Aspects of Mechanical Engineering for Undulators
Haimo Joehri
This paper gives an overview about aspects of mechanical engineering of undulators. It is based mainly on two types that are used in the SwissFEL facility. The U15 Undulator is an example of an in-vacuum type and the UE38 is an APPLE-X type. It describes the frame, the adjustment of the magnets with flexible keepers and the adjustment of the whole device with eccentric movers.
Exploring the Efficacy of Simulation-Based Learning (SBL) for Enhancing Program Outcomes in Mechanical Engineering: A Case Study on Engineering Graphics
Pankaj R. Beldar, Dr. Atulkumar Patil, Dr. Mahesh Shelar
et al.
This research investigates the effectiveness of Simulation-Based Learning (SBL) in enhancing student comprehension of complex mechanical engineering concepts, such as fluid dynamics, thermodynamics, FEA, and mechanics. The integration of tools like MATLAB, SolidWorks, ANSYS Fluent, AutoCAD, FluidSim, BricsCAD, and GeoGebra allows students to simulate theoretical mechanics and engineering graphics, bridging the gap between theory and practice. Additionally, Machine Learning playgrounds offer hands-on AI experience. A key novelty is the development of an Automatic Engineering Drawing Sheet Evaluation Algorithm, utilizing Python-based image processing to automate the assessment of technical drawings, increasing efficiency and accuracy. GeoGebra further serves as a tool for assessing geometric transformations in engineering graphics. Integrating simulation tools into the first-year Engineering Graphics course has significantly enhanced Course Outcomes (CO) and Program Outcomes (PO), particularly PO5 (Modern Tool Usage), with a 94.29% improvement. Tools like AutoCAD and GeoGebra have enhanced student understanding of Orthographic Projections and Isometric Views, reflected in improved test scores and positive feedback. Case studies showcase how these tools align with various POs, highlighting the critical role of SBL in modern mechanical engineering education
پیشبینی انعکاس پارچه نایلونی خیس با استفاده از مدل هندسی و تئوری کیوبلکا-مانک
ساناز توفیقی, علی شمس ناتری
خیس شدن پارچه باعث تغییر رنگ آن میشود. بنابراین، برای کنترل رنگ پارچه در فرایند رنگرزی، پیشبینی رنگ پارچه در حالت خیس بسیار مهم است. در این مقاله از مدل هندسی برای پیشبینی طیف انعکاسی پارچه نایلونی خیس بر اساس طیف انعکاسی حالت خشک آن استفاده شد. برای این منظور، نمونههای پارچه نایلونی با رنگزای اسیدی قرمز، آبی و زرد به صورت تکی و مخلوط رنگرزی شدند. آنالیز عاملهای رنگی نمونهها نشان داد خیس شدن سبب تغییر رنگ، کاهش روشنایی و افزایش عمق رنگی پارچه میشود. از یک مدل هندسی و کیوبلکا-مانک، برای پیشبینی طیف انعکاسی پارچه نایلونی خیس استفاده شد. به منظور پیشبینی انعکاس پارچه در حالت خیس به روش مدل هندسی، از مقادیر ضریب جذب مولار رنگزا (ɛ)، ضریب جذب مولار رنگزا اصلاح شده، k/s واحد و k/s واحد اصلاح شده استفاده شد. خطای پیشبینی بر حسب اختلاف رنگ (ΔECMC) در چهار روش پیشبینی، استفاده از مقادیر ضریب جذب مولار رنگزا، ضریب جذب مولار رنگزا اصلاحی، k/s واحد و k/s واحد اصلاح شده، به ترتیب 18.69، 15.51، 6.87 و 5.71 است. بهترین پیشبینی توسط مدل هندسی با استفاده از k/s واحد اصلاح شده به دست آمد.
Environmental technology. Sanitary engineering, Mechanical drawing. Engineering graphics
The Paradigm of Small Walled Towns
Elena Maria Formia, Flaviano Celaschi, Andreas Sicklinger
The article presents a definition of the concept of SWaT (Small Walled Town), identifying them as a paradigm to test and verify design driven approaches to enhance cultural heritage.
It starts with a critical literature review to highlight the development of a research field that led to theoretical and applied outcomes, with a specific focus on the Italian design community and context. In doing so, a possible synthesis of the most recurrent approaches is proposed to arrive at the most advanced of recent years. The main theme of the research is then presented, defining SWaT as a specific form of cultural heritage within which reactivation and valorisation measures can be implemented, using the typical approach of design cultures. Finally, the most comprehensive interpretation of the wall concept inherent in the concept of SWaT is proposed, understanding its metaphorical and cultural dimensions as design challenges.
Mechanical drawing. Engineering graphics
MoVer: Motion Verification for Motion Graphics Animations
Jiaju Ma, Maneesh Agrawala
While large vision-language models can generate motion graphics animations from text prompts, they regularly fail to include all spatio-temporal properties described in the prompt. We introduce MoVer, a motion verification DSL based on first-order logic that can check spatio-temporal properties of a motion graphics animation. We identify a general set of such properties that people commonly use to describe animations (e.g., the direction and timing of motions, the relative positioning of objects, etc.). We implement these properties as predicates in MoVer and provide an execution engine that can apply a MoVer program to any input SVG-based motion graphics animation. We then demonstrate how MoVer can be used in an LLM-based synthesis and verification pipeline for iteratively refining motion graphics animations. Given a text prompt, our pipeline synthesizes a motion graphics animation and a corresponding MoVer program. Executing the verification program on the animation yields a report of the predicates that failed and the report can be automatically fed back to LLM to iteratively correct the animation. To evaluate our pipeline, we build a synthetic dataset of 5600 text prompts paired with ground truth MoVer verification programs. We find that while our LLM-based pipeline is able to automatically generate a correct motion graphics animation for 58.8% of the test prompts without any iteration, this number raises to 93.6% with up to 50 correction iterations. Our code and dataset are at https://mover-dsl.github.io.
LayoutRectifier: An Optimization-based Post-processing for Graphic Design Layout Generation
I-Chao Shen, Ariel Shamir, Takeo Igarashi
Recent deep learning methods can generate diverse graphic design layouts efficiently. However, these methods often create layouts with flaws, such as misalignment, unwanted overlaps, and unsatisfied containment. To tackle this issue, we propose an optimization-based method called LayoutRectifier, which gracefully rectifies auto-generated graphic design layouts to reduce these flaws while minimizing deviation from the generated layout. The core of our method is a two-stage optimization. First, we utilize grid systems, which professional designers commonly use to organize elements, to mitigate misalignments through discrete search. Second, we introduce a novel box containment function designed to adjust the positions and sizes of the layout elements, preventing unwanted overlapping and promoting desired containment. We evaluate our method on content-agnostic and content-aware layout generation tasks and achieve better-quality layouts that are more suitable for downstream graphic design tasks. Our method complements learning-based layout generation methods and does not require additional training.
What Does a Software Engineer Look Like? Exploring Societal Stereotypes in LLMs
Muneera Bano, Hashini Gunatilake, Rashina Hoda
Large language models (LLMs) have rapidly gained popularity and are being embedded into professional applications due to their capabilities in generating human-like content. However, unquestioned reliance on their outputs and recommendations can be problematic as LLMs can reinforce societal biases and stereotypes. This study investigates how LLMs, specifically OpenAI's GPT-4 and Microsoft Copilot, can reinforce gender and racial stereotypes within the software engineering (SE) profession through both textual and graphical outputs. We used each LLM to generate 300 profiles, consisting of 100 gender-based and 50 gender-neutral profiles, for a recruitment scenario in SE roles. Recommendations were generated for each profile and evaluated against the job requirements for four distinct SE positions. Each LLM was asked to select the top 5 candidates and subsequently the best candidate for each role. Each LLM was also asked to generate images for the top 5 candidates, providing a dataset for analysing potential biases in both text-based selections and visual representations. Our analysis reveals that both models preferred male and Caucasian profiles, particularly for senior roles, and favoured images featuring traits such as lighter skin tones, slimmer body types, and younger appearances. These findings highlight underlying societal biases influence the outputs of LLMs, contributing to narrow, exclusionary stereotypes that can further limit diversity and perpetuate inequities in the SE field. As LLMs are increasingly adopted within SE research and professional practices, awareness of these biases is crucial to prevent the reinforcement of discriminatory norms and to ensure that AI tools are leveraged to promote an inclusive and equitable engineering culture rather than hinder it.
TECHNOLOGY OF PROJECT TRAINING IN THE SECTION “MECHANICAL ENGINEERING DRAWING” OF THE COURSE “ENGINEERING GRAPHICS”
R. R. Anamova, S. Leonova, E. Churakova
et al.
Project-based learning is an educational technology, the center of which is the student, and the goal is to form his independence, initiative and creativity. These qualities are developed through his own actions in the process of learning interesting and significant topics for further professional activity. The project-based learning method is more applicable to disciplines with a practical focus. Within the framework of this article, one of the ways to introduce project-based learning into the discipline of Engineering Graphics at a technical university is considered. As you know, project training is called educational technology, the center of which is the student himself, and the goal is to form his independence, initiative and creativity. These qualities are developed through his own actions in the process of learning interesting and significant topics. Such topics exist when studying the discipline “Engineering Graphics” in the section “Mechanical Engineering”, in particular, when studying the topic of developing design documentation for assembly units. Acquisition of skills in working with such engineering and graphic information, in particular additive technologies, at this stage of studying the subject, such principles of project training are observed as problematicity – inclusion of a thought process to solve a given situation and integrativeness; – connection of formed knowledge systems and specific training rules. Using the example of the section “Machine-building drawing”, it is shown how you can combine the study of the topic “Development of design documentation for assembly units” with the design of a product and the manufacture of its prototype on a 3D printer. The proposed approach makes it possible to implement such principles of project-based learning as problemativeness – the inclusion of a thought process to solve a specific practical problem – and integrativity – the connection of formed knowledge systems and specific learning rules.
Teaching Reform of the Mechanical Drawing Course Incorporating Computer Graphics Technology
F. Zhang, Jing Zhu
With the development and popularization of computer application technology, the use of computer graphics and image processing technology has become the main means of modern engineering design and drawing. Learning and mastering 3D modeling technology and mechanical information modeling technology have become an important goal of learning engineering drawing. To meet the teaching requirements of the “New Engineering” program, higher education should cultivate innovative talents with the ability to identify, express, analyze, and solve complex engineering problems; promote the transformation of teaching methods for the course of “Mechanical Drawing and Computer Drawing” from “teaching well” to “learning well.” This change is not only a change in course content, but also a change in training objectives. It introduces modern 3D design concepts into the drawing course, constructs a learning system with 3D modeling technology as the main line, solves the problem of imagination in traditional teaching, makes the learning process more in line with scientific cognitive laws, better meets the needs of modern manufacturing industry for new technologies, and improves students’ drawing skills and ability to use modern tools (computer drawing).
Innovations in Mechanical Drawing and Computer Graphics: Enhancing Precision and Visualization in Engineering Design
Anurag Shrivastava, H. Goyal, Layth Hussein
et al.
This study examines the significant advancements in computer graphics and mechanical drawing, with an emphasis on how these developments have revolutionised engineering design precision and visualisation. For engineers and designers, integrating cutting-edge computer-aided design (CAD) tools and visualisation technologies has become crucial as sectors continue to adapt to issues that are ever more complex. The study focusses on significant developments that improve design accuracy and enable detailed visual representations of engineering concepts, including augmented reality (AR), simulation methods, and 3D modelling. Professionals can streamline the engineering workflow by using CAD software to produce complex drawings that are both exact and easily customisable. Before physical prototyping takes place, decision-making based on examination of the product's performance under different conditions is made possible by the integration of simulation modelling. Furthermore, by offering immersive experiences that let stakeholders see and interact with 3D models in actual settings, augmented reality applications transform design assessments. The research emphasises the importance of these advances in enhancing engineering teams' cooperation, efficiency, and communication through a thorough examination of them. The ultimate goal of this research is to pinpoint future paths for the integration of computer graphics and mechanical drawing, opening the door for improved engineering design and development processes.
کارایی حذف رنگزای کنگورد توسط نانو جاذبهای معدنی بیدلیت و آلی گرافن
شهریار مهدوی, مهسا موسوی, امین ترنجیان
هدف این پژوهش، بررسی کارایی جاذبهای بیدلیت و گرافن در حذف رنگزای کنگورد از آب به منظور بهبود فرآیندهای تصفیه آب است. رنگزای کنگورد به دلیل خطرات زیستمحیطی و بهداشتی، نیازمند حذف مؤثر از منابع آبی است. در این پژوهش، جاذبهای بیدلیت و گرافن با آنالیزهای دستگاهی همانندSEM, FTIR, EDAX, XRD و پتانسیل زتا بررسی میشود. اثر عواملی نظیر غلظت جاذب، pH، دما و زمان تماس بر روی جذب رنگ مورد آزمایش قرار گرفتند. نتایج نشان داد که جاذب گرافن با راندمان 87.66 درصد در دمای 50 درجه سانتیگراد و 9pH= و جاذب بیدلیت با راندمان 80.78 درصد در دمای 20 درجه سانتیگراد و 6pH= بهترین عملکرد را در حذف کنگورد از آب داشتند. مدلهای سینتیکی شبه مرتبه دوم و ایزوترم فروندلیچ به ترتیب بهترین برازش را با دادههای آزمایشگاهی نشان دادند. همچنین، بررسی متغیرهای ترمودینامیکی نشان داد که فرآیند جذب در هر دو جاذب گرافن و بیدلیت خودبهخودی اما واکنش در بیدلیت گرمازا و گرافن گرماگیر بود. ضمنا ظرفیت جذب برای گرافن و بیدلیت به ترتیب 5.47 و 6.73 میلیگرم بر گرم بهدست آمد. نتایج آزمایشهای واجذب نشان دادند به ویژه در غلظتهای پایین رنگزا میزان بازیافت بالا است. بنابراین با توجه کارایی بالای جاذبهای بیدلیت و گرافن در حذف رنگزای کنگورد و امکان استفاده مجدد از آنها در فرآیندهای تصفیه آب، پژوهشهای بیشتر بر روی این ترکیبات توصیه میشود.
Environmental technology. Sanitary engineering, Mechanical drawing. Engineering graphics
Onboarding Future Systemic Innovation Designers Through Informal and Collaborative Activities
Leonardo Moiso, Sofia Cretaio, Cristina Marino
et al.
The contribution presents a collective learning system developed by the Innovation Design Lab team within the Innovation Module of the Master’s Degree in Systemic Design of the Politecnico di Torino.
A strategy aimed at the development of all those soft skills useful to bring out the potential of the individual’s contribution in projects of entrepreneurial, innovative, and sustainable impact.
The research shows the results of educational methodology that integrates digital ecosystems and collaborative tools, highlighting how, from the students’ visions, emerges the urgency to design new future-oriented teaching-learning practices.
Mechanical drawing. Engineering graphics
Design Ethics for Including Those on the Margins
Päivi Ahvonen, Satu Miettinen
Design Ethics for Including Those on the Margins
Mechanical drawing. Engineering graphics
Temperature Illusions in Mixed Reality using Color and Dynamic Graphics
Connor Wilson, Daniel J. Rea, Scott Bateman
Sensory illusions - where a sensory stimulus causes people to perceive effects that are altered by a different sensory stimulus - have the potential to enrich mixed-reality based interactions. The well-known colour-temperature illusion is a sensory illusion that causes people to, somewhat counterintuitively, perceive blue objects to feel warmer and red objects to feel colder. There is currently little information about whether this illusion can be recreated in mixed reality (MR). Additionally, it is unknown whether dynamic graphical effects made possible by mixed-reality systems could create a similar or potentially stronger effect to the color-temperature illusion. The results of our study (n=30) support that the color-temperature illusion can be recreated in MR and that dynamic graphics can create a new temperature-sensory illusion. Our dynamic-graphics-temperature illusion creates a stronger effect than the color-temperature illusion and has more intuitive relationship between the stimulus and the effect: cold graphical effects (a virtual ice ball) are perceived as colder and hot graphical effects (a virtual fire ball) as hotter. Our results demonstrate that mixed reality has the potential to create novel and stronger temperature-based illusions and encourage further investigation into graphical effects to shape user perception.
Morescient GAI for Software Engineering (Extended Version)
Marcus Kessel, Colin Atkinson
The ability of Generative AI (GAI) technology to automatically check, synthesize and modify software engineering artifacts promises to revolutionize all aspects of software engineering. Using GAI for software engineering tasks is consequently one of the most rapidly expanding fields of software engineering research, with over a hundred LLM-based code models having been published since 2021. However, the overwhelming majority of existing code models share a major weakness - they are exclusively trained on the syntactic facet of software, significantly lowering their trustworthiness in tasks dependent on software semantics. To address this problem, a new class of "Morescient" GAI is needed that is "aware" of (i.e., trained on) both the semantic and static facets of software. This, in turn, will require a new generation of software observation platforms capable of generating large quantities of execution observations in a structured and readily analyzable way. In this paper, we present a vision and roadmap for how such "Morescient" GAI models can be engineered, evolved and disseminated according to the principles of open science.
Software Engineering for Collective Cyber-Physical Ecosystems
Roberto Casadei, Gianluca Aguzzi, Giorgio Audrito
et al.
Today's distributed and pervasive computing addresses large-scale cyber-physical ecosystems, characterised by dense and large networks of devices capable of computation, communication and interaction with the environment and people. While most research focusses on treating these systems as "composites" (i.e., heterogeneous functional complexes), recent developments in fields such as self-organising systems and swarm robotics have opened up a complementary perspective: treating systems as "collectives" (i.e., uniform, collaborative, and self-organising groups of entities). This article explores the motivations, state of the art, and implications of this "collective computing paradigm" in software engineering, discusses its peculiar challenges, and outlines a path for future research, touching on aspects such as macroprogramming, collective intelligence, self-adaptive middleware, learning, synthesis, and experimentation of collective behaviour.
The Future of AI-Driven Software Engineering
Valerio Terragni, Annie Vella, Partha Roop
et al.
A paradigm shift is underway in Software Engineering, with AI systems such as LLMs playing an increasingly important role in boosting software development productivity. This trend is anticipated to persist. In the next years, we expect a growing symbiotic partnership between human software developers and AI. The Software Engineering research community cannot afford to overlook this trend; we must address the key research challenges posed by the integration of AI into the software development process. In this paper, we present our vision of the future of software development in an AI-driven world and explore the key challenges that our research community should address to realize this vision.
Research on the Teaching Resource Construction System of Computer VR Online Interactive Experiment Platform for Mechanical Engineering Graphics
Jun Sun, Chenyu Li
The introduction of three-dimensional design experiment teaching in engineering drawing teaching. The experimental platform of "network engineering drawing" is established, and the corresponding multimedia teaching software is developed using WebVR, ASP, database and other technologies. The 3D modeling method of the reducer is established by using UGNX and optimized accordingly. In order to solve the problem that UGNX mode introduces packet loss in the simulation system, the model and data are reconstructed separately. Using VisualStudio2019 as the development platform, the 3D modeling of the reducer is realized. The establishment of the engineering graphics design virtual simulation system helps enterprises to simulate operations before actual production and processing. It greatly improves production efficiency and reduces production costs.
Features of Indian paper currency and its validation
Sonia Sarkar, Arun Kiran Pal
In this paper the different salient features of the old and new version of Indian paper currency notes have been studied and compared. The list of security features of Indian currencies have been mentioned and discussed. Various kinds of conventional methods that are used to detect authenticity and to recognize a note has been explained. It has been observed that each technique has its own objective and significance. There are many conventional tools that can be used to recognize different features of a note. To classify different techniques, the detection method comprises of two parts i.e., the first line detection method and the second line detection method. Physical dimensions of a paper note along with its thickness have pointed out a new parameter which is the diagonal of a genuine currency note that has been calculated to obtain a proposed standardization and each value differs from different denominations. The classification of different Indian banknotes giving emphasis on its characteristics, both salient and security features, dimensions and detection methods has been mentioned and briefly explained. For validation of the paper currencies two methods have been discussed emphasizing on fuzzy logic framework by taking into consideration a 3-point likert scale and another validation methodology using digital image processing.
Mechanical drawing. Engineering graphics
Using artificial intelligence for predictive eye-tracking analysis to evaluate photographs
Jure Ahtik
The goal of the study was to determine how close the eye-tracking results predicted by the AI model are to actual measurements and whether they can be used in scientific research or in real business cases. The study was based on a carefully prepared photo database of 30 photos of varying complexity and colour. The photos were shown to 110 participants (age and gender evenly distributed), and eye-tracking device (Tobii X120) was used to measure how the photos were viewed. In comparison, the same photos were tested using an AI-based application (Expoze.io). The final results show the comparison between the heatmaps and transparent gaze visualisations of the collected data with the two used measurement methods. Suggestions are made in which cases and how the two described methods should be used.
Mechanical drawing. Engineering graphics