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A Common Taxonomy for Modeling Construction OperationsAl-Masalha, Sami 13 March 2006 (has links)
The construction industry continues to strive for new ways to improve construction operations. This requires better understanding and analysis of these operations, which necessitates a way to systematically capture and analyze the diverse elements involved. The dynamic nature of construction is very difficult to describe using existing computer simulation and modeling systems. What is needed is rather a common construction language and a comprehensive modeling system that can be used to capture and analyze construction operations and potentially lead to improvements.
A new taxonomy and its use for modeling construction operations are developed here. This taxonomy identifies a hierarchical representation of construction projects based on operational considerations. The hierarchy consists of seven levels: product, assemblies and subassemblies, components, operations, processes, physics, and control. The hierarchical levels were established by looking in the ways that construction field operations are being carried out. The new modeling system successfully accounts for the geometric and physical representations of not only the product but also the processes involved in shaping the product. Six major blocks of construction knowledge are described and information about the interaction processes required to model construction operations in a logical way is provided.
An overview of the current state of modeling and simulation techniques that are used to develop and evaluate construction operations is presented. The advantages and limitations of physical-based modeling, 4D-CAD, and virtual modeling techniques as an integral part of the developed taxonomy are identified. The potential uses of robotics and automation opportunities in construction are described. Also, distribution of work between humans and tools and equipment based on their physical and information contributions are reviewed and analyzed. Classifications of construction work at different levels of detail are described to identify which operations can be usefully modeled and the appropriate level of the model.
Two practical case studies are discussed that show the capabilities and potential uses of the developed taxonomy. The first case study describes the modeling process of the fabrication, assembly, and erection of steel structures. The second exploratory case study shows the potential use of the developed modeling in improving the heat recovery system generator's (HRSG) erection process. Also, prototype models and 3D models of the HRSG assemblies are developed. Both case studies validate with great confidence the use of the developed taxonomy as a direct support tool that captures the diverse elements and enhances the modeling and analysis to improve construction operations. / Ph. D.
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Desenvolvimento de jogos computadorizados para auxiliar a aquisição da base alfabética de criançasAmate, Flávio Cezar 09 April 2007 (has links)
O processo de aquisição da leitura e escrita não é uma tarefa fácil quando se tratam de crianças que apresentam dificuldades de aprendizagem. Nestes casos, é comum a busca pelo auxílio quando elas já apresentam bloqueios relacionados às atividades escolares. Os softwares educativos que apresentam os mesmos métodos utilizados na escola, ou são cópias digitalizadas de cartilhas, são identificados facilmente gerando novas frustrações nas crianças. Neste trabalho foi concebido um ambiente que apresenta os conceitos pedagógicos baseados na teoria sócio-contrutivista, de forma lúdica. Foi desenvolvido um jogo com interface tridimensional e cenário ambientado em uma cidade com simulações de atividades do cotidiano da maioria das crianças. Para modelar os objetos e personagens do jogo foi utilizada a ferramenta Blender utilizando como referências fotos e imagens geradas com a ferramenta GIMP. As animações dos personagens foram desenvolvidas com as técnicas de cinemática que representam bem os ciclos de caminhada e de corrida, tornando a animação mais realística. Os programas para a game engine foram implementados com o interpretador Python que permite controlar os objetos e a lógica do jogo. Essas técnicas proporcionam uma interface gráfica tridimensional sofisticada e atraente. O jogo foi desenvolvido considerando características que o tornam lúdico para as crianças, como a implementação de fantasia controlada, desafios e propriedades que estimulam a curiosidade. Os conceitos pedagógicos utilizados no jogo foram avaliados por pedagogos e psicólogos que consideraram sua aplicação adequada e significativa. A ludicidade do jogo foi testada com 37 crianças analisando seus comportamentos frente as características implementadas para tornar o jogo atrativo. A vontade de todas elas de permanecerem jogando mais de que o tempo estipulado e não se deixarem distrair por outras brincadeiras, mostrou o acerto do meio escolhido para este trabalho. Em nenhum momento as crianças consideraram as atividades como tarefas escolares. O conteúdo educativo permaneceu transparente aos jogadores que enxergaram apenas uma atividade lúdica, podendo desse modo, facilitar a aprendizagem das crianças desmotivadas pelos métodos tradicionais. / The acquisition process of both reading and writing is not an easy task when it is undertaken by children with learning difficulties. In such cases, search for help is common when those children have already experienced some trauma associated with school activities. Educational softwares that are based on such activities tend to be digital copies of textbooks that are easily recognizable and which keeps bringing about the same frustrations for children with learning difficulties. This paper aims at showing a ludic environment that we developed and in which some pedagogical concepts were drawn on the social constructivist theory. We came up with a game with 3D interface and a scenery game adapted in a city containing simulations of daily activities that are familiar for the majority of children. In order to create the model of the objects and characters for the game we used Blender, and the photos and the images were created with Gimp tool. The characters\' animations were developed by using direct kinematics and inverse kinematics, which represent the walk cycles and run cycles as well as enable the generation of most of realistic animation. The algorithms for the game engine were implemented with Python, that allows for controlling both the objects and the game logic. These techniques provide 3D sophisticated graphics and an attractive interface. The game was developed by using characteristics that turns out to be playful for children, such as the implementation of controlled fantasy, challenges and properties that stimulate curiosity. The pedagogical concepts employed in the game were evaluated by pedagogues and psychologists who considered it adequate, significant and useful. The ludic characteristic in the game was experimented with 37 children in order to analyze their behavior towards the features that had been implemented to achieve an attractive game. All of them wished to keep playing the game more than the allotted time, and they did not get distracted from it, neither did they consider these activities as school tasks. The educational content remained transparent for the players: as soon as they could see a playful activity they started following the procedures, which has proved to be useful to facilitate learning for the children unmotivated by traditional learning methods.
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Desenvolvimento de jogos computadorizados para auxiliar a aquisição da base alfabética de criançasFlávio Cezar Amate 09 April 2007 (has links)
O processo de aquisição da leitura e escrita não é uma tarefa fácil quando se tratam de crianças que apresentam dificuldades de aprendizagem. Nestes casos, é comum a busca pelo auxílio quando elas já apresentam bloqueios relacionados às atividades escolares. Os softwares educativos que apresentam os mesmos métodos utilizados na escola, ou são cópias digitalizadas de cartilhas, são identificados facilmente gerando novas frustrações nas crianças. Neste trabalho foi concebido um ambiente que apresenta os conceitos pedagógicos baseados na teoria sócio-contrutivista, de forma lúdica. Foi desenvolvido um jogo com interface tridimensional e cenário ambientado em uma cidade com simulações de atividades do cotidiano da maioria das crianças. Para modelar os objetos e personagens do jogo foi utilizada a ferramenta Blender utilizando como referências fotos e imagens geradas com a ferramenta GIMP. As animações dos personagens foram desenvolvidas com as técnicas de cinemática que representam bem os ciclos de caminhada e de corrida, tornando a animação mais realística. Os programas para a game engine foram implementados com o interpretador Python que permite controlar os objetos e a lógica do jogo. Essas técnicas proporcionam uma interface gráfica tridimensional sofisticada e atraente. O jogo foi desenvolvido considerando características que o tornam lúdico para as crianças, como a implementação de fantasia controlada, desafios e propriedades que estimulam a curiosidade. Os conceitos pedagógicos utilizados no jogo foram avaliados por pedagogos e psicólogos que consideraram sua aplicação adequada e significativa. A ludicidade do jogo foi testada com 37 crianças analisando seus comportamentos frente as características implementadas para tornar o jogo atrativo. A vontade de todas elas de permanecerem jogando mais de que o tempo estipulado e não se deixarem distrair por outras brincadeiras, mostrou o acerto do meio escolhido para este trabalho. Em nenhum momento as crianças consideraram as atividades como tarefas escolares. O conteúdo educativo permaneceu transparente aos jogadores que enxergaram apenas uma atividade lúdica, podendo desse modo, facilitar a aprendizagem das crianças desmotivadas pelos métodos tradicionais. / The acquisition process of both reading and writing is not an easy task when it is undertaken by children with learning difficulties. In such cases, search for help is common when those children have already experienced some trauma associated with school activities. Educational softwares that are based on such activities tend to be digital copies of textbooks that are easily recognizable and which keeps bringing about the same frustrations for children with learning difficulties. This paper aims at showing a ludic environment that we developed and in which some pedagogical concepts were drawn on the social constructivist theory. We came up with a game with 3D interface and a scenery game adapted in a city containing simulations of daily activities that are familiar for the majority of children. In order to create the model of the objects and characters for the game we used Blender, and the photos and the images were created with Gimp tool. The characters\' animations were developed by using direct kinematics and inverse kinematics, which represent the walk cycles and run cycles as well as enable the generation of most of realistic animation. The algorithms for the game engine were implemented with Python, that allows for controlling both the objects and the game logic. These techniques provide 3D sophisticated graphics and an attractive interface. The game was developed by using characteristics that turns out to be playful for children, such as the implementation of controlled fantasy, challenges and properties that stimulate curiosity. The pedagogical concepts employed in the game were evaluated by pedagogues and psychologists who considered it adequate, significant and useful. The ludic characteristic in the game was experimented with 37 children in order to analyze their behavior towards the features that had been implemented to achieve an attractive game. All of them wished to keep playing the game more than the allotted time, and they did not get distracted from it, neither did they consider these activities as school tasks. The educational content remained transparent for the players: as soon as they could see a playful activity they started following the procedures, which has proved to be useful to facilitate learning for the children unmotivated by traditional learning methods.
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Návrh a realizace výroby konstrukce zubní náhrady / Proposal and Implementation of Production of Dental Plate ConstructionDusbaba, Michal January 2016 (has links)
This thesis deals with a CAD programmed construction design of dental prosthetics and its subsequent production by means of a five axis machine tool. In the theoretical part of the thesis one can find characteristics and analysis of materials designed for a production of dental prosthetics constructions. Among other things, the practical part of the thesis follows up digitization of a patient´s oral cavity part with the use of Trios intraoral scanner representing the latest scanning technology. The obtained data created a basis for a design of the respective dental prosthetics construction using the shape dental system programme called DentalDesigner 2015. Furthermore, the paper deals with a production of a dental prosthetics construction by means of a five axis machine tool and pursues completion works which resulted in the prosthetics final shape. The paper is concluded with discussion comprising a summary of results acquired in the practical part beginning from dental implant introduction to insertion of the made prosthetics construction into the patient´s oral cavity.
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