Engineering Design Graphic Journal (ASEE - American Society for Engineering Education)
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    430 research outputs found

    Planning the EDG Curriculum for the 21st Century: A Proposed Team Effort

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    A group project, titled "Planning the Engineering Design Graphics Curriculum for the 21st Century," has been proposed for the field of Engineering Design Graphics (EDG).  The project proposes to establish a team of highly motivated Engineering Design Graphics faculty who will work together and devise a plan that will serve as a modern curriculum guide for Engineering Design GRaphics.  The project would be inaugurated by a Summer School.  At the Summer School, participating faculty will convene to discuss major issues, from sub-committee teams with specific assignments, and return to their home institutions to work on their specific parts of the curriculum plan.  Interaction amongst the committees will be conducted through email and internet, and ideas will be discussed and tested in the classroom setting.  The group will then reconvene for short 2-day meetings in the following two years to finalize the curriculum plan.  The results will then be published in a Monograph in time for the dawning of 21st century.  The Monograph will serve as a comprehensive EDG curriculum guide, and will be distributed to all college faculty who are identified as teaching Engineering Design Graphics.  This paper serves as an introduction to the project, and is followed by five position papers on significant subtopics related to the overall project

    Spatial Visualization Measurement: A Modification of the Purdue Spatial Visualization Test — Visualization of Rotations

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    During the 1999 Fall semester at North Carolina State University, a study was conducted to determine the effectiveness of using trimetric pictorials instead of isometric pictorials on the Purdue Spatial Visualization Test — Visualization of Rotations (Guay, 1977).  Undergraduate students enrolled in Graphic Communications courses completed computer versions of the PSVT and the Mental Rotations Test (Vandenberg & Kuse, 1978) during the first six weeks of classes.  The instruments were used to record student responses and response times as well as information on gender, current major, and number of previous graphics courses completed.  The control group completed the original version of the PSVT (isometric pictorials) and the MRT.  The experimental group completed a revised version of the PSVT (trimetric pictorials) and the MRT.  The researcher hypothesized that trimetric pictorials would be a more sensitive predictor of spatial visualization ability

    The New Digital Engineering Design and Graphics Process

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    With current computer-aided design technology, the traditional tasks of a designer, drafter, analyst, and prototype maker are all performed by a single engineer using modern digital engineering design tools.  These digital tools include computer systems with 3-D solid modeling software, seamless links to engineering analysis and manufacturing simulations, and digital interfaces to rapid prototyping machines.  While these new technology tools have been developed and are commercially available, they have not yet been integrated into mainstream engineering graphics education as the contemporary curriculum.  This paper will summarize the digital engineering design process using current software that is widely available for the educational setting

    Animation Production Pipeline for Matching Dissimilar Modeling, Animation, and Compositing Tools

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    This paper provides a first-person account of a large-scale commercial project that required integration of dissimilar modeling, animation, and compositing tools.  The author discusses the identification and solutions of production problems, as well as, the development of a custom production pipeline for the project.  Specifically, a team of modelers, animators and compositors developed a production pathway based on the integration of organic NURBS and architectural polygonal models used to accurately depict the city of Chicago. The utilization of motion-capture data and the use of custom program scripts to repair NURBS defects are discussed

    A Methodology for Optimum Selection of Solid Modeling Software

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    This study proposes a methodology that would enable a design educator or a design practitioner to optimally select a solid modeling software (solid modeler) for varying objectives. Specifically, tasks accomplished to propose the methodology include: 1) reviewing past literature to compile the criteria used for selecting solid modelers, 2) preliminary comparison of a number of solid modelers on established criteria, 3) running designed experiments for comparing the user performance on predetermined solid modeling functions, and 4) compiling the experience gained as a generic methodology. The application was completed over a two-year period while a systematic selection process was undertaken at The Pennsylvania State University (Penn State). This paper documents the entire selection process including the student design performance data collected. The set of outcomes of the study is expected to aid companies and design educators in making solid modeler selection decisions

    Coordinate Axes and Mental Rotation Tasks: A Solomon Four Group Design

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    During the 1998 fall semester at North Carolina State University, a study was conducted to determine the effectiveness of adding coordinate axes to a mental rotations task.  This study was a followup to a study conducted in the 1997 fall semester (Branoff, 1998).  Undergraduate students enrolled in introductory graphic communications courses completed a computer version of the Purdue Spatial Visualization Test - Visualization of Rotations (Guay, 1980).  The instrument was used to record student responses and response times as well as information on gender, current major, number of previous graphics courses completed, and method used to solve the test items.  Coordinate axes were added to portions of the Purdue Spatial Visualization Test for three of the four treatment groups to determine if the axes provided contextual cues necessary to improve scores and response times.  It was hypothesized that coordinate axes would provide verbal cues that could be coded along with nonverbal information to improve mental rotation efficiency.  A Solomon Four Group Design was used to assess the effect of the coordinate axes, determine the effect of pretest sensitization, and assess interaction between the pretest and posttest conditions

    3-D Constraint-Based Modeling: Finding Common Themes

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    The move of constraint-based 3-D modeling into the mainstream of engineering design and manufacturing has been coupled with an increase of publishing activity in 3-D modeling instructional texts.  Unfortunately, there is a lack of a clear overarching framework for teachers to understand what are the common themes which tie all of these different modeling tools together.  This paper uses Shneiderman's (1998) Objective-Action Interface model, along with the engineering design process, as a framework for understanding software interface elements which are common across four popular 3-D modeling software tools.  The goal is to provide an educational framework from which instructional materials can be developed, independent of any one software tool, but which still address the fundamental functionalities of these new, powerful tools

    A Study of Current Trends and Issues Related to Technical/Engineering Design Graphics

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    This paper provides results from a survey of engineering design graphics educators who responded to questions related to current trends and issues in the profession of graphics education.  The study, conducted in the fall of 1998, solicited information from the membership of the Engineering Design Graphics Division of the American Society for Engineering Education.  Results discussed in this study only include data from individuals who are members of the Engineering Design Graphics Division of the American Society for Engineering Education.  The study conclusions include a clear trend in institutions towards the teaching of constraint-based modeling and computer-aided manufacturing; institutions are concerned about the emphasis of software instruction over problem solving skills; and a need exists for degrees and/pr training to be offered at either the undergraduate or graduate level to produce teachers of technical/engineering graphics for both secondary and post-secondary education

    Computer Methods in EDG Education

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    This paper presents several computer related techniques that encourage EDG students to develop knowledge at levels 4 and 5 of Bloom's taxonomy.  These knowledge levels are associated with generalized problem solving in undergraduates and research capabilities in graduate students.  The approach presented is intended to extend the educational process in contrast to the development of training skills at knowledge levers 2 and 3 that are often the sole basis for EDG instruction.   In the decade since "The Seven Principles for Good Practice in Undergraduate Education" appeared in the American ASsociation of Higher Education Bulletin, it has served as an important guidepost in defining and evaluating "good teaching."  One of these seven principles is to encourage active learning.  It was suggested that this be accomplished through team projects, challenging discussions, independent study and other similar means.  While most educators use some or all of these methods in their classes, it should be remembered that these suggestions predated the widespread use of modern techniques, such as computer driven presentations and the World Wide Web (WWW).   Today's EDG education can be enhanced by such things as adding an animation to a normally static computer drive lecture, or using the WWW to actively explore topics such as the optical illusions of M.C. Escher and the camera obscura art of the 17th century Dutch artist Vermeer.  This paper presents several methods and topics similar to those mentioned above.  It is intended to support the concept that there are many facets of an EDG education and that, while fundamentals and required skills must remain at the center of our curriculum, the student can benefit greatly by discovering directly how those principles relate to a broader scope than normally presented

    Graphical Applications: Analysis and Manufacturing

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    Graphics is the universal language of the engineering profession.  Within the EDGD curriculum, students need to learn the fundamentals of the graphical language and how to use graphics to communicate.  This paper focuses upon extending the basic EDGD curriculum to include application tools.  These tools include mass properties analysis, Finite Element Analysis, Kinetic Analysis, and Rapid Prototyping.  Should students learn how to use these graphical applications within the EDGD curriculum?  Should a graphical thread be established in modern engineering and technology curricula to incorporate these tools within the fundamental courses?  Alternatively, should these tools be learned on the job?  Discussed in this paper are these basic tools, alternative approaches to teach their use, and potential changes to the EDGD curriculum

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    Engineering Design Graphic Journal (ASEE - American Society for Engineering Education)
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