Dissertations / Theses on the topic 'Digital design tools'

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1

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.

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2

Stanton, Christian J. "Material feedback in digital design tools." Thesis, Massachusetts Institute of Technology, 2007. http://hdl.handle.net/1721.1/62983.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Architecture; and, (S.M. in System Design and Management)--Massachusetts Institute of Technology, Engineering Systems Division, September 2009.
Cataloged 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.
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3

Pfeiffer, Diane. "Digital Tools, Distributed Making and Design." Thesis, Virginia Tech, 2009. http://hdl.handle.net/10919/36171.

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Given the current social and business trends with digital fabrication and communication technologies, change in the manner and means of physical object production is clearly on the horizon. Recent peripheral projects show how access to digital fabrication and communication tools pull information for making toward the user, and enable the distribution of information and product outward. They also demonstrate vibrant user innovation in smaller scale projects for both personal and commercial applications. These current trends and peripheral projects are used to help locate where design and designers may find areas of growth in a potentially less-centralized, and more varied landscape of product development and production in the future.
Master of Science
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4

Vermillion, Joshua D. "The digital craftsperson : an investigation into digital tools/processes/craft." Virtual Press, 2005. http://liblink.bsu.edu/uhtbin/catkey/1318944.

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One potential role for the architect of the future will be that of the digital craftsperson. Digital technology is allowing the designer to take control of and retool the entire design I fabrication I assembly process. With this new power, architects are crafting the digital tools and processes required to make architecture for the digital age.First, this thesis examines the notion of craft in the traditional way—how it has applied to architecture and building for most of history. This story recounts the architect's role in the designing and making of architecture, from the medieval master mason to the present-day architect. Craft, it is argued, is based on an understanding and skillful application of tools and processes as they relate to designing and making.The second part of this thesis applies this definition of craft to a new set of digital skills, tools, and processes. Digital craft is a combination of the skills of the architect, augmented by computers and computer-driven machines. Designing and making with digital tools is very dependent on a feedback loop driven process centered around a digital master model, into which, design information and data is input, and direct fabrication information and representation is output.The third part of this thesis describes the digital craftsperson through three case studies. The first case study recounts the process of digital tool-making. The second, describes the development of innovative fabrication and assembly techniques using digital tools and unconventional materials. The last case study recounts the design and fabrication process of a full-scale prototype by the author and a team of students.
Department of Architecture
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5

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.

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6

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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7

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.

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Music making and technological development has always been connected. The digital revolution has made advanced music production, writing and distribution tools universally accessible. New intelligent tools built on machine learning are entering the market potentially changing how we create music and interact with creative content.  The aim of this thesis project has been to find alternatives to existing interaction models manifested in modern DAWs (Digital Audio Workstations). Ideas developed through rough sketches and simple prototypes—the outcome consists of three concept videos proposing changes to three moments in the workflow of songwriters and producers. This thesis started with an idea of exploring the borderland between computer generated music and human creativity. Through desk research and interviews I learned that computational creativity exist and that there is a lot of different ways of defining creativity and art. Creating creative computers should not aim to replace humans creative abilities—it is rather about automating and creating tools that enhance our creative abilities.  To understand how songwriters and producers work the subject were investigated through semi-structured contextual interviews. The different ways of working and using tools were mapped out and potential opportunity areas were identified. This thesis have been a project that through sketching, mock-ups and simple prototypes questions how we use digital tools in music production. These concepts and sketches were continuously brought back to experts for feedback. The outcome consists of three concepts. They are presented through three short videos. These videos are now shared with a bigger audience and will act as an conversation starter for people interested in tools for digital music production.  1. Automating parts of the songwriting process and create a collaborative workflow between a you and a computer, through a conversational user interface.  2. A pressure sensitive touch surface that let you manipulate sound. It is an adaptive system that automatically detects active controls in your DAW—it maps these active controls from your computer screen down to a touch pad.  3. The third concept changes the way you organise and look for sound files. It is a automatised process where a software helps you compare different sounds to each other. It takes away most labels and focuses on mapping sound according to its auditory profile.
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8

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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9

Fischer, 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.

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Outcomes of innovative designing are frequently described as enabling us in achieving more desirable futures. How can we design and innovate so as to enable future processes of design and innovation? To investigate this question, this thesis probes the conditions, possibilities and limitations of toolmaking for novelty and knowledge generation, or in other words, it examines designing for designing. The focus of this thesis is on the development of digital design tools that support the reconciliation of conflicting criteria centred on architectural geometry. Of particular interest are the roles of methodological approaches and of biological analogies as guides in toolmaking for design, as well as the possibility of generalising design tools beyond the contexts from which they originate. The presented investigation consists of an applied toolmaking study and a subsequent reflective analysis using second- order cybernetics as a theoretical framework. Observations made during the toolmaking study suggest that biological analogies can, in informal ways, inspire designing, including the designing of design tools. Design tools seem to enable the generation of novelty and knowledge beyond the contexts in and for which they are developed only if their users apply them in ways unanticipated by the toolmaker. Abstract The reflective analysis offers theoretical explanations for these observations based on aspects of second-order cybernetics. These aspects include the modelling of designing as a conversation, different relationships between observers (such as designers) and systems (such as designers engaged in their projects), the distinction between coded and uncoded knowledge, as well as processes underlying the production and the restriction of meaning. Initially aimed at the development of generally applicable, prescriptive digital tools for designing, the presented work results in a personal descriptive model of novelty and knowledge generation in science and design. This shift indicates a perspective change from a positivist to a relativist outlook on designing, which was accomplished over the course of the study. Investigating theory and practice of designing and of science, this study establishes an epistemological model of designing that accommodates and extends a number of theoretical concepts others have previously proposed. According to this model, both design and science generate and encode new knowledge through conversational processes, in which open-minded perception appears to be of greater innovative power than efforts to exercise control. The presented work substantiates and exemplifies radical constructivist theory of knowledge and novelty production, establishes correspondences between systems theory and design research theory and implies that mainstream scientific theories and practices are insufficient to account for and to guide innovation. Keywords (separated by commas) Digital design tools, geometry rationalisation, second-order cybernetics, knowledge generation
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10

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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11

Sener, Bahar. "Enhancing the form creation capabilities of digital industrial design tools." Thesis, Loughborough University, 2004. https://dspace.lboro.ac.uk/2134/34802.

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The foundation of the research is that conventional computer-aided design (CAD) has yet to provide form creation tools that are entirely satisfactory to industrial designers, and that improved tools will redress the present shortfalls. Three interconnected strands of research are reported in the thesis. Emphasis is placed throughout on learning from current practices, in order to identify how digital design tools can be improved to provide better support to industrial designers' form creation processes. The first research strand comprises a series of design and modelling experiments, leading to a definitive set of customer needs for form creation. Documentary evidence is collected and analysed on the modelling activities associated with blue foam, conventional CAD, and the FreeForm® virtual clay haptic modelling system. Strengths and weaknesses of each modelling medium are identified and discussed. Taxonomies of modelling tools and charts of generalised sequences of form creation are constructed. The second research strand comprises a case study with Procter & Gamble, which establishes recommendations for how FreeForm®, as a virtual material modelling system, can be most effectively integrated into commercial new product development. The third research strand comprises a concept design project, which delivers eleven proposals for enhancing the form creation capabilities of digital industrial design tools. The main conclusions reveal that conventional CAD fails to provide satisfactory sketch form creation with both two-dimensional and three-dimensional representations. Furthermore, sketch form creation, which is characteristically speedy, loose and explorative, must be allied to constrained and dimension-driven form creation if digital design tools are to satisfy industrial designers' needs. The alliance of these two contrasting form creation approaches is suggested to be especially challenging. Two distinct directions for digital design tools are identified by the research: (i) improved emulation, or implementation, of the manual activities involved with non-digital media; and (ii) new paradigms away from 'real world' emulation, which supplement designers' cognitive modelling and draw upon existent design and communication skills.
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12

Jackson, Brian Aliston. "Digital Filter Design and Synthesis Using High-level Modeling Tools." Thesis, Virginia Tech, 1999. http://hdl.handle.net/10919/35939.

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The purpose of this thesis is to formulate a technically sound approach to designing Infinite Impulse Response (IIR) digital filters using high-level modeling tools. High-level modeling tools provide the ability to build and simulate ideal models. Once proper validation is complete on these ideal models, the user can then migrate to lower levels of abstraction until an actual real world model is designed. High-level modeling tools are the epitome of the top-down design concept in which design first takes place with the basic functional knowledge of a system. With each level of abstraction, validation is performed. High-level modeling tools are used throughout industry and their application is continually growing especially in the DSP area where many modes of communications are expanding. High-level modeling tools and validation significantly address this complex expansion by utilizing an ideal representation of a complicated network.
Master of Science
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13

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.

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La electrónica orgánica/impresa está continuamente creciendo en interés, con la aparición de nuevas propuestas y aplicaciones. Este tipo de tecnologías no pretenden competir directamente con las que provienen de la industria tradicional basada en Silicio, sino que tienen como propósito complementarla con nuevos dispositivos que proporcionen ciertas ventajas en determinadas situaciones, ya sea en términos de coste u otras. Sin embargo, en lo que se refiere al campo del procesado digital queda mucho trabajo por hacer para, paulatinamente, ir siguiendo los pasos del modelo ‘fabless’ que rige el mercado de semiconductores actual. Este modelo consiste en la deslocalización entre los equipos de diseño y los fabricantes. Respecto a dicho progreso me refiero no solo a las mejoras que acontecen a nivel de procesos de fabricación, sino también en el campo de la automatización de los procesos de diseño. Nuestro grupo de investigación concibió una novedosa estrategia para producir, de manera eficiente, diseños de circuitos digitales para electrónica impresa, basados en lo que denominamos Inkjet-configurable Gate Arrays, aprovechando las ventajas de la impresión digital. Estos Inkjet Gate Arrays consisten en matrices de transistores sobre sustratos flexibles que, una vez conectados mediante impresión digital, conforman puertas lógicas; las cuales, en su conjunto, materializan circuitos. El trabajo presentado en esta tesis se centra en una etapa específica de cualquier flujo de diseño común de circuitos integrados, llamada síntesis física. En concreto, este trabajo proporciona una novedosa metodología para resolver el problema de ubicar y conectar, ‘Placement and Routing’, los circuitos sobre las mencionadas matrices de transistores, teniendo en cuenta su rendimiento, y con independencia de la tecnología de fabricación. Se aborda la manera de cómo tratar con tecnologías impresas diferentes, que puedan presentar distintos niveles de rendimiento, normalmente debidos a la alta variabilidad intrínseca a los procesos de fabricación actuales. En tales casos, un factor clave para asegurar que la colocación de los circuitos sea funcionalmente correcta es poder procesar de manera efectiva la información sobre la distribución de fallos de las matrices. Además del concepto de mapeo según el rendimiento, la novedosa heurística aquí propuesta proporciona la capacidad de personalizar los circuitos, lo que permite mayor flexibilidad en su construcción, dependiendo de distintas razones u objetivos posibles (p. ej. congestión). Esta metodología no solo es conveniente para los primeros pasos que, en la actualidad, se están llevando a cabo en el desarrollo de prototipos de circuitos digitales para la electrónica orgánica, sino que también es escalable hacia nuevas mejoras en el rendimiento de las tecnologías de fabricación, así como en tamaños y densidad de integración.
Organic/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.
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14

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.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Architecture, 2004.
Includes 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.
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15

Filip, Silviu-Ioan. "Robust tools for weighted Chebyshev approximation and applications to digital filter design." Thesis, Lyon, 2016. http://www.theses.fr/2016LYSEN063/document.

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De nombreuses méthodes de traitement du signal reposent sur des résultats puissants d'approximation numérique. Un exemple significatif en est l'utilisation de l'approximation de type Chebyshev pour l'élaboration de filtres numériques.En pratique, le caractère fini des formats numériques utilisés en machine entraîne des difficultés supplémentaires pour la conception de filtres numériques (le traitement audio et le traitement d'images sont deux domaines qui utilisent beaucoup le filtrage). La majorité des outils actuels de conception de filtres ne sont pas optimisés et ne certifient pas non plus la correction de leurs résultats. Notre travail se veut un premier pas vers un changement de cette situation.La première partie de la thèse traite de l'étude et du développement de méthodes relevant de la famille Remez/Parks-McClellan pour la résolution de problèmes d'approximation polynomiale de type Chebyshev, en utilisant l'arithmétique virgule-flottante.Ces approches sont très robustes, tant du point de vue du passage à l'échelle que de la qualité numérique, pour l'élaboration de filtres à réponse impulsionnelle finie (RIF).Cela dit, dans le cas des systèmes embarqués par exemple, le format des coefficients du filtre qu'on utilise en pratique est beaucoup plus petit que les formats virgule flottante standard et d'autres approches deviennent nécessaires.Nous proposons une méthode (quasi-)optimale pour traîter ce cas. Elle s'appuie sur l'algorithme LLL et permet de traiter des problèmes de taille bien supérieure à ceux que peuvent traiter les approches exactes. Le résultat est ensuite utilisé dans une couche logicielle qui permet la synthèse de filtres RIF pour des circuits de type FPGA.Les résultats que nous obtenons en sortie sont efficaces en termes de consommation d'énergie et précis. Nous terminons en présentant une étude en cours sur les algorithmes de type Remez pour l'approximation rationnelle. Ce type d'approches peut être utilisé pour construire des filtres à réponse impulsionnelle infinie (RII) par exemple. Nous examinons les difficultés qui limitent leur utilisation en pratique
The 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
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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.

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The researcher’s previous experience suggested the use of computer-based design and fabrication tools might enable new models of practice that yield a greater integration between the 3D art and design disciplines. A critical, contextual review was conducted to assess what kinds of objects are being produced by art and design practitioners; what the significant characteristics of these objects might be; and what technological, theoretical and contextual frameworks support their making. A survey of international practitioners was undertaken to establish how practitioners use these tools and engage with other art and design disciplines. From these a formalised system of analysis was developed to derive evaluative criteria for these objects. The researcher developed a curatorial framework for a public exhibition and symposium that explored the direction that art and design practitioners are taking in relation to computer-based tools. These events allowed the researcher to survey existing works, explore future trends, gather audience and peer response and engage the broader community of interest around the field of enquiry. Interviews were conducted with practitioners whose work was included in this exhibition and project stakeholders to reveal patterns and themes relevant to the theoretical framework of this study. A model of the phases that practitioners go through when they integrate computer-based tools into their practice was derived from an existing technology adoption model. Also, a contemporary version of R. Krauss’s ‘Klein Group’ was developed that considers developments in the field from the use of digital technologies. This was used to model the context within which the researcher’s practice is located. The research identifies a form of ‘technologyled- practice’ and an increased capacity for a ‘transdisciplinary discourse’ at the intersection of disciplinary domains. This study will be of interest to practitioners from across the 3D art and design disciplines that use computerbased tools.
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Kamusella, 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.

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Gesetzliche Vorschriften verlangen bei Konstruktion und Inverkehrbringen von Maschinen die Beachtung einer wachsenden Anzahl von Normen und Richtlinien. Zunehmend spielt ebenso die Einhaltung ergonomischer Standards sowohl für den Gesetzgeber als auch für die Kunden eine immer wichtigere Rolle. Die Umsetzung dieser Forderungen gestaltet sich für Konstrukteure durch die Vielzahl von Vorschriften in unterschiedlichsten Quellen schwierig, insbesondere in kleinen und mittelständischen Unternehmen. Die ergonomiegerechte Konstruktion von Maschinen wird in Zukunft, unabhängig von der Unternehmens- und Auftragsgröße, ein wichtiger Erfolgsfaktor für die Wettbewerbsfähigkeit jedes Unternehmens im Maschinenbau sein. Konstrukteure stehen insbesondere vor der Aufgabe, Gesundheitsrisiken für das Bedienpersonal frühzeitig zu erkennen, Belastungssituationen abzuschätzen, ergonomische Problembereiche zu identifizieren und mit geeigneten konzeptuellen Lösungen zu begegnen. Dafür spielen Ergonomiebewertungen innerhalb von Risikoanalysen eine entscheidende Rolle. Ergonomiegerecht konstruierte Maschinen bieten marktrelevante Vorteile für den Hersteller. Neben der Reduzierung von Folgekosten durch Nachrüsten, Service und Support spielt die erhöhte Kundenzufriedenheit eine wichtige Rolle.
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Kulinska, 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.

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Malgré les progrès technologiques modernes, l'industrie du vêtement est toujours ancrée dans une approche traditionnelle en 2D et en 3D lors d’essayage virtuel. La question fondamentale de l’accessibilité aux données morphologiques du consommateur en ligne n'a toujours pas été résolue de manière appropriée. De plus, l’interactivité et le relationnel entre le corps humain et le vêtement ne sont pas suffisamment explorés pour atteindre une performance satisfaisante lors de l'essayage du vêtement en ligne. Mes travaux de recherche ont donc pour objectif de combler ces lacunes en proposant une plate-forme numérique intégrant à la fois la connaissance des experts du secteur de l’habillement (ajustement et confort), et les retours sensoriels des clients (au porté du produit) en misant en place une nouvelle stratégie de conception de vêtement en 3D afin de calculer et d’ajuster les valeurs de l’aisance 3D de celui-ci, comme les points clefs lors de la perception et la satisfaction du produit par le client. C’est à partir d’une méthode de classification supervisée associée à un descripteur de forme 2D que nous avons retrouvé le morphotype du client en 3D avec son avatar. Cette relation complexe entre la reconnaissance du corps porteurs et la conception de vêtements 3D approprié dans essayage virtuel a été testée et analysée dans le cadre de ce projet pour bâtir une solution de conception adaptée à un environnement à distance. À cette fin, nous avons présenté les principes de la modélisation du vêtement directement adaptés à la morphologie du porteur afin de couvrir toute la gamme de formes et de mesures corporelles
Despite 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
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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.

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This thesis presents a feasibility study of a Web-based digital music library and purchasing system. It investigates the current status of the enabling technologies for developing such a system. An analysis of various Internet audio codecs, streaming audio protocols, Internet credit card payment security methods, and ways for accessing remote Web databases is presented. The objective of the analysis is to determine the viability and the economic benefits of using these technologies when developing systems that facilitate music distribution over the Internet. A prototype of a distributed digital music library and purchasing system named WAPS (for Web-based Audio Purchasing System) was developed and implemented in the Java programming language. In this thesis both the physical and the logical component elements of WAPS are explored in depth so as to provide an insight into the inherent problems of creating such a system, as well as the overriding benefits derived from the creation of such a system.
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Forsling, 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.

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The aim of this thesis is to make a contribution to the field of design oriented theory, regarding young children and their way to digital competence. My research question is: How can a preschool with a certain pedagogical ICT-design give the children affordances for media play and for developing a digital competence? The European Parliament points out digital literacy as one of the Key Competences for life long learning. A digital competence is built on basic ICT (Information and Communication technology) skills. Skills you can develop any time during life, weather you are young or old. Recent Swedish research on young children and digital competence points out the preschool teacher’s insecurity regarding the use of ICT in the preschool´s daily activities (Ljung- Djärf, Klerfelt).   There are an amount of new social and cultural gaps in our modern society regarding illiteracies and learning. Fear for the digital gap, or divide, is confirmed by researchers such as Buckingham and Kress. Briefly, if one doesn’t possess digital literacy, the risk of society divides is impending. This could be built on factors such as gender, ethnicity, class, generational and geographical divides, but also about dichotomies in the capacity of learning in a digitalized milieu.   Today’s children are the first generation to grow up in a society characterized by digital media. They are born into it. They are the Digital Natives and they take the new technology for granted. The rest of us are Digital Immigrants and we try to adapt to the new society. Prensky highlights the possibilities of changes in young persons’ brains, or at least in their thinking, as a result of their nursery in the digital world. Where does that leave the teachers of the pre-digital age? The true risk of a digital divide can perhaps be found in the daily melting pot between “the natives” and “the immigrants”.  The act of arranging meaningful communicative meetings could be one education’s most important responsibilities.   From the view of a design orientated perspective, built on a socio-cultural theoretical framework, key words like design, setting and affordance become important in my study. Didactic design is a theoretical perspective which elaborates understanding of learning from semiotic activities. Learning is to be seen as meaning making in social contexts. These contexts are in pedagogical milieus called institutional settings. The teacher and /or the child can be designers of and actors in the setting.   Through the design and settings, the children at the preschool in my study, achieved consistent possibilities for media play and for developing digital competence. They got the opportunity to develop different kinds of literacy. One of the important findings of my study was that the preschool teachers developed digital competence and confidence much in the same way as the children did. Collaborative learning processes, elaboration, curiosity and playfulness stood up as affordances for learning. There have to be milieus designed for flexibility and elaborations and there have to be preschool teachers deliberately setting these kind of designs.   The study confirms previous research at one hand in the area young children and digital competence and on the other hand in research connected to design oriented theories. This study has merged the two fields together.   Further research is to be seen in a wide spread field. An interesting continuation is to study the preschool teachers education. Questions of learning and intertextuality are other important issues.   Key words: Didactic design, digital competence, digital divides, literacy, media play, affordances, settings, tools, preschool, ICT, multimodality, social semiotics, meaningmaking.
Syftet 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.
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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.

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The use of digital tools such as Sketchup, Rhino, AutoCAD and others is now commonplace in the architectural design process. These tools have advantages for time management and support the iterative nature of design, while also providing an efficient connection to later stages of design development and construction documentation. However, it could be argued that the use of digital tools during the ideation and concept phases of designing limits the cognitive connection between thought and the hand that is present in freehand sketching. If we accept that this cognitive connection is foundational to the design process, then new digital sketching tools are needed that have features similar to freehand sketching while processing sketches to 2D and 3D representations that are translatable to 3D printing, digital fabrication, and eventually Building Information Modeling. What this new tool might be is currently unclear. The purpose of this research is to identify the characteristics of a next generation of sketching tools that could support ideation activities in the concept stage of architectural design. The results will help to design a roadmap for the implementation of digital technologies in the architectural design process. This research will contribute to a shift in the implementation of digital tools in the architectural design process. This research relied on multiple data sources. First, a logical argument tactic was used to develop the research design model through a comprehensive review of the scholarly work that addresses the design process in the concept stage and the role of sketching and digital tools throughout these processes. Second, case study observation and interviews were used to explore how architects and architectural students at Virginia Polytechnic Institute and State University (Virginia Tech) use sketching, 3D modeling, and existing digital tools to represent, develop, iterate, and communicate their design ideas in the concept stage and how the tools they used affect their design process. Third, two immersive case studies were conducted to identify and develop the characteristics of a digital sketching tool. The last step was to determine consensus for the appropriateness of the To-Be model through Delphi tactics.
Doctor of Philosophy
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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.

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First-class software engineering is no longer enough for an information system product to gain success on a market. Developing successful information system products has become a challenging practice that requires an understanding of those who are going to use the products. As product innovation has become the lifeblood of companies competing in the fast- paced IT industry, the end users have ultimately become those who determine the success of these type of products. User research is conducted to gather insights of users’ contexts, behaviors and feelings when using products. It can be practiced to explore how to create products and features that end users will find useful. This thesis examines how methods and tools used in user research can expose opportunities for innovation. The study was conducted by a literature study and a case study, where user research methods were put to practice to discover opportunities for creating a concept for a new product. Emphasis was also put on studying how to provide utility when developing a new product. The case study was performed over a four month period at an e- commerce company called Swiss Clinic in Stockholm, Sweden. The study shows that opportunities for innovation in user research occur in the interplay between business, user research discoveries and iterative design and that effective communication and artifacts play essential parts for innovating successfully.
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Bahl, 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.

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24

Soto, 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.

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Thesis (S.M. in Architecture Studies)--Massachusetts Institute of Technology, Dept. of Architecture, 2012.
This 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
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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.

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26

Ivanov, 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.

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The thesis explores the possibilites of involving users – students and teachers – into the design process for an interactive textbook for assisting the teaching and learning of mathematics at a secondary school level. Involvement of students and teachers is executed with participatory design methodology for the purpose of infrastructuring between different actors – developers, designers, students and teachers, in order to suggest and emphasize novel, in terms of the market, ways for ideating, creating and evaluating concepts in the field of digital learning. The design process is executed with the aim of producing a re-design proposal for an existing interactive textbook – namely Exponent 1b by Gleerups Utbildning AB - a renowned Swedish publisher of learning materials. The proposal is part of the ideation phase of Gleerups’ project and the design process is adressed accordingly.The initial sections introduce a theoretical framework for looking at interactive learning environments and present examples of such environments and their functionalities. Significant focus is dedicated to the preliminary analysis of the current state of Exponent 1b and the follow-up participatory analysis and re-design process. The author’s proposals for improvements in the core functionalities and the interactions are based on the initial research of the theoretical framework, presented examples of integrated learning environments examples and services, and predominantly on the outcomes from the participatory analysis and design process. At the end of the thesis the author summarizes the outcomes concerning involvement of students, teachers, designers and developers, and inclusion of digital tools to facilitate learning and variety in teaching.
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Selleby, 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.

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Digital technologies are becoming increasingly common tools in our daily lives. We use it for finding information, but also to communicate with people all over the world. With a vision to strengthen Swedish healthcare's digital resources, Sweden has made major efforts in this area. Improved living conditions have changed the demographic situation as people grow older, which in turn places higher demands on healthcare efficiency. Being able to meet these demands has made digitalization of healthcare increasingly important, but also demonstrating new challenges such as participation, transparency and usability. The purpose of this study has been to investigate if communicative tools can be created to facilitate nurses work with person-centred care and to enhance patients' positive experiences of their own care. The study is based on interviews and observations with nurses working within orthopaedic sections and employees working in facility management as well as administration within the hospital. The results show that digital solutions can be effective tools for enhancing person-centered care, but with automated solutions the physical encounter between nurses and patients can be reduced. The concepts that have been developed are two mobile applications. They were developed with the intention to make it easier for nurses to document and communicate patients' activity and care plans.
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Benssam, 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.

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Nguyen, Cuong. "Designing In-Headset Authoring Tools for Virtual Reality Video." PDXScholar, 2017. https://pdxscholar.library.pdx.edu/open_access_etds/4037.

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Virtual Reality (VR) video is emerging as a new art form. Viewing VR video requires wearing the VR headset to fully experience the immersive surrounding of the content. However, the novel viewing experience of VR video creates new challenges and requirements for conventional video authoring tools, which were designed mainly for working with normal video on a desktop display. Designing effective authoring tools for VR video requires intuitive video interfaces specific to VR. This dissertation develops new workflows and systems that enable filmmakers to create and improve VR video while fully immersed in a VR headset. We introduce a series of authoring tools that enables filmmakers to work with video in VR: 1) Vremiere, an in-headset video editing application that enables editors to edit VR video entirely in the headset, 2) CollaVR, a networked system that enables multiple users to collaborate and review video together in VR, and 3) a set of techniques to assist filmmakers in managing and accessing interfaces in stereoscopic VR video without suffering depth conflicts. The design of these applications is grounded in existing practices and principles learned in interviews with VR professionals. A series of studies is conducted to evaluate these systems, which demonstrate the potential of in-headset video authoring.
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Flores, 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.

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Dissertação apresentada à Universidade Fernando Pessoa como parte dos requisitos para obtenção do grau de Mestre em Arquitetura e Urbanismo
A 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.
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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.

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This study aims to explore how today's digitalization looks in art specific educational research, bylooking at how teaching and teachers act towards digital techniques and tools to developstudents’ knowledge and abilities in arts education. The overview is constructed by a systematicsearch on two different databases. The presentation of the articles is done through three thematicdivisions: (i)The effects of teachers' view on digitalisations’ role in arts education, (ii)Teachers design of digitalarts educationand (iii)Students learning in relation to design of digital arts education. After thethematization of the eight articles a discussion is made in relation to the chosen problem area andtwo related questions “What kind of impact does teachers' attitudes on technology have onteaching?” and “How can different ways of working with technology change how students evolvetheir skills and competence?” have been asked. The results show that there are two main viewson digitalisation’s role in education, the ones that are against it and are for the traditional ways ofthe art subject and the teachers who are for the use of digital tools and can see the knowledgethat students develop
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Guerra, 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.

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Les phases préliminaires du processus de conception sont celles qui influencent le plus le résultat. Elles sont caractérisées par l’incertitude : le processus ne peut être précisément défini à l’avance. L’approche Design Thinking est particulièrement adaptée pour gérer cette spécificité. L’introduction de supports numérique pendant ces phases de conception préliminaire a été identifiée comme une piste de recherche à fort potentiel. L’analyse de ces phases amont a permis de définir des postulats à partir desquels construire ces nouveaux supports numériques. Ces dispositifs sont constitués de deux surfaces tactiles, multi-utilisateurs ; une orientée horizontalement pour favoriser le foisonnement, l’autre orientée verticalement pour favoriser la focalisation. Par conséquence, ces plateformes ont été identifiées avec l’acronyme HOVER (HORizontale VERticale). La méthodologie de recherche comporte deux phases. Lors de la première phase, des expérimentations ont permis de comparer les dispositifs numériques avec les dispositifs actuels. Cette phase avait pour objectif de déterminer si les dispositifs numériques étaient acceptables dans la situation d’usage préconisée. Lors de la deuxième phase, les dispositifs numériques ont été testés dans des situations de travail réelles, afin de déterminer s’ils améliorent ces situations de travail. Ces expérimentations, ont été faites sur une spécifique plateforme HOVER, dénommés plateforme TATIN-PIC (Table Tactile Interactive –Plateforme Intelligente de Conception), construite à l’Université de Technologie de Compiègne. Les quatre expérimentations de la première phase ont révélées un niveau d’acceptabilité satisfaisant. En outre, cette phase permis d’identifier plusieurs pistes d’amélioration notamment au niveau des interactions homme-machines. La prise en compte des données collectées lors de cette phase a conduit à la conception d’une nouvelle version des dispositifs numériques. Cette nouvelle version, dénommée plateforme Digital Project Space (DPS), a été utilisée pour tester le dispositif dans des situations d’utilisation réelles. Les résultats de ces tests préliminaires montrent que les utilisateurs sont satisfaits des améliorations apportées par la plateforme DPS, et que ses performances, sont au pire, comparable aux meilleures prestations des supports papier actuellement disponibles. Des tests complémentaires sont néanmoins nécessaires pour avoir des résultats généralisables. Les perspectives sont de continuer la dissémination des dispositifs DPS dans la sphère productive afin d’obtenir des données quantitatives sur l’efficacité et l’efficience. L’objectif étant d’identifier des modèles prescriptifs de l’impact des dispositifs sur le processus de conception préliminaire
The 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
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Barge, Roland A. "The feasibility of using virtual prototyping technologies for product evaluation." Thesis, Loughborough University, 2008. https://dspace.lboro.ac.uk/2134/16390.

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With the continuous development in computer and communications technology the use of computer aided design in design processes is becoming more commonplace. A wide range of virtual prototyping technologies are currently in development, some of which are commercially viable for use within a product design process. These virtual prototyping technologies range from graphics tablets to haptic devices. With the compression of design cycles the feasibility of using these technologies for product evaluation is becoming an ever more important consideration. This thesis begins by presenting the findings of a comprehensive literature review defining product design with a focus on product evaluation and a discussion of current virtual prototyping technologies. From the literature review it was clear that user involvement in the product evaluation process is critical. The literature review was followed by a series of interconnected studies starting with an investigation into design consultancies' access and use of prototyping technologies and their evaluation methods. Although design consultancies are already using photo-realistic renderings, animations and sometimes 3600 view CAD models for their virtual product evaluations, current virtual prototyping hardware and software is often unsatisfactory for their needs. Some emergent technologies such as haptic interfaces are currently not commonly used in industry. This study was followed by an investigation into users' psychological acceptance and physiological discomfort when using a variety of virtual prototyping tools for product evaluation compared with using physical prototypes, ranging from on-screen photo-realistic renderings to 3D 3600 view models developed using a range of design software. The third study then went on to explore the feasibility of using these virtual prototyping tools and the effect on product preference when compared to using physical prototypes. The forth study looked at the designer's requirements for current and future virtual prototyping tools, design tools and evaluation methods. In the final chapters of the thesis the relative strengths and weaknesses of these technologies were re-evaluated and a definitive set of user requirements based on the documentary evidence of the previous studies was produced. This was followed by the development of a speculative series of scenarios for the next generation of virtual prototyping technologies ranging from improvements to existing technologies through to blue sky concepts. These scenarios were then evaluated by designers and consumers to produce documentary evidence and recommendations for preferred and suitable combinations of virtual prototyping technologies. Such hardware and software will require a user interface that is intuitive, simple, easy to use and suitable for both the designers who create the virtual prototypes and the consumers who evaluate them.
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Ozturk, Elif. "Online Distance Education: A New Approach To Industrial Design Education." Master's thesis, METU, 2010. http://etd.lib.metu.edu.tr/upload/12612241/index.pdf.

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

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Orientador: Maria Gabriela Caffarena Celani
Dissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Engenharia Civil, Arquitetura e Urbanismo
Made available in DSpace on 2018-08-24T11:31:11Z (GMT). No. of bitstreams: 1 BarbosaNeto_Wilson_M.pdf: 18612146 bytes, checksum: d8fbaaa3aaa7ff8e9008c22519dc03e7 (MD5) Previous issue date: 2013
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
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36

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.

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This thesis is concerned with the sampled-data control of non-linear continuous-time systems. Sampled-data systems are present in all computer controlled, hybrid or embedded systems. The design and computation of suitable digital controllers represent unavoidable tasks since both continuous and discrete-time components interact. The basic framework of this work takes part of a wide research activity performed by S. Monaco and D. Normand-Cyrot regarding non-linear sampled-data systems. The underlying idea is to design digital controllers that recover certain continuous-time properties that are usually degraded through sampling as it is the case when continuous-time controllers are implemented by means of zero-order holder devices (emulated control). This thesis brings contributions into three different directions. The first one regards theoretical developments: a new digital backstepping-like strategy design for strict-feedback systems is proposed. This method is compared with other strategies proposed in the literature. The second contribution is the development of a control designer and of a simulation toolbox (in Matlab) for non-linear sampled-data systems. This toolbox includes different digital design strategies such as: multi-rate control, input-output/Lyapunov matching, digital backstepping design, etc. The third contribution concerns several case studies conducted to highlight the performances of the sampled-data controller designs, computed by the means of the software toolbox. Experimental and simulation results are described for various real examples especially in the area of electrical and mechanical processes.
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Holz, 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.

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38

Ozkan, 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.

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The scope of this study is to illustrate the relationship between computer-aided design (CAD) and computer-aided manufacturing (CAM) systems, and to show how architectural modeling should be positioned in the process of computer-aided design/computer-aided manufacturing (CAD/CAM) systems. The integration of computer aided technologies with architectural design is investigated in terms of design-production/fabrication interaction. The research has been based on a case study in which the CAD/CAM process from the initial design phase to the actual manufacturing of the design object has been explored. A design object is modeled using CAD and the model is manufactured using CAM in order to illustrate the process of CAD/CAM and its potentials related to architectural design and the construction/manufacturing/fabrication process of building. Thus, the study tries to demonstrate what digital tools can provide to the field of architecture, and lists the requirements for architectural modeling to acquire compatibility among the parts of the building process.
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Bravo, Martínez Maite. "Lógicas paramétricas en la arquitectura del siglo XX." Doctoral thesis, Universitat Politècnica de Catalunya, 2016. http://hdl.handle.net/10803/386394.

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Architecture’s progression into the digital age is fundamentally changing contemporary practice due to the rapid development of digital tools available to architects, which are deeply affecting how projects are conceived, formulated, developed and constructed. The emergence of Building Information Modeling (BIM) has reached unprecedented relevance at the beginning of the XXI century within some academic and practicing architectural sectors. BIM tools are usually based on parametric design, a method that allows the design of element behavior through powerful linkage methods with changeable dimensions. Parametric tools are enabling the use of complex geometries, and have produced a multitude of highly suggestive freeform projects. For many architects, these developments are viewed either as banal proposals, products of digital intelligence (Meredith 2009), representative a mature style (Schumacher 2008), or even changing the very basis of architecture. These positions coexist, gravitating between unconditional support, skepticism, and criticism, and share a generalized ambiguity with respect to their underpinning fundaments and principles, which has created widespread concern amongst academia and practicing architects. This research theorizes that parametric design is not only a powerful tool and a product of digital intelligence, but that it’s also an important “logic” found persistently within the history of architecture. In particular, several architects and engineers started to formulate parametric concepts throughout the XX century, initially without the use of computation. These early experiments represent architectural production of significant quality, but despite their pivotal contribution to innovation, their legacy is currently absent within architectural practice and theoretical discourses, due to the lack of research about their guiding principles, historical references, and conceptual developments. A genealogy of over 40 selected projects has been constructed, with each exhibiting parametric logics throughout their conception, design and construction, before the use of digital tools from 1890 to 1980. These projects are reconstructed digitally using current parametric platforms (Rhino with Grasshopper plug-in) to unveil their generative logics and study their underlying codification. Their basic parameters are revealed, which testify a close relationship between materiality, construction systems, geometrical bases, and structural limitations. Multiple genealogies between projects can be traced, allowing further relationships and sequences among innovative research agendas. Furthermore, important collaborations between the project´s authors are revealed, within a body of knowledge that still remains unknown to a vast architectural community. Proving that the use of parametric logic is historically deeply interwoven into the interdisciplinary nature of innovative architectural practice, this research identifies that current digital tools are continuing these logics, and are extrapolating them to unforeseen levels. By questioning some of the superficial and misinformed opinions that are currently abundant within the realm of architectural digital production, this thesis provides a series of theoretical and practical precedents, which were developed prior to the appearance of digital tools. This knowledge should be continued and expanded to help resolve current discrepancies between advanced architectural practice and some traditional theoretical discourses. If the practice of architecture must respond to the paradigms of its time, it is imperative to situate innovation within a coherent and rigorous architectural knowledge that is part of a permeable and always alive and changing architectural history (Giedion 1941)
La 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
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40

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.

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This thesis provides insights into how technology can be and is used as child-centric learning tools within primary school classrooms. The conducted studies look closely at how tablet technology is integrated into the modern classroom, and considers how existing digital writing technologies could support handwriting-based learning exercises in future. This is achieved by conducting three in-the-wild studies, using different approaches, with a total of seventy-four children in school classrooms. In the first study, focus is placed on how tablets integrate into and with existing classroom practices, documenting when and how children use tablets in class. Relevant and complementary to this, the use of traditional writing tools is questioned and two further studies explore the potential and suitability of digital pens to support children's handwriting-based learning. One looks in detail at how children's handwriting is effected by different existing digital pen technologies. The other study, conducted through a creative, participatory design session, asks children to provide their opinions regarding desirable features for digital writing technology. The findings from this research classify and exemplify the role of tablets in the classroom, and explore potential design directions of digital writing tools which could be used by children in the future. This work may be useful and of interest to others who conduct research with children within the fields of Human Computer Interaction, Child Computer Interaction or education.
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Passos, 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/.

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A indústria calçadista brasileira é formada majoritariamente por pequenas e micro empresas que ainda preservam o modo tradicional e autêntico de produção de calçados e têm as mãos do artesão como a mais importante das ferramentas. Dessa maneira, sob a adoção das definições de design propostas pelo ICSID (2014) e por Bonsiepe (2011), o presente trabalho teve como objetivo geral registrar o modo de produção de calçados dessas pequenas e micro unidades produtoras e como objetivo específico propor um modelo híbrido de criação e desenvolvimento, com a implantação de ferramentas digitais que preservasse o modo tradicional de fabricação, e, ao mesmo tempo, impulsionasse essa dinâmica de produção. O trabalho foi fundamentado nas obras E Triunfo?, de Aloísio Magalhães (1985), Tempos de Grossura: o design no impasse, de Lina Bo Bardi (1994) e Design, Cultura e Sociedade, de Gui Bonsiepe (2011). Também foram realizadas pesquisas de campo em dois grandes polos calçadistas brasileiros: região do Vale dos Sinos, no estado do Rio Grande do Sul, e na cidade de Franca, no interior do estado de São Paulo, além de entrevistas com entidades do setor e visitas técnicas a centros de manufatura, centros de ensino e empresas fabricantes de pequeno e micro porte. Como ilustração da importância do artesão e do modo de produção artesanal, o trabalho apresenta um estudo de caso sobre a confecção de um calçado para uma pessoa com necessidades especiais. A proposta do modelo híbrido foi elaborada em fluxograma e comparada ao modelo do sistema atual de fabricação de calçados praticado pelas pequenas e micro empresas. Como resultado verificou-se que elas encontram-se estagnadas em sua dinâmica de produção, com falta de renovação de mão de obra, sem projetos de sua própria autoria e sem departamento de criação, o que implica, a cada dia, o enfraquecimento dessas empresas e, possivelmente, na perda e no esquecimento de um rico modo de produção. Logo, o modelo proposto vem ao encontro das necessidades dessas empresas, mostrando que o design é o fator crucial para o fortalecimento dessas unidades produtoras e para o reconhecimento desse modo de fazer como corpo formador do patrimônio imaterial do país.
The 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.
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42

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.

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Despite the importance of hair for characters in games, the process for creating realistic looking real-time hair is a highly difficult task that can only be performed by a few artists. As the industry is growing so does expectations of games graphics and the need for higher fidelity hairstyles. This paper sets out to explain current modeling techniques for hairstyling, and presents an alternate way for styling haircard models using curve deformers. Our Blende radd-on, based on this method is then previewed by industry professionals to evaluate their perception of the method’s effectiveness based on “control”, “time” and “preference”. Our conclusion is that per wisp curve based controls are easily learnt, relatively quick to use and gives adequate control over each haircard. The method therefore shows promise instream lining artists’ production pipelines. This test serves as a pilot for further exploration of curve based tools for production of real-time hair.
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43

Hamm, 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.

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44

Jung, 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.

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Esta pesquisa procura investigar o processo de projeto na arquitetura e como o mesmo passou a ser influenciado nas últimas décadas pelas ferramentas digitais que surgiram desde então. Busca estabelecer uma visão sobre o projeto arquitetônico questionando a existência de um novo paradigma. Para isso analisa a produção acadêmica brasileira dos últimos anos que exploraram ou desenvolveram teorias sobre a utilização de ferramentas digitais afim de estabelecer um ponto de partida. Através da bibliografia expõem uma visão e uma defesa de uma forma de projetar e de como as ferramentas digitais podem auxiliar este processo sem criar deturpações de uso. Por fim o texto contrapõem duas arquiteturas: a arquitetura silenciosa - sóbria - que busca adequar-se à cidade e tão bem aguenta o passar do tempo e a arquitetura digitalista, focada no "inusitado", que está muito mais voltada à possibilidade de exploração midiática da edificação e que tantos problemas traz aos usuários e à sociedade.
This 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.
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45

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.

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This thesis aims to study the design possibilities for supporting explorative form-finding in 3D modeling applications. For today’s many design professions, 3D forms are achieved partly in engagement with digital environments. Use of software has far exceeded final idea execution, extending to the early phases of design work in which the outcome is not predetermined. This insight led designers of interactive systems support sketching and ideating activities by reducing the risk of experimentation and cognitive effort demanded from user. Yet, there has been less emphasis on traditional design and craft practice that acknowledges engagement with materials and effort spent on work as an integral part of creative process.The notion of exploration in the scope of this thesis attempts to incorporate such aspects. Relevant literature about workshop practice in design and craft has been reviewed, as well as examples of CAD technologies that aid designers. In this light, HCI perspectives on the design of creativity support tools and games have been discussed. The thesis work aimed to concretize this background by building a design strategy and an interactive artifact. A 3D form-finding application concept using objects in modeling space to indirectly manipulate geometry, “kfields”, has been developed and evaluated with users at various stages. The thesis concludes by reflecting on the findings of different design stages and proposing further directions for design.
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46

Bergkvist, 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.

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This bachelor thesis project treats the relationshipbetween graphic design and the digital tools and software offered by Adobe. The first part of the paper presents an investigation which through interviews, survey and examination observe the spread of Adobes tools and programs, as well as attitudes around them and relevant competencies for graphic designers. The second part of the paper takes these results and put them in context with counterculture, deconstruction, underdog-topdog as well as theories and strategies about motivation and creativity. These results and contexts are then brought forward to motivate an artefact in the shape of a magazine which emphasizes these valued competencies within graphic design, as well as strengthening a norm-critical approach to the toolkit of students and beginners within graphic design. The artefact and bachelor thesis project is aimed towards beginners and students within graphic design as the target group. This bachelor thesis project aims towards gaining an insight into whether or not there is a norm within graphic design and the tools and programs of Adobe and how one can counteract the attitudes that exist around it.
Detta 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.
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47

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.

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Digital marketing is becoming more influential for businesses and along with it so does digital marketing tools. To make digital marketing tools useful for new users and businesses, they should be easy to use and allow for a good user experience. By analysing the digital marketing tool ‘Digital Plattform’ by Digital Marknadsplan, this study examines how to make design suggestions to improve user experience by using theories in interaction design and insights from user tests that highlights common issues. It turns out there are common issues that has been highlighted trough a heuristic analysis and a thematic analysis. Some issues include a lack of feedback and information along with general inconsistencies. By providing design suggestions to these issues, they could be targeted directly and therefore improving the user experience for new potential users. The results of this study could also be argued to be applicable to other digital marketing tools in improving their user experience for new users.
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48

Petersson, 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.

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This is a study within the area of computer science and industrial engineering and management, with focus on human computer interaction and management. The focal point for the thesis is work motivation with a digital approach; the possibilities of creating a digital tool that can increase sales employees’ motivation. The motivational effect of the physical Sales Bell, a tool used widely to motivate employees within sales, has been the basis of this project. A qualitative data gathering has been used to determine which functions and features the equivalent digital tool should possess. The collected data has also been the basic for creating personas and scenarios displaying the needs and potential use of the product. The agile design process has involved user-based testing and evaluations in order to develop an optimal design proposal and gain further understanding how the user perceives and interacts with the features and functions. The final prototype is presented together with a detailed specification of both interface design, software requirements and the estimated development cost. Thecase study and testing process has focused on the start-up telecom company Telness.
Det 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.
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49

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/.

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The design of VLSI electronic circuits can be achieved at many different abstraction levels starting from system behavior to the most detailed, physical layout level. As the number of transistors in VLSI circuits is increasing, the complexity of the design is also increasing, and it is now beyond human ability to manage. Hence CAD (Computer Aided design) or EDA (Electronic Design Automation) tools are involved in the design. EDA or CAD tools automate the design, verification and testing of these VLSI circuits. In today’s market, there are many EDA tools available. However, they are very expensive and require high-performance platforms. One of the key challenges today is to select appropriate CAD or EDA tools which are open-source for academic purposes. This thesis provides a detailed examination of an open-source EDA tool called Electric VLSI Design system. An excellent and efficient CAD tool useful for students and teachers to implement ideas by modifying the source code, Electric fulfills these requirements. This thesis' primary objective is to explain the Electric software features and architecture and to provide various digital and analog designs that are implemented by this software for educational purposes. Since the choice of an EDA tool is based on the efficiency and functions that it can provide, this thesis explains all the analysis and synthesis tools that electric provides and how efficient they are. Hence, this thesis is of benefit for students and teachers that choose Electric as their open-source EDA tool for educational purposes.
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50

Persson, 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.

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Dizziness and other vestibular symptoms affect around five percent of the general population. As one grows older the risk for dizziness increases and the symptoms become more severe and frequent. Studies have shown that digital tools can be used effectively when treating these symptoms. By developing and implementing digital tools in healthcare, the effectiveness in healthcare can be improved and the work for healthcare professionals facilitated. YrselTräning is an application developed to help patients with rehabilitation of acute dizziness. The aim of this study was to evaluate the usability of the application. We wanted to investigate how the usability of the prototype for the acute dizziness application can be improved based on users tests, cognitive theories and design principles. Five participants, two males and three females in the ages of 50-65, participated in the study. Qualitative data was obtained by conducting semi-structured interviews with direct observations, where the participants were asked to use the think-aloud-method. Quantitative data was collected with the lite version of the likert scale Usability metric for user experience (UMUX-LITE). The results showed that YrselTräning is an application with relatively good usability. The main concerns were regarding a lack of, or unclear instructions and feedback. A new design of the application was created that for example included added functions and modified instructions to improve the usability. Further research is required to evaluate and improve the new design of the application.
Yrsel 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.
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