Fully revised and with a new chapter and international case studies, this second edition of the best-selling book traces how artists and designers continue to adapt and incorporate 3D printing technology into their work and explains how the creative industries are directly interfacing with this new technology. Covering a broad range of applied art practice – from fine art and furniture-design to film-making – Stephen Hoskins introduces some of his groundbreaking research from the Centre for Fine Print Research along with an updated history of 3D print technology, a new chapter on fashion and animation, and new case studies featuring artists working with metal, plastic, ceramic and other materials. A fascinating investigation into how the applied arts continue to adapt to new technologies and a forecast of what developments we might expect in the future, this book is essential reading for students, researchers studying contemporary art and design and professionals involved in the creative industries.
Author: Victoria Zukas
Publisher: First Edition Design Pub.
Release Date: 2015-05-07
This book is aimed at an audience consisting of two kinds of readers. The first is people who are curious about 3D printing and want more information without necessarily getting deeply into it. For this audience, the first two chapters will be of greatest interest. They provide an overview of 3D print technology. They also serve to take the confusion out of the jargon and make sense out of such shortcuts as SLA, FFM, FFF, FDM, DLP, LOM, SLM, DMLS, SLS, EBM, EBAM, CAD and others. They describe the basic processes, the materials used and the application of the technology in industry, space, medicine, housing, clothing and consumer-oriented products such as jewelry, video game figures, footwear, tools and what must now seem like an infinity of bunnies, eagles and busts of Star Wars and Star Trek figurines in a dazzling array of colors. This book also addresses the needs of people new to the field who require information in a hurry. Chapter 3 serves as a guide to generating a 3D model by reviewing scanning methodology, the various types of software available to create a model and the steps needed to insure a useful printed object from the 3D model. The chapter has numerous references which, together with the information in the text, will help one find quickly any additional information available on the internet. Keywords: 3D Printing, 3D Software, 3D Hardware, Printing Materials, Scanning, 3D Modeling, Jewelry, Medicine, Housing, Space
Author: Ann Marie Shillito
Publisher: A&C Black
Release Date: 2013-12-05
Genre: Crafts & Hobbies
This book showcases ground-breaking methods and techniques that have been adapted from industry and are now being applied by designer-makers. To the uninitiated, these technologies may seem complex, but this book explains simply and clearly how they have developed, how they work, and their application. Packed full with case studies of artists using these processes, this book demonstrates that outstanding work is possible with the right equipment and know-how, and argues that designer makers have the mindset, skills and knowledge to creatively engage with these industrial technologies. The technologies covered include 2D and 3D digital designing and modelling (including CAD and processing), 3D printing (additive manufacture), reverse engineering (scanning and digitising), CNC machining, laser and waterjet cutting. Featuring a breathtaking selection of work by contemporary makers - many of them early adopters of these technologies – this book illustrate the exciting potential of these tools to add value to the maker's practice, as well as inspiring and extending their range of work.
Good game design happens when you view your game from as many perspectives as possible. Written by one of the world's top game designers, The Art of Game Design presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, puzzle design, and anthropology. This Second Edition of a Game Developer Front Line Award winner: Describes the deepest and most fundamental principles of game design Demonstrates how tactics used in board, card, and athletic games also work in top-quality video games Contains valuable insight from Jesse Schell, the former chair of the International Game Developers Association and award-winning designer of Disney online games The Art of Game Design, Second Edition gives readers useful perspectives on how to make better game designs faster. It provides practical instruction on creating world-class games that will be played again and again.
Author: Christopher Barnatt
Release Date: 2013-05-01
Genre: Business & Economics
"'3D Printing: The Next Industrial Revolution' explores the practicalities and potential of 3D printing today, as well as trying to realistically foresee the impact of 3D printing on the world of tomorrow. The book is written for a wide audience, including 3D printing enthusiasts, entrepreneurs, designers, investors, students, and indeed anybody who wants to be more informed about the next round of radical technological change. Particular features of the book include an extensive chapter that details every current 3D printing technology, as well as an industry overview covering 3D printer manufacturers, software providers, and bureau services. These chapters are then supported by an extensive 3D printing glossary (of over 100 terms) and a 3D printing directory." --Amazon.com.
Author: Hardi Meybaum
Publisher: John Wiley & Sons
Release Date: 2014-02-05
Genre: Business & Economics
Embrace Open Engineering and accelerate the design and manufacturing processes Product development is a team sport, but most companies don't practice it that way. Organizations should be drawing on the creativity of engaged customers and outsiders, but instead they rely on the same small group of internal "experts" for new ideas. Designers and engineers should be connecting with marketing, sales, customer support, suppliers, and most importantly, customers. The Art of Product Design explains the rise of "Open Engineering," a way of breaking down barriers and taking advantage of web-based communities, knowledge, and tools to accelerate the design and manufacturing processes. Explains how to establish open flows of information inside and outside an organization, increasing the quality and frequency of input from different groups and stakeholders Hardi Meybaum is the founder and CEO of GrabCad, the largest community of mechanical engineers and designers in the world Open Engineering is crowdsourcing, it's collaborating, it's sharing and connecting. And it's helping a growing number of companies create better products faster than they ever imagined. The Art of Product Design shows you how to harness its power for your company.
Author: James Floyd Kelly
Release Date: 2011-08-13
Printing in Plastic: Build Your Own 3D Printer is your gateway into the exciting world of personal fabrication. The “printer” that you'll build from this book is a personal fabricator capable of creating small parts and other objects from drops of molten plastic. Design a part using a modeling tool such as Google SketchUp. Then, watch while the fabricator head sweeps back and forth and upwards, depositing plastic in all the right places. You can build anything from a replacement tab to hold a bookshelf in place, to a small art project, to a bashguard for your bicycle. If you can conceive it and design it, you can build it, and you'll have fun doing it! Printing in Plastic is aimed at creative people comfortable using power tools such as a table saw, circular saw, and drill press. Authors James Kelly and Patrick Hood-Daniel lead you through building a personal fabrication machine based upon a set of blueprints downloaded from their website. Example projects get you started in designing and fabricating your own parts. Bring your handyman skills, and apply patience during the build process. You too can be the proud owner of a personal fabricator—a three-dimensional printer. Leads you through building a personal fabrication machine capable of creating small parts and objects from plastic Provides example projects to get you started on the road to designing and fabricating your own parts Provides an excellent parent/child, or small group project
Author: Richard Horne
Publisher: John Wiley & Sons
Release Date: 2017-05-04
The bestselling book on 3D printing 3D printing is one of the coolest inventions we've seen in our lifetime, and now you can join the ranks of businesspeople, entrepreneurs, and hobbyists who use it to do everything from printing foods and candles to replacement parts for older technologies—and tons of mind-blowing stuff in between! With 3D Printing For Dummies at the helm, you'll find all the fast and easy-to-follow guidance you need to grasp the methods available to create 3D printable objects using software, 3D scanners, and even photographs through open source software applications like 123D Catch. Thanks to the growing availability of 3D printers, this remarkable technology is coming to the masses, and there's no time like the present to let your imagination run wild and actually create whatever you dream up—quickly and inexpensively. When it comes to 3D printing, the sky's the limit! Covers each type of 3D printing technology available today: stereolithology, selective sintering, used deposition, and granular binding Provides information on the potential for the transformation of production and manufacturing, reuse and recycling, intellectual property design controls, and the commoditization of products Walks you through the process of creating a RepRap printer using open source designs, software, and hardware Offers strategies for improved success in 3D printing On your marks, get set, innovate!
This text is an introduction to the future of mass media and mass communications - cross-media communications. Cross-media is explained through the presentation and analysis of contemporary examples and project-based tutorials in cross-media development. The text introduces fundamental terms and concepts, and provides a solid overview of cross-media communications, one that builds from a general introduction to a specific examination of media and genres to a discussion of the concepts involved in designing and developing cross-media communications. There is also an accompanying DVD-ROM full of hands-on exercises that shows how cross-media can be applied. For the DVD-ROM: http: //www.lulu.com/content/817927
Author: James Floyd Kelly
Publisher: Pearson Education
Release Date: 2014
Want to master 3D modeling and printing? Tinkercad is the perfect software for you: it's friendly, web-based, and free. Even better, you don't have to rely on Tinkercad's technical documentation to use it. This guide is packed with photos and projects that bring 3D modeling to life!
Author: Susan M. Riley
Publisher: Createspace Independent Pub
Release Date: 2012-12-09
STEAM Point is a guide for teachers and administrators who are looking to leverage Science, Technology, Engineering, the Arts and Mathematics to close the achievement gap for all students and authentically teach practices embedded within the Common Core State Standards. Specifically included in this guide: *Curriculum maps integrating Common Core English Language Arts and Math Standards, STEM practices and Fine Arts Standards, as well as Lesson Thread Ideas. *Integrated Lesson Seeds *Assessment strategies to measure student growth with integrity in performance-based tasks and processes, which are key to 21st century skills and STEAM practices. This essential guide provides you with the tools you need to engage all learners and provide relevant and rigorous opportunities that your students will be excited about long after they leave your classroom. Reviews "Wow is the first thing that comes to mind after reading the STEAM book! There are so many great ideas that make so much sense. I like the way your writing addresses the questions your readers will have before those questions get a chance to fully form in their mind. Reading the assessment part has given me a new and much more positive outlook on assessment. You do a great job of helping others see ways to fit things together, even the things that others may not see ways to connect at first. The way you present information in this book makes it understandable when it may seem way too complicated otherwise." - Melissa Edwards, Instructional Technology Specialist "So much work has been done here for the educator. Susan has created curriculum maps that align the Common Core State Standards with the National Arts Standards and intertwine with both STEM concepts and lesson ideas in one reference. This is followed by 10 complete and attractively presented lesson seeds, where Susan explains in more detail an integration lesson idea which includes all the information a teacher would need to modify the idea for his or her group of students and implement the lesson into his or her classroom. The section on assessment takes the pressure off the idea that assessment is finite and poses it as more of a natural process of growth for teacher and student. Included are many practical and useful options for teachers who may be weary of the idea of assessing something they may not feel qualified to teach. These assessments include formative, portfolios, and performance. Susan includes ideas for each type of assessment, again making it easy for a teacher to make true integration happen in their classroom. Steam Point is the type of book I want at my fingertips as I plan my lessons and collaborate with colleagues. It is easy to reference and is full of quality, integrated ideas spanning all the major driving forces of educational curriculum. Susan has written the book I have wanted to write, read and share with my colleagues and adult students!" - Elizabeth Peterson, Teacher and Arts Integration Specialist
Visualizing Research guides postgraduate students in art and design through the development and implementation of a research project, using the metaphor of a 'journey of exploration'. For use with a formal programme of study, from masters to doctoral level, the book derives from the creative relationship between research, practice and teaching in art and design. It extends generic research processes into practice-based approaches more relevant to artists and designers, introducing wherever possible visual, interactive and collaborative methods. The Introduction and Chapter 1 'Planning the Journey' define the concept and value of 'practice-based' formal research, tracking the debate around its development and explaining key concepts and terminology. ’Mapping the Terrain’ then describes methods of contextualizing research in art and design (the contextual review, using reference material); ’Locating Your Position’ and ’Crossing the Terrain’ guide the reader through the stages of identifying an appropriate research question and methodological approach, writing the proposal and managing research information. Methods of evaluation and analysis are explored, and of strategies for reporting and communicating research findings are suggested. Appendices and a glossary are also included. Visualizing Research draws on the experience of researchers in different contexts and includes case studies of real projects. Although written primarily for postgraduate students, research supervisors, managers and academic staff in art and design and related areas, such as architecture and media studies, will find this a valuable research reference. An accompanying website www.visualizingresearch.info includes multimedia and other resources that complement the book.
In an era of increasingly available digital resources, many textile designers and makers find themselves at an interesting juncture between traditional craft processes and newer digital technologies. Highly specialized craft/design practitioners may now elect to make use of digital processes in their work, but often choose not to abandon craft skills fundamental to their practice, and aim to balance the complex connection between craft and digital processes. The essays collected here consider this transition from the viewpoint of aesthetic opportunity arising in the textile designer's hands-on experimentation with material and digital technologies available in the present. Craft provides the foundations for thinking within the design and production of textiles, and as such may provide some clues in the transition to creative and thoughtful use of current and future digital technologies. Within the framework of current challenges relating to sustainable development, globalization, and economic constraints it is important to interrogate and question how we might go about using established and emerging technologies in textiles in a positive manner.
Developing your own glazes can be tricky and success is dependent on many factors. In this book, ceramicist Greg Daly aims to demystify the process with practical advice and complete, step-by-step instructions. He covers all the essentials, from planning your recipes and recording results to mixing glazes and finding the correct firing temperature. This hands-on technical guidance is supported with helpful how-to images and example tests and recipes.For any potter beginning to experiment with fired colour, texture and decoration in their work, Developing Glazes is an essential reference, revealing workable, exciting methods for achieving the glaze results you want.
This book aims at finding some answers to the questions: What is the influence of humans in controlling CAD and how much is human in control of its surroundings? How far does our reach as humans really go? Do the complex algorithms that we use for city planning nowadays live up to their expectations and do they offer enough quality? How much data do we have and can we control? Are today’s inventions reversing the humanly controlled algorithms into a space where humans are controlled by the algorithms? Are processing power, robots for the digital environment and construction in particular not only there to rediscover what we already knew and know or do they really bring us further into the fields of constructing and architecture? The chapter authors were invited speakers at the 6th Symposium "Design Modelling Symposium: Humanizing Digital Reality", which took place in Ensa-Versailles, France from 16 - 20 September 2017.