Дисертації з теми "Engineering Sketching"
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Sivaloganathan, Sangarappillai. "Sketching input for computer aided engineering." Thesis, City University London, 1991. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.292733.
Повний текст джерелаBodwin, Greg (Gregory MIchael). "Sketching distances in graphs." Thesis, Massachusetts Institute of Technology, 2018. http://hdl.handle.net/1721.1/118077.
Повний текст джерелаCataloged from PDF version of thesis.
Includes bibliographical references (pages 131-144).
Often in computer science, graphs are used to represent metrics: the nodes represent "locations," and the edges represent connectivity between locations. The salient properties of such a graph are the shortest path distances between its nodes - that is, the minimum length of a path from each point A to each point B, capturing the time or resource cost of travelling from one place to another in the space represented by the graph. There are plenty of nice algorithms and structure theorems that are used to understand or analyze shortest path distances. However, in the modern computing, we sometimes have to handle spaces that are too enormous to be efficiently handled by these classic methods. When this happens, it is often useful to "sketch" these enormous spaces, designing a graph or data structure that approximately encodes the distances of the original network, but in much smaller space. This dissertation is about the design of these graph sketches that encode distances. Some of the content will cover upper bounds: we will demonstrate some new ways to make sketches, and we will prove things about the tradeoff between the size of these sketches and their approximation error. Some of the content will cover lower bounds: we will design some very particular graphs, and we will prove that a certain size vs error tradeoff can't be achieved any sketch on these graphs. We will do this for a few different reasonable notions of "approximation" of distances. We will also consider some of these settings in the fault-tolerant model, where we imagine that nodes or edges of the graph can spontaneously "fail," and we want our sketches to be strongly robust to these failures.
by Greg Bodwin.
Ph. D. in Computer Science
Thiebaut, Jean-Baptiste. "Sketching music : representation and composition." Thesis, Queen Mary, University of London, 2010. http://qmro.qmul.ac.uk/xmlui/handle/123456789/406.
Повний текст джерелаSmithnosky, Jesse Michael. "Enabling collaboration in the sketching domain." Thesis, Massachusetts Institute of Technology, 2005. http://hdl.handle.net/1721.1/33362.
Повний текст джерелаIncludes bibliographical references (leaf 47).
Sketching, although deceptively simple and seemingly primitive, is a powerful paradigm for designing and understanding many types of engineering systems. Many problem domains, such as designing electrical circuits, developing flow charts, and modeling simple mechanical devices, rely heavily on the ability to produce sketches efficiently in order to bring out the most salient features. Engineers working in these domains usually rely on pen and paper to generate their design sketches. They do this because more advanced technologies (such as notebook computers) are often unavailable, hard to learn, or cumbersome. It is important for engineers to collaborate with their colleagues while working on their sketches. Unfortunately, collaboration on sketches that exist only as pen and paper often proves to be tedious, requiring a minimum of a fax machine and scanner. Engineers could benefit from a more efficient means of collaboration when dealing with pen and paper sketches. The technology exists to improve the current situation and make pen and paper sketches a more effective medium for collaborative design. This thesis presents an implementation of a system that achieves three goals. First, the system allows two users to collaborate on the production of a sketch in much the same way they would collaborate when composing a document (with one user composing a sketch, then accepting or rejecting the changes of his collaborator).
(cont.) Second, it allows users to watch a collaborator's additions play in real time, like watching a movie. And finally, it links the sketch recognition and simulation software developed by the Design Rationale Group at MIT with a simple pen and paper interface, allowing engineers to run simulations of their design sketches. These goals are achieved by using a commercial pen produced by the Anoto Group that is capable of storing the strokes it draws. In essence, the user creates both a hard and soft copy of the sketch simultaneously, and can share the soft copy with any collaborator. Using this model of production, sketches can be collaboratively generated, edited, and reviewed quickly and easily, all using only a pen, paper, and a standard printer.
by Jesse Michael Smithnosky.
M.Eng.
Nelson, Jelani (Jelani Osei). "Sketching and streaming high-dimensional vectors." Thesis, Massachusetts Institute of Technology, 2011. http://hdl.handle.net/1721.1/66314.
Повний текст джерелаThis 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. 136-145).
A sketch of a dataset is a small-space data structure supporting some prespecified set of queries (and possibly updates) while consuming space substantially sublinear in the space required to actually store all the data. Furthermore, it is often desirable, or required by the application, that the sketch itself be computable by a small-space algorithm given just one pass over the data, a so-called streaming algorithm. Sketching and streaming have found numerous applications in network traffic monitoring, data mining, trend detection, sensor networks, and databases. In this thesis, I describe several new contributions in the area of sketching and streaming algorithms. The first space-optimal streaming algorithm for the distinct elements problem. Our algorithm also achieves 0(1) update and reporting times. A streaming algorithm for Hamming norm estimation in the turnstile model which achieves the best known space complexity. The first space-optimal algorithm for pth moment estimation in turnstile streams for 0 < p < 2, with matching lower bounds, and another space-optimal algorithm which also has a fast O(log²(1/[epsilon]) log log(1[epsilon])) update time for (1+/-[epsilon])- approximation. A general reduction from empirical entropy estimation in turnstile streams to moment estimation, providing the only known near-optimal space-complexity upper bound for this problem. A proof of the Johnson-Lindenstrauss lemma where every matrix in the support of the embedding distribution is much sparser than previous known constructions. In particular, to achieve distortion (1+/-[epsilon]) with probability 1-[delta], we embed into optimal dimension 0([epsilon]-²log(1/[delta])) and such that every matrix in the support of the distribution has 0([epsilon]-¹ log(1/[delta])) non-zero entries per column.
by Jelani Nelson.
Ph.D.
Axiotis, Kyriakos. "Algorithms for Subset Sum using linear sketching." Thesis, Massachusetts Institute of Technology, 2019. https://hdl.handle.net/1721.1/122750.
Повний текст джерелаCataloged from PDF version of thesis.
Includes bibliographical references (pages 41-43).
Given n positive integers, the Modular Subset Sum problem asks if a subset adds up to a given target t modulo a given integer m. This is a natural generalization of the Subset Sum problem (where m = + [infinity symbol]) with ties to additive combinatorics and cryptography. The non-modular case was long known to be NP-complete but to admit pseudo-polynomial time algorithms and, recently, algorithms running in near-linear pseudo-polynomial time were developed [9, 211. For the modular case, however, the best known algorithm by Koiliaris and Xu [21] runs in time 0̃ (m⁵/⁴). In this thesis we tackle this problem by devising a faster algorithm for the Modular Subset Sum problem, running in 0̃(m) randomized time, which matches a recent conditional lower bound of [1] based on the Strong Exponential Time Hypothesis. Interestingly, in contrast to most previous results on Subset Sum, our algorithm does not use the Fast Fourier Transform. Instead, it is able to simulate the "textbook" Dynamic Programming algorithm much faster, using ideas from linear sketching. This is one of the first applications of sketching-based techniques to obtain fast algorithms for exact combinatorial problems in an offline setting.
by Kyriakos Axiotis.
S.M.
S.M. Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science
Grenier, Ashley Lynn. "Conceptual understanding and the use of hand-sketching in mechanical engineering design." College Park, Md. : University of Maryland, 2008. http://hdl.handle.net/1903/8309.
Повний текст джерелаThesis research directed by: Dept. of Mechanical Engineering. Title from t.p. of PDF. Includes bibliographical references. Published by UMI Dissertation Services, Ann Arbor, Mich. Also available in paper.
Razenshteyn, Ilya. "High-dimensional similarity search and sketching : algorithms and hardness." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/113934.
Повний текст джерелаThis 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 (pages 241-255).
We study two fundamental problems that involve massive high-dimensional datasets: approximate near neighbor search (ANN) and sketching. We obtain a number of new results including: ' An algorithm for the ANN problem over the ℓ₁ and ℓ₂ distances that, for the first time, improves upon the Locality-Sensitive Hashing (LSH) framework. The key new insight is to use random space partitions that depend on the dataset. ' An implementation of the core component of the above algorithm, which is released as FALCONN: a new C++ library for high-dimensional similarity search. ' An efficient algorithm for the ANN problem over any distance that can be expressed as a symmetric norm. ' For norms, we establish the equivalence between the existence of short and accurate sketches and good embeddings into ℓp spaces for 0 < p - 2. We use this equivalence to show the first sketching lower bound for the Earth Mover's Distance (EMD).
by Ilya Razenshteyn.
Ph. D.
Weisman, Luke 1974. "A foundation for intelligent multimodal drawing and sketching programs." Thesis, Massachusetts Institute of Technology, 1999. http://hdl.handle.net/1721.1/9489.
Повний текст джерелаIncludes bibliographical references (p. 76-77).
Computers should be able to assist an engineer or designer at all stages of design without chasing the engineer away or frustrating her. In order for this to occur, the computer needs to be able to understand what the engineer is doing and provide unobtrusive help. Furthermore the engineer needs to be able to interact with the computer in a natural manner. To support this design methodology I implement a foundation on which a programmer can make such applications. I provide two illustrative applications which demonstrate the foundation's power.
by Luke Weisman.
S.M.
Hie, Brian. "Stitching and sketching large-scale single-cell transcriptomic data." Thesis, Massachusetts Institute of Technology, 2019. https://hdl.handle.net/1721.1/121734.
Повний текст джерелаCataloged from PDF version of thesis.
Includes bibliographical references (pages 57-65).
Researchers are generating single-cell RNA sequencing (scRNA-seq) profiles of diverse biological systems [1]-[7] and every cell type in the human body [8] at an unprecedented scale, with scRNA-seq experiments regularly profiling gene expression in hundreds of thousands or even millions of cells [9]. Leveraging this data to gain unprecedented insight into biology and disease requires algorithms that can scale to the tremendous amount of data being generated and can integrate information across multiple experiments, laboratories, and technologies. Here, we present two algorithms that aim to aid researchers in gaining better insight from scRNA-seq data sets. The first, Scanorama, inspired by algorithms for panorama stitching, achieves accurate integration of heterogeneous scRNA-seq data sets, which we use to integrate a number of large and complex collections of data sets. The second algorithm, geometric sketching, is a sampling approach that aims to evenly cover the low-dimensional manifold spanned by the cells to capture more of the rare transcriptional structure than would uniform subsampling with equal probability for each cell, obtaining sketches that better capture the transcriptional heterogeneity of the original data. Moreover, geometric sketching can be used to improve the computational efficiency of algorithms for single-cell integration, including Scanorama. We anticipate that both algorithms will play an important role in the analysis and interpretation of large-scale single-cell transcriptomic data sets.
by Brian Hie.
S.M.
S.M. Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science
Smith, Rebecca A. (Rebecca Anna). "Analyzing patterns of writing and sketching in the product design process." Thesis, Massachusetts Institute of Technology, 2009. http://hdl.handle.net/1721.1/54491.
Повний текст джерела"June 2009." Cataloged from PDF version of thesis.
Includes bibliographical references (p. 23).
Design notebooks, or logbooks, are typically used to record notes during the design process. These notes consist of text entries as well as sketches with varying levels of detail. Previous research on the design process has focused on sketches, including their effect on design outcome, differences based on prior sketching experience, and more. This paper looks at the interplay between text entries and sketches in design notebooks, and analyzes patterns that appear over the course of the design process. Data collected from eighteen logbooks from the class Design-a-palooza shows that trends exist between writings and drawings in the design process. The results of analysis of this data show that the number of sketches in a logbook increases following drawing instruction, and the design process typically starts with more text entries in logbooks, including customer needs research, followed by this increased number of sketches and then a decrease in all entries as prototyping occurs. The analysis was inconclusive in determining if students who write more ideas with text will sketch fewer ideas, as well as the relationship between partners' logbook entries. Recommendations for future research in these areas of design research are presented.
by Rebecca A. Smith.
S.B.
Adler, Aaron D. (Aaron Daniel) 1979. "Segmentation and alignment of speech and sketching in a design environment." Thesis, Massachusetts Institute of Technology, 2003. http://hdl.handle.net/1721.1/16959.
Повний текст джерелаIncludes bibliographical references (p. 203-205).
This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
by Aaron D. Adler.
M.Eng.
Song, Huaguang. "Multi-scale data sketching for large data analysis and visualization." Scholarly Commons, 2012. https://scholarlycommons.pacific.edu/uop_etds/832.
Повний текст джерелаAlvarado, Christine J. (Christine Jean) 1976. "A natural sketching environment : bringing the computer into early stages of mechanical design." Thesis, Massachusetts Institute of Technology, 2000. http://hdl.handle.net/1721.1/81533.
Повний текст джерелаIncludes bibliographical references (p. 103-104).
by Christine J. Alvarado.
S.M.
Asveld, Jip. "Actuators as a Design Material." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22860.
Повний текст джерелаStenberg, Lucas. "Interacting with comics in digital spaces: Exploration into the intersection between interaction design and digital comics." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22283.
Повний текст джерелаRömer, Anne. "Unterstützung des Design Problem Solving: Einsatz und Nutzen einfacher externer Hilfsmittel in den frühen Phasen des konstruktiven Entwurfsprozesses." Doctoral thesis, Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2002. http://nbn-resolving.de/urn:nbn:de:swb:14-1023713239343-48735.
Повний текст джерелаDas Konstruieren als schöpferisch-entwerfendes Problemlösen (design problem solving) ist aufgrund seiner wirtschaftlichen Bedeutung seit längerem Gegenstand der Forschung von Psychologen und Konstruktionswissenschaftlern. Beobachtungen des Vorgehens des Konstrukteurs zeigen, daß insbesondere in den frühen Phasen des konstruktiven Entwurfsprozesses, in denen Anforderungen geklärt und Ideen generiert werden, die Lösungsentwicklung in hohem Maße durch einfache externe Hilfsmittel, wie Skizzen und gegenständliche Modelle, unterstützt wird. In der dargestellten Dissertation wurde Einsatz und Nutzen dieser Hilfsmittel zunächst anhand einer Befragung von Konstrukteuren (N = 106) verschiedener Branchen untersucht. Die Ergebnisse belegen die Dominanz von Skizzen sowie die Zunahme der Nutzung von CAD bereits in den frühen Phasen der Produktentwicklung. Modelle finden dagegen weniger häufig Verwendung. Einfache externe Hilfsmittel werden dabei nicht nur als gedächtnisentlastende externe Speicher eingesetzt, sondern unterstützen ebenso die Lösungsentwicklung und -überprüfung, dienen als Analysehilfe und tragen hilfreich zur Dokumentation und Kommunikation bei. Weiterhin wurde in einer experimentellen Studie der Einsatz und die Funktionen des Skizzierens und manuellen Modellierens bei der Bearbeitung zweier Konstruktionsprobleme unterschiedlicher Komplexität durch Maschinenbaustudenten und Konstrukteure (N = 61) bei freier Wahl der Unterstützungsform näher untersucht. Die Ergebnisse verifizieren die essentielle Bedeutung des Skizzierens für den konstruktiven Entwurfsprozeß, da nahezu alle Probanden die beiden Konstruktionsprobleme von Anfang an skizzierend bearbeiteten, während einfache Modelle so gut wie gar nicht eingesetzt wurden. Die Skizzen erfüllten wiederum verschiedene Funktionen, neben der Dokumentation wurden sie v.a. zur Lösungsentwicklung verwendet. Dabei konnten diese auf Aussagen beruhenden Erkenntnisse, daß Skizzen neben der Gedächtnisentlastung auch eine Denkhilfe bieten, durch aus der Analyse der Entwurfsprozesse gewonnene Beobachtungsdaten bestätigt werden. Abschließend wurden Gestaltungsempfehlungen für die Neu- und Weiterentwicklung computergestützter Hilfsmittel des konstruktiven Entwurfsprozesses formuliert
Wachs, Marina-Elena. "Zeichnen als Weltentwurf: Analog + Digital: Die Bedeutung des Zeichnens in der Primarausbildung mit Blick auf Design Engineering in Europa." Thelem Universitätsverlag & Buchhandlung GmbH & Co. KG, 2021. https://tud.qucosa.de/id/qucosa%3A75930.
Повний текст джерелаRömer, Anne. "Unterstützung des Design Problem Solving: Einsatz und Nutzen einfacher externer Hilfsmittel in den frühen Phasen des konstruktiven Entwurfsprozesses." Doctoral thesis, Technische Universität Dresden, 2001. https://tud.qucosa.de/id/qucosa%3A24151.
Повний текст джерелаDas Konstruieren als schöpferisch-entwerfendes Problemlösen (design problem solving) ist aufgrund seiner wirtschaftlichen Bedeutung seit längerem Gegenstand der Forschung von Psychologen und Konstruktionswissenschaftlern. Beobachtungen des Vorgehens des Konstrukteurs zeigen, daß insbesondere in den frühen Phasen des konstruktiven Entwurfsprozesses, in denen Anforderungen geklärt und Ideen generiert werden, die Lösungsentwicklung in hohem Maße durch einfache externe Hilfsmittel, wie Skizzen und gegenständliche Modelle, unterstützt wird. In der dargestellten Dissertation wurde Einsatz und Nutzen dieser Hilfsmittel zunächst anhand einer Befragung von Konstrukteuren (N = 106) verschiedener Branchen untersucht. Die Ergebnisse belegen die Dominanz von Skizzen sowie die Zunahme der Nutzung von CAD bereits in den frühen Phasen der Produktentwicklung. Modelle finden dagegen weniger häufig Verwendung. Einfache externe Hilfsmittel werden dabei nicht nur als gedächtnisentlastende externe Speicher eingesetzt, sondern unterstützen ebenso die Lösungsentwicklung und -überprüfung, dienen als Analysehilfe und tragen hilfreich zur Dokumentation und Kommunikation bei. Weiterhin wurde in einer experimentellen Studie der Einsatz und die Funktionen des Skizzierens und manuellen Modellierens bei der Bearbeitung zweier Konstruktionsprobleme unterschiedlicher Komplexität durch Maschinenbaustudenten und Konstrukteure (N = 61) bei freier Wahl der Unterstützungsform näher untersucht. Die Ergebnisse verifizieren die essentielle Bedeutung des Skizzierens für den konstruktiven Entwurfsprozeß, da nahezu alle Probanden die beiden Konstruktionsprobleme von Anfang an skizzierend bearbeiteten, während einfache Modelle so gut wie gar nicht eingesetzt wurden. Die Skizzen erfüllten wiederum verschiedene Funktionen, neben der Dokumentation wurden sie v.a. zur Lösungsentwicklung verwendet. Dabei konnten diese auf Aussagen beruhenden Erkenntnisse, daß Skizzen neben der Gedächtnisentlastung auch eine Denkhilfe bieten, durch aus der Analyse der Entwurfsprozesse gewonnene Beobachtungsdaten bestätigt werden. Abschließend wurden Gestaltungsempfehlungen für die Neu- und Weiterentwicklung computergestützter Hilfsmittel des konstruktiven Entwurfsprozesses formuliert.
Alm, Brillantes Olivia, and Helena Svartz. "Plaggskissen som ett kommunikationsverktyg för produktutvecklingsprocessen inom modeföretag." Thesis, Högskolan i Borås, Akademin för textil, teknik och ekonomi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-22079.
Повний текст джерелаA designer believes that communicating their ideas through illustrative garment sketches to others involved in the company. The ideas are vague, detailed, provisional or abstract. Interpreting something that lacks precision is an uncertainty; furthermore, misinterpretation of sketches can create great communication problems with design teams. By conducting semi-structured interviews and having participatory observations at fashion companies in Sweden, qualitative material has been compared to the literature and studies available on the subject today. From the studies and articles referred to in this work, different directions have been revealed, which may be good to investigate on the subject. This includes the need to create meta-notations, namely a written system that discusses the communication in the design process. A number of flow charts have thus been drawn up, based on observations on tone, gestures and mimics, as well as interview questions with different roles in the design teams.
Schütze, Martina. "Die frühen Phasen des konstruktiven Entwerfens - Unterstützungspotential verschiedenartiger Arbeitsmittel." Doctoral thesis, Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2003. http://nbn-resolving.de/urn:nbn:de:swb:14-1070879931250-56663.
Повний текст джерелаDue to its economic importance, engineering design as a demanding and complex problem-solving activity has been the subject of interdisciplinary research of both psychologists and design scientists for several years. In particular, the early stages of problem clarification and conceptual design are of significant interest. The design process can be supported in several different ways, e. g. with simple low-expenditure sketches. Today, high-performance digital tools (e. g. CAD) have become indispensable in product development. But their characteristics hypothetically result in an additional workload of mental capacity and hinder the full and correct establishment of necessary mental problem representations. So design engineers often combine sketches and CAD. In order to avoid a loss of time and information when switching between the different media, the functions of sketches should be implemented into CAD. An approach to realise this is the interactive pen display WACOM Cintiq 15X, which claims to have the same characteristics as paper & pencil together with differing kinds of computer functionalities. Its effectiveness and efficiency has not yet been investigated. This study focuses on the comparison of the three media ?paper & pencil?, ?pen display? and ?AutoCAD? in the early stages of the design process. On the basis of the psychological demands on the user, support potential was analysed by recording variables concerning the results, the subjective experience and the process. The sample was composed of 66 students of the mechanical engineering graduate program at the Dresden University of Technology. Random sampling resulted in three subsamples of 22 subjects each. The research was carried out in a laboratory experimental study, where people work alone on a given design scenario. No significant differences could be found between the two groups designing by freehandsketching with paper & pencil and with pen display. This speaks well for comparable demands of these two media on the user. Subjects who designed with AutoCAD produced solutions with a significant lower quality and communication of the technical information content. They needed significantly more time to develop the solution. These results can be regarded as evidence of the hypothetically discussed demands on the user: current CAD-systems do not take cognitive abilities and limitations into consideration sufficiently as well as ways of intuitive and effort-saving externalisation. Results could be replicated extensively in a study with a design problem of equally difficult requirement structure. Finally, hints for education of engineering design students and essential requirements for digital support tools in the early stages of the design process were derived
Jalasutram, Srikanth. "Design of an intelligent posture guidance system for workspace seating." Thesis, Georgia Institute of Technology, 2011. http://hdl.handle.net/1853/41117.
Повний текст джерелаKrans, Emma, and Martin Gustafsson. "Visualiseringar som verktyg vid kommunikation av belysningskoncept : En utvärdering av olika tekniker." Thesis, Jönköping University, JTH, Byggnadsteknik och belysningsvetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-53974.
Повний текст джерелаI artikeln Language of Lighting skriver Schielke (2019) att visuell representation står som det mest effektiva tillvägagångssättet för att presentera designrelaterade lösningar. Enligt Self (2018) innebär belysning ofta stora svårigheter när lösningar förmedlas verbalt, då mottagaren sällan besitter förmågan att kunna bilda sig en tydlig bild av designvalen. Framsteg har gjorts kring användandet av belysningsrelaterade visualiseringar även om kunskaper kring vardagligt användande är begränsade. Syftet med denna studie är att undersöka användandet av visualiseringar ute bland belysningsföretag i branschen och hur dessa implementeras i designprojekt. Erfarenheter har samlats från sju konsulter och projektledare, med bakgrund inom ljusdesign och arkitektur, för att bättre förstå vikten av visuellt material samt de verktyg som används för att framställa dem. Genom användandet av kvalitativa intervjuer har empiriska data kunnat utvinnas och analyseras för att svara på studiens två frågeställningar som fokuserar på tekniker som används vid visualisering av belysningskoncept samt vad val av teknik baseras på. Resultaten antyder att skapandet av visualiseringar delvis beror på tillgängliga resurser. Handritade skisser används sällan då digitala verktyg anses vara mer användbara och värdefulla vid projektering. Genomarbetade visualiseringar förekommer alltmer och ses nu som ett av de mest effektiva sätten att sälja in projektidéer till beställare. Visualiseringar gör det även möjligt att inkludera designelement bortom belysning vilket också kan vara av kundintresse och säljande faktor. Det är dock viktigt med aktsamhet för att inte ge en missvisande representation av det slutliga resultatet. Även om aspekterna för att producera genomtänkta och tydliga visualiseringar är många kunde samtliga deltagare enas om att strategin bakom ett framgångsrikt projekt ligger i att upprätthålla god kommunikation, både med kund och samtliga övriga involverade parter. För att undvika för många arbetstimmar gäller det även att designers är medvetna om kundens önskemål och att krav på visuellt material motsvarar behovet – vilket leder tillbaka till vikten av god kommunikation.
Damle, Amod N. "Influence of design tools on design problem solving." Columbus, Ohio : Ohio State University, 2008. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1213040681.
Повний текст джерелаSyrén, Dania. "Creating Concept Sketches for Game Developers : Sketches that inform and inspire." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-35263.
Повний текст джерелаStahovich, Thomas Frank. "SketchIt--a sketch interpretation tool for conceptual mechanical design." Thesis, Massachusetts Institute of Technology, 1995. http://hdl.handle.net/1721.1/11497.
Повний текст джерелаSmith, J. David. "Raptor: Sketching Video Games With a Tabletop Computer." Thesis, 2009. http://hdl.handle.net/1974/2581.
Повний текст джерелаThesis (Ph.D, Computing) -- Queen's University, 2009-08-12 14:06:34.363
Onkar, Prasad S. "Development of 2D and 3D Sketching Environment to Support Early Phases of Design." Thesis, 2013. http://etd.iisc.ernet.in/2005/3362.
Повний текст джерела(9109535), Mehdi Ghahremani. "INVESTIGATING CREATIVE AND DESIGN-ORIENTED PRACTICES IN K-12 ENRICHMENT COURSES." Thesis, 2020.
Знайти повний текст джерелаThis thesis is an article-based (3-paper format) dissertation. In the first article, the research team adapted an input-process-outcome (IPO) model of group-level processes in the classroom, as a theoretical framework, to examine students’ experiences regarding pre-college engineering curricula, classroom environments, and their experiences with the creative process in the two engineering courses offered in a university-based summer enrichment program. Applying provisional and open coding to semi-structured interview data from 16 participants, an Input-Process-Outcome Model of Collaborative Creativity (IPOCC model) was developed. In this study, I grouped our findings under Inputs, Group Processes, Outcomes, and Mediating Factors. The IPOCC model expands the 4P model of creativity to incorporate more collaborative contexts. According to the 4P model, creativity can be viewed from four different perspectives: Person, Process, Product, and Press. The IPOCC model suggests that in K-12 collaborative practice, creativity involves group-level considerations in addition to individual-level components. The IPOCC model offer insights for educators in terms of input components, group processes, and mediating factors that can facilitate learners’ engagement in creative teamwork. Findings of this study indicated that a combination of challenging tasks, open-ended problems, and student teamwork provides a rich environment for learners’ engagement to think creatively.
The purpose of the second study was to systematically investigate how novice/K-12 students’ visual representation of design ideas has been operationalized, measured, or assessed in the research literature. In the different phases of screening in this systematic review, inclusion, exclusion, and quality criteria were applied. From an initial sample of 958 articles, 40 studies were included in the final step of the coding process and qualitative synthesis. Applying provisional and open coding, three broad themes, and 23 characteristics were identified that have been used by researchers to conceptualize sketching of ideas, in novice/K-12 design activities: Communicating Ideas, Visual-Spatial Characteristics, and Design Creativity. We propose this Three-pronged Design Sketching (3-pDS) framework to examine K-12 design sketches.
In K-12 settings, one major challenge of conducting research on the influence of engineering education programs and curricula involves assessment. There is a need for developing alternative, effective, and reliable assessment measures to evaluate students’ design activities. The third study aimed to address this need by developing the idea-Sketching Early Engineering Design (i-SEED) Scale to assess pre-college learners’ freehand sketches in response to a design task. Applying the Three-pronged Design Sketching (3-pDS) as a theoretical framework, the purpose of this study was to examine evidence of content validity, construct validity, and internal consistency of the i-SEED Scale data. The data collection took place in a residential summer enrichment program for students with gifts and talents at a Midwestern university. Following different stages of scale-development design, a sample of 113 design sketches were scored in this study, and the scores were used to provide evidence of the validity of the data for the i-SEED Scale. The sketches were generated by 120 middle- and high-school students in a collaborative design-oriented course. Exploratory factor analysis results supported a three-factor model for the i-SEED Scale, including Visual-Spatial Characteristics, Design Creativity, and Communicating Ideas.