporting a module for teachers’ continuing professional development based on the Synectics “making the strange familiar” instructional strategy, aiming towards acquiring appropriate competences for teaching within 3D Virtual Worlds and for developing innovative educational practices.
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Wernicke, Immo H. "Industry 4.0." In Encyclopedia of Organizational Knowledge, Administration, and Technology, 1551–64. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-3473-1.ch106.

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The German Government and the European Commission have launched the strategic initiative named Industrie 4.0 for a re-industrialization of Germany and Europe and for achieving more competitiveness and sustainable growth. The strategy promotes and supports R&D and the implementation of digital technologies at SMEs of the traditional manufacturing industries. Digital technologies include Cyber Physical Systems, Cloud Computing, Robotics, 3D-printer-technology, Smart Factories, Additive-Manufacturing, and Artificial Intelligence. The impact of digitization on the economy, on employment, and on business results of SMEs is not yet clear due to insufficient availability of business data. The methodological framework of a SWOT-Analysis might be most convenient to discuss the strength, weakness, challenges, and opportunities of the strategy and the threats on its implementation. The contribution is addressed to politicians, academics, media, startups, and managers of SMEs that are less familiar with the Industrie 4.0 strategy. The concept might be useful to overcome the impact of the corona virus lockdown.
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Adeniyi, Adeshina Olushola, and Idris Olayiwola Ganiyu. "Reshaping Education and Entrepreneurial Skills for Industry 4.0." In Advances in Business Strategy and Competitive Advantage, 64–77. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-3171-6.ch004.

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Since the coinage of the Fourth Industrial Revolution (4IR), there has been plethora of studies on the concept. The 4IR, otherwise referred to as Industry 4.0, is a nomenclature used by Klaus Schwab to describes the historical progression of technological advancement. The 4IR is principally the integration of the physical, digital, and industrial worlds. The testimonies of these advancements will result in self-driving cars, intelligent robots, autonomous drones, 3D printing, smart sensors, among several others. In fact, this is already a reality and is revolutionising our world. Given all these technological advances and unimaginable possibilities of the future, it is very sacrosanct to examine the role education will play in this era. What entrepreneurial skills will be required for the 4IR? How does entrepreneurial ecosystem position themselves to thrive in this era? This chapter explores those skills needed in the 4IR.
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N., Guruprasad. "Object 3D Effect With Photometric Lighting With Real-Time View." In Advances in Web Technologies and Engineering, 191–217. IGI Global, 2022. http://dx.doi.org/10.4018/978-1-6684-4139-8.ch008.

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In the rapid developing of modern technology, the digital information management and the virtual reality simulation technology have become the research center. Virtual living room 3D model can not only express the real-world objects of natural, real, and vivid, and can expand the living room of the reality of time space dimensions, the combinations of living room environment and information. This chapter uses 3ds Max technology to create three-dimensional model of wall, floor, and television, etc. This research focuses on 3D objects effect with photometric lighting and living room scene modeling technology and the scene design process in a variety of real-time processing technology optimization strategy. Finally, the result of virtual living room scene with the help of photometric lights is summarized.
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Barua, Ranjit, Amit Roychowdhury, and Pallab Datta. "Study of Different Additive Manufacturing Processes and Emergent Applications in Modern Healthcare." In Advanced Manufacturing Techniques for Engineering and Engineered Materials, 239–59. IGI Global, 2022. http://dx.doi.org/10.4018/978-1-7998-9574-9.ch014.

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The additive manufacturing process denotes modern manufacturing technologies that create a practical model from digital data. These days, the 3D (three-dimensional) printing technology signifies a great prospect to support medicinal and healthcare firms to produce new definite medicines, allowing quick manufacture of medicinal transplants, and moving the approach that specializes surgeon and physician strategy measures. For example, currently, in the practice of modern medical treatment, patient-specific anatomical models (3D-printed) are used. Soon, functional implantable organs by 3D (three-dimensional) printed process will possibly be offered, decreasing the queue time and growing the total of lives protected. This modern manufacturing technology for healthcare and medical is still required to a great extent of work in development; however, it is applied in numerous dissimilar habits in a medicinal and therapeutic area that previously reeled below a huge burden concerning optimum presentation.
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Little, Chris, Dale Patterson, Liubov Skavronskaya, Brent Moyle, and Alexandra Bec. "Digital Storytelling and 3D Technologies for Visitor Experience and Contested Heritage Preservation." In Global Perspectives on Strategic Storytelling in Destination Marketing, 215–29. IGI Global, 2022. http://dx.doi.org/10.4018/978-1-6684-3436-9.ch011.

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This chapter draws on the case study of aboriginal trackways at World Heritage-listed Willandra Lakes Region of New South Wales, Australia to explore how to re-create a unique, charismatic, and vulnerable heritage site by combining 3D technology and storytelling to assist with the virtual presentation of heritage. This chapter delves into the advantages and challenges of innovative 3D scanning methods available to accurately record fossilised Indigenous footprints, providing best practice guidelines on how to best deliver these outcomes in a form of engaging immersive visitor experience. Findings suggest that storytelling techniques improve intensity of virtual experience recreated using 3D scanning techniques through the process of narrative transportation, which elicits emotional arousal and improves emotional engagement with heritage. These findings contribute to the utilisation of 3D technologies and storytelling for AR/VR to create engaging immersive experiences for visitors.
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Liu, Zhibo, Feng Han, Guoqing Ni, Tao Liang, and Miaomiao Qi. "3D Visualization of Railway Development Using GIS and BIM Techniques." In Advances in Transdisciplinary Engineering. IOS Press, 2020. http://dx.doi.org/10.3233/atde200233.

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Along with the proposal of the Belt and Road initiative, the Eurasian railway lines with China and Russia as the center are entering a new era of strategic coordination. Thus, carrying out digital location design with modern mapping information technology has become a necessary means for improving railway locating efficiency and quality. Employing the GIS-based large 3D strip terrain modeling approach and its application, the present study takes consideration in factors such as slope, relief, geological disasters, and locating-influencing surface features so as to construct the most economically efficient routes and form the optimal GIS-based plans and decisions. Specific railway lines undergo BIM locating design with an integrated use of Civil 3D and Infraworks360 software. Line modeling and earthwork calculation are conducted in the Civil 3D-based terrain curvature. Moreover, line model is imported into Infraworks360 to achieve a 3D roaming demonstration. A 3D visualized implementation of railway location design is made possible using GIS+BIM approach that improves locating efficiency and design quality.
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Silva, Dante L., Bernard S. Villaverde, Vhea Anne M. Agapito, Patricia Marie V. Loo, and Neil Martin C. Olais. "Digital Information Mobility Schema: A Data-Flow Model Featuring Risk-Resilient Approach Towards Effective Construction Worksite Synergy Utilizing Fuzzy-Analytic Hierarchy Process." In Modern Management based on Big Data III. IOS Press, 2022. http://dx.doi.org/10.3233/faia220083.

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The increasingly effective managing of risks in construction projects requires the stakeholders to collaborate, resulting in the need to integrate the use of Building Information Modelling (BIM) to mitigate the risks in project collaboration. Our understanding of strategic planning of BIM adoption amidst a pandemic is still limited, and it is widely accepted that COVID-19 is a long-term pandemic that require a constant and innovative range of mitigation approaches to protect public health. The significant construction advances emphasize remote work and digital tools that assist in the project’s on-time completion. A fully digitalized approach is necessary for service continuity and rapid processing, particularly during a pandemic. Therefore, this study develops an adaptive digital collaboration framework based on Cloud-Based BIM technology to reduce risks while increasing workplace productivity and mobility. It resulted in a new way of managing the project information, enhancing the design team collaboration, and transforming 2D plans into 3D models. It integrates information to take a building through a virtual construction process long before it is completed, and each team member has access to the most up-to-date and current project information.
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Conference papers on the topic "3D digital strategy"

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Castaneda, Raul, and Ana Doblas. "Joint Reconstruction Strategy for Telecentric-based Digital Holographic Microscopes." In 3D Image Acquisition and Display: Technology, Perception and Applications. Washington, D.C.: OSA, 2021. http://dx.doi.org/10.1364/3d.2021.3w5a.4.

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Zhao, Zhongyuan, and Hongtao Shen. "The construction and strategy of Wuhan 3D digital map system." In 2010 International Conference on Mechanic Automation and Control Engineering (MACE). IEEE, 2010. http://dx.doi.org/10.1109/mace.2010.5536346.

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Ryu, Jaeho, Minsuk Kim, Yeonhong Min, Minhee Jung, Jungin Lee, Sangyul Lee, Eunsang Cho, and Wonjong Joo. "Exhibition Strategy of Digital 3D Data of Object in Archives using Digitally Mediated Technologies for High User Experience." In Green and Smart Technology 2016. Science & Engineering Research Support soCiety, 2016. http://dx.doi.org/10.14257/astl.2016.140.29.

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Deng, Jiehang, Zheng Li, Zhuorong Lv, and Canhui Xiao. "Analysis of Filtering Effects Based on Low Dose 3D Hepatic MDCT Images by Applying an Optimized Feature Preserving Strategy." In 2012 4th International Conference on Digital Home (ICDH). IEEE, 2012. http://dx.doi.org/10.1109/icdh.2012.27.

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Ruixin, Lin, Zhipeng Sheng, Bing Chen, Zeren Gao, and Yu Fu. "Modal shapes measurements of a rotating disc using stroboscopic 3D digital image correlation and down-sampling strategy." In International Conference on Optical and Photonic Engineering (icOPEN 2022), edited by Chao Zuo, Haixia Wang, Shijie Feng, and Qian Kemao. SPIE, 2023. http://dx.doi.org/10.1117/12.2667027.

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Risyad, M. "3D Natural Fracture Prediction Using Integrated Method of Structural Restoration and Geomechanical Forward Modelling: Case Study in South Sumatra Basin, Indonesia." In Digital Technical Conference. Indonesian Petroleum Association, 2020. http://dx.doi.org/10.29118/ipa20-g-150.

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Naturally fractured reservoir has important role in oil and gas development in onshore South Sumatra Basin Indonesia. There are several fields in Indonesia have hydrocarbon (oil or gas) potential in this type of reservoir. One of the fields is Northeast Betara operated by PetroChina International Jabung Ltd. The Northeast Betara structure consists of a basement high with tertiary burial that has been inverted due to compressive stresses during Late Miocene – Pliocene. The company plans to develop Lower Talang Akar Formation (LTAF) conglomeratic sand reservoir of Northeast Betara field which is believed to be naturally fractured. Well-B was drilled targeting conglomerate and fractured basement reservoir in the field. Unfortunately, even the Well-B intersected more fractures, the hydrocarbon test result was under expectation compared to previous Well-A 5 Km away, which encountered similar reservoir but shows better production test. Due to productivity discrepancy, this study is conducted to answer this issue by predicting natural fracture distribution across the field. An integrated structural restoration and geomechanical forward modelling is carried out thoroughly in order to better target the next well intersecting productive fractures. Structural restoration with finite element method provides layer geometries from initial deposition to the present day enabling explicit coupling with Stress Simulation engine at each geological time. Forward modelling could then be achieved by applying strain boundary conditions at the base of the model using known differential vertical displacement from one geological time to the next and lateral strain at the vertical boundaries of the model. Geomechanical forward modelling (GFM) simulates the evolution of structures of a geomechanical model from deposition up to present day and captures the geomechanical details with geological time. The main result of the study is plastic shear strains across the field, which subsequently converted into fracture density with orientation and inclination and can delineate the location of productive fractures. The fracture planes are defined by orientation and inclination matched over >85% of the observed fractures in the wells. Simulation results suggest that most fractures in the location of Well-A in the field are critically stressed and therefore expected to have better hydrocarbon production potential. This paper showcases approach of advanced geomechanical technique to predict 3D natural fracture distribution using existing data. The result will be used as reference to determine further development strategy.
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Aslanyan, Artur, Arkadiy Popov, Ivan Zhdanov, Evgeniy Pakhomov, Danila Gulyaev, Rushana Farakhova, Rodion Guss, and Mariya Dementeva. "Multiscenario Development Planning by Means of the Digital Twin of the Petroleum Field." In SPE Canadian Energy Technology Conference. SPE, 2022. http://dx.doi.org/10.2118/208970-ms.

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Abstract This paper presents a practical case of Field Development Planning (FDP) process with extensive use of petroleum asset digital twin facilities. The paper explains the process of setting up both the digital twin and the performance metrics which were used to steer the multivariate trials on redevelopment activities towards the optimal investment scenario. The petroleum asset is represented by a block of the large oilfield in Western Siberia with ongoing waterflood project at mature stage. The process of building FDP was performed through a series of interactive sessions with the petroleum asset digital twin which includes three major group of functionalities: Convert redevelopment activities (drilling, workovers, production optimization and surface facilities) into the production response and basic investment indicators including NPV, PI, IRR, MIRR, ROI Provide technical performance metrics (such as formation pressure, watercut and recovery responses, potential case of integrity failures, behind casing channelings, spontaneous formation fracturing, surface pipeline pressure losses) that can help understand the results of the FDP activities Provide well and cross-well surveillance simulations (pressure tests, production and integrity logging) to help identify the candidates for future monitoring. Two different multidisciplinary teams undertook 12 FDP iterations over two different 3D full-field model realizations to arrive at the best investment scenarios for each model. After that the FDP team has picked up the best practices from both FDPs in the form of those field development actions which turned to be financially successful in both model realizations. All those cases were prioritized and merged into the ultimate FDP scenario and verified across both digital asset realizations. The new FDP suggested the new drilling opportunities, few integrity workovers, few conversions and a new production target strategy for producers and injectors. Apart from investment benefits, the new FDP provides substantial accelerated oil withdrawals and increase in ultimate recovery comparing to the no-future-activity scenario.
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Pieri, Sofia. "Strategie digitali e di progetto per un patrimonio costruito e il suo paesaggio nel sistema di fortificazione del Nord Sardegna." In FORTMED2020 - Defensive Architecture of the Mediterranean. Valencia: Universitat Politàcnica de València, 2020. http://dx.doi.org/10.4995/fortmed2020.2020.11541.

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Project and digital strategies for a built heritage and its landscape in the coastal fortifications system of Northern SardiniaThe research will deal with new methods about project and digital strategies: first starting from digital survey, operated with 3D laser scanner and photogrammetry procedures, allowing, through various operations, coordinated in a workflow to obtain a single point-cloud, derived from the alignment of all scan, to generate a complex 3D model, so called Building Information Model for Heritage (BIM-H). The present research project aims to investigate and systematize, the new digital restitution strategies of the fortification existing through laser scanning and digital mapping, in particular, on military structures, as well as reflect on the problem of protection and managing this specific kind of built heritage today so far from the motivations that once determined its construction. Choosing two case studies, belonging to the coastal fortifications system of Northern Sardinia, built in the same historical period, Forte Cappellini and Punta Rossa, analyze the common constructive characters, the relationship with nature and their current state of conservation, going to verify the possibility of sharing methodologies and strategies of appropriate project. Passing from an isolated and static vision of work files to one that will be shared and dynamic, it will be possible to offer “food for thoughts” in various areas and disciplines related to Architecture, which will be able to interface simultaneously and work in progress, enriching its content and know-how. The outcome of the study will allow to recognize the emergence of a new strategy of scientific investigation and design able to positively influence the protection and conservation of military architecture of our peninsula, suggesting theoretical and operational guidelines of different nature, often in shorter times and with results almost unimaginable before, allowing for further analysis and developments the same model in future.
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Cheverda, Vladimir, Vadim Lisitsa, Maksim Protasov, Galina Reshetova, Andrey Ledyaev, Denis Petrov, and Valery Shilikov. "Reconstruction of the Reservoir Fine Structure by Using Scattering Attributes." In SPE Annual Technical Conference and Exhibition. SPE, 2021. http://dx.doi.org/10.2118/206083-ms.

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Abstract To develop the optimal strategy for developing a hydrocarbon field, one should know in fine detail its geological structure. More and more attention has been paid to cavernous-fractured reservoirs within the carbonate environment in the last decades. This article presents a technology for three-dimensional computing images of such reservoirs using scattered seismic waves. To verify it, we built a particular synthetic model, a digital twin of one of the licensed objects in the north of Eastern Siberia. One distinctive feature of this digital twin is the representation of faults not as some ideal slip surfaces but as three-dimensional geological bodies filled with tectonic breccias. To simulate such breccias and the geometry of these bodies, we performed a series of numerical experiments based on the discrete elements technique. The purpose of these experiments is the simulation of the geomechanical processes of fault formation. For the digital twin constructed, we performed full-scale 3D seismic modeling, which made it possible to conduct fully controlled numerical experiments on the construction of wave images and, on this basis, to propose an optimal seismic data processing graph.
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Cheng, Bo, Subin Shrestha, and Y. Kevin Chou. "Stress and Deformation Evaluations of Scanning Strategy Effect in Selective Laser Melting." In ASME 2016 11th International Manufacturing Science and Engineering Conference. American Society of Mechanical Engineers, 2016. http://dx.doi.org/10.1115/msec2016-8819.

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Selective laser melting (SLM) is one of the Additive manufacturing (AM) processes that can build physical part in an added material method from digital data. In such a process, computer designed part model will be decomposed into hundreds of thousands of layers. The layered information is then transferred to SLM equipment and the part is built in a layer by layer fashion. Each powder layer will be scanned and melted in the required region by a high energy laser beam in a given scanning pattern so as to form a desired geometry. Finally, fully functional parts can be produced by repeatedly powder deposition, melting and solidification process. This process offers numerous advantages such as tooling-free productions and design freedom in geometry. In addition, SLM process is quite suitable for complicated parts such as customer designed medical implants and internal channels which are difficult to manufacture by conventional methods such as casting and machining. However, the localized heating and cooling process can lead to defects such as high residual stress, part distortion or delamination failure in SLM fabricated parts. These potential defects may impede the wide application of this technology. It is known that the laser beam scanning path will affect the thermomechanical behaviors of the build part, and thus, altering the scanning pattern may be a feasible strategy to reduce residual stresses and deformations by influencing the heat intensity input distribution. In this study, a 3D sequentially coupled finite element method (FEM) model, incorporating a volumetric moving Gaussian heat source, powder as well as solid material temperature dependent properties and layer addition features, was developed to study the complex thermomechanical process of SLM. The model was applied to evaluate six different scanning strategies effect on part temperature, stress and deformation. The major results have been summarized as follows. (1) Among all cases tested, the out-in scanning pattern has the maximum stresses along the X and Y directions; while the 45 degree inclined scanning may reduce residual stresses in both directions. (2) Large directional stress difference can be caused by back and forth line scanning strategy while minor directional stress difference is observed for other tested cases. (3) X and Y directional stress concentration is shown around the edge of deposited layers and the interface between deposited layers and substrate for all cases. (4) The 45 degree inclined scanning case has the smallest build direction deformation while the in-out scanning case has the largest deformation among the tested cases.
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