632 resultados para Generative Fertigung


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Umformwerkzeuge sind eine neue und bislang nicht erforschte Anwendung generativ gefertigter Werkzeuge. Der Vortrag präsentiert ein Fallbeispiel, bei dem ein typisches Schmiedeteil mit recht komplexer Geometrie erfolgreich unter Verwendung eines generativ gefertigten Schmiedegesenks hergestellt werden konnte. Die Marktanforderungen zur frühestmöglichen Verfügbarkeit echter Schmiedeteile werden dargestellt. Die gesamte Prozesskette von der 3D-CAD-Werkzeugkonstruktion über die Schmiedeprozesssimulation, das Laserstrahlschmelzen der Gesenkeinsätze und die Gesenkmontage bis hin zu den eigentlichen Schmiedeversuchen unter produktionsähnlichen Bedingungen wird dargestellt und mit konventioneller Schmiedegesenkkonstruktion und ‑fertigung verglichen. Die Vorteile und Besonderheiten der generativen Prozesskette werden herausgestellt. Die gefertigten Schmiedeteile werden hinsichtlich Formfüllung, Maßhaltigkeit und Gefüge mit konventionell geschmiedeten Teilen verglichen. Die Lieferzeit der generativ gefertigten Schmiedegesenke wird der von konventionell hergestellten gegenübergestellt, ebenso die Kosten, um die Vorteile des Einsatzes generativer Fertigung herauszustellen. Es werden Randbedingungen beschrieben, unter denen die generative Fertigung von Schmiedegesenken technisch und wirtschaftlich sinnvoll ist.

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Stetig steigende Funktionalitäten, intelligente Materialien, eine möglichst geringe Leistungsaufnahme verbunden mit kleinem Volumen und geringem Gewicht sind die zentralen Anforderungen u.a. der Medizintechnik und der Telekommunikation. Um diesen Bedarf mit industriellen Fertigungsverfahren abzudecken, startete das Unternehmen nach seiner Gründung in Rumeln bereits 1996 mit dem Aufbau der RMPD® Technologiefamilie. Heute sichern diese Technologien, mit denen die direkte Serienproduktion auf Basis der CAD Kontruktionsdaten für Mikrosysteme und –komponenten werkzeuglos erfolgt, einem internationalen Kundenkreis Markterfolge mit dem Einsatz patentierter Fertigungssysteme. microTEC ist an zwei Standorten als Auftragsproduzent für Unternehmen u.a. aus den Bereichen Sensorik, Telekommunikation, Medizintechnik und Biotechnologie tätig. Mit den RMPD® Technologien profitieren die Kunden auch durch die schnelle Anpassungsfähigkeit an sich ändernde Marktbedingungen und Verbraucherwünsche. Über 300 Kunststoffe mit den unterschiedlichsten Eigenschaften stehen für mikroelektronische Packaging-Dienstleistungen und Auftragsfertigung von Mikrosystemen zur Verfügung, zu den Produkten gehören z.B. Mikrogetriebe mit selbstschmierenden Zahnrädern und Lab-on-a-Chipsysteme, die mit dem Einsatz hydrophiler Kunststoffe die Kapillarwirkung auch in 3D nutzen. Die beiden Geschäftsführer Dipl. Ing. Reiner Götzen und Andrea Reinhardt, sowie der Prokurist Dr. Ing. Helge Bohlmann stehen für eine konzernunabhängige, kundenorientierte Strategie und verfügen über langjährige Erfahrung als mittelständische Unternehmer. Dies bildet zusammen mit der internationalen Marktorientierung, dem branchenübergreifenden Technologie Know-how und den inhouse verfügbaren Produktionsanlagen die Basis für den weiteren Standortausbau im 8. Jahr des Unternehmens.

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Mit der Nutzung der CAD-Techniken hat sich vieles im Arbeitsablauf des Konstrukteurs verändert. Vor allem beschleunigte sich die Entwicklung mit den Rapid Techniken. Die Entwicklungszeit wurde verkürzt und die Formenfreiheit und Teilekomplexität wurde vergrößert. Der zunehmende Trend nach Variantenvielfalt, kurzen Produktlebenszyklen und geringen Fertigungsstückzahlen, führt zwangsläufig zu einer neuen Betrachtungsweise der verfügbaren Fertigungsprozesse und Werkstoffe.

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Heutzutage stehen zunehmend – z.B. durch den raschen Fortschritt bei den bildgebenden Verfahren – digitale Datensätze im Dentalbereich zur Verfügung. CAD/CAM-syteme gehören dabei in der Zahntechnik längst zum Stande der Technik. Für die Anwendung derartiger Systeme ist jedoch ein Gipsmodell nötig, welches zum Beginn der Prozesskette vom Zahntechniker mittels eines optischen Scanners digitalisiert wird. Die Weiterentwicklung intraoraler Scanner ermöglicht heutzutage außerdem die Digitalisierung ganzer Kiefer im Patientenmund durch den Zahnarzt. Insbesondere für z.B. die ästhetischen Restaurationen bildet hier das zahntechnische Modell nach wie vor die unersetzliche Arbeitsgrundlage für den Techniker. In der vorliegenden Arbeit wird dazu ein Rapid Manufacturing Verfahren zur Herstellung von Dentalmodellen auf Basis der Stereolithographie vorgestellt. Dabei wird auf die besonderen Anforderungen hinsichtlich Präzision, Robustheit und Wirtschaftlichkeit von generativen Fertigungsverfahren für dentale Applikationen eingegangen und eine neu entwickelte Baustrategie vorgestellt, mittels derer die o.g. Anforderungen erfüllt werden

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Im Rahmen des EU-Projektes PHOCAM entwickelt das beteiligte Konsortium Anlagen und Materialien für die generative Fertigung keramischer Bauteile auf Basis der Photopolymerisation. Das Kernelement der verwendeten Fertigungsanlagen, der DLP Projektor, erzeugt mittels leistungsstarker LEDs und einem 1080p DMD (Digital Micromirror Device) Bilder mit 1920x1080 Bildpunkten und der Pixelgröße von 40µm, woraus sich die Baufeldgröße von 76,8x43,2mm ergibt. Ein hochviskoser Schlicker, bestehen aus einem gefülltem fotosensitiven Harzsystem, wird von unten durch die gläserne Materialwanne belichtet, wodurch der Schlicker lokal aushärtet (polymerisiert). Auf diese Weise entsteht der Grünling, der in schichtbauweise (Standardschichtdicke von 25-50µm) aufgebaut ist. Im nachfolgenden Sinterprozess werden die Grünlinge zu den fertigen Keramikteilen gebrannt. Als keramisches Basismaterial für den Schlicker wurde vorwiegend Aluminiumoxid in Pulverform verwendet. Mit dem entwickelten System konnten bislang Schlicker mit einem Füllgrad (Keramikanteil) bis zu 50Vol% erfolgreich verarbeitet und zu Keramikteilen mit einer theoretischen Dichte von 99,6% gesintert werden.

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Die heute kommerziell verfügbaren generativen Fertigungsverfahren und deren Folgeprozesse ermöglichen die Verarbeitung einer Vielzahl unterschiedlicher Werkstoffe. Bei der Herstellung von funktionalen Prototypen werden die Leistungsgrenzen dieser Technologien jedoch schnell erreicht, sodass Kompromisse und Einschränkungen beim Einsatz der Prototypen in Kauf genommen werden müssen. Die Gründe hierfür liegen bei den sehr hohen Anforderungen, die sowohl an das Serienteil als auch an die Prototypen gestellt werden. Alle Forderungen bezüglich der mechanischen, topographischen und physikalischen Eigenschaften zu erfüllen, ist aus technologischer Sicht nicht möglich, da die RP-Verfahren nicht die Fertigungsbedingungen in der Serienproduktion abbilden können. Um dennoch der steigenden Nachfrage speziell der kunststoffverarbeitenden Industrie nach serienidentischen Prototypen und funktionalen Kleinserien nach zu kommen, wurde ein neues Werkstoff-, Technologie- und Maschinenkonzept basierend auf der 3D-Drucktechnologie entwickelt.

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Previous work by Professor John Frazer on Evolutionary Architecture provides a basis for the development of a system evolving architectural envelopes in a generic and abstract manner. Recent research by the authors has focused on the implementation of a virtual environment for the automatic generation and exploration of complex forms and architectural envelopes based on solid modelling techniques and the integration of evolutionary algorithms, enhanced computational and mathematical models. Abstract data types are introduced for genotypes in a genetic algorithm order to develop complex models using generative and evolutionary computing techniques. Multi-objective optimisation techniques are employed for defining the fitness function in the evaluation process.

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Design as seen from the designer's perspective is a series of amazing imaginative jumps or creative leaps. But design as seen by the design historian is a smooth progression or evolution of ideas that they seem self-evident and inevitable after the event. But the next step is anything but obvious for the artist/creator/inventor/designer stuck at that point just before the creative leap. They know where they have come from and have a general sense of where they are going, but often do not have a precise target or goal. This is why it is misleading to talk of design as a problem-solving activity - it is better defined as a problem-finding activity. This has been very frustrating for those trying to assist the design process with computer-based, problem-solving techniques. By the time the problem has been defined, it has been solved. Indeed the solution is often the very definition of the problem. Design must be creative-or it is mere imitation. But since this crucial creative leap seem inevitable after the event, the question must arise, can we find some way of searching the space ahead? Of course there are serious problems of knowing what we are looking for and the vastness of the search space. It may be better to discard altogether the term "searching" in the context of the design process: Conceptual analogies such as search, search spaces and fitness landscapes aim to elucidate the design process. However, the vastness of the multidimensional spaces involved make these analogies misguided and they thereby actually result in further confounding the issue. The term search becomes a misnomer since it has connotations that imply that it is possible to find what you are looking for. In such vast spaces the term search must be discarded. Thus, any attempt at searching for the highest peak in the fitness landscape as an optimal solution is also meaningless. Futhermore, even the very existence of a fitness landscape is fallacious. Although alternatives in the same region of the vast space can be compared to one another, distant alternatives will stem from radically different roots and will therefore not be comparable in any straightforward manner (Janssen 2000). Nevertheless we still have this tantalizing possibility that if a creative idea seems inevitable after the event, then somehow might the process be rserved? This may be as improbable as attempting to reverse time. A more helpful analogy is from nature, where it is generally assumed that the process of evolution is not long-term goal directed or teleological. Dennett points out a common minsunderstanding of Darwinism: the idea that evolution by natural selection is a procedure for producing human beings. Evolution can have produced humankind by an algorithmic process, without its being true that evolution is an algorithm for producing us. If we were to wind the tape of life back and run this algorithm again, the likelihood of "us" being created again is infinitesimally small (Gould 1989; Dennett 1995). But nevertheless Mother Nature has proved a remarkably successful, resourceful, and imaginative inventor generating a constant flow of incredible new design ideas to fire our imagination. Hence the current interest in the potential of the evolutionary paradigm in design. These evolutionary methods are frequently based on techniques such as the application of evolutionary algorithms that are usually thought of as search algorithms. It is necessary to abandon such connections with searching and see the evolutionary algorithm as a direct analogy with the evolutionary processes of nature. The process of natural selection can generate a wealth of alternative experiements, and the better ones survive. There is no one solution, there is no optimal solution, but there is continuous experiment. Nature is profligate with her prototyping and ruthless in her elimination of less successful experiments. Most importantly, nature has all the time in the world. As designers we cannot afford prototyping and ruthless experiment, nor can we operate on the time scale of the natural design process. Instead we can use the computer to compress space and time and to perform virtual prototyping and evaluation before committing ourselves to actual prototypes. This is the hypothesis underlying the evolutionary paradigm in design (1992, 1995).

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The paper describes three design models that make use of generative and evolutionary systems. The models describe overall design methods and processes. Each model defines a set of tasks to be performed by the design team, and in each case one of the tasks requires a generative or evolutionary design system. The architectures of these systems are also broadly described.

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Generative media systems present an opportunity for users to leverage computational systems to make sense of complex media forms through interactive and collaborative experiences. Generative music and art are a relatively new phenomenon that use procedural invention as a creative technique to produce music and visual media. These kinds of systems present a range of affordances that can facilitate new kinds of relationships with music and media performance and production. Early systems have demonstrated the potential to provide access to collaborative ensemble experiences to users with little formal musical or artistic expertise. This paper examines the relational affordances of these systems evidenced by selected field data drawn from the Network Jamming Project. These generative performance systems enable access to unique ensemble with very little musical knowledge or skill and they further offer the possibility of unique interactive relationships with artists and musical knowledge through collaborative performance. In this presentation I will focus on demonstrating how these simulated experiences might lead to understandings that may be of educational and social benefit. Conference participants will be invited to jam in real time using virtual interfaces and to view video artifacts that demonstrate an interactive relationship with artists.

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An issue on generative music in Contemporary Music Review allows space to explore many of these controversies, and to explore the rich algorithmic scene in contemporary practice, as well as the diverse origins and manifestations of such a culture. A roster of interesting exponents from both academic and arts practice backgrounds are involved, matching the broad spectrum of current work. Contributed articles range from generative algorithms in live systems, from live coding to interactive music systems to computer games, through algorithmic modelling of longer-term form, evolutionary algorithms, to interfaces between modalities and mediums, in algorithmic choreography. A retrospective on the intensive experimentation into algorithmic music and sound synthesis at the Institute of Sonology in the 1960s and 70s creates a complementary strand, as well as an open paper on the issues raised by open source, as opposed to proprietary, software and operating systems, with consequences in the creation and archiving of algorithmic work.

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Network Jamming systems provide real-time collaborative media performance experiences for novice or inexperienced users. In this paper we will outline the theoretical and developmental drivers for our Network Jamming software, called jam2jam. jam2jam employs generative algorithmic techniques with particular implications for accessibility and learning. We will describe how theories of engagement have directed the design and development of jam2jam and show how iterative testing cycles in numerous international sites have informed the evolution of the system and its educational potential. Generative media systems present an opportunity for users to leverage computational systems to make sense of complex media forms through interactive and collaborative experiences. Generative music and art are a relatively new phenomenon that use procedural invention as a creative technique to produce music and visual media. These kinds of systems present a range of affordances that can facilitate new kinds of relationships with music and media performance and production. Early systems have demonstrated the potential to provide access to collaborative ensemble experiences to users with little formal musical or artistic expertise.This presentation examines the educational affordances of these systems evidenced by field data drawn from the Network Jamming Project. These generative performance systems enable access to a unique kind of music/media’ ensemble performance with very little musical/ media knowledge or skill and they further offer the possibility of unique interactive relationships with artists and creative knowledge through collaborative performance. Through the process of observing, documenting and analysing young people interacting with the generative media software jam2jam a theory of meaningful engagement has emerged from the need to describe and codify how users experience creative engagement with music/media performance and the locations of meaning. In this research we observed that the musical metaphors and practices of ‘ensemble’ or collaborative performance and improvisation as a creative process for experienced musicians can be made available to novice users. The relational meanings of these musical practices afford access to high level personal, social and cultural experiences. Within the creative process of collaborative improvisation lie a series of modes of creative engagement that move from appreciation through exploration, selection, direction toward embodiment. The expressive sounds and visions made in real-time by improvisers collaborating are immediate and compelling. Generative media systems let novices access these experiences with simple interfaces that allow them to make highly professional and expressive sonic and visual content simply by using gestures and being attentive and perceptive to their collaborators. These kinds of experiences present the potential for highly complex expressive interactions with sound and media as a performance. Evidence that has emerged from this research suggest that collaborative performance with generative media is transformative and meaningful. In this presentation we draw out these ideas around an emerging theory of meaningful engagement that has evolved from the development of network jamming software. Primarily we focus on demonstrating how these experiences might lead to understandings that may be of educational and social benefit.

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Generative music systems can be performed by manipulating the values of their algorithmic parameters, and their semi-autonomous nature provides an opportunity for coordinated interaction amongst a network of systems, a practice we call Network Jamming. This paper outlines the characteristics of this networked performance practice and discusses the types of mediated musical relationships and ensemble configurations that can arise. We have developed and tested the jam2jam network jamming software over recent years. We describe this system, draw from our experiences with it, and use it to illustrate some characteristics of Network Jamming.

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Music is inherently active and interactive. Like technologies before them, digital systems provide a range of enhanced music performance opportunities. In this paper we outline the educational advantages of ensemble performance in which generative media systems are integrated. As a concrete example, we focus on our work with the jam2jam system which uses generative music processes to enhance collaborative music making. We suggest that our research points toward a new class of activities that maintain the well established benefits of ensemble performance while adding cultural and pedagogical value by leveraging the capabilities and cachet of digital media practices.