Academic literature on the topic 'Animation tools for product design'

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Journal articles on the topic "Animation tools for product design"

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GLAVATSKA, OLGA, and INNA GROD. "PROSPECTS FOR APPLICATION OF MULTIMEDIA DEMONSTRATIONS CREATED BY MEANS OF FLASH." Scientific Issues of Ternopil Volodymyr Hnatiuk National Pedagogical University. Series: pedagogy 1, no. 1 (July 14, 2022): 25–31. http://dx.doi.org/10.25128/2415-3605.22.1.3.

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The use of information and communication technologies makes it possible to create and study models in various subject areas. Therefore, educators are increasingly turning to multimedia teaching aids. As a result, the problem of creating multimedia demonstrations became quite acute, which determined the purpose of the work: to consider the possibilities of Flash to create multimedia products. The authors tried to show a wide range of uses of multimedia presentations in the educational process; considered the Flash program as a tool for creating multimedia demonstrations; identified the benefits of using the above program in the process of creating educational multimedia tools; demonstrated the developed multimedia demonstration using Adobe Flash. Multimedia demonstrations, or as they are also called, interactive demonstrations, and animated demonstrations, are the most extensive types of demonstrations. Today, Flash has become such a wide and diverse environment that it is not easy to find a specialist who is equally good at using all its features. The article also mentions the didactic properties of multimedia tools: multichannel, clarity, integrated presentation of knowledge, interactivity. The properties of interactivity allow you to integrate audio, video files, animation, interface (menu system - control), three-dimensional objects and any other elements into the multimedia demonstration without losing quality. It is safe to conclude that Flash-demonstrations are a universal product that allows you to most harmoniously combine educational information with bright non-trivial design and animation, getting the most out of the demonstration. As for the traditional opportunities for animation and graphics program, the support of developers in this regard has become more complete than ever. This support is no longer limited to animation, as Flash has evolved into an effective multimedia tool capable of integrating a wide range of languages and multimedia formats. This is the ability to create animations in a single file, without folders and swapping documents. Another huge plus is the ability to install Flash-based due to the relatively small file size of the autorun when booting from disk. We consider promising research of methodological aspects of the application of the developed demonstrations in the educational process.
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Хиневич, Р. В., І. Б. Довженко, В. А. Родіна, О. Л. Яворський, and О. В. Ковальчук. "ФЛЕТ АНІМАЦІЯ В МОУШН-ДИЗАЙНІ ЯК СПОСІБ ВІЗУАЛІЗАЦІЇ ІНФОРМАЦІЇ." Art and Design, no. 3 (December 5, 2019): 106–12. http://dx.doi.org/10.30857/2617-0272.2019.3.11.

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Define the specifics of flat animation as an innovative means of visualizing information in the field of motion design. Methodology. General scientific methods of research are used: analysis and synthesis, systematization and generalization, for studying of flat animation and its specifics in motion design, determination of features of its design and composite decisions, formation of research conclusions. The method of comparative analysis of types of modern animation is applied. Results. The features of the use of flat animation in various fields of application are considered, compositional methods and tools that are used to implement a variety of design decisions are analyzed, specific graphic image methods are identified and the basic elements inherent in modern animation products are identified. Scientific novelty. The most effective methods of visualization of information in motion-design are determined, the role of flat animation in motion-design is shown, its means of expression and their influence on the readability of information are analyzed. Practical significance. Investigated and systematized the techniques and means of composite solutions flat animation for mobile applications. Features that distinguish flat animation from other animated products are defined. For the first time, a paper calendar with mobile interactivity has been developed and implemented. This opens up the possibility of creating innovative printing calendars.
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Purwaningsih, S., and A. A. Anggraeni. "Developing an engaging whiteboard animation video for vitamins." Journal of Physics: Conference Series 2111, no. 1 (November 1, 2021): 012025. http://dx.doi.org/10.1088/1742-6596/2111/1/012025.

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Abstract Whiteboard animation videos are engaging learning media for Generation Z. This study aimed to develop and assess the feasibility of a whiteboard animation video for vitamin in the Nutrition Science subject for class X culinary vocational school. This study was research and development using a 4D approach (define, design, develop, disseminate). The define stage analyzed the curriculum, material, student character, learning media, and school facilities. The design stage included the writing and assessing the material, the writing and assessing of storyboards, and production team selection. The develop stage was making a video and assessing the feasibility. Animation images were created using Paint Tool Sai. Image conversion from JPEG to SVG was performed with Inkscape. The dubber’s voice was recorded with Universal Audio using the Apollo Twin audio interface and Avantone CV12 microphone. The audio was edited in Pro Tools 2020.9. To produce a whiteboard animation video, animation images, captions, dubber’s voice, and back sound were combined with VideoScribe. Videos used mpg format. In order to maintain video duration below 10 minutes, the video was divided into two parts. The assessment of video feasibility was carried out by one media expert and two content experts. The assessment of feasibility at the disseminate stage was carried out to 30 users. Based on the feasibility assessment, this video was very suitable to be applied as a learning medium.
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Salas, Estefanía López. "Making an Animation as a Means of Dissemination and as a Tool for Research into Historical Sites: The Case Study of San Julián de Samos." International Journal of Humanities and Arts Computing 15, no. 1-2 (October 2021): 133–51. http://dx.doi.org/10.3366/ijhac.2021.0266.

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In this article we will examine how and why the animation ‘Creating the monastic site: from its origins to the nineteenth century’ allowed us to expand the digital art and architectural project ‘Digital Samos. A digital approach to the Monastery of San Julián de Samos’. On the one hand, by making the animation, we were able to create an easy-to-read and more effective visual product to disseminate our research results about the evolving nature of the monastic site of San Julián de Samos in north-western Spain, far beyond static computer-aided design reconstructions. On the other hand, we will see that the animation became a research tool that forced us as scholars to tackle the visualization of relational past realms in their entirety and on a short-term time basis, without compromising the rigour with which computer-based visualization methods and outputs should be used in the communication of and research into cultural heritage.
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Ben, Ni, Xu Guang Yang, and Peng Lin Li. "Application of Computer Aided Design in Sculpture Art." Advanced Materials Research 926-930 (May 2014): 1672–75. http://dx.doi.org/10.4028/www.scientific.net/amr.926-930.1672.

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With the rapid development of computer technology, especially with the progress in computer graphics technology, a revolutionary change occurred in urban sculpture, architecture, animation and other art and design field. Three-dimensional computer technology information technology and digital technology also challenged the traditional art of sculpture which takes manual approach to create and produce sculpture works; they provide designers with a new creative fashion and art form. This interdisciplinary technology surpassed the single and limited mode of the traditional tools through turning two-dimension to three-dimension, static to dynamic situations. Large sculptures began to appear in the city with the assistance of computer technology in varying degrees. The programs accurate operating and precise drawing bring strong reliability in sculpture design, which has become the primary means of urban sculpture creation.
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Crew, Medan, Sanusi Hasibuan, Chairul Azmin, Muhammad Faisal Ansari Nasution, and Muhammad Chairad. "Development of Anatomy Web-Based Assessment based Augmented Reality (AR)." Journal of Education, Health and Sport 12, no. 9 (August 28, 2022): 68–74. http://dx.doi.org/10.12775/jehs.2022.12.09.009.

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The main objectives of this study are to describe the development design of the Augmented Reality (AR) based Anatomy web-based assessment, to describe the implementation of the Augmented Reality (AR) based Anatomy web-based assessment development, and to describe the teacher's response to the use of Augmented Reality (AR) based Anatomy web-based assessment. The research was conducted at the State University of Medan. This web-based assessment development design is based on the Borg & Gall research and development (R&D) stage pattern as adopted by Sugiyono. As for the product design model, this web-based assessment follows the ASSURE model. The results of this study indicate that the product developed, namely web-based assessment, has gone through design and testing and revision, so the product is declared suitable for use. Students also gave a good response, namely 92% of the use of the web as an assessment tool equipped with Augmented Reality (AR)-based animation.
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Cona, Thomas R., and Donald L. Monk. "Bringing Human Performance Data to the Design Table." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 37, no. 16 (October 1993): 1087–90. http://dx.doi.org/10.1177/154193129303701610.

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Product design is often viewed as being a heterarchical and iterative process, possessing both systematic and chaotic qualities. However, a common denominator across all design activities is the access and utilization of information. In today's computer-aided design market, most of the available tools are narrowly focused on specific computational details for individual stages of design. Aids are needed to support information access and utilization during all stages of the design process. The application of human engineering and ergonomics data by designers is an increasingly challenging problem. Locating and understanding relevant information so that it can be applied to specific design issues is difficult given the abundance of existing and new data available. This is further complicated, in that the data are typically written to communicate research results to other human factors specialists. A new software product, Computer Aided Systems Human Engineering: Performance Visualization Subsystem (CASHE:PVS), is described which will assist the designer during the decision making process, maximizing creative and analytical abilities while minimizing costs due to design time and errors. The software contains several features to enhance the designer's ability to interpret and apply the human factors data available in the product. Phenomena descriptions in text, figures, and tables are combined with experiential information via simulations, animations, and audio. This provides the user a unique and rich understanding of human performance phenomena and how they relate to the design of new products.
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Patete, Anna, and Ronald Marquez. "Computer Animation Education Online: A Tool to Teach Control Systems Engineering throughout the COVID-19 Pandemic." Education Sciences 12, no. 4 (April 1, 2022): 253. http://dx.doi.org/10.3390/educsci12040253.

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The world is changing, and university education must be able to adapt to it. New technologies such as artificial intelligence and robotics are requiring tools such as simulation and process control to develop products and services. Thus, control systems engineering schools are adapting to new educational frameworks tailored to deploy promising and feasible new technologies. Herein, we have relied on computer animation-based education and its implementation as an online project-based strategy to attain the objectives and goals of the control systems engineering courses at University of Los Andes, Venezuela. The ControlAnimation library developed in Mathematica program in 2002 has been used as a tool to teach control systems engineering courses since 2008 and with greater prominence since 2020, when the stay-at-home orders due to the COVID-19 pandemic were enacted. Consequently, computer animation-based education has proven its feasibility as an online tool combined with project-based learning techniques, thus allowing students to interact with an animated control system by changing the mathematical model and the design parameters of control laws in a comfortable and somewhat playful way. This enabled new capabilities to study the dynamic behaviors of primordial control systems online. In addition, it allowed students to co-identify and relate in a more intuitive way to the mathematical models and control equations with the physical behavior of the real control systems.
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Reham Hassan Mohamed Tolba, Tariq Abdel Moneim Abdel Fattah, Reham Hassan Mohamed Tolba, Tariq Abdel Moneim Abdel Fattah. "The interaction between support patterns and visual design methods in an electronic training environment and its impact on developing skills for digital content production enhanced for the hearing-impaired and the trend towards digitalization among teache: التفاعل بين أنماط الدعم وأساليب التصميم البصري ببيئة تدريب إلكتروني وأثره في تنمية مهارات إنتاج المحتوى الرقمي المعزز للمعاقين سمعياً والاتجاه نحو الرقمنة لدى معلمي ذوي الاحتياجات الخاصة." مجلة العلوم التربوية و النفسية 5, no. 25 (July 28, 2021): 169–30. http://dx.doi.org/10.26389/ajsrp.s020221.

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The aim of the current research is to measure the interaction between support patterns and visual design methods in an electronic training environment and its impact on developing the skills of digital content production enhanced for the hearing-impaired and the trend towards digitization. The hearing impaired) numbering 60 teachers and teachers, they were divided according to the visual design method, 30 teachers fixed visual design method, and then divided into two groups, according to the educational support pattern based on the support pattern (informational 15 teachers- the procedural 15 teachers), 30 teachers design style Visual animation, they were divided into two groups, according to the type of support based on support (informational 15 teachers- procedural 15 teachers), and the two researchers prepared the following research tools (achievement test related to the content presented- the trend towards digitalization scale- product evaluation card for digital content enhanced for the disabled. Audio), and one of the most important findings of the research is the positive impact of using support patterns and visual design methods with an electronic training environment and the integration between the high level of cognitive achievement and the high level of The techniques for producing enhanced digital content for the hearing-impaired, and the research recommends the importance of focusing on performance skills to train teachers with special needs and note their implementation because of their importance to them after that. In training the hearing-impaired students on the use of appropriate interaction tools in augmented reality-based learning to obtain electronic learning that is commensurate with their learning characteristics.
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Puhachov, Ivan, William Neveu, Edward Chien, and Mikhail Bessmeltsev. "Keypoint-driven line drawing vectorization via PolyVector flow." ACM Transactions on Graphics 40, no. 6 (December 2021): 1–17. http://dx.doi.org/10.1145/3478513.3480529.

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Line drawing vectorization is a daily task in graphic design, computer animation, and engineering, necessary to convert raster images to a set of curves for editing and geometry processing. Despite recent progress in the area, automatic vectorization tools often produce spurious branches or incorrect connectivity around curve junctions; or smooth out sharp corners. These issues detract from the use of such vectorization tools, both from an aesthetic viewpoint and for feasibility of downstream applications (e.g., automatic coloring or inbetweening). We address these problems by introducing a novel line drawing vectorization algorithm that splits the task into three components: (1) finding keypoints, i.e., curve endpoints, junctions, and sharp corners; (2) extracting drawing topology, i.e., finding connections between keypoints; and (3) computing the geometry of those connections. We compute the optimal geometry of the connecting curves via a novel geometric flow --- PolyVector Flow --- that aligns the curves to the drawing, disambiguating directions around Y-, X-, and T-junctions. We show that our system robustly infers both the geometry and topology of detailed complex drawings. We validate our system both quantitatively and qualitatively, demonstrating that our method visually outperforms previous work.
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Dissertations / Theses on the topic "Animation tools for product design"

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SILVA, JULIO CEZAR AUGUSTO DA. "ECODESIGN TOOLS FOR PRODUCT DESIGN." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2009. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=15300@1.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO
COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
Ferramentas de Ecodesign auxiliam designers a desenvolver produtos menos impactantes ao meio ambiente, entretanto, seu uso por profissionais de projeto no Brasil é mínimo, porque a maioria não é adequada ao método de trabalho deste profissional. Como resultado, designers continuam desenvolvendo produtos ineficientes, embora estejam sensibilizados para a crise ambiental. Nesta tese foi desenvolvida uma ferramenta para apoiar o profissional de design no projeto de produtos eco-eficientes, adequada às necessidades do designer brasileiro. Para isso, foi realizada uma pesquisa entre designers para conhecer suas necessidades de informação ambiental, método de trabalho e relação com ferramentas de Ecodesign. A seguir, foram levantadas as ferramentas já existentes, com vista a formular uma compreensão de sua organização e aplicação no design de produtos. No momento seguinte, foram compiladas informações ambientais aplicáveis em projeto de produto, e estas foram organizadas em estratégias e diretrizes. De posse desses grupos de informações, foi desenvolvido um protótipo da ferramenta. Por fim, este protótipo foi validado em situações de uso real e simulado, por designers dentro do grupo que foi identificado na pesquisa como o que mais necessita de uma ferramenta. Como resultado, verificou-se que a formatação em diretrizes é adequada, e que designers se tornam aptos a desenvolver produtos menos impactantes caso recebam uma ferramenta adequada a seu método de trabalho.
Ecodesign tools help designers develop products less impactant to the environment, however, its use by project professionals in Brazil is minimum, because most of them do not fit this professional working method. As a result, designers keep developing inefficient products, although they are sensible to the environmental crisis. In this thesis, a tool was developed to support the designer professional in the eco efficient products project, to fit in the Brazilian designer needs. So, a research among designers was done so as to know their necessities of the environmental information, working method and the relation with the Ecodesign tools. Next, some existing tools were chosen, in order to understand their organization and application in the design of the products. Then, environmental information applicable in the project of the product were compiled, as well as organized in strategies and guidelines. With these groups of information, a prototype of this tool was developed. At last, this prototype was validated in real and simulated situations, by designers from a group that, in the research, was identified as the one who mostly needed the tool. As a result, the formatting in guidelines is appropriate, and that designers are able to develop products less impactants to the environment in case they receive appropriate tools to the working method.
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HABIB, MD AHASHAN, and LIPOL LEFAYET SULTAN. "Digital Tools for Product Development and Organizational Management." Thesis, Högskolan i Borås, Institutionen Textilhögskolan, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-20120.

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The report illustrates about the digital tools those are used for product development and organizational management (apparel sector). We went to Lectra Sweden AB, DTS solutions AB to search our planned information about those tools. We got some additional information from them as well. We were interested to learn about much software for this but we studied about Lectra Fashion PLM, PISA PDM, and ERP Garp system (CRM, SRM, MRM) as we could manage opportunity to know about them only.For Lectra, we focused on general idea about this software, its different divisions, its working procedure, its advantage to use, its possibility to use for every company. On the other hand, we concentrated on almost similar way of Lectra for PDM, PLM, ERP (CRM, SRM, and MRM).We got different divisions of Lectra, namely- Kaledo, Modaris, Diamino, Optiplan are using for various purposes, like - design, pattern making, marker making, spreading and cutting. On the opposite side of the coin, if companies implement PDM, PLM and ERP system, they can assist to manage the whole business chain very easily for instance- product development, order, purchase, manufacturing, stock/distribution, economy, logistics etcetera. We also knew that it is expensive to buy those software’s and require special skill to operate so it is not prolific to all company.
Program: Magisterutbildning i Applied Textile Management
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Marlow, Gregory. "Week 07, Video 02: Modeling Tools." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/51.

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McFadden, Christopher David. "Application of system design tools to integrative product development process." Thesis, Massachusetts Institute of Technology, 2005. http://hdl.handle.net/1721.1/34851.

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Thesis (M.B.A.)--Massachusetts Institute of Technology, Sloan School of Management; and, (S.M.)--Massachusetts Institute of Technology, Dept. of Mechanical Engineering; in conjunction with the Leaders for Manufacturing Program at MIT, 2005.
Includes bibliographical references (leaf 80).
Although Magna (a fictional name for an automobile manufacturer) demonstrates year-on-year improvement across new and refreshed vehicle programs, they continue to lag behind the industry average within the category of "problems per 100 vehicles" as measured by J.D. Power and Associates' Initial Quality Survey (IQS). This project is concerned with the development of tools which can be used to improve the characteristics associated with complex system performance - considered a major factor in providing customers with high quality vehicles. The primary toolset leveraged for this effort was Datum Flow Chain (DFC) analysis which is useful for mapping out complex mechanical systems and identifying sources of potential improvement. This toolset also provides a practical means of generating standard design architectures which can be used to inform future product designs. Several technical and cultural barriers had to be addressed in order to clearly demonstrate the value of this new approach to improving customer satisfaction.
by Christopher David McFadden.
S.M.
M.B.A.
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Marlow, Gregory. "Week 01, Video 03: Maya UI Manipulation Tools." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/8.

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Jiménez, Sánchez Carlos, and Sánchez Irene Gallego. "Design of a backpack container with cooking and eating tools." Thesis, Högskolan i Skövde, Institutionen för teknik och samhälle, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-6409.

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The aim of this project was to develop a product in cooperation with Primus Company in Stockholm. It consisted of designing a container with the items needed when cooking and eating outdoors, in order to help the users eat and cook in a proper way while practicing activities such as camping or hiking.   Considering the specifications posed by Primus, research was done. One of the main issues to start this research was to carry out a market analysis in order to know all the products similar to the one that was going to be developed. Then, an analysis of the company and the main competitors of it was done in order to develop a product with Primus style and to get ideas for the product. In addition, a questionnaire study directed to potential users was carried out. In this way, it was possible to get to know things such as which items people usually carry in their backpack for cooking and eating outdoors and which ones they considered essential. This helped with making a choice of what the product should contain.   Once all the information collected from the research and from the study of the specifications was prioritized, the concept development phase started. For reaching an outcome, many aspects such as the items that the container should include, the shape of the container and the best material for the product were discussed.   Primus TetraCube is a product that suits all the requirements established at the beginning. In this way, Primus TetraCube is a product that can be carried in an 80 litres backpack and where the user can store all the necessary items for four people who want to eat and cook outdoors. It has also been designed taking into consideration all the details, resulting in a product that follows the aesthetics of Primus with soft shapes and colours such as red, black and grey. Everything combined make Primus TetraCube a comfortable product which helps the user feel at home in terms of convenience and comfort.
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Bonner, John V. H. "Towards developing and improving effective interaction design tools." Thesis, Loughborough University, 2002. https://dspace.lboro.ac.uk/2134/7609.

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This research began by addressing the question: can effective interface design guidelines be produced for use in the design of future consumer product technologies (CPT)? A literature review explored published studies evaluating existing Human- Computer Interaction guidelines to establish their effectiveness in relation to CPT. Through this review, effectiveness was found to be limited but potentially could be improved using user-centred design methods. In response, six short studies were undertaken to produce user-centred CPT guidelines and to evaluate them using two sets of effectiveness criteria: specificity and applicability. These studies supported findings from the HCI literature. Despite improving the specificity and applicability of the CPT guidelines, passive, non-bespoke design guidelines have still been shown to have little impact on interaction design activity. Other links between research and practice needed to be identified. Two further field investigations indicated that, whilst the use of ergonomics methods was limited in commercial design consultancies, certain types of participative methods considering 'situated design in context' might be helpful. A second literature review was conducted to explore the importance of context-based design activity. As an outcome, design tools were proposed using participative design techniques involving games and role playing. Through a second series of five laboratory and field studies, the proposed design tools were developed and iteratively evaluated. It was demonstrated that the design tools could affect interaction design activity, but further work is still required on improving one of the applicability criteria - 'organisational survival'. These findings demonstrated that interaction designers can effectively produce their own design data using the design tools provided that this design activity is situated within the context of an interaction design problem. It has also been shown that if interaction design tools are to be effective they should satisfy all specificity and applicability criteria established in this inquiry.
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Strong, Matthew Bailey. "Tools and Metrics for Evaluating Modular Product Concepts Based on Strategic Objectives." BYU ScholarsArchive, 2003. https://scholarsarchive.byu.edu/etd/80.

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The design of modular products has recently become the focus of significant research in the area of design theory and methodology. This focus is the result of increased awareness of the potential power of modularity to achieve certain product objectives. However, there continues to be a gap between the results of academic research and industrial application. The refinement, consolidation, and extension of this academic research would help design teams who are charged with developing modular products to use these academic findings in real world, industrial applications. The research presented in this document focuses on developing design tools, based on past and present academic research, for use in industrial settings where the design of a modular product is the goal. In this document the many definitions and methods for classifying modular products are consolidated and refined. Through thisrefinement and consolidation a new scheme for classifying modularity types, the Modularity Type Space (MTS), is developed that not only succinctly defines the types of modularity, but shows the relationships between them. Metrics and heuristics are also presented that are helpful in identifying the type of modularity a product uses in its architecture. The MTS is presented as a tool to help design teams screen modular product designs for the purposes of concept selection based on the strategic goals that the product must achieve. Several examples, as well as a case study, are presented in this document to show how to use the tools contained herein and to illustrate their usefulness. With the modular product design tools developed in this document, design teams will be able to more quickly and cost-effectively design modular products that meet their desired strategic objectives.
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Noor, Muhammad Jehanzeb 1982. "A comprehensive approach to complex system product development : operations management tools applied to automotive design." Thesis, Massachusetts Institute of Technology, 2007. http://hdl.handle.net/1721.1/39885.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Mechanical Engineering, 2007.
Includes bibliographical references (leaves 133-135).
The research is based on observations made over a two-year period with the Closures Systems Integrators or CSIs (supervisory engineers who coordinate attribute balance and system decisions for conflicting door attributes) at a North American automobile manufacturer, focusing on organizational and technical improvements in product development. The product development (PD) process for vehicle side doors forms the case study. A Design Structure Matrix model was made of the process by which important closures attributes are managed through PD, Stamping, Manufacturing and Plant Teams. The attribute delivery process is very tightly coupled with many interactions and conflicts between the attributes, and careful system integration and interface management are essential. The study highlights the need for standardized designs and processes to create time for these system-level tasks, along with better knowledge and resource management. Critical inputs for system attributes are identified and it is shown that a lot of rework occurs if these inputs are changed. The Datum Flow Chain method is developed as a way to communicate data, help with assembly decisions and manage interfaces between component owners.
(cont.) An investigation of issues experienced at product launch shows that programs with CSIs have fewer design- related problems during launch, but that CSIs still spend too much time on Design and Release-type tasks for components (instead of a system focus) and fire-fighting. An extensive organizational study reveals the need for more leverage and clearer roles and responsibilities of CSIs. Conclusions on the process are supported by a simulation model and interviews with CSIs and many other engineers. Simulation results also show that adherence to official product development schedules timing is inherently difficult due to the structure of the as-is PD process. A brief comparison to Toyota's closures design process is also part of the thesis but was not part of the project itself. Recommendations for improvement include a set of design tasks that should be standardized, types of analytical tools that should be developed and managerial practices to be followed.
by M. Jehanzeb Noor.
S.M.
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Poulikidou, Sofia. "Integration of Design for Environment in the vehicle manufacturing industry in Sweden : Focus on practices and tools." Licentiate thesis, KTH, Miljöstrategisk analys (fms), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-134804.

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Design for Environment (DfE) promotes the systematic consideration of environmental aspects during product design and development. Despite the maturity of concepts and tools in literature, efficient implementation in industries is reported to be low. A need to bridge this gap is identified with studies that look on DfE practices as well as the use and potential of DfE tools. This thesis is part of a research project that investigates DfE practices and the use of tools during vehicle design and development. The aim is to investigate the ways that environmental constraints can be efficiently integrated into product development processes thus assist in improving the environmental performance of products from a life cycle perspective. The scope of the study includes four vehicle manufacturing companies in Sweden. The development and utilization of tools has been also investigated aiming to increase the opportunities for effective use within this product category. Case study methodology, research interviews and literature reviews constitute the research strategy followed in this work. The empirical results presented in this thesis indicated that vehicle manufacturing companies in Sweden are continually working to improve the environmental performance of their products and meet legal and costumer demands. Despite similarities regarding the type of environmental requirements considered, the companies studied have adopted different ways to identify and integrate environmental requirements into their product development process and use DfE tools to different extents. Such variations reflect differences in the success and maturity levels of the DfE practices adopted. A need for increased and more systematic use of tools is identified for all studied companies and especially for analytical tools. Results from the literature review showed that a variety of tools are available that have the potential to support vehicle design processes. However, only a few cover a broad set of aspects identified to be relevant from a vehicle design perspective. For DfE tools to become effective and be used during product development, they need to cover aspects that are relevant for the company and product designers. A need towards the development of tools that assist vehicle or product designers in general, to make informed and comprehensive choices based on a variety of requirements associated to the product, is identified.
Coupling Materials Environmental Analysis - Environmental Effects
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Books on the topic "Animation tools for product design"

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Brunet, Pere, Christoph M. Hoffmann, and Dieter Roller, eds. CAD Tools and Algorithms for Product Design. Berlin, Heidelberg: Springer Berlin Heidelberg, 2000. http://dx.doi.org/10.1007/978-3-662-04123-9.

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M, Hoffmann Christoph, and Roller Dieter, eds. CAD Tools and Algorithms for Product Design. Berlin, Heidelberg: Springer Berlin Heidelberg, 2000.

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Cattaneo, Laura, and Sergio Terzi, eds. Models, Methods and Tools for Product Service Design. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-319-95849-1.

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M, Usher John, Roy Utpal, and Parsaei H. R, eds. Integrated product and process development: Methods, tools, and technologies. New York: Wiley, 1998.

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Cattaneo, Laura. Models, Methods and Tools for Product Service Design: The Manutelligence Project. Cham: Springer Nature, 2019.

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Xie, Shane. Rapid One-of-a-kind Product Development: Strategies, Algorithms and Tools. London: Springer-Verlag London, 2011.

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Brinksmeier, Ekkard. Fabrication of Complex Optical Components: From Mold Design to Product. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013.

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Claudine, Cartier, ed. Antique tools and instruments from the Nessi collection. Milano: 5 continents, 2004.

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service), SpringerLink (Online, ed. Innovation in product design: From CAD to virtual prototyping. London: Springer, 2011.

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Ranky, Paul G. Concurrent/simultaneous engineering (methods, tools & case studies): A practical and consistent approach centred around powerful creative & innovative manufacturing and product design methods, tools and technologies. Guildford, England: CIMware, 1994.

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Book chapters on the topic "Animation tools for product design"

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Durá Gil, Juan V., Alfredo Remon, Iván Martínez Rodriguez, Tomas Pariente-Lobo, Sergio Salmeron-Majadas, Antonio Perrone, Calina Ciuhu-Pijlman, et al. "3D Human Big Data Exchange Between the Healthcare and Garment Sectors." In Technologies and Applications for Big Data Value, 225–52. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-78307-5_11.

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Abstract3D personal data is a type of data that contains useful information for product design, online sale services, medical research and patient follow-up.Currently, hospitals store and grow massive collections of 3D data that are not accessible by researchers, professionals or companies. About 2.7 petabytes a year are stored in the EU26.In parallel to the advances made in the healthcare sector, a new, low-cost 3D body-surface scanning technology has been developed for the goods consumer sector, namely, apparel, animation and art. It is estimated that currently one person is scanned every 15 min in the USA and Europe. And increasing.The 3D data of the healthcare sector can be used by designers and manufacturers of the consumer goods sector. At the same time, although 3D body-surface scanners have been developed primarily for the garment industry, 3D scanners’ low cost, non-invasive character and ease of use make them appealing for widespread clinical applications and large-scale epidemiological surveys.However, companies and professionals of the consumer goods sector cannot easily access the 3D data of the healthcare sector. And vice versa. Even exchanging information between data owners in the same sector is a big problem today. It is necessary to overcome problems related to data privacy and the processing of huge 3D datasets.To break these silos and foster the exchange of data between the two sectors, the BodyPass project has developed: (1) processes to harmonize 3D databases; (2) tools able to aggregate 3D data from different huge datasets; (3) tools for exchanging data and to assure anonymization and data protection (based on blockchain technology and distributed query engines); (4) services and visualization tools adapted to the necessities of the healthcare sector and the garment sector.These developments have been applied in practical cases by hospitals and companies of in the garment sector.
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Jing, Tony. "Tools, Frameworks, and the Future." In Hacking Product Design, 101–11. Berkeley, CA: Apress, 2018. http://dx.doi.org/10.1007/978-1-4842-3985-8_9.

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Penty, Jane. "Electronic tools and digital gateways." In Product Design and Sustainability, 209–48. New York : Routledge, 2019.: Routledge, 2019. http://dx.doi.org/10.4324/9780203732076-9.

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Fucci, Massimo. "The Evolution of Digital Tools for Product Design." In Innovation in Product Design, 1–14. London: Springer London, 2011. http://dx.doi.org/10.1007/978-0-85729-775-4_1.

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Bevilacqua, Maurizio, Filippo Emanuele Ciarapica, and Giancarlo Giacchetta. "Sustainable Product Assessment Tools." In Design for Environment as a Tool for the Development of a Sustainable Supply Chain, 61–73. London: Springer London, 2012. http://dx.doi.org/10.1007/978-1-4471-2461-0_4.

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Vallet, F., B. Eynard, and D. Millet. "Requirements and Features Clarifying for Eco-Design Tools." In Global Product Development, 127–35. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-15973-2_13.

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Bertoni, Marco, Christian Johansson, and Tobias C. Larsson. "Methods and Tools for Knowledge Sharing in Product Development." In Innovation in Product Design, 37–53. London: Springer London, 2011. http://dx.doi.org/10.1007/978-0-85729-775-4_3.

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Varga, Edit. "Using Hand Motions in Conceptual Shape Design: Theories, Methods and Tools." In Product Engineering, 367–82. Dordrecht: Springer Netherlands, 2008. http://dx.doi.org/10.1007/978-1-4020-8200-9_18.

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Asión-Suñer, L., and I. López-Forniés. "Prosumer and Product Design Through Digital Tools." In Lecture Notes in Mechanical Engineering, 23–30. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-41200-5_3.

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Damgrave, R. G. J., and D. Lutters. "Multi-user Collaborative Design Tools for Use in Product Development." In Global Product Development, 227–35. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-15973-2_22.

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Conference papers on the topic "Animation tools for product design"

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Kearney, Kevin G., Elizabeth M. Starkey, and Scarlett R. Miller. "Leveraging Animations to Enhance Learning Through Virtual Product Dissection." In ASME 2019 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2019. http://dx.doi.org/10.1115/detc2019-98285.

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Abstract Product dissection, in either physical or virtual form, has been found to be an effective learning tool. With the rapid growth of technology, effective virtual education tools have the potential to continue increasing in value. Although physical product dissection is often implemented in the classroom, there are some limitations to employing these tools. One such limitation is the inability to see into a product and view the internals of a product while it is functioning. Recent research has found that students who dissect physical or virtual products have similar conceptual understanding of products after dissection. Although there are promising findings for virtual dissection, there is still room for improvement in these virtual environments to enable better understanding of products. One way this may be possible is through the addition of animations, which show the functions of the internal components in a product, a capability that is currently not offered in virtual product dissection tools. These animations have the ability to show how a product works in ways unobtainable through physical product dissection and currently unavailable in virtual product dissection. Therefore, this research aims to explore the impact that animation in virtual product dissection has on learning and cognitive load for engineering students.
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Kearney, Kevin G., Elizabeth M. Starkey, and Scarlett R. Miller. "Digitizing Dissection: A Case Study on Augmented Reality and Animation in Engineering Education." In ASME 2020 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2020. http://dx.doi.org/10.1115/detc2020-22773.

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Abstract Advancing virtual education through technology is an important step for engineering education. This has been made evident by the educational difficulties associated with the 2020 Covid-19 pandemic. Maintaining educational standards while using virtual learning is something possibly solved through researching new educational technologies. A potential technology that can enhance virtual education is Augmented Reality, since it can show information that would otherwise not be easily experienced or obtained. Traditional learning tools fail to offer the ability to control objects and explore numerous perspectives the way augmented reality can. Augmented reality can be even further enhanced through the addition of animation. Animation could add the ability to see motion, increasing overall understanding as well as increasing the motivation to learn. When motion is not visualized, it must be perceived, which can increase cognitive load and cause the limitations of working memory to be met. Reaching the limits of working memory has been shown to negatively affect learning. Therefore, the purpose of this study was to identify the impact of digitizing product dissection on engineering student learning and cognitive load. Specifically, we sought to identify the impact of Augmented Reality and Animations through a full factorial experiment with 61 engineering students. The results of the study show that the virtual condition with animation exhibited increased effectiveness as a learning tool. It also showed that augmented reality is not significantly different than a virtual environment in the context of product dissection. The results of this study are used to explore future uses of augmented reality and animation in education, as well as lay the groundwork for future work to further explore these technologies.
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Ling, Zhi-Kui, XiangYu Zhou, and Chuck Mclean. "Process Operators and Their Roles in Integrated Assembly Process Planning." In ASME 1998 Design Engineering Technical Conferences. American Society of Mechanical Engineers, 1998. http://dx.doi.org/10.1115/detc98/dfm-5753.

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Abstract An environment to facilitate assembly process planning is proposed in this study. It includes a design support system with two agents supporting the assembly process. One is assembly design agent, and the other is a geometric design agent. The assembly design agent consists of three modules: the assembly sequence planning module, the assembly resource planning module, and the assembly simulation module. The assembly sequence-planning module takes the design information and generates an assembly sequence. This sequence is structured in a tree form, called the Constructive Assembly Tree (CAT). The leaf nodes of the tree correspond to the components of the product. The intermediate nodes are the assembly process operators, each of which characterizes a particular assembly operation, and their associated subassemblies. The resource module assigns the necessary tools, fixtures, supply bins and other resources to each of the process operators. The assembly simulation module traverses a CAT, extracts the necessary assembly information, and drives external physical simulation/animation system to perform virtual assembly simulation/animation process.
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Noon, Christian, Ruqin Zhang, Eliot Winer, Jim Oliver, Brian Gilmore, and Jerry Duncan. "An Immersive VR Application for Interactive Product Concept Generation and Qualitative Evaluation." In ASME-AFM 2009 World Conference on Innovative Virtual Reality. ASMEDC, 2009. http://dx.doi.org/10.1115/winvr2009-712.

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Currently, new product concepts are evaluated by developing detailed virtual models with Computer Aided Design (CAD) tools followed by evaluation analyses (e.g., finite element analysis, computational fluid dynamics, etc.). Due to the complexity of these evaluation methods, it is generally not possible to model and analyze each of the ideas generated throughout the conceptual design phase of the design process. Thus, promising ideas may be eliminated based solely on insufficient time to model and assess them. Additionally, the analysis performed is usually of much higher detail than needed for such early assessment. By eliminating the time-consuming CAD complexity, engineers could spend more time evaluating additional concepts. To address these issues, a software framework, the Advanced Systems Design Suite (ASDS), was created. The ASDS incorporates a PC user interface with an immersive virtual reality (VR) environment to ease the creation and assessment of conceptual design prototypes individually or collaboratively in a VR environment. Assessment tools incorporate metamodeling approximations and immersive visualization to evaluate the validity of each concept. In this paper, the ASDS framework and interface along with specifically designed immersive VR assessment tools such as state saving, dynamic viewpoint creation, and animation playback are presented alongside a test case example of redesigning a Boeing 777 in the conceptual design phase.
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Devendorf, Matt, Kemper Lewis, Timothy W. Simpson, Robert B. Stone, and William C. Regli. "Evaluating the Use of Cyberinfrastructure in the Classroom to Enhance Product Dissection." In ASME 2007 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2007. http://dx.doi.org/10.1115/detc2007-35549.

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Recent cyberinfrastructure initiatives seek to create ubiquitous, comprehensive, interactive, and functionally complete digital environments that consist of people, data, information, tools, and instruments for research communities. With product dissection as our unifying theme, we are forging a cyberinfrastructure to support undergraduate design engineering education through CIBER-U: Cyber-Infrastructure-Based Engineering Repositories for Undergraduates. CIBER-U pairs two of the nation’s leading design repository developers with several active users and their students to realize a high-impact application of cyberinfrastructure in engineering undergraduate curricula involving freshmen through seniors. Specifically, CIBER-U combines product dissection activities at three universities with two digital design repositories, CAD modeling and animation, video, MediaWiki technology, multimedia, and undergraduate summer research experiences to enable cyberinfrastructure-based product dissection activities. Nearly 700 students have participated in the Phase I efforts of CIBER-U, which have focused primarily on generating, capturing, and storing data in two digital design repositories. Lessons learned from these efforts are presented from the students’ perspectives as well as that of the faculty in both engineering and computer science. The implications for implementing CIBER-U on a national scale are discussed along with ongoing research.
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Remy, Sébastien, Florent Laroche, Alexandre Durupt, and Alain Bernard. "Knowledge Based Reverse Engineering Methodology." In ASME 2012 11th Biennial Conference on Engineering Systems Design and Analysis. American Society of Mechanical Engineers, 2012. http://dx.doi.org/10.1115/esda2012-82927.

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In Reverse Engineering, commercial solutions such as Geomagic™ or RapidForm™ or CAD software such as CATIA™ provide very efficient toolboxes that enable to rebuild geometry. Moreover, some of them provide segmentation algorithms, sketchers and/or many other facilities rebuilding tools in order to help to recover the original surface. Those software’s enable to rebuild the geometry of a technical object as a set of functions (protrusion, revolution, sweep…), they enable to add colours and textures, and they enable realistic kinematical animation and many other things. Unfortunately, all those toolboxes present a lack of geometry analysis tools. The geometry of a given product is the consequence of a complete process, it is important, considering Reverse Engineering activities, to try to recover any evidence of its past life (including socio-economical aspects, the design intents of the former designer, its different uses…) from its geometry in order to produce a good quality 3D model. Such models can provide important possibilities for Reverse Engineering. It enables to study the product more efficiently than a geometrical model based on a mesh or on free form surfaces. This paper proposes approaches and methodologies for using knowledge to rebuild CAD model to the best closer to the original CAD model that could have been obtained by the original designer. Such a model is feature based. They can be functional features or manufacturing features. For a good rebuilt of 3D model, the geometry of these features is driven by parameters, rules and relationships that are provided by the former designer.
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Bergstrom, Laura, Kaj Grahn, Jonny Karlsson, and Goran Pulkkis. "Teaching Mobile Communication in an e-Learning Environmnet." In InSITE 2007: Informing Science + IT Education Conference. Informing Science Institute, 2007. http://dx.doi.org/10.28945/3066.

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This article presents a virtual course with the topic mobile and wireless communication systems. The structure of the tree sections of the course material content, the generic technology section, the wireless technology section, and the mobility management section, is presented. The main didactical approach of the virtual course is a guided excursion to which students enroll. The task sets, consisting of exercises and study directives, that the course teacher assigns each week to the students are described. The concept of step-by-step skill assimilation, which lies behind the student guidance process, is outlined together with descriptions of the different user skill levels. The course has been produced by Arcada Polytechnic as a part of a production team in the Finnish Virtual Polytechnic. The structure of the Finnish educational system together with the goals and structure of the Finnish Virtual Polytechnic are presented. The course development process is described in detail together with the software tools used to produce the course material. The graphical design of the learning platform is presented. The communicating dimension, the interface, and the esthetical dimension, and the layout are presented and analyzed in depth. The IT infrastructure needed to implement and use the learning platform of the course is described and assessed. Issues like how the students are registered and authenticated to the course are presented together with the tools for communication and interaction between student and teacher. General IT requirements together with specific both server (course provider) and client (student) side IT requirements are presented. Teaching and learning experiences, gathered from a wireless networking course held in spring 2005, are presented. In this wireless networking course Mobile IP animation was used to simplify both teaching and learning of mobile IP. Further development needs are also presented.
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Bergstrom, Laura, Johan Frojdman, Kaj J. Grahn, Jonny Karlsson, and Goran Pulkkis. "Host Identity Protocol (HIP) as a Virtual Learning Object." In InSITE 2008: Informing Science + IT Education Conference. Informing Science Institute, 2008. http://dx.doi.org/10.28945/3202.

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This paper presents a virtual learning environment for HIP (Host Identity Protocol). HIP is a potential future Internet protocol currently under research. The main idea with HIP is the separation between the location and identity information by introducing a new cryptographic name space, called Host Identity (HI). This feature provides enhanced network security as well as easy management of mobility and multi-homing. Overviews of the basic features and implementations of HIP are included in the paper. A technical description of HIP, including a survey of specifications and details about the functionality of the protocol, is included in an appendix. The HIP learning environment has been produced to serve both contact and distance education in advanced networking. The development of the learning environment is described. A list of topics that developers of a learning environment should think of when designing the user interface is presented based on a theory on the structure of human behaviour. This theory is included in an appendix. The chosen didactical approach, the structured animation of HIP features, and the graphical design of the learning platform are presented and motivated. The IT tools and infrastructure needed to implement and use the learning platform are also described.
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Zhou Miao and Wang Feng. "Technology and art of product display and animation system." In 2009 IEEE 10th International Conference on Computer-Aided Industrial Design & Conceptual Design. IEEE, 2009. http://dx.doi.org/10.1109/caidcd.2009.5375031.

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Miao Zhou and Feng Wang. "The creation and interpretation of visual image in product animation." In 2010 IEEE 11th International Conference on Computer-Aided Industrial Design & Conceptual Design 1. IEEE, 2010. http://dx.doi.org/10.1109/caidcd.2010.5681398.

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Reports on the topic "Animation tools for product design"

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Kompaniets, Alla, Hanna Chemerys, and Iryna Krasheninnik. Using 3D modelling in design training simulator with augmented reality. [б. в.], February 2020. http://dx.doi.org/10.31812/123456789/3740.

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The article is devoted to the theoretical consideration of the problem and the use of innovative technologies in the educational process in the educational establishment of secondary education in the process of studying the school course of computer science. The main advantages of using educational simulators in the educational process are considered, based on the new state standard of basic and complete general secondary education. Based on the analysis of scientific and methodological literature and network sources, the features of the development of simulators for educational purposes are described. Innovative tools for simulator development have been investigated, as augmented reality with the use of three-dimensional simulation. The peculiarities of using a simulator with augmented reality when studying the topic of algorithmization in the course of studying a school computer science are considered. The article also describes the implementation of augmented reality simulator for the formation of algorithmic thinking skills by students, presents the results of development and describes the functionality of the software product. In the further prospects of the study, it is planned to conduct an experimental study to determine the effectiveness of the use of software development in the learning process.
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Zilberman, David, Amir Heiman, and Yanhong Jin. Use of Branding and Sampling in Agricultural Fresh Produce. United States Department of Agriculture, July 2013. http://dx.doi.org/10.32747/2013.7697116.bard.

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The original proposal has three main objectives: a conceptual framework on willingness to pay (WTP) for fruits and vegetables, the introduction of branding and sampling in fresh food, and empirical applications to the United States and Israel. We modified our research plan over time based on availability of data and emergence of new problems. We expanded the range of products to include poultry and the range of techniques to use real experiments as well as more traditional surveys. We expanded the range of problems to understand attitudes toward genetically modified (GM) food. There is a growing interest in introduction of marketing tools like demonstration sampling, money-back guarantees, labeling, and brands in agriculture. These marketing tools are important for enhancing demand for agricultural products and food safety. However, the methodology needed to assess the effectiveness of these tools and understand their performance in different agricultural sectors is limited. Our analysis demonstrated the importance of brands as a marketing tool in agriculture. In particular, we showed conceptually that strong brands can be substitutes for other marketing tools like sampling or demonstration. We were able to conduct real experiments for the demand for safe chicken and show that consumers are willing to pay significantly more for products branded as more safe. Yet, using experiments in Israel and the United States, we found that WTP for brands of fresh fruits and vegetables is smaller than in other product categories. Warning labels are a sort of negative branding. The GM-free labeling is particularly important since it serves as a trade barrier to U.S. crops exports. Our analysis of acceptance of GM products found that WTP for GM products in Israel and the United States depends on framing of information about the impact ofGM and the quantity of information disclosed. Finally, in analyzing the evolution of support for Proposition 37 that aimed to introduce mandatory labeling of GM in California, we found that support for mandatory labeling ofGM products is broad as long as it is not perceived to be costly. Our project demonstrates the feasibility of conducting real experiments to assess consumer demand in agriculture. When looking at interdisciplinary groups, one can design new products and assess the WTP for their characteristics. We also show that, while branding is a very strong marketing tool, its use in fresh fruit and vegetables is likely to be limited. However, brands can be important with processed food. Furthermore, we have proven that, while some consumers strongly object to GM products, most consumers in the United States and Israel would be willing to buy them for a discount, and some would pay extra if they are associated with improved characteristics. Finally, we expanded the notion of warning labels to calorie information and showed that the response to calorie information depends on gender, education, and how the information is presented.
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Wolf, Eva. Chemikalienmanagement in der textilen Lieferkette. Sonderforschungsgruppe Institutionenanalyse, 2022. http://dx.doi.org/10.46850/sofia.9783941627987.

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The World Summit on Sustainable Development in Johannesburg in 2002 set the goal of minimising the adverse impacts of chemicals and waste by 2020. This goal has not been achieved yet. Therefore, other approaches are needed to prevent, minimise, or replace harmful substances. One possible approach is this master thesis which deals with the challenges that the textile importer DELTEX is facing with regard to a transparent communication of chemicals used and contained in the product in its supply chain. DELTEX is bound by legal regulations and requirements of its customer and must ensure that there are no harmful substances in the garments. For each order, the customer requires a chemical inventory from DELTEX which contains the chemical substances and formulations used (so-called "order-wise chemical inventory"). Currently, the suppliers are not willing to pass this on to DELTEX. As a result, DELTEX is faced with the problem of having no knowledge of the materials used in the garments and is thus taking a high risk. The structure of this study is based on the transdisciplinary "delta analysis" of the Society for Institutional Analysis at the University of Applied Sciences Darmstadt. This compares the target state with the actual state and derives a delta from the difference. Based on this, suitable design options are to be developed to close the delta. The study defines the target state on the basis of normative requirements and derives three criteria from this, which can be used to measure design options. By means of guideline-based interviews with experts, an online survey and literature research, it examines the current state. The analysis shows that the relevant actors are in an unfavourable incentive and barrier situation. The textile supply chain can be seen as a complex construct in which a whole series of production sites (often in developing and emerging countries where corruption and low environmental standards exist) carry out many processing steps. Chemicals are used at almost all stages of processing, some of which have harmful effects on people and the environment. At the same time, factory workers in the production countries are under enormous price and time pressure and often have insufficient know-how about chemical processes. DELTEX is dependent on its main customer and therefore has little room for price negotiations. To close this delta, the study formulates design options on macro, meso and micro levels and measures them against the developed criteria. None of the measures completely meets all the criteria, which is why a residual delta remains. The study concludes that not one, but rather a combination of several design options at all levels can achieve the target state. For DELTEX, an alliance with other textile importers, membership in the Fair Wear Foundation, strengthening the relationship with its suppliers and cooperation with another customer are recommended. Furthermore, the use of material data tools that support proactive reporting approaches such as a Full Material Declaration is recommended. The study is carried out from the perspective of the textile importer DELTEX. The results can therefore only be applied to the entire textile supply chain to a limited extent.
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