Publications in the Year: 2015

Conference Paper

Teixeira, FG, dos Santos SL.  2015.  HYPERCAL3D: APLICAÇÕES NO ENSINO DE GEOMETRIA DESCRITIVA, 2015. GEOMETRIAS E GRAPHICAAnais.... 1:-., LISBOA 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.

Bruno, FB, Teixeira FG, da Silva RP, da Silva TLK.  2015.  EXPERIÊNCIAS INOVADORAS EM ENSINO E PESQUISA DA GEOMETRIA DESCRITIVA, 2015. GEOMETRIAS E GRAPHICAAnais.... 1:-., LISBOA 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, FG, da Duarte LC, Müller MS.  2015.  USO DE MADEIRA PLÁSTICA PARA FABRICAÇÃO DE PLAYGROUNDS: UMA PROPOSTA DE INOVAÇÃO PARA SUBSTITUIR A MADEIRA NATURAL, 2015. IV Conferência Internacional de Design, Engenharia e Gestão para a InovaçãoAnais .... 1:-., Florianópolis Abstract
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da Silva, FM, Teixeira FG, Ferrão L, Maldonado PJ.  2015.  INSPAEDIA USER EXPERIENCE DESIGN (UXD), 2015. 6th International Conference on Applied Human Factors and ErgonomicsProceedings of.... 1:-., Las Vegas 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.

Journal Article

Bruno, FB, Teixeira FG, da Silva RP, da Silva TLK.  2015.  Experiências inovadoras em ensino e pesquisa da geometria descritiva, 2015. Revista Brasileira de Expressão Gráfica. 3:80-92. 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.

Brendler, CF, Teixeira FG, W., KINDLEIN Jr., Pohlmann M, Rossi WS.  2015.  Drawing, virtual modeling and 3d print in the production of didactic models for the teaching - learning of visually impaired students: case study of nanostructured systems, 2015. International Journal of Education and Research. 03:453-466. AbstractFull Text

The present study focused on the inclusion of visually impaired individuals in regular and special
need education based on the proposal of educational resources to be applied in different
disciplines. This study case involved the development of models of nanostructured systems. The
production of these models included image design and stylization, 3D virtual modeling and 3D
print. The representation techniques used in this study generated a didactic kit for the teaching of
nanostructured systems. The proposed models can be used for both sighted and visually impaired
students, whether blind or with low vision.

Teixeira, FG, da Duarte LC, Müller MS.  2015.  Uso de madeira plástica para fabricação de playgrounds: uma proposta de inovação para substituir a madeira natural, 2015. E-tech: Tecnologias para Competitividade Industrial. 8:102-124. AbstractFull Text

O objetivo deste trabalho, que é o recorte de uma pesquisa em andamento, é analisar materiais compósitos e sugerir a substituição da madeira natural em playgrounds por essa matéria-prima. Esses compósitos, conhecidos como materiais verdes, combinam fibras naturais com polímeros biodegradáveis, sendo eles sustentáveis, ou seja, de fácil compostagem no final de sua vida útil, sem prejudicar o meio ambiente. A partir de uma investigação laboratorial, com foco 3 (três) materiais compósitos, foram utilizados equipamentos para análise da superfície e composição química do produto. Os resultados demonstram que os 3 (três) materiais podem substituir a madeira natural, devido à sua resistência e durabilidade, porém, necessita-se de mais ensaios para verificar a viabilidade quanto ao processo de usinagem de peças para os equipamentos de playground.

Viaro, FS, Teixeira FG, da Silva RP, Sapper SL.  2015.  Da ideia ao conceito de produto: o uso de técnicas criativas combinadas para auxiliar no processo de desenvolvimento de novos produtos de design, 2015. Estudos em Design (Online). 23:49-60. 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.

Brendler, CF, Teixeira FG, da Silva RP, Costa TN, da Silva TLK.  2015.  Uso da digitalização 3d e da parametrização de medidas antropométricas para produção de moldes personalizados para o vestuário, 2015. Educação Gráfica (Online). 19:122-142. 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.

Teixeira, FG, Thormann P, da Silva RP, da Silva TLK.  2015.  "Design gráfico" e a worldskills competition: verticalização do ensino e o mercado de trabalho, 2015. Competência - Revista da Educação Superior do Senac-RS. 8:75-90. 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.