950 resultados para 3D CAD software for clothing
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Activities that have fuel subterranean storage system are considered potentially polluting fuels by CONAMA Resolution 273, due to the possibility of leak, outpouring and overflow of fuel into the ground. Being even more worrying when contaminate groundwater for public supply, as the case of Natal City. For this reason, the Public Ministry/RN, in partnership with UFRN, developed the project environmental suitability of Gas stations in Natal, of which 36% showed evidence of contamination. This paper describes the four stages of the management of contaminated areas: preliminary assessment of environmental liabilities, detailed confirmatory investigation of the contamination, risk analysis to human health (RBCA), as well as the remediation plan of degraded areas. Therefore it is presented a case study. For the area investigated has been proposed a mathematical method to estimate the volume of LNAPL by a free CAD software (ScketchUp) and compare it with the partition method for grid area. Were also performed 3D graphics designs of feathers contamination. Research results showed that passive benzene contamination in groundwater was 2791.77 μg/L, when the maximum allowed by CONAMA Resolution 420 is 5 μg/L which is the potability standards. The individual and cumulative risks were calculated from 4.4 x10-3, both above the limits of 1.0 x10-5 or by RBCA 1.0 x10-6 by the Public Ministry/RN. Corrective action points that remediation of dissolved phase benzene is expected to reach a concentration of 25 μg/L, based on carcinogenic risk for ingestion of groundwater by residents residential, diverging legislation. According to the proposed model, the volume of LNAPL using the ScketchUp was 17.59 m3, while by the grid partitioning method was 14.02 m3. Because of the low recovery, the expected removal of LNAPL is 11 years, if the multiphase extraction system installed in the enterprise is not optimized
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In this work was developed an information system to apply the concepts of CAD3D-BIM technology for the design activities of the furniture industry. The development of this system was based in an architecture comprised of two modules: a web interface to management the metadata of models from furniture's library and the combination of three-dimensional CAD software with a specific plugin to access the information from this model. To develop this system was also used a Data Base Management System (DBMS) designed to storage the information from models in a hierarchical way, based on concepts of Group Technology (GT). The centralization of information in a single database allows the automatic availability of any changes to all participants involved in a particular project when it‟s happens. Each module from system has its own connection to this database. Finally was developed a prototype from a 3D virtual environment to help create Virtual Reality projects in the web. A study from available technologies to create 3D web applications for execution in websites was done to support this development. The interconnection between modules and the database developed allowed the assembly of a system architecture to support the construction and exhibition of projects of the furniture industry in accordance with the concepts proposed by BIM (Building Information Modeling), using as object of study the furniture industry of state of Rio Grande do Norte
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A green ceramic tape micro heat exchanger was developed using LTCC technology. The device was designed by using a CAD software and 2D and 3D simulations using a CFD package (COMSOL Multiphysics) to evaluate the fluid behavior in the microchannels. The micro heat exchanger is composed of five thermal exchange plates in cross flow arrangement and two connecting plates; heat exchanger dimensions are 26 × 26 × 6 mm3. Preliminary tests were carried out to characterize the device both in atmospheric pressure and in vacuum. The same techniques used in vacuum technology were applied to check the rotameters and to prevent device leakages. Thermal performance of the micro heat exchanger was experimentally tested. © 2009 Elsevier B.V. All rights reserved.
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Pós-graduação em Ciência e Tecnologia de Materiais - FC
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Pós-graduação em Educação para a Ciência - FC
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O objetivo deste trabalho é discutir aspectos do processo de projeto e sua representação gráfica, num momento em que softwares de projeto 3D vem se tornando hegemônicos na prática do arquiteto e no ensino de arquitetura, em contraponto às práticas de desenho em prancheta. Os motivos e circunstâncias não são objeto do trabalho, cujo foco está numa prática de projeto e representação gráfica 2D, mas que tem muito a contribuir para o debate do quadro acima: os desenhos de projeto de Frank Lloyd Wright. Casos de estudo: quatro pranchas desenhadas por FLLW. É importante notar que, no vasto quadro da historiografia wrightiana, análises e interpretações originais, pioneiras, da arquitetura vem surgindo nas últimas décadas, mas ainda há poucos textos sobre desenhos e representação gráfica do arquiteto. Este constitui uma primeira aproximação do autor acerca de tema que oferece abrangente potencial. São exemplos em que, na relação imagem-objeto, a representação bidimensional constrói o projeto tridimensional. A arquitetura emerge como experimentação sem cair na especulação formal. Demonstram uma prática mais lenta, reflexiva e laboriosa do que a oferecida pelos software 3D atuais – mas onde cada traço, textura e grafismo implica um significado de espaço e materialidade.
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Il lavoro presentato ha come oggetto la ricostruzione tridimensionale della città di Bologna nella sua fase rinascimentale. Tale lavoro vuole fornire un modello 3D delle architetture e degli spazi urbani utilizzabile sia per scopi di ricerca nell’ambito della storia delle città sia per un uso didattico-divulgativo nel settore del turismo culturale. La base del lavoro è una fonte iconografica di grande importanza: l’affresco raffigurante Bologna risalente al 1575 e situato in Vaticano; questa è una veduta a volo d’uccello di grandi dimensioni dell’intero tessuto urbano bolognese all’interno della terza cerchia di mura. In esso sono rappresentate in maniera particolareggiata le architetture civili e ecclesiastiche, gli spazi ortivi e cortilivi interni agli isolati e alcune importanti strutture urbane presenti in città alla fine del Cinquecento, come l’area portuale e i canali interni alla città, oggi non più visibili. La ricostruzione tridimensionale è stata realizzata tramite Blender, software per la modellazione 3D opensource, attraverso le fasi di modellazione, texturing e creazione materiali (mediante campionamento delle principali cromie presenti nell’affresco), illuminazione e animazione. Una parte della modellazione è stata poi testata all’interno di un GIS per verificare l’utilizzo delle geometrie 3D come elementi collegabili ad altre fonti storiche relative allo sviluppo urbano e quindi sfruttabili per la ricerca storica. Grande attenzione infine è stata data all’uso dei modelli virtuali a scopo didattico-divulgativo e per il turismo culturale. La modellazione è stata utilizzata all’interno di un motore grafico 3D per costruire un ambiente virtuale interattivo nel quale un utente anche non esperto possa muoversi per esplorare gli spazi urbani della Bologna del Cinquecento. In ultimo è stato impostato lo sviluppo di un’applicazione per sistemi mobile (Iphone e Ipad) al fine di fornire uno strumento per la conoscenza della città storica in mobilità, attraverso la comparazione dello stato attuale con quello ricostruito virtualmente.
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To retrospectively analyze the performance of a commercial computer-aided diagnosis (CAD) software in the detection of pulmonary nodules in original and energy-subtracted (ES) chest radiographs.
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Design rights represent an interesting example of how the EU legislature has successfully regulated an otherwise heterogeneous field of law. Yet this type of protection is not for all. The tools created by EU intervention have been drafted paying much more attention to the industry sector rather than to designers themselves. In particular, modern, digitally based, individual or small-sized, 3D printing, open designers and their needs are largely neglected by such legislation. There is obviously nothing wrong in drafting legal tools around the needs of an industrial sector with an important role in the EU economy, on the contrary, this is a legitimate and good decision of industrial policy. However, good legislation should be fair, balanced, and (technologically) neutral in order to offer suitable solutions to all the players in the market, and all the citizens in the society, without discriminating the smallest or the newest: the cost would be to stifle innovation. The use of printing machinery to manufacture physical objects created digitally thanks to computer programs such as Computer-Aided Design (CAD) software has been in place for quite a few years, and it is actually the standard in many industrial fields, from aeronautics to home furniture. The change in recent years that has the potential to be a paradigm-shifting factor is a combination between the opularization of such technologies (price, size, usability, quality) and the diffusion of a culture based on access to and reuse of knowledge. We will call this blend Open Design. It is probably still too early, however, to say whether 3D printing will be used in the future to refer to a major event in human history, or instead will be relegated to a lonely Wikipedia entry similarly to ³Betamax² (copyright scholars are familiar with it for other reasons). It is not too early, however, to develop a legal analysis that will hopefully contribute to clarifying the major issues found in current EU design law structure, why many modern open designers will probably find better protection in copyright, and whether they can successfully rely on open licenses to achieve their goals. With regard to the latter point, we will use Creative Commons (CC) licenses to test our hypothesis due to their unique characteristic to be modular, i.e. to have different license elements (clauses) that licensors can choose in order to adapt the license to their own needs.”
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The ability to view and interact with 3D models has been happening for a long time. However, vision-based 3D modeling has only seen limited success in applications, as it faces many technical challenges. Hand-held mobile devices have changed the way we interact with virtual reality environments. Their high mobility and technical features, such as inertial sensors, cameras and fast processors, are especially attractive for advancing the state of the art in virtual reality systems. Also, their ubiquity and fast Internet connection open a path to distributed and collaborative development. However, such path has not been fully explored in many domains. VR systems for real world engineering contexts are still difficult to use, especially when geographically dispersed engineering teams need to collaboratively visualize and review 3D CAD models. Another challenge is the ability to rendering these environments at the required interactive rates and with high fidelity. In this document it is presented a virtual reality system mobile for visualization, navigation and reviewing large scale 3D CAD models, held under the CEDAR (Collaborative Engineering Design and Review) project. It’s focused on interaction using different navigation modes. The system uses the mobile device's inertial sensors and camera to allow users to navigate through large scale models. IT professionals, architects, civil engineers and oil industry experts were involved in a qualitative assessment of the CEDAR system, in the form of direct user interaction with the prototypes and audio-recorded interviews about the prototypes. The lessons learned are valuable and are presented on this document. Subsequently it was prepared a quantitative study on the different navigation modes to analyze the best mode to use it in a given situation.
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Dado que es difícil imaginar en el futuro una sociedad moderna donde la energía no juegue un papel fundamental y puesto que numerosos estudios han demostrado que el ritmo actual de consumo de combustibles es insostenible y perjudicial para la vida del planeta, es fundamental concienciar a la humanidad de que un cambio de tendencia no solo es necesario sino que es imperativo. No se trata de erradicar por completo el uso de fuentes de carácter fósil, pues en muchos países es su principal o incluso su única forma de obtener energía, sino de avanzar hacia un equilibrio en la generación, para lo que será vital permitir el desarrollo de energías limpias, aumentar la eficiencia de la tecnología y reducir el consumo. En este contexto se ha decidido construir un rotor eólico de pequeñas dimensiones que servirá como herramienta de estudio para alumnos de ingeniería. Para diseñar la turbina se ha desarrollado un modelo de programación informática que, basado en conceptos aerodinámicos, permite calcular la geometría de las palas en función de unas condiciones iniciales, estimar la potencia del rotor y obtener sus curvas de funcionamiento. Uno de los principales problemas de la tecnología eólica es su alta variabilidad, por ello se ha implementado un sistema de regulación de velocidad; se trata de un mecanismo que actúa sobre la orientación de las palas y permite regular la potencia de un generador eléctrico acoplado al rotor. Los aerogeneradores actuales recurren a este tipo de sistemas para tratar de suavizar los desequilibrios de potencia que puedan producir las ráfagas de viento. Se ha recurrido a un software de diseño asistido por ordenador para dibujar tanto el rotor como el sistema de regulación de velocidad. La mayoría de las piezas del rotor se han fabricado con ayuda de una impresora 3D, otras, las metálicas, se han tallado en aluminio mediante un torno. Aunque el programa informático que realiza los cálculos aerodinámicos devuelve datos teóricos a cerca del comportamiento del rotor, se ha creído necesario probar el molino mediante ensayos de laboratorio a fin de obtener un resultado más realista.Abstract Given that it’s difficult to imagine any modern society in the future where energy does not play a crucial role, and as many studies have shown that the actual rate of fuel consumption is unsustainable and harmful to life on the planet, it is essential to raise mankind’s awareness that a change in the current trend is not only necessary, but is also imperative. It is not a question of completely eradicating the use of fossil fuels, as in many countries they are the main or even the only way of generating energy, but rather working towards a balance in generation. To do so it is vital to encourage the development of clean energies, increase technological efficiency and reduce consumption. In view of this we have decided to build a small scale wind turbine rotor which can be used as a study tool for engineering students. To design the turbine a software programme was developed based on aerodynamic concepts, which allows us to calculate the geometry of the blades depending on certain initial conditions, estimate the power of the turbine, and obtain performance curves. One of the main issues with wind technology is its high variability, and therefore we implemented a speed regulation system consisting of a mechanism that varies the orientation of the blades and thus allows us to regulate the power of an electric generator attached to the turbine. Current wind powered generators use this type of system to try to smooth out spikes in power that may be caused by gusts of wind. We have used CAD software to design both the turbine itself and the speed regulation system. Most of the turbine parts have been manufactured with the aid of a 3D printer, while the other metallic parts have been turned on made a lathe in aluminum. Although the software programme which calculates the aerodynamics provide us theoretical data about the operation of the rotor. We consider it necessary to test the wind turbine in a lab to obtain more accurate results.
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Shading reduces the power output of a photovoltaic (PV) system. The design engineering of PV systems requires modeling and evaluating shading losses. Some PV systems are affected by complex shading scenes whose resulting PV energy losses are very difficult to evaluate with current modeling tools. Several specialized PV design and simulation software include the possibility to evaluate shading losses. They generally possess a Graphical User Interface (GUI) through which the user can draw a 3D shading scene, and then evaluate its corresponding PV energy losses. The complexity of the objects that these tools can handle is relatively limited. We have created a software solution, 3DPV, which allows evaluating the energy losses induced by complex 3D scenes on PV generators. The 3D objects can be imported from specialized 3D modeling software or from a 3D object library. The shadows cast by this 3D scene on the PV generator are then directly evaluated from the Graphics Processing Unit (GPU). Thanks to the recent development of GPUs for the video game industry, the shadows can be evaluated with a very high spatial resolution that reaches well beyond the PV cell level, in very short calculation times. A PV simulation model then translates the geometrical shading into PV energy output losses. 3DPV has been implemented using WebGL, which allows it to run directly from a Web browser, without requiring any local installation from the user. This also allows taken full benefits from the information already available from Internet, such as the 3D object libraries. This contribution describes, step by step, the method that allows 3DPV to evaluate the PV energy losses caused by complex shading. We then illustrate the results of this methodology to several application cases that are encountered in the world of PV systems design. Keywords: 3D, modeling, simulation, GPU, shading, losses, shadow mapping, solar, photovoltaic, PV, WebGL
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Today, the requirement of professional skills to university students is constantly increasing in our society. In our opinion, the content offered in official degrees need to be nourished with different variables, enriching their global professional knowledge in a parallel way; that is why, in recent years, there is a great multiplicity of complementary courses at university. One of the most socially demanded technical requirements within the architectural, design or engineering field is the management of 3D drawing software, becoming an indispensable reality in these sectors. Thus, this specific training becomes essential over two-dimension traditional design, because the inclusion of great possibilities of spatial development that go beyond conventional orthographic projections (plans, sections or elevations), allowing modelling and rotation of the selected items from multiple angles and perspectives. Therefore, this paper analyzes the teaching methodology of a complementary course for those technicians in the construction industry interested in computer-aided design, using modelling (SketchupMake) and rendering programs (Kerkythea). The course is developed from the technician point of view, by learning computer management and its application to professional development from a more general to a more specific view through practical examples. The proposed methodology is based on the development of real examples in different professional environments such as rehabilitation, new constructions, opening projects or architectural design. This multidisciplinary contribution improves criticism of students in different areas, encouraging new learning strategies and the independent development of three-dimensional solutions. Thus, the practical implementation of new situations, even suggested by the students themselves, ensures active participation, saving time during the design process and the increase of effectiveness when generating elements which may be represented, moved or virtually tested. In conclusion, this teaching-learning methodology improves the skills and competencies of students to face the growing professional demands of society. After finishing the course, technicians not only improved their expertise in the field of drawing but they also enhanced their capacity for spatial vision; both essential qualities in these sectors that can be applied to their professional development with great success.
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The ability to view and interact with 3D models has been happening for a long time. However, vision-based 3D modeling has only seen limited success in applications, as it faces many technical challenges. Hand-held mobile devices have changed the way we interact with virtual reality environments. Their high mobility and technical features, such as inertial sensors, cameras and fast processors, are especially attractive for advancing the state of the art in virtual reality systems. Also, their ubiquity and fast Internet connection open a path to distributed and collaborative development. However, such path has not been fully explored in many domains. VR systems for real world engineering contexts are still difficult to use, especially when geographically dispersed engineering teams need to collaboratively visualize and review 3D CAD models. Another challenge is the ability to rendering these environments at the required interactive rates and with high fidelity. In this document it is presented a virtual reality system mobile for visualization, navigation and reviewing large scale 3D CAD models, held under the CEDAR (Collaborative Engineering Design and Review) project. It’s focused on interaction using different navigation modes. The system uses the mobile device's inertial sensors and camera to allow users to navigate through large scale models. IT professionals, architects, civil engineers and oil industry experts were involved in a qualitative assessment of the CEDAR system, in the form of direct user interaction with the prototypes and audio-recorded interviews about the prototypes. The lessons learned are valuable and are presented on this document. Subsequently it was prepared a quantitative study on the different navigation modes to analyze the best mode to use it in a given situation.