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2017
Senna, C. E., and F. G. Teixeira, "Rendering: a evolução da linguagem gráfica, seus precursores e sua relação com o design de produto", REVISTA BRASILEIRA DE EXPRESSÃO GRÁFICA, vol. 5, pp. 48 - 68, 2017. AbstractFull Text

This article focuses the evolution of a graphical language, introduced at the start of the twentieth century, namely with the term Rendering, in the USA. The works of Raymond Loewy, Norman Bel Geddes, Henry Dreyfuss and Walter Dorwin Teague between 1930 and 1960 were chosen as subjects of analysis. This article presents an overall view of their projects at the time, knowing that they were pioneers in changing the visuality, construction and presentation of images. As a methodological strategy, our research took the biographies of different authors, their main projects, collaborations and individual image productions into consideration. In carrying out our research, it became clear that precursors of this graphic language were not treated with appropriate consideration in design literature. Even today, when the subject is dealt with, it's often treated lightly, even in specialized biographies.

2016
Brendler, C. F., F. G. Teixeira, F. P. da Silva, and M. S. Müller, "Uso da digitalização 3D do corpo humano para desenvolvimento de produtos personalizados: Análise comparativa entre os scanners Artec EVA e o Kinect", Estudos em Design (Online), vol. 24, pp. 41 - 60, 2016. AbstractFull Text

The aim of this paper is comparing both tridimensional scanners: white light Artec Eva; and Infra-red light Microsoft Kinect. This comparison enables evaluate possibilities of these equipments for developing user-centered product projects. It was carried out comparison's concerning both precision and dimensional deviation through virtual and physical models generated by CAD and CAM systems. It was verified the need of eliminating the human body movement by using physical models in the performed analysis. As a result, both scanners demonstrated measurement precision, with the advantage of Artec Eva over Microsoft Kinect. The selection of the most appropriated scanner concerning the projects needs evolves factors such as: the available cost for the project; and the required precision fidelity for the aimed product. Both digital scanners considered in this paper contribute to the development of customized products, showing the relationships between tools and needed product fidelity.

2015
Brendler, C. F., F. P. da Silva, and F. G. Teixeira, "Avaliação de modelos obtidos por diferentes sistemas de digitalização 3d para produtos personalizados", DAPesquisa, vol. 10, pp. 68 - 86, 2016, 2015. AbstractFull text

The purpose is to evaluate models obtained by different 3D scanning systems, and that the geometric variations can generate implications for anthropometric measurements for custom product design. For comparison and analysis, the right leg of a subject was scanned by white light 3D scanner (Artec Eva) and the infrared scanner (Microsoft Kinect). 3D models obtained by the scanners were compared using the Geomagic Qualify software. Also, by CNC machining of visual comparisons were performed analysis, for pressure mapping and thermography. The results were satisfactory both for the use of Kinect scanner and for Artec Eve. However, there was a dimensional difference of about 7 mm between the 3D models, which shows higher accuracy measures the models obtained by Eve Artec scanner. However, does not invalidate the use of Kinect for developing custom product designs. What will determine the most suitable for each type 3D scanner product is the degree of accuracy necessary for the product to perform its function with greater comfort and efficiency.

Viaro, F. S., F. G. Teixeira, R. P. da Silva, and S. L. Sapper, "Da ideia ao conceito de produto: o uso de técnicas criativas combinadas para auxiliar no processo de desenvolvimento de novos produtos de design", Estudos em Design (Online), vol. 23, pp. 49 - 60, 2015. AbstractFull Text

A criatividade é um fator essencial para a competitividade dos produtos e o sucesso das empresas. Existe uma série de técnicas criativas que podem ser utilizadas por equipes de projeto de produto. Porém, ocorrem dificuldades na aplicação sistemática dessas técnicas no momento de gerar as concepções de projeto. O objetivo deste trabalho é discutir o uso de técnicas criativas para a geração de ideias de produtos durante o Processo de Desenvolvimento de Produtos (PDP). Foi realizado um estudo experimental por meio do desenvolvimento de um produto que auxilie no transporte de crianças. O desenvolvimento do produto foi realizado até a etapa de projeto conceitual. Para isso, foi utilizado o jogo Creative Sketch na geração de ideias, assim como, técnicas de avaliação e seleção de concepções de projeto para eleger as concepções mais adequadas aos requisitos de projeto. A utilização do jogo possibilitou a geração de 72 ideias em um curto período de tempo. Além do jogo, utilizaram-se o método da síntese funcional e a técnica da matriz morfológica para a geração de alternativas, assim como o método de Pugh para a seleção das melhores alternativas. Como resultado desse processo obtiveram-se duas concepções de produto que atenderam aos requisitos de projeto estabelecidos. Palavras-chave: Criatividade, Técnicas para a geração de ideias, PDP, Jogo, Seleção de concepções.

Teixeira, F. G., P. Thormann, R. P. da Silva, and T. L. K. da Silva, ""Design gráfico" e a worldskills competition: verticalização do ensino e o mercado de trabalho", Competência - Revista da Educação Superior do Senac-RS, vol. 8, pp. 75 - 90, 2015. AbstractFull Text

This article investigates the systematization of technical education in “graphic design”, issues related to curriculum and to structuring guidelines of technical courses at secondary level, and also its technological area. It also explains the use of specific nomenclature in each mode of education, the relations of the verticalization of technical education at secondary level, according to the Ministry of Education and considerations related to professional occupations listed in the Brazilian Classification of Occupations of the Ministry of Labor and Employment. The article also explores the national and international scientific competitions, associated with professional education at secondary level often entitled Knowledge Olympics or Professional Training Tournaments. The information presented uses the National Catalogue of Technical Courses proposed in 2008, the Brazilian Classification of Occupations, the Knowledge Olympics guidelines developed and organized by the National Service of Industrial Education, and the rules and guidelines of the International Tournament of Professional Training - WorldSkills Competition- as a checking basis. In addition, the study aims to reflect on a contribution to the labor market and also to the technological, scientific and cultural development of the society through the verticalization of technical education supported by scientific competitions in the graphic design field.

Bruno, F. B., F. G. Teixeira, R. P. da Silva, and T. L. K. da Silva, "Experiências inovadoras em ensino e pesquisa da geometria descritiva", Revista Brasileira de Expressão Gráfica, vol. 3, pp. 80 - 92, 2015. AbstractFull Text

This paper presents the main contributions of the research group Virtual Design (ViD) to the learning process of Descriptive Geometry (DG) in line with the principles of design-based learning. First, the paper presents the theoretical framework that bases the main ViD initiatives applied to the learning of DG, including design-based learning and physical and virtual modelling. The initiatives presented include a learning cycle based on concrete and virtual experiences in the design context. These initiatives that feed the learning of DG are the result of academic research of the Virtual Design research group, also involving Masters and PhD projects, with repercussions on the development of new methods, new technologies and new products, and the quality of education.

Bruno, F. B., F. G. Teixeira, R. P. da Silva, and T. L. K. da Silva, "EXPERIÊNCIAS INOVADORAS EM ENSINO E PESQUISA DA GEOMETRIA DESCRITIVA", GEOMETRIAS E GRAPHICAAnais..., vol. 1, LISBOA, pp. - , 2015. Abstract

This paper presents the main contributions of the research group Virtual Design (ViD) to the learning process of Descriptive Geometry (DG) in line with the principles of project-based learning. First, the paper presents the theoretical framework that bases the main ViD initiatives applied to the learning of DG, including design-based learning and physical and virtual modelling. The initiatives presented include a learning cycle based on concrete and virtual experiences in the design context. These initiatives that feed the learning of DG are the result of academic research of the Virtual Design research group, also involving Masters and PhD projects, with repercussions on the development of new methods, new technologies and new products, and the quality of education.

Teixeira, F. G., and S. L. dos Santos, "HYPERCAL3D: APLICAÇÕES NO ENSINO DE GEOMETRIA DESCRITIVA", GEOMETRIAS E GRAPHICAAnais..., vol. 1, LISBOA, pp. - , 2015. Abstract

This article presents the HyperCAL3D applications in Descriptive Geometry education (DG). First, the main features of this application are briefly presented, relating to the conceptual, methodological and technological base used in its development, including the vector modelling of the DG operations and the context of project-based learning. In the second part, the HyperCAL3D is used to perform various applications in typical problems of DG in its educational context, such as auxiliary views; determination of true length of straight, normal view of planes and angles between planes; obtaining axonometric views; obtaining main views. All these applications demonstrate the great potential of HyperCAL3D use as a teaching tool for DG.

da Silva, F. M., F. G. Teixeira, L. Ferrão, and P. J. Maldonado, "INSPAEDIA USER EXPERIENCE DESIGN (UXD)", 6th International Conference on Applied Human Factors and ErgonomicsProceedings of..., vol. 1, Las Vegas, pp. - , 2015. Abstract

The Inspaedia moto is to inspire a collaborative intelligence network on innovation and design processes. This paper is focused on Inspaedia user centered design features. We will describe how users can access the web platform, add, explore, relate, and share the Inspaedia contents. It will be a unique, memorable and inspiring collaborative knowledge experience that will facilitate several creative activities. Inspaedia is the natural consequence and development of the prototype resulting from the research in Design PhD thesis entitled " Innovation, design et cetera ". Therefore, the new platform is being developed under the post-doctoral Design in FA/UL – Faculty of Architecture of the University of Lisbon (Portugal); Science Without Borders Program with a Special Visiting Researcher fellowship from CAPES (Brazil) at the PGDesign UFRGS – Federal University of Rio Grande do Sul; CITAD – Research Centre for Territory, Architecture and Design of Lusíada Universities (Portugal); FCT – Foundation for Science and Technology (Portugal). The aim of this paper is to disclose the new research developments and the results from the systematization of experience and user's interaction on the Inspaedia platform. We want to share and discuss the interim results achieved so far with the participants of the 6th AHFE through a visual based presentation of the Inspaedia. We will choose the best outputs to be included in the next phases of the Inspaedia research project.

Brendler, C. F., F. G. Teixeira, R. P. da Silva, T. N. Costa, and T. L. K. da Silva, "Uso da digitalização 3d e da parametrização de medidas antropométricas para produção de moldes personalizados para o vestuário", Educação Gráfica (Online), vol. 19, pp. 122 - 142, 2015. AbstractFull Text

The purpose of this article is to evaluate the feasibility of parameterization of custom basic molds, eliminating the need for making a mold for each user. This method uses the three-dimensional scanning to obtain the anthropometric measurements, and the user’s body silhouette and parameterize these measures, causing the production of a single basic mold is necessary to meet users with different anthropometric characteristics. A low-cost 3D scanner was used, Microsoft Kinect, to obtain the 3D model of the user’s body and the Grasshopper modeling algorithm for setting the mold. Thus, a research participant was scanned and, from your 3D model, anthropometric measurements were obtained for setting the mold. The final model was built and experienced by the participant for validation purposes. The results were satisfactory in showing high precision in anthropometric model produced. Thus, the study addressed brings important contribution to the development of products for clothing in areas as they provide flexibility in the basic mold production process and product measurements with high accuracy and hence increase the degree of comfort for the user.