Extreme Enterprise Role Architecture: Difference between revisions
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=Overview= | |||
<html> <iframe src="https://docs.google.com/presentation/d/e/2PACX-1vRC-d_wQ-bqopLBua9v-Efzg-e5j3mcI1nY0SGuUIACzEqY_MJSwRmMwz1uJKx7e0vev8NW3Mqy2_i3/embed?start=false&loop=false&delayms=3000" frameborder="0" width="701" height="423" allowfullscreen="true" mozallowfullscreen="true" webkitallowfullscreen="true"></iframe> </html> | |||
https://docs.google.com/presentation/d/1it09q0BrDgH6PJnQcc_FmNVrPLe1axkyd9B_apwPa_4/edit#slide=id.g9459c28221_2_28 | [https://docs.google.com/presentation/d/1it09q0BrDgH6PJnQcc_FmNVrPLe1axkyd9B_apwPa_4/edit#slide=id.g9459c28221_2_28 edit] | ||
=CAD Role Architecture= | |||
'''The key here is a complete digital model, and self-management by participants understanding the basic structure of Part Libraries and Visual Version History. Complete reconciliation of BOM and CAD, as well as procedural build, must emerge from the CAD. Procedural builds can be converted to animations via part explosion. Training and build collaboration can be gamified by importing parts into a game environment - critical part being availability of an open building environment inside a game, and complete digital model of individual parts for builds.''' | |||
<html> <iframe src="https://docs.google.com/presentation/d/e/2PACX-1vRC-d_wQ-bqopLBua9v-Efzg-e5j3mcI1nY0SGuUIACzEqY_MJSwRmMwz1uJKx7e0vev8NW3Mqy2_i3/embed?start=false&loop=false&delayms=3000#2" frameborder="0" width="701" height="423" allowfullscreen="true" mozallowfullscreen="true" webkitallowfullscreen="true"></iframe> </html> | |||
[https://docs.google.com/presentation/d/1it09q0BrDgH6PJnQcc_FmNVrPLe1axkyd9B_apwPa_4/edit#slide=id.g9459c28221_2_28 edit] | |||
=More= | |||
=Links= | |||
*[[Collaborative Design]] | |||
[[Category: Extreme Enterprise]] |
Latest revision as of 04:20, 20 February 2021
Overview
CAD Role Architecture
The key here is a complete digital model, and self-management by participants understanding the basic structure of Part Libraries and Visual Version History. Complete reconciliation of BOM and CAD, as well as procedural build, must emerge from the CAD. Procedural builds can be converted to animations via part explosion. Training and build collaboration can be gamified by importing parts into a game environment - critical part being availability of an open building environment inside a game, and complete digital model of individual parts for builds.