Full-text resources of CEJSH and other databases are now available in the new Library of Science.
Visit https://bibliotekanauki.pl

Results found: 12

first rewind previous Page / 1 next fast forward last

Search results

Search:
in the keywords:  3D printing
help Sort By:

help Limit search:
first rewind previous Page / 1 next fast forward last
EN
Transition of the real world into the virtual world has been ongoing in online and on-ground classrooms and labs for many years. But the more the world goes virtual, the more difficult it becomes for those who are blind or visually impaired to participate fully in the learning process. The main thrust of this report is to explore how 3D printing and the use of conductive filament can begin to reverse that process by making 3D printed talking tactile learning objects that can generate audio when touched after being placed on the surface of an iPad or other tablet computer. Examples of talking tactile learning objects from STEAM (Science, Technology, Engineering, Arts and Math) disciplines will be presented with a focus on how the design of 3D printed STEAM learning objects can lead to a common learning object template model. The template can be designed to serve as a learning tool not only for a blind or visually impaired student but also can work as well for a sighted student or a teacher, aide or parent demonstrating how universal design principles can drive the learning object production process.
EN
This paper concerns the problem of intellectual property law in the context of 3D printing technology, that becomes more popular. In the age of universal digital communication and constant growth of importance of digital information goods, intellectual property is becoming a cause of dispute between different social groups. This is partly because of the impact of informal institutions formed during development of the Internet and social movements postulating free access to information (including the digital information goods). Other important issue is also the problem of public copyright infringement in order to achieve private benefits. Conflicts concerning enforcement of the intellectual property right are related to substantially all of the digitized content: written word, music, movies and software. On one hand the decrease of the costs of copying equipment, allows an average consumer to buy such a printer. On the other hand the increase of the Internet bandwidth makes this phenomenon more significant. 3D printing technology is the next stage of self-production process. This technology goes beyond the abstract world of information to a real world of physical goods. Thus, the violation of property rights refers now not only to information goods, but also to physical products. The authors put the thesis that the development of 3D printing technology will intensify the conflicts and will increase the number of abuses in area of intellectual property law. In this article the authors discuss the development of 3D printing technology, which originally was connected only with so-called rapid prototyping in the product development process. However, with cheaper equipment, this technology became available to a larger number of users who have used it to make the final products. This process was simultaneous to research projects conducted by academic institutions such as RepRap and Fab@Home. The main goal of RepRap project was to create self-replicating machine. The RepRap 3D printer allows to print more 3D printing devices. This project is regulated by copyleft licenses allowing to manipulate within the files with a legal authors permission. Extending the reflections on copyright issue the authors focused on the licenses that allow to share the projects files required for the creation of physical objects. Copyleft licenses are sometimes given illegally. Some of the project files contain elements that are under copyright restriction. This situation was discovered during the analysis of the content shared between users of 3D printers portals. This situation creates a great threat to the enterprises engaged in luxury goods because in this business the main value is the idea – the design. Easy replication provided by 3D printing technology enforces more effective copyright regulations or even modification of the form of distribution of items protected by law. The development of 3D printing technology will inevitably increase the number of conflicts and abu
EN
The author describes the solutions and the results of the implementation of 3D printers at schools in the UK. He summarizes the conclusions of the British project. The author then describes the current state of the same issues in the Czech Republic and presents his own experiences and recommendations. The analysis of the state is divided into the formal and non-formal education because their concepts are different. In conclusion, the author defines questions for the other solving of the implementation of 3D printing at schools
EN
Additive manufacturing poses a number of challenges to conventional understandings of materiality, including the so-called archaeological record. In particular, concepts such as real, virtual, and authentic are becoming increasingly unstable, as archaeological artefacts and assemblages can be digitalised, reiterated, extended and distributed through time and space as 3D printable entities. This paper argues that additive manufacturing represents a ‘grand disciplinary challenge’ to archaeological practice by offering a radical new generative framework within which to recontextualise and reconsider the nature of archaeological entities specifically within the domain of digital archaeology.
EN
During the last couple of years, 3D printing has been widely discussed as a technology with the potential to revolutionize production methods as we used to know them. However, hitherto not much has been written about the aesthetic| aspects of this new possibility of transferring bits to atoms. What kinds of (3D) images are awaiting us? This article focuses on how three contemporary artists are including 3D prints and the process of 3D printing in their work. The article offers a short introduction to the characteristics of 3D printing followed by indebt analysis of art works by Spanish installation artist Alicia Framis. Danish sculptor and professor at The Royal Danish Art Academy Martin Erik Andersen and German filmmaker and writer Hito Steyerl. The article points out how these, very different, works of art use 3D printing to offer the viewer a sense of inter-dimensionality. The central experience here lies somewhere between 2D and 3D.
EN
Shape memory polymers belong to a group of smart materials, which are able to return to its original shape triggered by physical stimulus. In recent years 4D printing name has started to be used, which involves printing of 3D models that change their shape in time. The test samples were made of polylactide (PLA) with shape memory by using the FDM 3D printer. Half of the samples were immersed in PBS solution. Bending test was conducted. The thesis analyses the results of how exposure to PBS affects the properties of shape memory PLA.
PL
Polimery z pamięcią kształtu to materiały inteligentne, które powracają do kształtu pierwotnego pod wpływam bodźca fizycznego. W ostatnich latach zaczęto stosować nazwę druku 4D, który obejmuje drukowanie trójwymiarowych modeli, które po czasie przyjmują inną formę. Próbki do badań z polilaktydu (PLA) z pamięcią kształtu wydrukowano na drukarce pracującej w technologii FDM. Połowę próbek zanurzono do roztworu PBS. Przeprowadzono test pamięci kształtu. Przeanalizowano otrzymane wyniki pod kątem tego jak ekspozycja na roztwór soli fizjologicznej wpływa na właściwości PLA z pamięcią kształtu.
PL
Artykuł został poświęcony w całości zagadnieniom związanym z projektowaniem i konstruowaniem robota nanosumo. W skrócie przytoczono główne punkty regulaminu zawodów nanosumo, na podstawie których pokazano sposób projektowania konstrukcji mechanicznej i elektronicznej robota.
EN
This article talk about the problems which connected with designing and building nanosumo robot. In brief quote the main points of the nanosumo competition rules and show how design the mechanical and electrical parts of robot.
EN
The development of 3D printing enables the process of direct transfer of ideas (understood as digital vectors) into physical objects using only one universal device. Later these objects could be milled and the same material reused, allowing ideas for effective re-materialisation and de-materialisation done by individual consumers who become producers. New goods could be adjusted by consumers to their individual preferences as it was in the preindustrial craft era. A process of re-localisation of de-localised production from low paid labour countries to developed ones will be observed with spatial distribution. This new order could be named re-de economy. Expiration of key patents that protected 3D technologies between 2014 and 2016 will affect the spread of these new order consequences. The article also presents an analysis of 217 students’ opinions collected in selected countries (Hungary, Italy, Lithuania, Poland, South Africa, Sweden and Ukraine) regarding their attitude to this technology.
PL
Rozwój technologii druku 3D umożliwia proces bezpośredniej zamiany idei (rozumianych jako wektory cyfrowe) w obiekty fizyczne przy użyciu tylko jednego uniwersalnego urządzenia. Obiekty te mogą następnie zostać przetworzone za pomocą procesu mielenia i przyjąć nową formę przy wykorzystaniu tego samego materiału. Daje to możliwość re-materializacji i dematerializacji wykonywanej przez indywidualnych konsumentów, którzy stają się jednocześnie producentami. Nowe towary mogą być dostosowywane przez konsumentów do ich indywidualnych preferencji, tak jak to było w erze przedprzemysłowej. Ten nowy porządek można nazwać relokalizacją zdematerializowanej produkcji z krajów o niskich kosztach wytwarzania do państw wysokorozwiniętych. Wygaśnięcie kluczowych patentów chroniących technologie 3D w okresie od 2014 do 2016 r. wpłynie na rozprzestrzenianie się następstw nowego porządku. W artykule przedstawiono również analizę 217 opinii studentów w wybranych krajach (Węgry, Włochy, Litwa, Polska, RPA, Szwecja i Ukraina) dotyczących ich stosunku do technologii druku 3D.
EN
The purpose of this paper is to provide an overview of the available Additive Manufacturing (AM) technologies widely documented in many scientific papers and to attempt to answer the question of whether this technology could be used in the optimization of geometry for aircraft engine parts. The core research method in this article is based on the analysis of the scientific literature related to Additive Manufacturing gathered over the past two decades. The discussion starts with a review of various technological solutions, including Powder Bed Fusion (PBF), Direct Energy Deposition (DED) or Electron Beam Melting (EBM). The technological schemes of the processes or their differences are shown, as well as the advantages, disadvantages, and development opportunities. The article also attempts to divide AM technologies in terms of the materials used. The purpose of this approach is to simplify technology selection from an engineering point of view. At the end of this article, industrial ‘in-use’ applications in safety orientated aerospace market are overviewed. As a result of the literature analysis, an attempt is made to prove that modern additive technologies could be used to optimize integrated and complex structures like air bleeds in high pressure compressors of airplane powerplants.
PL
Celem publikacji było przedstawienie zagadnienia określania kosztów tworzenia ekstremalnej architektury kosmicznej za pomocą autonomicznych robotów na przykładzie teoretycznego scenariusza załogowej misji na Marsa zawartego w dokumencie NASA Mars Reference Mission. Autor opisuje strategie pozwalające określić energię ucieleśnioną zawartą w architekturze stworzonej z lokalnych materiałów za pomocą addytywnych procesów produkcyjnych, czyli druku 3D. Energia ucieleśniona jest sumą energii włożonej w proces wytworzenia dowolnej usługi bądź dobra, w tym energii zużytej do pozyskania surowców do jego wytworzenia, transportu. W ramach omawianej przez autora strategii zakresy prac oraz zadań zostały pogrupowane w cztery działy pokrywające się ze strukturą rozgrywki strategicznych gier komputerowych z gatunku 4X. Gry komputerowe 4X biorą swoją nazwę od skrótowego opisu elementów prowadzenia rozgrywki: explore, exploit, expand, exterminate, co w wolnym tłumaczeniu znaczy: eksploracja, eksploatacja, ekspansja, eksterminacja. W trakcie trwania gry użytkownik skupia się na zarządzaniu i rozwijaniu cywilizacji lub miasta, gdzie głównym jego zadaniem jest pozyskiwanie i zarządzanie zasobami. Taka struktura została uznana przez autora za obiecujący punkt wyjścia strategii optymalizacji procesu budowy architektury marsjańskiej przez agentów robotycznych. Wspomniana symulacja mogłaby zostać użyta do stworzenia narzędzia do optymalizacji procedur na potrzeby realnej misji na Marsa przy wykorzystaniu jako wyznacznika energii ucieleśnionej. Takie narzędzie miałoby szanse obniżyć koszty podczas pierwszych załogowych misji na inne planety. W dalszej perspektywie stosowanie takiego rozwiązania do gromadzenia danych o energii ucieleśnionej pozwoli na zachowanie całości danych o odcisku ekologicznym kolonizacji Marsa.
EN
The purpose of this publication is to present the problem of determining the costs of creating extreme space architecture using autonomous robots based on the example of the theoretical manned mission to Mars scenario contained in the NASA Mars Reference Mission document. The author focuses on strategies that can determine the embodied energy contained in architecture made from local materials, using additive manufacturing processes – 3D printing. Embodied energy is the sum of the energy invested in the process of producing any service or good, including the energy consumed to obtain raw materials for its production and transport. Procedures to optimise the work of robotic agents will be crucial during manned Mars missions with limited access to resources, including electricity. Using robots to work on the surface will precisely determine the amount of energy used to complete the given job, which will enable optimisation and the determination of the embodied energy of these works. As part of the strategy discussed by the author, the scope of work and tasks are grouped into four divisions that coincide with the gameplay structure of 4X-type strategic computer games. 4X computer games get their name from the brief description of the gameplay elements: “explore, exploit, expand, exterminate”. During the game, the user focuses on managing and developing a civilisation or city, where resource acquisition and management play a central role. The author considers such a structure to be a promising starting point for the strategy of optimising the process of building a Martian architecture using robotic agents. Procedures that can determine the embodied energy of the described processes have been grouped into the sections Exploration, Extraction, Exploitation, and Expansion, and have been included in the simulation model for the manned mission to Mars in the form of a 4X-type computer game prototype. This simulation could be used to create a tool for optimising procedures for the needs of an actual mission to Mars, using embodied energy as an indicator. Such a tool would have the potential to reduce costs during the first manned missions to other planets. In the longer term, the use of such a solution for the collection of data on embodied energy will preserve all environmental footprint data of the colonisation of Mars.
11
63%
PL
W artykule znajduje się wyjaśnienie druku 3D, krótki opis budowy drukarki „Prusa Mendel” opartej na otwartej dokumentacji RepRap oraz przykłady teoretycznego zastosowania druku 3D podczas zajęć technicznych
XX
Article contains explanation of 3D printing, short description of building 3D printer „Prusa Mendel” based on open documentation RepRap and examples of theoretical application 3D print during technical activities
Przegląd Biblioteczny
|
2017
|
vol. 85
|
issue 2
157-168
EN
Thesis/Objective – The author focuses on data visualization in science and analyzes new methods and tools used for scientific data visualization. Research methods – New trends in data visualization were identified through the analysis of respective literature in Polish and English published from 2010 to 2015. The literature was searched for in the databases of National Library of Poland, WorldCat international union catalog and foreign databases available through Google Scholar. The search was complemented with the analysis of web resources, in particular blogs and portals related to the field discussed. Results – The most often used and discussed new data visualization methods are: infographics, posters, holograms, 3D printing and visualizations built in the environment of virtual and augmented reality. Conclusions – Processing dynamic, large and unstructured pools of data which escape traditional analysis is a significant issue requiring some solutions. Data visualization needs to be user-engaging, interactive and supporting user immersion.
PL
Teza/cel: Przedmiot artykułu stanowi zagadnienie wizualizacji danych w nauce. Celem artykułu jest dokonanie systematycznego przeglądu nowych sposobów i narzędzi wizualizacji danych naukowych. Metoda: Zastosowano metodę analizy i krytyki piśmiennictwa. Dokonano przeglądu piśmiennictwa z lat 2010-2015 biorąc pod uwagę publikacje w języku polskim i angielskim. Zebrane piśmiennictwo poddano kategoryzacji, celem wyodrębnienia kluczowych trendów w wizualizacji danych naukowych. Analizy piśmiennictwa dokonano w oparciu o wyszukiwanie w bazach Biblioteki Narodowej, katalogu WorldCat oraz zagranicznych bazach danych, które przeszukano za pomocą narzędzia Google Scholar. Uzupełniająco dokonano także przeglądu zasobów sieciowych, w tym szczególnie blogów i portali branżowych. Wyniki: Do najczęściej omawianych sposobów wizualizacji danych za pomocą nowych narzędzi należą: infografiki, postery, hologramy, druk 3D oraz wizualizacje tworzone w środowisku wirtualnej i rozszerzonej rzeczywistości. Wnioski: Ważnym problemem wymagającym rozwiązania jest przetwarzanie dynamicznych, rozległych i nieustrukturyzowanych zbiorów danych, które wymykają się tradycyjnym analizom. Potrzebne jest tworzenie wizualizacji danych w taki sposób, by były one dla użytkowników angażujące, interaktywne i sprzyjały immersji.
first rewind previous Page / 1 next fast forward last
JavaScript is turned off in your web browser. Turn it on to take full advantage of this site, then refresh the page.