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.
AbstractThe 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.
Abstract 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.
AbstractThis 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.
Brendler, C. F., F. G. Teixeira, W., KINDLEIN Jr., M. Pohlmann, and W. S. Rossi,
"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",
International Journal of Education and Research, vol. 03, pp. 453 - 466, 2015.
AbstractThe 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.
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.
AbstractThis 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.
AbstractThis 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.