Artículos de revistas sobre el tema "Design objects"

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1

Daniielian, Anait. "Eco-design: the methodological approach in designing." USEFUL online journal 2, n.º 3 (5 de octubre de 2018): 15–28. http://dx.doi.org/10.32557/useful-2-3-2018-0004.

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A system of concepts and definitions was generalized, the basic principles of creating eco- objects are defined and formulated in the article. A model of the system representation of the eco-object is proposed to determine the concepts of environmental sustainability and structure ecologization. The concept of ecologization of the life cycle of the object is formulated, the appropriative scheme is proposed. The concept of ecologization of the object's functioning is presented. As a result of the structural analysis of the concept, three concepts of the functioning of the eco-object during the exploitation were formulated and highlighted. The factors that directly or indirectly influence decision-making in the process of shaping were systematized, formulated, presented in the schematic form. As a result of the dissertation research on the basis of analysis of examples from the design practice, systematization of data, development of the typology of objects of eco-architecture in terms of geometric schemes, constructive solutions and their interrelations, elaboration of a proposal for a new method of rational, multivariate use of ecological principles in the objects of different structure and purpose, the algorithm of modeling objects of eco-design as the basis of the decision-making system was developed.
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2

Liang, Wen-Yau y Peter O'Grady. "Design with objects: an approach to object-oriented design". Computer-Aided Design 30, n.º 12 (octubre de 1998): 943–56. http://dx.doi.org/10.1016/s0010-4485(98)00050-5.

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3

Jalote, P. "Functional refinement and nested objects for object-oriented design". IEEE Transactions on Software Engineering 15, n.º 3 (marzo de 1989): 264–70. http://dx.doi.org/10.1109/32.21754.

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4

Rakhmatulina, R. Sh. "DIGITAL DESIGN OBJECTS: FEATURES OF LEGAL REGULATION". Juridical Journal of Samara University 6, n.º 4 (27 de diciembre de 2020): 33–37. http://dx.doi.org/10.18287/2542-047x-2020-6-4-33-37.

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The article is devoted to digital design objects. The author analyzes the features of design objects, examines the influence of digital technologies on the creation of design objects. It is suggested to enter the sign of originality for design objects as for works of art. Digital technologies give an impulse and a different meaning to design objects. The designer combines various types of technologies using digital technology. Thus, the originality of the design product will consist of different components: user perception of the object, convenience, fashion, design of creative use and processing of information, and other interesting and convenient elements. Objects created by artifi cial intelligence technology are becoming popular in design. For objects created by artificial intelligence technology, the criterion of originality will be questioned, since in foreign practice (USA, England), the criterion of originality carries the author's personality, but the novelty can be easily determined by the machine. Hence, it is proposed to grant the author of the software product the exclusive right to the object created by the machine.
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5

Ghareb, Mazen Ismaeel. "A new challenge to build an application for design Generative Design Pattern". Journal of University of Human Development 1, n.º 2 (30 de abril de 2015): 311. http://dx.doi.org/10.21928/juhd.v1n2y2015.pp311-316.

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A design pattern is used as a static reusable component of object oriented design in the many patterns catalogue. The regular design pattern does not show any collaboration of shared resource between patterns in the software design. But generative design pattern is a new design pattern that shows the relationship and shared resources between them. The generative design pattern is considered a dynamic and active design, which creating new design as a result of collaboration and resource usage between two designs. This paper will demonstrate benefit and the structure of generative pattern. It also demonstrates the creation of a desktop application for modeling generative design pattern. The Java language creates the desktop application. The application provides many features, for instance, users can place drawing objects such as class, Interface and Abstract Class object. The users also can draw different connection line between these objects, such as simple, inheritance, composition lines. This project shows the implementation details techniques of drawing objects and their connection. It also provides an open source code that many novice developers can understand and analysis for further development. The application source code gives the developers new ideas and skills in object oriented programming and graphical user interface in Java language.
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6

Lee, Hyeon-Ah, Kwang-Woo Nam y Keun-Ho Ryu. "Design of a spatiotemporal object model for 2D geographic objects". KIPS Transactions:PartD 9D, n.º 1 (1 de febrero de 2002): 43–56. http://dx.doi.org/10.3745/kipstd.2002.9d.1.043.

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7

Rashidi, Zeynab. "Properties of Relationships Among Objects in Object-Oriented Software Design". International Journal of Programming Languages and Applications 5, n.º 4 (31 de octubre de 2015): 1–13. http://dx.doi.org/10.5121/ijpla.2015.5401.

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8

Lieberherr, Karl J., Paul Bergstein y Ignacio Silva-Lepe. "From objects to classes: algorithms for optimal object-oriented design". Software Engineering Journal 6, n.º 4 (1991): 205. http://dx.doi.org/10.1049/sej.1991.0024.

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9

Civello, Franco. "Roles for composite objects in object-oriented analysis and design". ACM SIGPLAN Notices 28, n.º 10 (octubre de 1993): 376–93. http://dx.doi.org/10.1145/167962.165929.

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10

Christensen, Henrik Baerbak. "Implications of perspective in teaching objects first and object design". ACM SIGCSE Bulletin 37, n.º 3 (septiembre de 2005): 94–98. http://dx.doi.org/10.1145/1151954.1067474.

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11

Rodríguez, Verónica y Gerardo Ayala. "Design Methodology for Adaptivity and Adaptability of Learning Object’s Interface". International Journal of Online Pedagogy and Course Design 3, n.º 2 (abril de 2013): 77–95. http://dx.doi.org/10.4018/ijopcd.2013040105.

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In this paper the authors introduce a Design Methodology for Adaptivity and Adaptability of Learning Object’s Interface. The interface should be seen as the action space where mediatic objects are presented for user interaction. A learning object developed based on this methodology adapts itself to the user; it is not the user who must adapt her/himself to the learning object. This adaptation implies the design of the learning object interface, which includes the processes and structures for adaptivity and adaptability. The paper includes a discussion of methodology, the architecture and its components.
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12

BOBBIE, PATRICK O. "AUTOMATIC, RAPID GENERATION OF DESIGN PROTOTYPES FROM LOGIC SPECIFICATIONS". International Journal of Software Engineering and Knowledge Engineering 01, n.º 04 (diciembre de 1991): 331–50. http://dx.doi.org/10.1142/s021819409100024x.

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This article is on a methodology for eliciting and verifying the correctness of domain knowledge using propositional logic. The domain knowledge is further structured and organized into subdomains of objects to facilitate an automatic and rapid development of design prototypes. The philosophy of the design paradigm is threefold: 1) focus the development of software requirements specifications on a set of objects and a set of relationships; 2) establish theorems about the interrelationships of the objects, prove the correctness of the theorems, construct software architectural models based on the transitivity of the theorems, and decompose the models into clusters of objects; and 3) employ object-oriented design techniques to generate prototypes of object classes from the resultant clusters. A prototype generator has been implemented to realize these goals. The significant contributions of this paper are: 1) limiting the contents of the specifications to objects and relationships and mapping this dual basis approach into formalisms of logic to derive and verify the abstract interdependencies of the objects; and 2) modeling, decomposing, and clustering the objects into common classes to facilitate a modular design.
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13

Mars, Agnieszka, Ewa Grabska, Grażyna Ślusarczyk y Barbara Strug. "Design characteristics and aesthetics in evolutionary design of architectural forms directed by fuzzy evaluation". Artificial Intelligence for Engineering Design, Analysis and Manufacturing 34, n.º 2 (mayo de 2020): 147–59. http://dx.doi.org/10.1017/s0890060420000153.

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AbstractThis paper deals with design characteristics-oriented approach to architectural design based on the combination of three methods – recognition, generation, and evaluation. Design characteristics are understood as a set of specific features which constitute a discriminant of a class of architectural forms. The Biederman recognition-by-components theory is used to recognize the design structure. An evolutionary algorithm, which serves as a generative tool, is driven by the fuzzy evaluation based on Birkhoff's aesthetic measure. Phenotypes of architectural objects are seen as configurations of Biederman's basic components essential for visual perception. Genotypes of these objects are represented by graphs with bonds, where nodes represent object components, node bonds represent component surfaces, while graph edges represent relations between surfaces. Graph evolutionary operators, that is, crossover and mutation, are defined in such a way that they preserve characteristic features seen as design requirements specified for designed objects. The fitness function is determined by the fuzzy evaluation of designs based on Birkhoff's aesthetic measure for polygons adapted for three-dimensional solids. The approach is illustrated by examples of designing objects with the use of a fuzzy evaluation mechanism, which takes into account both aesthetic criteria and the degree to which design requirements corresponding to object characteristic features are satisfied.
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14

I. Zhigunova, A. y M. L. Sokolova. "Subject-Light Environment as a Platform for Implementation of Universal Design Principles". International Journal of Engineering & Technology 7, n.º 4.36 (9 de diciembre de 2018): 1094. http://dx.doi.org/10.14419/ijet.v7i4.36.25038.

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The present article analyzes the possibility of introducing principles of universal design into the design process of objects, the designs of which provide for the presence of light elements. Compliance with the principles of universal design will allow to fill the environment with more sophisticated design objects that will be convenient and accessible to people regardless of their features. At the same time, the designer often uses a light, or light medium in his work. Light environment can be considered the configuration of light fluxes and objects creating them, transmitting, reflecting and scattering. Such objects can be both of artificial and natural origin. If we consider questions of the interaction of light medium with objects and their aggregates (we can talk both about objects that serve as a source of light and about objects interacting with light), then we can talk about the object-light medium.
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15

Nguyen, G. T. y D. Rieu. "Expert database concepts for engineering design". Artificial Intelligence for Engineering Design, Analysis and Manufacturing 1, n.º 2 (mayo de 1987): 89–101. http://dx.doi.org/10.1017/s0890060400000184.

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The specific semantics of CAD objects are analysed concerning their nature their dynamicity and their consistency during the design process. The nature of CAD objects is concerned with their structure and relationships. The dynamicity is concerned with the evolving nature of the objects, i.e. their behavior. The consistency is concerned with their completeness and relationships with integrity constraints.A new methodology for semantic constraints management and control is defined. It relies extensively on database and expert system technologies for the implementation of new concepts, e.g. logical prototypes of objects and object equivalence class.It provides a sound and unified basis for modelling the dynamic nature of complex objects, concerning both the management of their structure and the certification of the update operations, i.e. the control of their correctness.The functionalities of CADB, a prototype expert database system that supports these features, are detailed. CADB is currently implemented in Prolog on VAX™ 11/785 and APOLLO™ workstations.
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16

Bertoni, Marco, Massimo Panarotto y Tobias C. Larsson. "Boundary objects for PSS Design". Procedia CIRP 47 (2016): 329–34. http://dx.doi.org/10.1016/j.procir.2016.03.226.

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17

Cohen, M. "Writing Design: Words and Objects". Journal of Design History 27, n.º 2 (23 de diciembre de 2013): 194–95. http://dx.doi.org/10.1093/jdh/ept038.

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18

Scanlan, Jennifer. "Design Objects and the Museum". Journal of Design History 31, n.º 1 (febrero de 2018): 106–8. http://dx.doi.org/10.1093/jdh/epx040.

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19

Raizman, David. "Design Culture: Objects and Approaches". Journal of Design History 32, n.º 3 (28 de mayo de 2019): 304–6. http://dx.doi.org/10.1093/jdh/epz023.

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20

Veerkamp, Paul y Paul Ten Hagen. "Qualitative reasoning about design objects". Robotics and Computer-Integrated Manufacturing 10, n.º 1-2 (enero de 1993): 33–39. http://dx.doi.org/10.1016/0736-5845(93)90023-d.

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21

Payne, P. N. "Structural design using intelligent objects". Computers & Structures 40, n.º 1 (1991): 107–14. http://dx.doi.org/10.1016/0045-7949(91)90463-v.

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22

Rashid, Abdulmuttalib, Wael Zayer y Mofeed Rashid. "Design and Implementation of Locations Matching Algorithm for Multi-Object Recognition and Localization". Iraqi Journal for Electrical and Electronic Engineering 14, n.º 1 (1 de junio de 2018): 10–21. http://dx.doi.org/10.37917/ijeee.14.1.2.

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A new algorithm for multi-object recognition and localization is introduced in this paper. This algorithm deals with objects which have different reflectivity factors and distinguish color with respect to the other objects. Two beacons scan multi-color objects using long distance IR sensors to estimate their absolute locations. These two beacon nodes are placed at two corners of the environment. The recognition of these objects is estimated by matching the locations of each object with respect to the two beacons. A look-up table contains the distances information about different color objects is used to convert the reading of the long distance IR sensor from voltage to distance units. The locations of invisible objects are computed by using absolute locations of invisible objects method. The performance of introduced algorithm is tested with several experimental scenarios that implemented on color objects.
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23

Bertino, Elisa y Giovanna Guerrini. "Extending the ODMG object model with composite objects". ACM SIGPLAN Notices 33, n.º 10 (octubre de 1998): 259–70. http://dx.doi.org/10.1145/286942.286965.

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24

Kühne, Thomas. "Higher order objects in pure object-oriented languages". ACM SIGPLAN Notices 29, n.º 7 (julio de 1994): 15–20. http://dx.doi.org/10.1145/181593.181595.

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25

Hayes, Barry. "Using key object opportunism to collect old objects". ACM SIGPLAN Notices 26, n.º 11 (noviembre de 1991): 33–46. http://dx.doi.org/10.1145/118014.117957.

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26

Gabrėnas, Arnoldas y Darius Linartas. "Wooden Objects in Architecture Competitions". Journal of Architectural Design and Urbanism 3, n.º 1 (14 de septiembre de 2020): 20–28. http://dx.doi.org/10.14710/jadu.v3i1.8604.

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The article deals with the role of wooden architecture constructions in competitions that took place in the recent decade. Architecture competitions for which designs from wood were offered are discussed. The properties of such constructions and their results in the competition, as well as the subsequent phases of the existence of a design, if any, are singled out. It should be noted that wooden constructions, owing to their properties, are increasingly noticeable and are acknowledged with awards. Given that this process takes place in architecture competitions, we can predict architectural trends in the near future.
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27

Gaiduk, A. R. "Numerical Design Method of Quasilinear Models for Nonlinear Objects". Mekhatronika, Avtomatizatsiya, Upravlenie 22, n.º 6 (5 de junio de 2021): 283–90. http://dx.doi.org/10.17587/mau.22.283-290.

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Design modern methods of nonlinear control systems of nonlinear objects in the majority assume transformation of initial object model to some special forms. In these cases, it is reasonable to use quasilinear models as they can be designed on condition only of differentiability of the nonlinearities of the initial objects models. These models allow to find control analytically, i.e. as a result of the solution of some equations system, if the object, naturally, meets the controllability condition. The quasilinear models are synthesized traditionally analytically, bytransformation of initial nonlinear models using operation of the taking of partial derivatives from the nonlinearities of the initial objects models and the subsequent integration of these derivatives on the auxiliary variable with application of the known formulas of differentiation and integration. However, in many cases, the objects nonlinearities have so complicated character, that the operations of the differentiation and, in particular, the integration are executed very difficult by shown way. This complexity can be overcome by application of the new numerical design method of the quasilinear models, which excludesneed of the analytical differentiation and integration, but demands considerable number of the arithmetic operations. But now it is not the big problem since the modern multiprocessor controllers can carry out all the necessary operations for a short time. The developed method allows to receive rather exact, approximate piecewise-constant quasilinear models for the objects with the complicated nonlinearities. It is convenient to apply such models at numerical control of the nonlinear objects. The efficiency of a numerical method is shown by comparison of phase portraits of piecewise constant quasilinear and nonlinear models of a simple object and also by comparison of the state variables values of these models. The offered method can be applied to nonlinear control systems design for the nonlinear, characterized by complicated characteristics objects ship, aviation, chemical, agricultural and other industries.
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28

Kondratenko, Y. P., N. M. Brovinskaya y R. R. Tarabanov. "Object-Oriented Design, and Simulation of Control Systems for Movable Objects". IFAC Proceedings Volumes 30, n.º 6 (mayo de 1997): 629–33. http://dx.doi.org/10.1016/s1474-6670(17)43434-3.

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29

Shakirova, Ilgina. "Kansei engineering, emotional design and ergo design as shaping tools in architecture and design". E3S Web of Conferences 274 (2021): 01023. http://dx.doi.org/10.1051/e3sconf/202127401023.

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This article considers the shaping methods in architecture and design, namely emotional design and ergo design and Kansei engineering. The essence of these shaping methods explains how these methods relate to each other and how they interact at different levels. There is a comparison of these shaping methods and an explanation why they should develop in parallel. It describes why these sciences are interpreted as human-oriented methods of object-based shaping and how they force us to rethink the human approach to the perception to familiar objects, and also describes their influence on the perception of surrounding objects by humans. Each of the presented shaping methods is considered as a new branch affecting different human life aspects. Article considers the fundamental factors of shaping methods, their relevance in the modern world, both as in the industrial and in the research worlds. Methods can be viewed collectively and separately, since each of them is functional and independent.
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30

M. Mosa, Zeravan y Erhan Akin. "Design and sorting of an object identification on machine vision by using line scan camera". Technium: Romanian Journal of Applied Sciences and Technology 3, n.º 3 (22 de abril de 2021): 100–112. http://dx.doi.org/10.47577/technium.v3i3.3181.

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This paper illustrates the design of a system to identify objects on a conveyor belt using machine vision. In the present study, a machine vision based on one line scan sorting was developed, the purpose being to sort objects based on various stages of maturity. Many different methods are available for object identification. But we made design a system that separates and counting them. Different objects placed on the conveyor belt moves along, a camera placed above the belt takes real-time video and feeds it to the MATLAB software for processing the object to compare with the basic template object. The vision camera understands an object based on its physical attributes, such as shape and size for effectively controlling the hardware, which will use in this work. Besides, the number of objects of a particular section that cross the conveyor to demonstrate the identification of moving objects is counted and displayed. A low-speed conveyor belt is manufactured with various test objects that pass through it. For identifying a good object, the wavelength data is used, determining the way to match the geometric patterns and to identify the dimensions, and edge detection is applied. The ability to count specific attributes objects is testing different test paths. The sorting of objects using machine vision was performed using an algorithm of pattern matching of machine vision. A pattern image template was built and stored in a computer's memory. When the object is sorting the application run, the camera receives the image of the object into MATLAB. The vision application investigates the image and transfers it to the classifier if the received image matches the model image or not matches.
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31

TSICHRITZIS, DENNIS, OSCAR NIERSTRASZ y SIMON GIBBS. "BEYOND OBJECTS: OBJECTS". International Journal of Cooperative Information Systems 01, n.º 01 (marzo de 1992): 43–60. http://dx.doi.org/10.1142/s0218215792000039.

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Object-orientation offers more than just objects, classes and inheritance as means to structure applications. It is an approach to application development in which software systems can be constructed by composing and refining pre-designed, plug-compatible software components. But for this approach to be successfully applied, programming languages must provide better support for component specification and software composition, the software development life-cycle must separate the issues of generic component design and reuse from that of constructing applications to meet specific requirements, and, more generally, the way we develop, manage, exchange and market software must adapt to better support large-scale reuse for software communities. In this paper we shall explore these themes and we will highlight a number of key research directions and open problems to be explored as steps towards improving the effectiveness of object technology.
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32

Arunachalam, M., Kailash Padmanaban, K. Asvin, R. Senthil Kumar y B. Vijaya Ramnath. "Design and Fabrication of 3D Syskevis Metrisis". Applied Mechanics and Materials 110-116 (octubre de 2011): 4744–47. http://dx.doi.org/10.4028/www.scientific.net/amm.110-116.4744.

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This paper focuses on measuring of an object’s three axes dimensions (X Y&Z) simultaneously. The instrument is called “3D syskevis metrisis” and this name has been derived from Greek words which means 3D measuring device. This instrument has a least count of 0.02mm and has the range of 15cm in all the three axes (X, Y & Z respectively). The object to be measured is not moved after it is initially placed on the base part of the instrument and there is no chance for error due to the mishandling of the object because the DOF (degree of freedom) of the object is arrested with the syskevis scale and the time for measuring the object is less when compared to the time taken by a Vernier caliper. The main advantage of this instrument is its low cost which is around RS8500.Thus by using this instrument we can measure the dimensions of small objects without moving the object after it is placed on the instrument with high accuracy and low cost.
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33

Anderson, Lougie, Mike Carey, Ken Jacobs, Erin Kinikin y David Maier. "Looking for the objects in object-relational DBMSs (panel)". ACM SIGPLAN Notices 32, n.º 10 (9 de octubre de 1997): 93. http://dx.doi.org/10.1145/263700.263724.

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34

Chen, Xuemei, Zhonghua Wei, Xia Zhao, Mingyang Hao y Tongyang Zhang. "Conspicuity Research on the Highway Roadside Objects: A Simulator Study". Discrete Dynamics in Nature and Society 2014 (2014): 1–9. http://dx.doi.org/10.1155/2014/864791.

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In a monotonous travelling environment, the single-vehicle run-off-roadside accidents occur easily. The injuries and fatalities caused by those accidents are significant components of the annual road casualties. The causation is the complex interaction of the visual effects on the roadside objects’ conspicuity. So the conspicuity enhancement needs to be considered in the roadside objects design to provide a temporary restoration of alertness and vigilance to drivers. Factors contributing to the conspicuity of the roadside objects were analyzed in this paper. A driving simulator study was conducted in order to extrapolate the relationship between the legibility distances and the objects and to quantify the conspicuity of the roadside objects different in basic features. The conclusions of this paper were firstly, a significant correlation existed between the mean legibility distance and the object’s size. The mean legibility distance was in a significant exponential proportion to the object’s size. Secondly, the triangle’s legibility was better than that of the rectangle and round contours. Only when the roadside object was combined with the suitable contour and size did the best visual quality come. To some extent, the conclusions could provide theoretical tools and strategies to optimize the dimensional design of the roadside objects in order to maintain the roadside safety.
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35

O.A, Kazachkova, Zyabneva O.A, Mamedova I.Y y Kulishova E.A. "3D Technologies in the Production of Jewelry with Elements of Complicated Design". International Journal of Engineering & Technology 7, n.º 3.19 (7 de septiembre de 2018): 155. http://dx.doi.org/10.14419/ijet.v7i3.19.17004.

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The article analyzes the objects of complicated shapes and technologies of their exact reproduction in jewelry which allow creating elements of complicated design at the stage of creation of master-models. The possibilities of applying 3D technologies are correlated with the sizes of objects that are complicated in design. The technologies allowing to most accurately convey the shape and texture of objects of complex shape - forming on a small-sized object with a complex design, using a ductile metallic mass and using a scanned 3D model of an object of a large shape with a complicated design - are considered in detail.
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36

Almeida, Teresa. "Design Glass Objects: The Portuguese Panorama". Arts 9, n.º 3 (12 de julio de 2020): 79. http://dx.doi.org/10.3390/arts9030079.

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The aim of this study is to analyze the convergence of art, design and craftsmanship for the creation of glass objects within the context of the 20th and 21st centuries, in the Portuguese panorama. In the late 1920s and 1950s, Portuguese artists established a growing collaboration with the glass industry situated in the Marinha Grande region and started to produce their work alongside glassblowers. The relationship between artists and craftsmen progressively evolved, influencing the evolution of glass design in Portugal. In the last decades, glass factories have tried to enhance the excellence of their products by appointing designers to develop more elaborate concepts for glass pieces, as well as to improve the quality of the material. This essay will answer questions regarding the relationship and boundaries between design and craft in the creation of glass objects in the context of the state of the art of Portuguese glass design, related to the production of glassblowing glass and the region of Marinha Grande due to its historical importance. A case study will be presented regarding the brand MGlass and the new glass designers in the region.
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37

Walker, Stuart. "Temporal Objects—Design, Change and Sustainability". Sustainability 2, n.º 3 (17 de marzo de 2010): 812–32. http://dx.doi.org/10.3390/su2030812.

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38

Boserman, Carla. "Rescuing Epistemic Objects from Speculative Design". Revista Diseña, n.º 14 (4 de febrero de 2019): 118–37. http://dx.doi.org/10.7764/disena.14.118-137.

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39

Nakamura, Jun. "Discovering Design Concept for Immovable Objects". Procedia Computer Science 35 (2014): 954–60. http://dx.doi.org/10.1016/j.procs.2014.08.175.

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40

Mason, Robin. "Holistic course design using learning objects". International Journal of Learning Technology 2, n.º 2/3 (2006): 203. http://dx.doi.org/10.1504/ijlt.2006.010618.

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41

Kukhta, M. S., A. P. Sokolov, D. P. Krauinsh y C. Bouchard. "Stylization levels of industrial design objects". Journal of Physics: Conference Series 803 (enero de 2017): 012082. http://dx.doi.org/10.1088/1742-6596/803/1/012082.

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42

Feldstein, Michael. "How to design recyclable learning objects". eLearn 2002, n.º 7 (julio de 2002): 2. http://dx.doi.org/10.1145/566778.566782.

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43

袁, 祁刚. "Design and Manufacturing of Heterogeneous Objects". Mechanical Engineering and Technology 03, n.º 01 (2014): 26–32. http://dx.doi.org/10.12677/met.2014.31004.

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44

Monroe, R. T., A. Kompanek, R. Melton y D. Garlan. "Architectural styles, design patterns, and objects". IEEE Software 14, n.º 1 (1997): 43–52. http://dx.doi.org/10.1109/52.566427.

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45

Qian, Xiaoping y Debasish Dutta. "Feature-based design for heterogeneous objects". Computer-Aided Design 36, n.º 12 (octubre de 2004): 1263–78. http://dx.doi.org/10.1016/j.cad.2004.01.012.

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46

SUGIHARA, Kokichi. "Design Principle for Triply Ambiguous Objects". Journal of Graphic Science of Japan 54, n.º 2 (2020): 47. http://dx.doi.org/10.5989/jsgs.54.2_47.

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47

Devaraja, Rahul Raj, Rytis Maskeliūnas y Robertas Damaševičius. "Design and Evaluation of Anthropomorphic Robotic Hand for Object Grasping and Shape Recognition". Computers 10, n.º 1 (22 de diciembre de 2020): 1. http://dx.doi.org/10.3390/computers10010001.

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We developed an anthropomorphic multi-finger artificial hand for a fine-scale object grasping task, sensing the grasped object’s shape. The robotic hand was created using the 3D printer and has the servo bed for stand-alone finger movement. The data containing the robotic fingers’ angular position are acquired using the Leap Motion device, and a hybrid Support Vector Machine (SVM) classifier is used for object shape identification. We trained the designed robotic hand on a few monotonous convex-shaped items similar to everyday objects (ball, cylinder, and rectangular box) using supervised learning techniques. We achieve the mean accuracy of object shape recognition of 94.4%.
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48

Shi, Yan, Lin Zhang, Wei Tang, Long Li y Chang-Hong Liang. "Design of a Minimized Complementary Illusion Cloak with Arbitrary Position". International Journal of Antennas and Propagation 2015 (2015): 1–7. http://dx.doi.org/10.1155/2015/932495.

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This paper has developed a complementary illusion cloak to hide the objects with arbitrary shapes and sizes. In the proposed cloak, a complementary cloak is first introduced by using the trapezoid coordinate transformation. Then an illusion device in terms of another trapezoid coordinate transformation is designed to cloak the object. With two coordinate transformations, the complementary illusion cloak device can be arbitrarily placed to hide the target object, and the sizes of the antiobject used to cloak the object are obviously compressed. Numerical results including target objects with different shapes are given to verify correctness and effectiveness of the proposed cloak.
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49

Shahani, Kamran, C. Wu, R. Persaud y H. Song. "Design and control of underwater hybrid vehicle capable of performing numerous tasks". Journal of Naval Architecture and Marine Engineering 15, n.º 2 (29 de diciembre de 2018): 127–34. http://dx.doi.org/10.3329/jname.v15i2.36890.

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This paper is about Ocean Strider; an Underwater Hybrid Vehicle that is modified with hybrid (manual and autonomous) control system. The aims concerning this Underwater Hybrid Vehicle are to be competent to operate underwater by using remote control via operator and seek out the user interested objects, and in case of autonomously to be smart, to visually follow and manage a secured position comparable to a motionless target, and to visually follow and move behind a moving target and avoid the hindrances for reliable navigation. Vision is a fundamental root that promotes the underwater robot to execute various tasks autonomously. Ocean Strider is intelligent to explicitly identify and locate objects by specifying from distinct color codes and dimension of the objects and respond accordingly. Multiple experiments have been conducted in the laboratory the robot successfully operates manually and grasp the objects underwater, and the robot can locate and track the objects autonomously, secure a fixed distance to the fixed object and travel onward with the object as it moves.
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50

ZUALKERNAN, I. A., W. T. TSAI, A. JEMIE, I. C. WEN y J. M. DRAKE. "OBJECT-ORIENTED ANALYSIS AS DESIGN: A CASE STUDY". International Journal of Software Engineering and Knowledge Engineering 02, n.º 04 (diciembre de 1992): 489–521. http://dx.doi.org/10.1142/s0218194092000233.

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Object-oriented analysis is the activity of understanding a problem domain and developing a specification for it within an object-oriented paradigm. In this paper we propose object-oriented analysis can be viewed as a design task that consists of analysis, synthesis and internal and external completeness and consistency checking. We postulate a blackboard based design framework and propose several alternative theories within this framework. Data from an expert analyst is collected and analyzed for relative explanatory power of the alternative theories. Basic findings are that viewed as a design activity, object-oriented analysis is neither top-down nor completely opportunistic in nature, Rather, (1) analysis (the process of finding objects and processes) and synthesis (constructing the object model and state-transition diagrams) are complementary activities while internal completeness and consistency checking is coupled with synthesis and (2) construction of objects and processes are cyclic and complementary processes. The findings are compared with both descriptive and normative research in automated software design.
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