971 resultados para 3D-Printing


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Inkjet printing relies on the formation of small liquid droplets to deliver precise amounts of material to a substrate under digital control. Inkjet technology is becoming relatively mature and is of great industrial interest thanks to its flexibility for graphical printing and its potential use in less conventional applications such as additive manufacturing and the production of printed electronics and other functional devices. Its advantages over traditional methods of printing include the following: it produces little or no waste, it is versatile because several different methods exist, it is noncontact, and it does not require a master template so that printed patterns can be readily modified on demand. However, the technology is in need of further development to become mainstream in emerging applications such as additive manufacturing (3D printing). This review contains a description of conventional and less common inkjet methods and surveys the current applications of inkjet in industry. This is followed by specific examples of the barriers, limitations, and challenges faced by inkjet technology in both graphical printing and manufacturing. © 2013 by Begell House, Inc.

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A sacrificial templating process using lithographically printed minimal surface structures allows complex de novo geometries of delicate hydrogel materials. The hydrogel scaffolds based on cellulose and chitin nanofibrils show differences in terms of attachment of human mesenchymal stem cells, and allow their differentiation into osteogenic outcomes. The approach here serves as a first example toward designer hydrogel scaffolds viable for biomimetic tissue engineering.

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Writing operates in an expanding field of intersections between symbol, inflection and further meaning. The materiality of writing, its embodied action, situated context and myriad substantive expressions, requires an interdisciplinary approach best advanced by collaborative teams and fuelled by collective concerns. At a recent design conference, Doha 2013: Hybrid Making, our team of creative arts researchers (Jondi Keane, Patrick West and Valerie Jeremijenko) conducted a workshop based on the idea of reverse engineering the notion of a souvenir, by starting with the sensation rather than the iconic image. The approaches explored by the group focused on the ways in which a sensation, emotion and/or idea attach to an object and how an object offers itself as an attractor for memory and indicate that when experience, sensation and place are emphasized, the materiality of writing comes to the fore. We assert that material writing allows or even requires a fluid movement between conceptual and perceptual modes of creative practice. In this paper we will unpack different methods of material writing: the materiality of the act of writing with substances, site-specific/site-conditioned writing and 3D printing. Through the particularity of each mode of material writing our discussions will examine the points of attachment that we, as symbolizing creatures, produce in order to orient and reconstruct a world on the fly. Material writing constantly brings us back to earth, anchoring us to the expanded processes integral to hybrid-making.

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Computer vision is a field that uses techniques to acquire, process, analyze and understand images from the real world in order to produce numeric or symbolic information in the form of decisions [1]. This project aims to use computer vision to prepare an app to analyze a Madeira Wine and characterize it (identify its variety) by its color. Dry or sweet wines, young or old wines have a specific color. It uses techniques to compare histograms in order to analyze the images taken from a test sample inside a special container designed for this purpose. The color analysis from a wine sample using an image captured by a smartphone can be difficult. Many factors affect the captured image such as, light conditions, the background of the sample container due to the many positions the photo can be taken (different to capture facing a white wall or facing the floor for example). Using new technologies such as 3D printing it was possible to create a prototype that aims to control the effect of those external factors on the captured image. The results for this experiment are good indicators for future works. Although it’s necessary to do more tests, the first tests had a success rate of 80% to 90% of correct results. This report documents the development of this project and all the techniques and steps required to execute the tests.

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The expressive possibilities within the field of surface design come up with increasingly larger with the emergence of technologies that allow the construction of forms and structures of high complexity such as three-dimensional printing. Establishing a relationship between design and complex systems, this work seeks to address the significant interrelationship of new paradigms of science, designed from concepts such as chaos, complexity and self-organization along with the cyber and parametric design, assuming thus the consequent impact of these in the creation and construction of process surfaces. Starting from the investigation of the applicability of the aforementioned conceptual bases, will be exemplified prospects of surface, produced in the first instance through computer interfaces, assigning the emergence of new creative processes and technology. Furthermore, elucidating biomimetics and its importance in the design of the design as a means of inspiration in complex systems of nature.

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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)

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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)

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Clinical efficacy of aerosol therapy in premature newborns depends on the efficiency of delivery of aerosolized drug to the bronchial tree. To study the influence of various anatomical, physical, and physiological factors on aerosol delivery in preterm newborns, it is crucial to have appropriate in vitro models, which are currently not available. We therefore constructed the premature infant nose throat-model (PrINT-Model), an upper airway model corresponding to a premature infant of 32-wk gestational age by three-dimensional (3D) reconstruction of a three-planar magnetic resonance imaging scan and subsequent 3D-printing. Validation was realized by visual comparison and comparison of total airway volume. To study the feasibility of measuring aerosol deposition, budesonide was aerosolized through the cast and lung dose was expressed as percentage of nominal dose. The airway volumes of the initial magnetic resonance imaging and validation computed tomography scan showed a relative deviation of 0.94%. Lung dose at low flow (1 L/min) was 61.84% and 9.00% at high flow (10 L/min), p < 0.0001. 3D-reconstruction provided an anatomically accurate surrogate of the upper airways of a 32-wk-old premature infant, making the model suitable for future in vitro testing.

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Generative Verfahren sind seit etwa 1987 in den USA und seit etwa 1990 in Europa und Deutschland in Form von Rapid Prototyping Verfahren bekannt und haben sich in dieser Zeit von eher als exotisch anzusehenden Modellbauverfahren zu effizienten Werkzeugen für die Beschleunigung der Produktentstehung gewandelt. Mit der Weiterentwicklung der Verfahren und insbesondere der Materialien wird mehr und mehr das Feld der direkten Anwendung der Rapid Technologie zur Fertigung erschlossen. Rapid Technologien werden daher zum Schlüssel für neue Konstruktionssystematiken und Fertigungsstrategien. Die Anwendertagung Rapid.Tech befasst sich mit den neuen Verfahren zur direkten Produktion und den daraus erwachsenden Chancen für Entwickler und Produzenten. Die Kenntnis der Rapid Prototyping Verfahren wird bei den meisten Fachvorträgen auf der Rapid.Tech vorausgesetzt. Für diejenigen, die sich bisher mit generativen Verfahren noch nicht beschäftigt haben, oder die ihre Grundkenntnisse schnell auffrischen wollen, haben wir die folgenden Zusammenfassung der Grundlagen der generativen Fertigungstechnik, der heutigen Rapid Prototyping Verfahren, zusammengestellt.

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Rapid Manufacturing (RM) umfasst den Begriff der direkten und wirtschaftlichen Bauteilherstellung des Serienprodukts aus 3D-Daten. Die Hauptvorteile sind u.a. das Wegfallen von Werkzeugen und eine Designfreiheit in der Produktentwicklung, die noch vor wenigen Jahren undenkbar war. Wenngleich heute eine Vielzahl von Werkstoffen im Kunststoff- und Metallbereich einsetzbar sind, konzentriert sich die Verbreitung des RM allerdings auf besondere Technologie- und Wirtschaftszweige, aufgrund mangelnder Erfahrungswerte, teilweise abweichender Werkstoffeigenschaften, fehlender Standards und ungeeigneter Testmethoden. In der Praxis sind Ingenieure und Techniker stark darauf bedacht, auf etablierte Abläufe und Standards zurückzugreifen. Es ist daher schwer einen geeigneten RM-Prozess aufzubauen, wo wichtige Eingangsgrößen meist unbekannt sind. In diesem Bericht wird beschrieben, welche Informationskanäle es innerhalb Europas zum Thema RM gibt und welche Hochschulen und Forschungszentren Aktivitäten aufweisen. Darüber hinaus werden Anwendungsfelder des RM aufgeführt, die über die bekannten Anwendungsfelder hinaus gehen. Dazu gehören Anwendungen im Bereich der Elektrotechnik, Raumfahrtinstrumentation und der Mode. Obwohl nicht alle Anwendungen des RM in diesem Bericht aufgeführt werden, sind einige Schlüsselinformationen im Bereich innovativer Anwendungen von RM enthalten.

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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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a arquitetura e o urbanismo não tinham como escapar da avassaladora mediação tecnológica nos processos produtivos e nas interações humanas, numa evolução que vem desde a automação parcial da tecelagem no século XVIII até as sofisticadas próteses biomédicas atuais fabricadas com 3D Printing. A mediação digital para processos de tomada de decisão na forma de democracia digital nos campos onde a espacialidade e o imaginário cidadão jogam um papel decisivo (arquitetura, urbanismo, promoção imobiliária, videogames, filmes e animações interativas) vem abrindo umas possibilidades ainda pouco exploradas. Este artigo propõe uma aproximação a este campo de forças digitais a partir do trabalho pioneiro do escritório holandês BBVH