458 resultados para Papid Prototyping
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Cet article revient sur les résultats du programme Spectacle en ligne(s) à partir desquels une réflexion est menée sur le changement de nature de l’archive nativement numérique et de son statut culturel. La constitution d’une archive vidéo annotée des répétitions de deux spectacles vivants nous a permis d’explorer les médiations de l’archive dans le contexte culturel. Notre réflexion sur la médiation se positionne ainsi à la croisée de l’innovation institutionnelle en la matière, et des problématiques scientifiques liées à l’archive numérique. À travers les expérimentations d’éditorialisation de l’archive, menées lors du projet, l’article introduit l’idée que l’archive nativement numérique n’accède au statut d’objet culturel qu’au travers de ses usages, lors de la génération des formes intermédiaires propre à l’éditorialisation de l’archive.
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Na medida em que os produtos e os processos de criação são cada vez mais mediados digitalmente, existe uma reflexão recente acerca da relação entre as imagens e as ferramentas usadas para a sua produção. A relação natural e estreita entre a dimensão conceptual e a dimensão física abre a discussão ao nível da semântica e dos processos da projetação e manipulação das imagens, nas quais estão naturalmente incluídas as ferramentas CAD. Tendo o desenho um papel inequívoco e fundamental no exercício da projetação e da modelação 3D é pertinente perceber a relação e a articulação entre estas duas ferramentas. Reconhecendo o desenho como uma ferramenta de domínio físico capaz de expressar o pensamento que opera a transformação de concepções abstratas em concepções concretas, reconhecê-lo refletido na dimensão virtual através de um software CAD 3D não é trivial, já que este, na generalidade, é processado através de um pensamento cujo contexto é distante da materialidade. Metodologicamente, abordaremos esta questão procurando a verificação da hipótese através de uma proposta de exercício prático que procura avaliar o efeito que as imagens analógicas poderão ter sobre o reconhecimento e operatividade da ferramenta Blender num enquadramento académico. Pretende-se, pois, perceber como o desenho analógico pode integrar o processo de modelação 3D e qual a relação que mantém com quem elas opera. A articulação do desenho com as ferramentas de produção de design, especificamente CAD 3D, permitirá compreender na especialidade a articulação entre ferramentas de diferentes naturezas tanto no processo da projetação quanto na criação de artefactos visuais. Assim como poderá lançar a discussão acerca das estratégias pedagógicas de ensino do desenho e do 3D num curso de Design.
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Com o desenvolvimento das tecnologias da Comunicação, o ser humano tem alterado os seus hábitos de consumo televisivo. Neste contexto, destaca-se o uso de aplicações mobile designadas como Second Screen, as quais, entre outras possibilidades, permitem interagir com conteúdos adicionais aos que se encontram a ser transmitidos na televisão. Sendo este fenómeno relativamente recente, pretende-se compreender qual a abordagem a adotar no desenvolvimento de uma prototipagem ágil de aplicações Second Screen centradas no utilizador. De modo a compreender o respetivo processo, iniciou-se o estudo com um enquadramento teórico, que possibilitou a familiarização com as aplicações Second Screen e ferramentas de prototipagem ágil já existentes. Após o enquadramento teórico, procedeu-se à criação de dois mockups de aplicações Second Screen, que foram testados em Focus Groups. A partir dos dados obtidos, desenvolveram-se dois protótipos ágeis, os quais foram submetidos a uma última fase de testes (Experimentação por observação, Entrevista e Questionário de avaliação, respetivamente). Os participantes deste estudo foram os mesmos para ambas as fases de testes, constituindo um grupo de consumidores, um grupo de designers e um grupo de especialistas na área de prototipagem. Os resultados obtidos, a partir dos protótipos concebidos, comprovam a validade do processo realizado neste estudo, podendo este ser usado para desenvolver protótipos de aplicações mobile e Second Screen.
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In the teaching practice of architecture and urbanism in Brazil, educational legislation views modeling laboratories and workshops as an indispensable component of the infrastructure required for the good functioning of any architectural course of study. Although the development of information technology at the international level has created new possibilities for digital production of architectural models, research in this field being underway since the early 1990s, it is only from 2007 onwards that such technologies started to be incorporated into the teaching activity of architecture and urbanism in Brazil, through the pioneering experience at LAPAC/FEC/UNICAMP. It is therefore a recent experiment whose challenges can be highlighted through the following examples: (i) The implementation of digital prototyping laboratories in undergraduate courses of architecture and urbanism is still rare in Brazil; (ii) As a new developing field with few references and application to undergraduate programs, it is hard to define methodological procedures suitable for the pedagogical curricula already implemented or which have already been consolidated over the years; (iii) The new digital ways for producing tridimensional models are marked with specificities which make it difficult to fit them within the existing structures of model laboratories and workshops. Considering the above, the present thesis discusses the tridimensional model as a tool which may contribute to the development of students skills in perceiving, understanding and representing tridimensional space. Analysis is made of the relation between different forms of models and the teaching of architectural project, with emphasis on the design process. Starting from the conceptualization of the word model as it is used in architecture and urbanism, an attempt is made to identify types of tridimensional models used in the process of project conception, both through the traditional, manual way of model construction as well as through the digital ones. There is also an explanation on how new technologies for digital production of models through prototyping are being introduced in undergraduate academic programs of architecture and urbanism in Brazil, as well as a review of recent academic publications in this area. Based on the paradigm of reflective practice in teaching as designed by Schön (2000), the experiment applied in the research was undertaken in the integrated workshop courses of architectural project in the undergraduate program of architecture and urbanism at Universidade Federal do Rio Grande do Norte. Along the experiment, physical modeling, geometric modeling and digital prototyping are used in distinct moments of the design process with the purpose of observing the suitability of each model to the project s phases. The procedures used in the experiments are very close to the Action Research methodology in which the main purpose is the production of theoretical knowledge by improving the practice. The process was repeated during three consecutive semesters and reflection on the results which were achieved in each cycle helped enhancing the next one. As a result, a methodological procedure is proposed which consists of the definition of the Tridimensional Model as the integrating element for the contents studied in a specific academic period or semester. The teaching of Architectural Project as it is developed along the fifth academic period of the Architecture and Urbanism undergraduate program of UFRN is taken as a reference
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Työn tavoitteena oli toimintatutkimuksen kautta tutkia ketterän ohjelmistokehityksen keinoin toteutetun käyttöliittymäkehityksen kykyä vastata asiakkaiden todellisiin tarpeisiin. Työssä haettiin tapaustutkimusyritykselle olemassa olevan työkalun uuden version käyttöliittymän toteutusvaihtoehtoja ja toteutettiin korkean tarkkuuden prototyyppejä näitä hyödyntäen. Ketterän ohjelmistokehityksen arvot ja periaatteet soveltuivat kehitysprosessissa käytettäviksi erinomaisesti. Iteratiivinen lähestymistapa kehitykseen ja läheinen yhteistyö tapaustutkimusyrityksen ja kandidaatintyöntekijän kanssa mahdollistivat yrityksen odotusten täyttämisen. Työkalun käyttöliittymä saatettiin tasolle, joka mahdollistaa jatkokehittämisen aloituksen. Kattavamman testauttamisen sisällyttäminen kehitysprosessiin olisi edesauttanut vielä paremman lopputuloksen saavuttamista.
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This dissertation presents a case study of collaborative research through design with Floracaching, a gamified mobile application for citizen science biodiversity data collection. One contribution of this study is the articulation of collaborative research through design (CRtD), an approach that blends cooperative design approaches with the research through design methodology (RtD). Collaborative research through design is thus defined as an iterative process of cooperative design, where the collaborative vision of an ideal state is embedded in a design. Applying collaborative research through design with Floracaching illustrates how a number of cooperative techniques—especially contextual inquiry, prototyping, and focus groups—may be applied in a research through design setting. Four suggestions for collaborative research through design (recruit from a range of relevant backgrounds; take flexibility as a goal; enable independence and agency; and, choose techniques that support agreement or consensus) are offered to help others who wish to experiment with this new approach. Applying collaborative research through design to Floracaching yielded a new prototype of the application, accompanied by design annotations in the form of framing constructs for designing to support mobile, place-based citizen science activities. The prototype and framing constructs, which may inform other designers of similar citizen science technologies, are a second contribution of this research.
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This thesis covers the challenges of creating and maintaining an introductory engineering laboratory. The history of the University of Illinois Electrical and Computer Engineering department’s introductory course, ECE 110, is recounted. The current state of the course, as of Fall 2008, is discussed along with current challenges arising from the use of a hand-wired prototyping board with logic gates. A plan for overcoming these issues using a new microcontroller-based board with a pseudo hardware description language is discussed. The new microcontroller based system implementation is extensively detailed along with its new accompanying description language. This new system was tried in several sections of the Fall 2008 semester alongside the old system; the students’ final performances with the two different approaches are compared in terms of design, performance, complexity, and enjoyment. The system in its first run shows great promise, increasing the students’ enjoyment, and improving the performance of their designs.
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Physical places are given contextual meaning by the objects and people that make up the space. Presence in physical places can be utilised to support mobile interaction by making access to media and notifications on a smartphone easier and more visible to other people. Smartphone interfaces can be extended into the physical world in a meaningful way by anchoring digital content to artefacts, and interactions situated around physical artefacts can provide contextual meaning to private manipulations with a mobile device. Additionally, places themselves are designed to support a set of tasks, and the logical structure of places can be used to organise content on the smartphone. Menus that adapt the functionality of a smartphone can support the user by presenting the tools most likely to be needed just-in-time, so that information needs can be satisfied quickly and with little cognitive effort. Furthermore, places are often shared with people whom the user knows, and the smartphone can facilitate social situations by providing access to content that stimulates conversation. However, the smartphone can disrupt a collaborative environment, by alerting the user with unimportant notifications, or sucking the user in to the digital world with attractive content that is only shown on a private screen. Sharing smartphone content on a situated display creates an inclusive and unobtrusive user experience, and can increase focus on a primary task by allowing content to be read at a glance. Mobile interaction situated around artefacts of personal places is investigated as a way to support users to access content from their smartphone while managing their physical presence. A menu that adapts to personal places is evaluated to reduce the time and effort of app navigation, and coordinating smartphone content on a situated display is found to support social engagement and the negotiation of notifications. Improving the sensing of smartphone users in places is a challenge that is out-with the scope of this thesis. Instead, interaction designers and developers should be provided with low-cost positioning tools that utilise presence in places, and enable quantitative and qualitative data to be collected in user evaluations. Two lightweight positioning tools are developed with the low-cost sensors that are currently available: The Microsoft Kinect depth sensor allows movements of a smartphone user to be tracked in a limited area of a place, and Bluetooth beacons enable the larger context of a place to be detected. Positioning experiments with each sensor are performed to highlight the capabilities and limitations of current sensing techniques for designing interactions with a smartphone. Both tools enable prototypes to be built with a rapid prototyping approach, and mobile interactions can be tested with more advanced sensing techniques as they become available. Sensing technologies are becoming pervasive, and it will soon be possible to perform reliable place detection in-the-wild. Novel interactions that utilise presence in places can support smartphone users by making access to useful functionality easy and more visible to the people who matter most in everyday life.
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This dissertation presents work done in the design, modeling, and fabrication of magnetically actuated microrobot legs. Novel fabrication processes for manufacturing multi-material compliant mechanisms have been used to fabricate effective legged robots at both the meso and micro scales, where the meso scale refers to the transition between macro and micro scales. This work discusses the development of a novel mesoscale manufacturing process, Laser Cut Elastomer Refill (LaCER), for prototyping millimeter-scale multi-material compliant mechanisms with elastomer hinges. Additionally discussed is an extension of previous work on the development of a microscale manufacturing process for fabricating micrometer-sale multi-material compliant mechanisms with elastomer hinges, with the added contribution of a method for incorporating magnetic materials for mechanism actuation using externally applied fields. As both of the fabrication processes outlined make significant use of highly compliant elastomer hinges, a fast, accurate modeling method for these hinges was desired for mechanism characterization and design. An analytical model was developed for this purpose, making use of the pseudo rigid-body (PRB) model and extending its utility to hinges with significant stretch component, such as those fabricated from elastomer materials. This model includes 3 springs with stiffnesses relating to material stiffness and hinge geometry, with additional correction factors for aspects particular to common multi-material hinge geometry. This model has been verified against a finite element analysis model (FEA), which in turn was matched to experimental data on mesoscale hinges manufactured using LaCER. These modeling methods have additionally been verified against experimental data from microscale hinges manufactured using the Si/elastomer/magnetics MEMS process. The development of several mechanisms is also discussed: including a mesoscale LaCER-fabricated hexapedal millirobot capable of walking at 2.4 body lengths per second; prototyped mesoscale LaCER-fabricated underactuated legs with asymmetrical features for improved performance; 1 centimeter cubed LaCER-fabricated magnetically-actuated hexapods which use the best-performing underactuated leg design to locomote at up to 10.6 body lengths per second; five microfabricated magnetically actuated single-hinge mechanisms; a 14-hinge, 11-link microfabricated gripper mechanism; a microfabricated robot leg mechansim demonstrated clearing a step height of 100 micrometers; and a 4 mm x 4 mm x 5 mm, 25 mg microfabricated magnetically-actuated hexapod, demonstrated walking at up to 2.25 body lengths per second.
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[EN] 3D microfluidic device fabrication methods are normally quite expensive and tedious. In this paper, we present an easy and cheap alternative wherein thin cyclic olefin polymer (COP) sheets and pressure sensitive adhesive(PSA) were used to fabricate hybrid 3D microfluidic structures, by the Origami technique, which enables the fabrication of microfluidic devices without the need of any alignment tool. The COP and PSA layers were both cut simultaneously using a portable, low-cost plotter allowing for rapid prototyping of a large variety of designs in a single production step. The devices were then manually assembled using the Origami technique by simply combining COP and PSA layers and mild pressure. This fast fabrication method was applied, as proof of concept, to the generation of a micromixer with a 3D-stepped serpentine design made of ten layers in less than 8 min. Moreover, the micromixer was characterized as a function of its pressure failure, achieving pressures of up to 1000 mbar. This fabrication method is readily accessible across a large range of potential end users, such as educational agencies (schools,universities), low-income/developing world research and industry or any laboratory without access to clean room facilities, enabling the fabrication of robust, reproducible microfluidic devices.
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110 p.
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Os solenóides para eletroválvulas, em conjunto com outros produtos e equipamentos, permitem a automação dos sistemas de distribuição de águas não potáveis, como, por exemplo, em sistemas de rega. Deste modo é possível controlar diversos parâmetros, como o caudal e a pressão da água que passa na válvula, podendo estes ser fiscalizados à distância. Neste trabalho, foram desenvolvidos solenóides para acoplar a válvulas que se destinam à rega agrícola, comercializadas pela empresa JPrior, Fábrica de Plásticos, Lda. Para o efeito, foram definidos vários processos necessários para a criação de uma linha piloto de pré industrialização destes dispositivos. Etapas como a conceção do dispositivo, prototipagem, testes de temperatura, consumo de corrente, estabilidade eletromecânica e testes de desempenho associados a diferentes valores de pressão e de caudal de funcionamento, foram essenciais para este desenvolvimento, assim como, análises estruturais e morfológicas do material que constitui o núcleo dos solenóides. Além disso, procurou-se responder às necessidades do mercado numa perspetiva mais completa do que a existente. Para isso, foram produzidos dois tipos de solenóides de 24 V AC, com pressões máximas de funcionamento de 4 bar e de 12 bar.
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There is clear evidence that in typically developing children reasoning and sense-making are essential in all mathematical learning and understanding processes. In children with autism spectrum disorders (ASD), however, these become much more significant, considering their importance to successful independent living. This paper presents a preliminary proposal of a digital environment, specifically targeted to promote the development of mathematical reasoning in students with ASD. Given the diversity of ASD, the prototyping of this environment requires the study of dynamic adaptation processes and the development of activities adjusted to each user’s profile. We present the results obtained during the first phase of this ongoing research, describing a conceptual model of the proposed digital environment. Guidelines for future research are also discussed.
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A utilização das tecnologias é considerada um meio eficaz para trabalhar conteúdos académicos com alunos com Perturbações do Espetro do Autismo (PEA) possibilitando a criação de ambientes criativos e construtivos onde se podem desenvolver atividades diferenciadas, significativas e de qualidade. Contudo, o desenvolvimento de aplicações tecnológicas para crianças e jovens com PEA continua a merecer pouca atenção, nomeadamente no que respeita à promoção do raciocínio dedutivo, apesar desta ser uma área de grande interesse para indivíduos com esta perturbação. Para os alunos com PEA, o desenvolvimento do raciocínio matemático torna-se crucial, considerando a importância destas competências para o sucesso de uma vida autónoma. Estas evidências revelam o contributo inovador que o ambiente de aprendizagem descrito nesta comunicação poderá dar nesta área. O desenvolvimento deste ambiente começou por uma etapa de criação e validação de um modelo que permitiu especificar e prototipar a solução desenvolvida que oferece modalidades de adaptação dinâmica das atividades propostas ao perfil do utilizador, procurando promover o desenvolvimento do raciocínio matemático (indutivo e dedutivo). Considerando a heterogeneidade das PEA, o ambiente desenvolvido baseia-se em modalidades de adaptação dinâmica e em atividades ajustadas ao perfil dos utilizadores. Nesta comunicação procurámos dar a conhecer o trabalho de investigação já desenvolvido, bem como perspetivar a continuidade do trabalho a desenvolver.
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Cet article revient sur les résultats du programme Spectacle en ligne(s) à partir desquels une réflexion est menée sur le changement de nature de l’archive nativement numérique et de son statut culturel. La constitution d’une archive vidéo annotée des répétitions de deux spectacles vivants nous a permis d’explorer les médiations de l’archive dans le contexte culturel. Notre réflexion sur la médiation se positionne ainsi à la croisée de l’innovation institutionnelle en la matière, et des problématiques scientifiques liées à l’archive numérique. À travers les expérimentations d’éditorialisation de l’archive, menées lors du projet, l’article introduit l’idée que l’archive nativement numérique n’accède au statut d’objet culturel qu’au travers de ses usages, lors de la génération des formes intermédiaires propre à l’éditorialisation de l’archive.