Engineering Graphics Tools for the Mind


Book Description

Engineering Graphics Tools for the Mind is a comprehensive set of engineering graphics tools that combines hand sketching, video presentations, and a digital engineering graphics reference book into a single textbook package. All of the video presentations and the digital reference book are available as a download by redeeming the access code found on the inside front cover of this book. Engineering Graphics Tools for the Mind is broken up into eight sections. Each section starts with an explanation of the topic and is followed by hand sketching exercises for you to complete. All 76 sketching exercises found in the textbook are printed on perforated paper making it easy for you to tear out and to turn in for review.




Engineering Graphics


Book Description

Engineering Graphics: Tools for the Mind is a comprehensive engineering textbook that combines hand sketching, audio/video presentation, and an engineering graphics digital reference book into a single textbook. All audio/video presentations and the engineering graphics digital reference book are contained in a single DVD bundled with the textbook. Engineering Graphics: Tools for the Mind is made up of eight sections. Each section starts with an explanation of the topic covered and is followed by hand sketching exercises for the student to complete. All 76 sketching exercises found in the textbook are printed on perforated paper making it easy for students to turn in for review. The textbook covers the following topics: Lettering Sketching Orthographic Projection Isometric Drawings Oblique Drawings Auxiliary Views Sections Dimensioning




Engineering Graphics Essentials Fifth Edition


Book Description

Engineering Graphics Essentials gives students a basic understanding of how to create and read engineering drawings by presenting principles in a logical and easy to understand manner. It covers the main topics of engineering graphics, including tolerancing and fasteners. This textbook also includes independent learning material containing supplemental content to further reinforce these principles. This textbook makes use of a large variety of exercise types that are designed to give students a superior understanding of engineering graphics and encourages greater interaction during lectures. The independent learning material allows students to explore the topics in the book on their own and at their own pace. The main content of the independent learning material contains pages that summarize the topics covered in the book. Each page has audio recordings that simulate a lecture environment. Interactive exercises are included and allow students to go through the instructor-led and in-class student exercises found in the book on their own. Also included are videos that walk students through examples and show them exactly how and why each step is performed.




Parametric Modeling with SOLIDWORKS 2021


Book Description

Parametric Modeling with SOLIDWORKS 2021 contains a series of seventeen tutorial style lessons designed to introduce SOLIDWORKS 2021, solid modeling and parametric modeling techniques and concepts. This book introduces SOLIDWORKS 2021 on a step-by-step basis, starting with constructing basic shapes, all the way through to the creation of assembly drawings and motion analysis. This book takes a hands on, exercise intensive approach to all the important parametric modeling techniques and concepts. Each lesson introduces a new set of commands and concepts, building on previous lessons. The lessons guide the user from constructing basic shapes to building intelligent solid models, assemblies and creating multi-view drawings. This book also covers some of the more advanced features of SOLIDWORKS 2021, including how to use the SOLIDWORKS Design Library, basic motion analysis, collision detection and analysis with SimulationXpress. The exercises in this book cover the performance tasks that are included on the Certified SOLIDWORKS Associate (CSWA) Examination. Reference guides located at the front of the book and in each chapter show where these performance tasks are covered. This book also introduces you to the general principles of 3D printing including a brief history of 3D printing, the types of 3D printing technologies, commonly used filaments, and the basic procedure for printing a 3D model. 3D printing makes it easier than ever for anyone to start turning their designs into physical objects and by the end of this book you will be ready to start printing out your own designs.




Information Theory Tools for Image Processing


Book Description

Information Theory (IT) tools, widely used in many scientific fields such as engineering, physics, genetics, neuroscience, and many others, are also useful transversal tools in image processing. In this book, we present the basic concepts of IT and how they have been used in the image processing areas of registration, segmentation, video processing, and computational aesthetics. Some of the approaches presented, such as the application of mutual information to registration, are the state of the art in the field. All techniques presented in this book have been previously published in peer-reviewed conference proceedings or international journals. We have stressed here their common aspects, and presented them in an unified way, so to make clear to the reader which problems IT tools can help to solve, which specific tools to use, and how to apply them. The IT basics are presented so as to be self-contained in the book. The intended audiences are students and practitioners of image processing and related areas such as computer graphics and visualization. In addition, students and practitioners of IT will be interested in knowing about these applications.




Design Graphics for Engineering Communication


Book Description

With the use of real world examples and illustrations, Design Graphics for Engineering Communication introduces students to the fundamental concepts of Engineering Graphics and their role in the design process. The authors highlight common techniques, practices, and standards used in industry in a manner that is motivating and easy to understand. Topics include visualization, orthographic projection, dimensions and tolerances, scaling, and parametric solid modeling. Opportunities to practice, study, and learn abound, with problems at the end of each chapter, quizzes, and assembly modeling projects.




Visualization and Engineering Design Graphics with Augmented Reality Third Edition


Book Description

This book is designed as a learning tool to help the aspiring engineer learn the language of engineering graphics. In this regard, this book is hardly unique, as there have been literally hundreds of books published in the past that had a similar goal. The main challenge faced by engineering graphics books comes from the difficulty of representing and describing three dimensional information on paper, which is a consequence of the two dimensional nature of printed materials. What makes this book invaluable is the use of Augmented Reality, a technology that will allow you to escape the limitations of traditional materials enabling you, the student, to truly visualize the objects being described in full 3D. To take full advantage of this book you will need a smartphone, tablet or computer with a camera, along with the apps provided.* Many parts of the book are linked to specific augmented reality content through a series of black and white markers that have been seamlessly integrated throughout the pages. In order to experience the content, your device’s camera must be pointed at these markers. The main marker, available at the beginning of the book, is used to interact with the augmented reality models, which will be rendered in real time in your device’s screen. * If you do not have an iOS or Android device, or a computer with a webcam, SOLIDWORKS files of the models used throughout the book are available for download. In addition, STL files are available so the models can be opened using your solid modeling CAD package of choice or printed using a 3D printer.




Visual Teams


Book Description

Graphic tools and visual solutions for team building and development Visual Teams uses visual tools and methods to help teams—both face-to-face and virtual—reach high performance in today's work environment. As teams become more and more global and distributed, visualization provides an important channel of communication—one that opens up the group's mind to improving work systems and processes by understanding relationships, interconnections, and big picture contexts. Visual Teams shares best practices and uses visualization as a power tool for process improvement by providing teams with a common language for high performance. The book: Explores how any kind of team can draw on the principles and practices of creative design teams in the software, architectural, engineering, and information design professions Introduces the Drexler/Sibbet Team PerformanceTM Model and related tools—a system used throughout companies such as Nike, Genentech, Becton Dickinson, Chevron, and others Visual Teams presents a comprehensive framework, best practices, and unique visual tools for becoming an innovative, high-performance team.




The Magic Circle: Principles of Gaming & Simulation


Book Description

The purpose of this unique book is to outline the core of game science by presenting principles underlying the design and use of games and simulations. Game science covers three levels of discourse: the philosophy of science level, the science level, and the application or practical level. The framework presented will help to grasp the interplay between forms of knowledge and knowledge content, interplay that evolves through the action of the players. Few scientists have witnessed such a radical change in their area of research and practice as those who engaged in play and gaming since the 1950s. Since that time game scientists from a whole variety of disciplines started adopting gaming and simulation methods in their research. Rapid advances in information technology and computer science are producing a tool rich environment for the design and use of games, and for humanities studies of games as digital arts and interactive narratives. Game science is advancing through these waves of change, driven by the digital computer game industry, enhanced through computer and information science, as well as through advances in professional gaming such as in education, public and business management, policy development, health care, eco-systems management, and so on. When asking game scientists about the core of their science, one should expect to hear diverging answers. The common questions about the core of game and play are not new. They refer to: What is the meaning of game and play? What is real and what is virtual reality? How could we build simple and effective games from complex social systems? Are we able to bring forward a general theory of games? Are we able to help players (social actors) to find smart solutions and approaches to complex issues? How do games enhance learning and how do they improve our thinking capacity and action repertoire? Current answers to these questions are scattered and inadequate. This book offers a frame-of-reference that will enlighten the characteristics of particular games and simulations from a common perspective. The author pays less attention to instrumental reasoning than on theoretical and methodological questions. Answers will provide a suitable context for addressing design science and analytical science approaches to artifact design and assessment, and theory development and testing. Due to the high diversity of approaches that game science has to accommodate the author chooses an interdisciplinary and where appropriate a meta-disciplinary approach.




An Elegant Puzzle


Book Description

A human-centric guide to solving complex problems in engineering management, from sizing teams to handling technical debt. There’s a saying that people don’t leave companies, they leave managers. Management is a key part of any organization, yet the discipline is often self-taught and unstructured. Getting to the good solutions for complex management challenges can make the difference between fulfillment and frustration for teams—and, ultimately, between the success and failure of companies. Will Larson’s An Elegant Puzzle focuses on the particular challenges of engineering management—from sizing teams to handling technical debt to performing succession planning—and provides a path to the good solutions. Drawing from his experience at Digg, Uber, and Stripe, Larson has developed a thoughtful approach to engineering management for leaders of all levels at companies of all sizes. An Elegant Puzzle balances structured principles and human-centric thinking to help any leader create more effective and rewarding organizations for engineers to thrive in.