Dissertations / Theses on the topic 'Digital design tools'
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De, Oliveira Maria Cristina Ferreira. "CAD tools for digital control." Thesis, Bangor University, 1990. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.238368.
Full textStanton, Christian J. "Material feedback in digital design tools." Thesis, Massachusetts Institute of Technology, 2007. http://hdl.handle.net/1721.1/62983.
Full textCataloged from student-submitted PDF version of thesis.
Includes bibliographical references (p. 67-69).
How do design tools feedback material behavior to the designer? Digital design tools in use by designers today provide a rich environment for design of form but offer little feedback of the material that ultimately realize that form. This lack of materialism limits the value of the design tool and the exploration of the design space where material behavior provides important feedback to the designer. This study examines the modes and value of material feedback in design, illustrates the challenge with current tools and suggests enhancements to design tools to support material feedback.
by Christian J. Stanton.
S.M.in System Design and Management
S.M.
Pfeiffer, Diane. "Digital Tools, Distributed Making and Design." Thesis, Virginia Tech, 2009. http://hdl.handle.net/10919/36171.
Full textMaster of Science
Vermillion, Joshua D. "The digital craftsperson : an investigation into digital tools/processes/craft." Virtual Press, 2005. http://liblink.bsu.edu/uhtbin/catkey/1318944.
Full textDepartment of Architecture
Meacham, Richard J. "High-level design routes for digital systems." Thesis, University of Sheffield, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.298949.
Full textHABIB, 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.
Full textProgram: Magisterutbildning i Applied Textile Management
Löf, Anton. "Generating and Manipulating Sound : Tools for digital music production." Thesis, Umeå universitet, Designhögskolan vid Umeå universitet, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-136886.
Full textMarlow, Gregory. "Week 07, Video 02: Modeling Tools." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/51.
Full textFischer, Thomas, and sdtom@polyu edu hk. "Designing (tools (for designing (tools for ...))))." RMIT University. Architecture and Design, 2008. http://adt.lib.rmit.edu.au/adt/public/adt-VIT20080424.160537.
Full textMarlow, 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.
Full textSener, Bahar. "Enhancing the form creation capabilities of digital industrial design tools." Thesis, Loughborough University, 2004. https://dspace.lboro.ac.uk/2134/34802.
Full textJackson, Brian Aliston. "Digital Filter Design and Synthesis Using High-level Modeling Tools." Thesis, Virginia Tech, 1999. http://hdl.handle.net/10919/35939.
Full textMaster of Science
Llamas, Rodríguez Manuel José. "Design Automation methods and tools for building Digital Printed Microelectronics Circuits." Doctoral thesis, Universitat Autònoma de Barcelona, 2017. http://hdl.handle.net/10803/457967.
Full textOrganic/Printed Electronics are, day by day, increasing on interest, as new applications are being proposed and developed. This kind of technologies do not intend to compete directly with the Silicon-based well-established industry, but rather to complement it with new devices that are advantageous for certain situations, whether in terms of cost or others. However, in the digital processing domain there is still much work to be done to, slowly but steadily, follow the steps of the conventional fabless model that rules today’s semiconductor market. I am referring not only to progresses at fabrication level, but also on the field of Electronic Design Automation. Our research group conceived a novel strategy to efficiently produce Printed Electronics digital circuit designs based on what we called Inkjet-configurable Gate Arrays, which takes advantage of digital printing techniques. The Inkjet Gate Arrays consist in matrices of transistors over flexible substrates that, after being connected by digital printing techniques, they describe logic gates, and thus circuits. The work presented in this dissertation targets a specific stage of any common Integrated Circuit design flow, referred to as physical synthesis. Specifically, my contribution provides a new approach to the Placement and Routing problem, where circuits are mapped onto the Inkjet Gate Arrays in a technology independent yield-aware manner. I tackle the issue of dealing with different Printed Electronics technologies that might present distinct yield properties, usually due to the intrinsic high variability of current fabrication processes. In such cases, being able to effectively process the IGA’s fault distribution information is key to ensure that the mapped circuits will be capable of working correctly, from a functional perspective. In addition to the yield awareness concept, the circuit personalization capabilities of the novel P&R heuristic proposed herein allow more mapping flexibility, depending on different possible reasons/purposes (e.g. congestion). This approach is not only convenient for today’s first steps of digital circuit prototyping over Organic Electronics, but also scalable to future technological improvements at yield level, and on sizes and integration density.
Saad, Rita 1980. "Parametric tools and digital fabrication for the design of luminous ceilings." Thesis, Massachusetts Institute of Technology, 2004. http://hdl.handle.net/1721.1/69770.
Full textIncludes bibliographical references (p. 90-92).
The digital phenomena constitute a fundamental change in how designers accomplish a wide range of the complex processes of design. This thesis investigates the use of computation in the context of architectural lighting design. It particularly looks into how cutting edge computational tools -- such as digital fabrication and parametric tools -- can be combined with the Light Emitting Diodes (LED) technology to create luminous architectural elements. Work in this field is of most relevance in a moment when the implementation of LED systems is expected to establish a new paradigm in architectural illumination. Results from recent technology roadmaps show that by the year 2020 LEDs will be replacing incandescent, halogen and fluorescent lamps and will become the primary choice for general lighting applications. Because LED architectural applications are not widely understood by the industry, a successful implementation process will be highly dependant on multidisciplinary design research, where many design experimentations will have to occur. New approaches are needed where the technical advantages of LEDs - they are more efficient, have longer life of operation, are rugged and compact, produce the entire color spectrum, and are fully controllable - are used to promote better lighting design quality. It is in this context that my research takes place, utilizing advanced computational tools to explore innovative design possibilities for lighting systems with embedded LEDs. This thesis describes a sequence of experiments to design and build a system of luminous ceiling tiles made of acrylic pieces and equipped with embedded LEDs. First, I use programming to generate parametric 3D models of the ceiling tiles. A series of
(cont.) variations of an initial design of the tiles are accomplished through the manipulation of control parameters. After the first set of 3D models is created, I use digital fabrication techniques to build prototypes of the models, which are tested with LEDs and evaluated in terms of their lighting performance. Finally, I develop the experiments to create an entire luminous ceiling area, and the design achieves an overall result rather than being restricted to individual elements. Advanced lighting systems enhance the quality, flexibility and cost effectiveness of light, and digital fabrication techniques improve the optimization of computer-based methods of design. The results of my experiments show that lighting systems can greatly benefit from the testing of the design and the technical performance before installation in the architectural space. In this context, parametric tools and digital fabrication technologies demonstrate exceptional wealth for both the conceptual and the optimization phases of lighting design in architecture.
by Rita Saad.
S.M.
Filip, Silviu-Ioan. "Robust tools for weighted Chebyshev approximation and applications to digital filter design." Thesis, Lyon, 2016. http://www.theses.fr/2016LYSEN063/document.
Full textThe field of signal processing methods and applications frequentlyrelies on powerful results from numerical approximation. One suchexample, at the core of this thesis, is the use of Chebyshev approximationmethods for designing digital filters.In practice, the finite nature of numerical representations adds an extralayer of difficulty to the design problems we wish to address using digitalfilters (audio and image processing being two domains which rely heavilyon filtering operations). Most of the current mainstream tools for thisjob are neither optimized, nor do they provide certificates of correctness.We wish to change this, with some of the groundwork being laid by thepresent work.The first part of the thesis deals with the study and development ofRemez/Parks-McClellan-type methods for solving weighted polynomialapproximation problems in floating-point arithmetic. They are veryscalable and numerically accurate in addressing finite impulse response(FIR) design problems. However, in embedded and power hungry settings,the format of the filter coefficients uses a small number of bits andother methods are needed. We propose a (quasi-)optimal approach basedon the LLL algorithm which is more tractable than exact approaches.We then proceed to integrate these aforementioned tools in a softwarestack for FIR filter synthesis on FPGA targets. The results obtainedare both resource consumption efficient and possess guaranteed accuracyproperties. In the end, we present an ongoing study on Remez-type algorithmsfor rational approximation problems (which can be used for infinite impulseresponse (IIR) filter design) and the difficulties hindering their robustness
Marshall, John James. "An exploration of hybrid art and design practice using computer-based design and fabrication tools." Thesis, Robert Gordon University, 2008. http://hdl.handle.net/10059/387.
Full textKamusella, Christiane. "Digitale Ergonomie-Tools zur Berücksichtigung ergonomischer Aspekte im Produktentstehungsprozess." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2017. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-228110.
Full textKulinska, Maria. "Digital tools for developing customized co-design platform with integration of comfort and fashion." Thesis, Lille 1, 2018. http://www.theses.fr/2018LIL1I046/document.
Full textDespite modern technological progresses, the apparel industry is still anchored in the traditional 2D-to-3D design approach. Additionally, the aspects of the relation between human body and garment are not sufficiently explored in order to provide satisfactory performance of virtual try-on in the aspects of providing not only right fit and comfort to the customer but also avoiding returns to the retailer. However the main aspect is a lack of appropriately resolved issue of consumers’ body recognition in an online environment and proper 3D design methodology for individual client. In my PhD research, we challenge those gaps by proposing a foundation of a digital and knowledge-based platform for garment design and fit and comfort evaluation by integrating customers' and experts’ knowledge with the design parameters. By building a new 3D design strategy, we proposed an original method to calculate and adjust the 3D ease allowance values, which constitutes the key issues of satisfaction perception. Our 3D design method is linked to the consumer’s virtual representation, which come from a new pattern recognition method permitting to identify individual morphology from a single web-camera. It was experimentally shown that using the supervised method to create 2D shape descriptors enables to detect wearers’ morphotypes for a target population. The complex relationship between wearers’ body recognition, 3D garment design and garment fitting in virtual try-on has been tested and analyzed in the scope of this research project to build a suitable design solution applied to the remote environment
Ndinga, S'busiso Simon. "An investigation into tools and protocols for commercial audio web-site creation." Thesis, Rhodes University, 2000. http://hdl.handle.net/10962/d1006488.
Full textForsling, Karin. "Medielek och digital kompetens i en förskolekontext : Design för meningsskapande." Thesis, Karlstads universitet, Avdelningen för utbildningsvetenskap, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-14561.
Full textSyftet med min uppsats är att bidra till förståelse för hur valet av design och iscensättning i förskolepedagogiska miljöer erbjuder medielek och möjliggör utvecklandet av en digital kompetens. Jag har utgått från frågan: Hur kan en specialdesignad förskolemiljö bidra till utvecklingen av barns medielek och digitala kompetens? En digital kompetens bygger på grundläggande IKT-färdigheter[1]. Det innebär bland annat att man kan hämta fram, bedöma, lagra, producera och kommunicera med och genom digitala medier. Tidigare forskning visar på förskollärares oro för den digitala tekniken. Förutom den rent konkreta osäkerheten vid användningen av de digitala verktygen ges också uttryck för en osäkerhet för hur man balanserar förskoleverksamheten med ny teknologin. Detta kan belysa vad som inom medieforskning beskrivs som digital divides, något som i sin tur kan förstärka klyftor i samhället. Frågan om bruk av IKT i förskolan diskuteras ofta ur ett framåtsyftande nyttoperspektiv. Man talar om inlärningsaspekten, arbetslivsaspekten och demokratiaspekten. Barnen på förskolan i min studie har genom den didaktiska designen möjligheter att få del av dessa tre aspekter. Men man har dessutom skapat en miljö som erbjuder barnen – och de vuxna – möjligheter för medielek och därigenom utvecklandet av en digital kompetens. I studien blir det tydligt hur vuxna och barn svarar upp mot de förutsättningar som designats och erbjuds. Lärprocesserna sker i en institutionell inramning, där läraren (och barnen) är aktörer och iscensättare. Pedagogen, likväl som barnet, kan aktivt välja vilka teckensystem och vilken gestaltningsform som ska användas. I den undersökta verksamheten finns även en underliggande kulturell affordance, meningserbjudande, en idé om att IKT är bra för barn, att vuxna kan både leka och lära samtidigt, samt att det är tillåtet att experimentera, för att finna något som man varken vet frågan eller svaret på. Det här skulle ur ett socialsemiotiskt perspektiv, vara tecken på lärande, eftersom en lärandeprocess utmärks av en ökad förmåga att använda skilda teckensystem, eller domäner. Barnen utvecklar sin litteracitet och sin medielitteracitet. De utökar också sin kognitiva, kommunikativa och kulturella och estetiska kompetens. Vi skulle här kunna tala om en multilitteracitet, eftersom de meningsskapande processer som barnen befinner sig i under arbetet med de digitala verktygen, inte bara inbegriper lingvistiska utan också visuella, auditiva och spatiala processer. Min studie visar att design och iscensättning på den undersökta förskolan är betydelsefulla för erbjudandet av medielek och utvecklandet av barnens och de vuxnas digitala kompetens. De vuxna är trygga i sina roller och där fanns en naturlig balansgång mellan de mer traditionella och de digitala verktygen. En avslutande reflektion är att det inte längre är frågan om att diskutera om IKT och medier ska användas i förskolan, det är mer frågan om hur. Det är inte heller längre tid att diskutera om barn och vuxna ska utveckla en digital kompetens i förskolan, snarare hur det ska ske. En fortsatt forskning på området kan handla om en fördjupning i sådant som berör lärande, kommunikativ kompetens, intertextualitet eller textrörlighet. Andra viktiga frågor kan röra sig om hur lärarutbildningen lever upp till kraven på en digital kompetens.
Al-Rqaibat, Sana'A Mohammad. "A Framework for the Implementation of Digital Technologies in the Concept Stage of the Architectural Design Process." Diss., Virginia Tech, 2019. http://hdl.handle.net/10919/100636.
Full textDoctor of Philosophy
Purwanto, Alex. "User research and opportunities for innovation : Exploring methods and tools." Thesis, Uppsala universitet, Avdelningen för visuell information och interaktion, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-296643.
Full textBahl, Erin Kathleen. "Refracting Webtexts: Invention and Design in Composing Multimodal Scholarship." The Ohio State University, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=osu152418027253518.
Full textSoto, Ogueta Carolina M. "User innovation in digital design and construction : dialectical relations between standard BIM tools and specific user requirements." Thesis, Massachusetts Institute of Technology, 2012. http://hdl.handle.net/1721.1/72975.
Full textThis electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student submitted PDF version of thesis.
Includes bibliographical references (p. 144-147).
The use of Building Information Modeling (BIM) tools is increasing across the Architectural, Engineering and Construction (AEC) industry. This technology is being adopted in many different countries, in a wide range of types of projects, and by professionals from different disciplines. In other words, BIM tools are being applied in many different contexts of use. Consequently, the requirements of its users are becoming heterogeneous and this heterogeneity hinders the development of BIM tools that can satisfy all possible user requirements. Instead, tools are developed to satisfy more broad, general, and generic needs of the AEC industry. The present thesis examines how BIM users are adapting the standard tools to satisfy their specific requirements. Utilizing the user innovation theory as the framework of analysis, the thesis examines whether and how BIM users are adapting the tools to respond to their requirements through user innovation. Studying eight specific BIM user innovation cases, from different contexts of use, the thesis presents and analyzes the processes underlying BIM user innovation, from the starting motivation, to the final distribution of the actual innovation. This analysis has two main objectives: first, to recognize whether there is user innovation in the case of BIM tools; and second, to understand how that innovation is developed. Finally, the thesis extracts patterns of innovation, and examines whether these user innovation cases fit the model described by the user innovation theory.
by Carolina M. Soto Ogueta.
S.M.in Architecture Studies
Kohler, Francis M. "Divergence of Millennial Digital Learning: A Study of Generational Domains Involving Differential Instruction Using Pedagogy and Tools." Bowling Green State University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1333566362.
Full textIvanov, Nikola. "Participatory Design Approach to Teaching and Learning of School Mathematics." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22365.
Full textSelleby, Daniel. "Enhancing the person-centered care system through digital communication tools by applying a user-centered approach to a hospital environment." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23450.
Full textBenssam, Ali. "Digital Cockpits and Decision Support Systems. Design of Technics and Tools to Extract and Process Data from Heterogeneous Databases." Thesis, Université Laval, 2006. http://www.theses.ulaval.ca/2006/23599/23599.pdf.
Full textNguyen, Cuong. "Designing In-Headset Authoring Tools for Virtual Reality Video." PDXScholar, 2017. https://pdxscholar.library.pdx.edu/open_access_etds/4037.
Full textFlores, Fernando Miguel Santos. "A influência das tecnologias digitais, no processo de pensar/desenhar Arquitetura." Master's thesis, [s.n.], 2015. http://hdl.handle.net/10284/4800.
Full textA presente dissertação de mestrado pretende abordar a influência das ferramentas digitais durante todo o processo arquitectónico, demonstrando a evolução desde o uso do lápis à utilização da robotização, alterando assim a forma de pensar do arquiteto, não deixando de referir a influência da arte na Arquitetura. Esta mudança de pensamento não é característica apenas dos dias de hoje, sendo visível ao longo da dissertação de que os grandes nomes da aquitetura, também passaram por uma fase de mudança de paradigma, fruto da evolução tecnológica, que levou ao aparecimento de novos estilos e teorias. O paradigma actual reflecte-se na utilização das ferramentas digitais e na forma como elas vão influenciar a Arquitetura dos dias de hoje. A variedade de ferramentas existentes permite que arquiteto explore a sua criatividade, de uma forma mais complexa e precisa. Como exemplo disso foram escolhidos três casos de estudo com o objetivo de demonstrar o desenvolvimento e a utilização das ferramentas digitais e como estas influenciam o arquiteto no processo de desenhar e pensar Arquitetura. Reflete-se no caso do Museu Guggenheim, um dos ícones da Arquitetura Contemporânea, do arquiteto Frank Ghery, sendo perceptível a grande utilização do software (CATIA), como uma ferramenta digital pioneira na Arquitetura. No caso do pavilhão ICD/ITKE, o arquiteto Achim Menges demonstra que o processo de cooperação, entre as várias ciências e as ferramentas origina uma Arquitetura final inovadora, resultante dos mesmos. Finalizando com o caso de estudo da Sagrada Família, um exemplo da utilização das ferramentas no processo de finalização da obra.
This master thesis aims to address the influence of digital tools throughout the architectural process, showing the evolution from the use of pencil to use the robot, thus changing the way of thinking of the architect, not forgetting to mention the influence of art in architecture. This change in thinking is not characteristic only of today, being visible along the thesis that the big names in architecture also went through a phase change of paradigm, the result of technological developments which led to the emergence of new styles and theories. The current paradigm is reflected in the use of digital tools and how they will influence the architecture of today. A variety of existing tools allows architect to explore their creativity in a more complex and accurately way. As an example was set the three case studies in order to demonstrate the development and use of digital tools and how they influence the architect in the process of designing and thinking architecture. It is reflected in the case of the Guggenheim Museum, one of the icons of contemporary architecture, by the architect Frank Gehry, with noticeable great use of the software (CATIA), as a pioneering digital tool in architecture. In the case of ICD / ITKE pavilion, architect Achim Menges demonstrates that the process of cooperation between the various sciences and tools lead to innovative end architecture, resulting thereof. Finishing with the case of the Sagrada Família study, an example of the use of the tools in the work of finalizing the construction process.
Serrander, Agnes, and Isabelle Larsson. "Digitalisering i bildämnet." Thesis, Malmö universitet, Malmö högskola, Institutionen för kultur, språk och medier (KSM), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-39799.
Full textGuerra, Andrea Luigi. "Multi-users computer tools in early design phases : assessing their effect on design teams performances during co-located design-thinking activities." Thesis, Compiègne, 2016. http://www.theses.fr/2016COMP2296/document.
Full textThe early preliminary phases of the design process are the most impactful on the final outcomes. However, they are ill defined, the path to follow is not clear. Design-thinking approaches are a good solution to tackle the incertitude of these phases. The introduction of computer tools during these phases has been identified as an interesting research path to explore. Through the analysis of these early preliminary design phases, a list of high-level assumptions has been made. These high-level assumptions delimited the perimeter of action for the design of a new kind of computer supported design platforms. These platforms are composed of two multi-touch, multi-users surfaces; one is horizontal to favor divergent thinking, while the other is vertical to favor convergent thinking. By this fact, I identified them with then name “HOVER” (HORizontal - VERtical) platforms. The preconized research methodology has two steps. The first step consists in the experimental comparison of the new tool with existing ones. The aim of this evaluation is to determine if HOVER platforms are applicable to the situation for which they have been designed. The second step consists in ethnographic observations of real case studies to establish if HOVER platforms have successfully improved the existing situation. This study has been conducted on a specific HOVER platform, the TATIN-PIC platform (French acronym for Table Tactile Interactive – Plateforme Intelligente de Conception) built at the Université de Technologie de Compiègne. The first step, composed of four quasi-experimental observations, showed a satisfying level of applicability. Besides, it provided multiple indications for the improvement of the HOVER platforms regarding Human Machine interactions. For example, it has confirmed the need for an interconnected vertical and horizontal surface, the need for a natural manipulation of intermediary objects, the need for a smooth circulation among design methods and, as well, the need for new design methods to be implemented. Thanks to these indications, a second version of a HOVER platform has been made. This improved platform, called Digital Project Space (DPS) platform, has been used for success evaluation in a real context. From these preliminary tests emerged that users are satisfied by the support of the DPS platform. Performances are in the worst-case scenario, as good as actual tools. Further and more accurate real case studies are needed to generalize these findings. This outlines the future perspectives, such as the definition of prescriptive models of the impact of such device on the early preliminary design phases
Le fasi preliminari del processo di progettazione sono caratterizzate dall’incertezza, sia in termini di conoscenza che di azioni da compiere. Al contempo, pero, sono le fasi cruciali per il risultato globale del processo di progettazione. L’approccio Design Thinking è particolarmente adatto per le caratteristiche di queste fasi. L’introduzione di strumenti digitali durante il processo di progettazione preliminare è stata identificata come una pista di ricerca interessante da esplorare. L’analisi di queste fasi ha permesso di emettere una lista di postulati su cui progettare nuovi strumenti digitali. Questa classe di strumenti ha le sembianze di una piattaforma composta da due superfici tattili multi-utilizzatore; una è orizzontale per favorire il pensiero divergente, mentre l’altra è verticale per favorire il processo convergente. A causa di ciò, abbiamo deciso di identificare queste piattaforme con l’acronimo HOVER (HORizontal and VERtical). Il forte divario in termini di curva d’apprendimento tra i dispositivi esistenti (principalmente basati su carta) e le piattaforme HOVER, ha richiesto la definizione di una metodologia di ricerca adeguata. Questa metodologia ha inoltre il compito di garantire un rigore metodologico nell’approccio di ricerca. Due fasi di questa metodologia sono state eseguite. Nella prima fase, il nuovo dispositivo è comparato sperimentalmente con i dispositivi esistenti al fine di determinare se è applicabile alla situazione per cui è stato concepito. Nella seconda fase, il dispositivo è valutato in una situazione reale al fine di determinare se ha apportato, con successo, un miglioramento alla situazione esistente. Questi studi sono stati condotti su una specifica HOVER platform chiamata TATIN-PIC (acronimo francese per Table Tactile Interactive – Plateforme Intelligente de Conception), progettata e construita all’Université de Technologie de Compiègne. La prima fase, che ha visto quattro esperimenti, ha mostrato un livello di applicabilità soddisfacente, ha inoltre fornito molteplici piste di miglioramento in termini d’interazione uomo macchina. Grazie a questi feedback una seconda versione del dispositivo è stata creata. Tale versione, chiamata piattaforma Digital Project Space (DPS) è stata utilizzata per testare il successo del dispositivo in situazioni di reale utilizzo. Da questi test preliminari è emerso che gli utilizzatori sono rimasti soddisfatti dell’apporto fornito dal dispositivo, e che le performance sono nel caso peggiore equivalenti alla situazione attuale. Ulteriori e approfondite osservazioni di uso in situazioni reale sono necessarie per avere dei riscontri generalizzabili. Questo traccia gli scenari per il futuro; continuando la disseminazione nell’ambito industriale del dispositivo, sarà possibile ottenere dei riscontri quantitativi in termini diefficienza ed efficacia, grazie ai quali, estrapolare dei modelli prescrittivi dell’impatto del dispositivo sul processo di progettazione preliminare
Barge, Roland A. "The feasibility of using virtual prototyping technologies for product evaluation." Thesis, Loughborough University, 2008. https://dspace.lboro.ac.uk/2134/16390.
Full textOzturk, Elif. "Online Distance Education: A New Approach To Industrial Design Education." Master's thesis, METU, 2010. http://etd.lib.metu.edu.tr/upload/12612241/index.pdf.
Full textdevelopers, for designing these environments. At the end of this research, it is concluded that it is not possible to imagine a future of ID education without technology integration. However, it would be better to apply both technological and traditional methods. In fact, the key people in the development of these educational systems and tools would be the designers themselves.
Barbosa, Neto Wilson 1983. "Do projeto à fabricação : um estudo de aplicação da fabricação digital no processo de produção arquitetônica." [s.n.], 2013. http://repositorio.unicamp.br/jspui/handle/REPOSIP/258032.
Full textDissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Engenharia Civil, Arquitetura e Urbanismo
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Resumo: A utilização de técnicas de Fabricação Digital está cada vez mais presente no campo da arquitetura e construção por todo o mundo, devido aos avanços tecnológicos que os sistemas CAD (Computer-aided Design) e CAM (Computer-aided Manufacturing) têm proporcionado aos processos de concepção e produção da obra arquitetônica. As possibilidades que essas ferramentas oferecem aos arquitetos e projetistas abrem caminho para novas abordagens de projeto, que permitem o uso da produção automatizada sem a necessidade de uma padronização tão rígida como aquela imposta pelo sistema industrial. Entretanto, nota-se que a aplicação dos métodos de Fabricação Digital no processo de produção do espaço edificado no Brasil é lento, quando comparado a outros países onde a tecnologia necessária para o exercício da técnica já se encontra amplamente difundida. A presente pesquisa tem como foco investigar a aplicação da Fabricação Digital, por intermédio de processos file-to-factory na produção arquitetônica de elementos para a construção civil, mais especificamente com o uso de técnicas subtrativas de corte 2D. Após um levantamento sobre o estado da arte da área e o desenvolvimento de dois estudos de caso, o método utilizado foi a pesquisa-ação, por meio de um exercício de aplicação do conceito file-to-factory. O processo de projeto foi documentado detalhadamente e analisado para a sistematização dos procedimentos, que servirão de referência para futuras aplicações no campo da arquitetura. Espera-se, com isso, contribuir para a divulgação dessas novas tecnologias na produção arquitetônica no cenário brasileiro
Abstract: The use of Digital Fabrication techniques is increasingly present in the field of architecture and construction throughout the world. Systems such as CAD (Computer-aided Design) and CAM (Computer-aided Manufacturing) have provided technological advances to the architectural design and production process. The possibilities that these tools provide to architects and designers introduce new design approaches, which allow the use of automated production without the rigid standardization imposed by the industrial system. However, it can be noticed that the use of Digital Fabrication methods in the built environment production process in Brazil is slow when compared to other countries where the technology is widely incorporated. This research focuses on investigating the application of Digital Fabrication, through file-to-factory processes in the production of architectural elements for the construction industry, specifically with the use of 2D subtractive cutting techniques. After a survey on the state of the art in the field and two case studies, the method used was an action research through a file-to-factory exercise. The design process was documented in detail and analyzed in order to systematize the procedures as a reference for future applications in architecture. As a result we expect to contribute to the dissemination of these new technologies in architectural production in the Brazilian scenario
Mestrado
Arquitetura, Tecnologia e Cidade
Mestre em Arquitetura, Tecnologia e Cidade
Tanasa, Valentin. "Development of theoretical and computational tools for the design of control strategies for nonlinear sampled-data systems." Phd thesis, Université Paris Sud - Paris XI, 2012. http://tel.archives-ouvertes.fr/tel-00763971.
Full textHolz, Heiko [Verfasser]. "Design, Development, and Evaluation of Research Tools for Evidence-Based Learning : A Digital Game-Based Spelling Training for German Primary School Children / Heiko Holz." Tübingen : Universitätsbibliothek Tübingen, 2020. http://d-nb.info/1223451437/34.
Full textOzkan, Sevda. "The Way Architectural Model As A New Collaborative Design Environment Talks With Machines." Master's thesis, METU, 2008. http://etd.lib.metu.edu.tr/upload/12609381/index.pdf.
Full textBravo, Martínez Maite. "Lógicas paramétricas en la arquitectura del siglo XX." Doctoral thesis, Universitat Politècnica de Catalunya, 2016. http://hdl.handle.net/10803/386394.
Full textLa rápida diseminación de herramientas digitales ha generado un profundo cambio en la practica arquitectónica contemporánea, afectando como los proyectos se conciben, diseñan y construyen. Uno de los aportes más significativos dentro de las herramientas digitales a principios del siglo XX es la aparición del modelamiento computacional en 3D o BIM, un sistema basado en diseño paramétrico, que permite diseñar relaciones entre elementos en lugar de producir objetos dimensionados. La amplia difusión de diversas plataformas digitales paramétricas han alcanzado una importancia sin precedente dentro de sectores arquitectónicos vanguardistas, generando una proliferación de proyectos altamente sugerentes de “formas libres”. Estas propuestas provocan reacciones disímiles dentro de la disciplina arquitectónica, y círculos académicos como profesionales gravitan entre reacias críticas, un acentuado escepticismo, llegando incluso hasta un desmedido entusiasmo. Pero en general, estas posturas develan una preocupante ambigüedad y confusión, debido a la falta de estudios con respecto a sus orígenes, relevancia y fundamentos teóricos. Aunque gran parte de la disciplina arquitectónica asocia lo paramétrico con el desarrollo de técnicas computacionales, esta investigación plantea que lo paramétrico como lógica aparece persistentemente en la historia de la arquitectura desde antaño. Estas lógicas surgen inicialmente sin el uso de la computación, manifestándose con intensidades fluctuantes a lo largo de la historia, y apareciendo con un protagonismo inusitado durante el siglo XIX y XX. Este valioso legado arquitectónico reclama ser rescatado y revalorado, para construir un discurso de continuidad entre quizás viejos paradigmas, que hoy resurgen como preocupaciones contemporáneas, adquiriendo nuevas dimensiones y potencialidades. Esta investigación identifica alrededor de 40 proyectos construidos durante el siglo XX que utilizan estas lógicas, analizándolos mediante una reconstitución utilizando sofisticadas herramientas paramétricas digitales. El análisis interrelacionado de proyectos permite situarlos dentro de una tradición de continuidad disciplinar, demostrando el impacto de los avances tecnológicos en varios ámbitos (técnicas constructivas, materialidad, diseño, etc.), y el carácter multidisciplinar de los proyectos. Esta aproximación metodológica permite analizar los parámetros base, sus sistemas de relaciones, enfatizando la serie de transformaciones necesarias para generar la forma, para finalmente develar argumentos, conceptos y principios para ser aplicados en la práctica arquitectónica contemporánea
Mann, Anne-Marie. "Child-centred technologies as learning tools within the primary classroom : exploring the role of tablets and the potential of digital pens in schools." Thesis, University of St Andrews, 2017. http://hdl.handle.net/10023/11012.
Full textPassos, Verônica Thomazini. "Calçados artesanais e ferramentas digitais: proposta de um modelo híbrido de criação e desenvolvimento de produto para a prática do design de calçados no Brasil." Universidade de São Paulo, 2014. http://www.teses.usp.br/teses/disponiveis/100/100133/tde-27062014-211042/.
Full textThe brazilian footwear industry consists mainly of small and micro companies, which still preserve the traditional way and authentic shoe production, where the hand of the craftsman is the most important tool. Thus, under the adoption of definitions of design proposed by ICSID (2014) and Bonsiepe (2011), the present study general goal is to register the footwear production mode of these small and micro units, and propose as specific goal a hybrid model for creation and development, with the implementation of digital tools, which would preserve the traditional way of manufacturing, while this boosts production dynamics. The work was based on the works E Triunfo?, by Aloisio Magalhães (1985), Tempos de grossura: o design no impasse, by Lina Bo Bardi (1994 ) and Design, Cultura and Sociedade, by Gui Bonsiepe (2011). Field research in two large footwear brazilian centers were also performed: Vale dos Sinos in Rio Grande do Sul State and the city of Franca in Sao Paulo State, as well as interviews with footwear institutions and technical visits at manufacturing centers, teaching centers and small and micro manufacturers companies. As an illustration of the importance of artisan and craft production mode a case study about making a shoe for a person with special needs was presented. The hybrid model proposed was drawn in a diagram and compared to the model of the current system shoemaking practiced by small and micro companies. As a result it was found that these are stagnant in their production dynamics with non-renewal of hand labor, no projects of their own, and without the creative department, which means every day as a weakening of these companies and possibly the loss and oblivion of a rich mode of production. Therefore, the proposed model meets the needs of these companies, showing that design is crucial to the strengthening of these mills, and for recognition thus as part of the intangible heritage of the country.
Stahl, Isac, and John Kardell. "Hårproduktion genom böjning av förtexturerade hårkort : En undersökning av modelleringsmetoder samt design av hår till spel." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18612.
Full textHamm, Breanna H. "Today's Learners: Applying Gaming Elements to Enhance Student Engagement in a University Visual Communication Course." Bowling Green State University / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1308576036.
Full textJung, Ronald Luis da Cruz. "A arquitetura e as ferramentas digitais : uma visão do projeto arquitetônico." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2014. http://hdl.handle.net/10183/116048.
Full textThis research investigates the design process in architecture and how it came to be influenced in the past few years by digital tools which emerged since then. It seeks to establish a vision about the architecture design methods by questioning the existence of a new paradigm. Thereunto it analyzes the Brazilian academic production of the past few years which explored or developed theories about the use of digital tools in order to establish a starting point. Through literature, it exposes a vision and a defense of a way of designing and how digital tools can assist this process without creating distortions of its use. Finally, the text contrasts two types of architecture: the silent, sober architecture, which seeks to adapt to the city and as well support the passage of time and changes of its uses, and the "digitalist" architecture, focused on the "unusual", which turns to the possibility of the media exploitation of the building and the many problems it brings to users and society.
Serim, Baris. "Designing for Engagement: Using indirect manipulation to support form exploration in 3D modeling." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22790.
Full textBergkvist, Charlie. "Tools of the Trade : En granskning av sambandet mellan grafisk design & Adobes digitala verktyg." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-79505.
Full textDetta examensarbete behandlar relationen mellan grafisk design och Adobes digitala verktyg och program. Den första delen av arbetet innehåller en undersökning som genom intervjuer, enkät och undersökningar observerar spridningen av Adobes digitala verktyg samt även attityder kring dem och attityder kring relevanta kompetenser för grafiska designers. Den andra delen tar dessa resultat och sätter dem i ett samband tillsammans med counterculture, dekonstruktion, underdog - topdog samt teorier och strategier kring motivation och kreativitet. Dessa resultat och samband tas sedan vidare för att motivera en artefakt, ett magasin som lyfter värderade kompetenser inom grafisk design samt för att stärka ett normkritiskt förhållningssätt till nybörjares och studenters verktygslåda. Artefakten och examensarbetet är riktade till nybörjare och studenter inom grafisk design och examensarbetet ämnar att komma till förståelse ifall det finns en Adobe-norm och hur man kan bearbetade attityder som existerar kring detta.
Nyblom, Oscar. "Analysing the digital marketing tool Digital Plattform : Identifying issues users are experiencing when using a digital marketing tool for the first time." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-176573.
Full textPetersson, Christina, and Malin Perkins. "The Digital Sales Bell : A design proposal for a digital, motivational work tool." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-260145.
Full textDet här är en studie inom området datavetenskap och industriell ekonomi, med fokus på människa-dator interaktion. Avhandlingens kärna är hur ett digitalt verktyg kan öka anställdas motivation på arbetsplatsen. Motivationseffekten från den fysiska säljklockan, ett känt motivationsverktyg inom säljverksamhet, har varit studiens utgångspunkt. En kvalitativ datainsamling med säljare som population har använts för att analysera och bestämma vilka funktioner ett motsvarande digitalt verktyg bör ha för att uppnå en motiverande effekt. Datainsamlingen har också fungerat som en bas vid skapandet av personas och scenarios, vilka visar vilka behov och vilken användning produktens framtida användare potentiellt kommer att ha. Den agila designprocessen har bestått av användarcentrerade tester och evalueringar som använts för att utveckla ett optimalt designförslag och få djupare förståelse för hur användare uppfattar och interagerar med prototypens funktioner. Den slutgiltiga prototypen presenteras tillsammans med en detaljerad specifikation innehållande gränssnittets design, krav på mjukvaran samt estimerad kostnad för att utveckla och integrera produkten i en säljverksamhet. För fallstudie och testprocess har start-up telekomföretaget Telness använts.
Aluru, Gunasekhar. "Exploring Analog and Digital Design Using the Open-Source Electric VLSI Design System." Thesis, University of North Texas, 2016. https://digital.library.unt.edu/ark:/67531/metadc849770/.
Full textPersson, Lina, and Maria Persson. "A design study of a digital tool for rehabilitation of dizziness." Thesis, Umeå universitet, Institutionen för psykologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-184673.
Full textYrsel och andra vestibulära symptom drabbar ungefär fem procent av populationen. Med åldern ökar risken för yrsel och symptomen förvärras och sker mer frekvent. Studier har visat att vestibulära symptom kan behandlas på ett effektivt sätt med hjälp av digitala verktyg. Genom att utveckla och implementera digitala verktyg i sjukvården, kan effektiviteten inom vården förbättras och arbetet för vårdpersonal förenklas. YrselTräning är en applikation utvecklad för att hjälpa patienter med rehabilitering av akut yrsel. Syftet med denna studie var att utvärdera användbarheten av applikationen. Det vi avsåg att undersöka var hur användarvänligheten av en prototyp av applikationen för akut yrsel kan förbättras baserat på användartester, kognitiva teorier och designprinciper. Fem deltagare, två män och tre kvinnor i åldrarna 50-65 deltog i studien. Kvalitativ data samlades in via semistrukturerade intervjuer med direkta observationer där deltagarna uppmanades att använda sig av tänka-högt-metoden. Kvantitativ data samlades in via en lite version av en likertskala, Usability metric for user experience (UMUX-LITE). Resultatet visade att YrselTräning är en relativt användarvänlig applikation. De huvudsakliga problemen gällde brist på och otydliga instruktioner samt feedback. Ett nytt designförslag skapades där till exempel nya funktioner implementeras och instruktioner modifierades för att förbättra användarvänligheten. Vidare forskning behövs för att utvärdera och förbättra det nya designförslaget av applikationen.