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DRAWING - Contenido educativo

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Subido el 15 de octubre de 2020 por Isabel L.

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Now, CP printers are available for domestic use, however, before we start creating our computer design we need to know how to draw standardizing drawing and how to do a good design. 00:00:02
So the same is a very complex process, so we need to do very carefully and it is the main activity of technology 00:00:28
Because in technology we create new objects to see our life. And these objects obviously can be something that you change or can be something that you create from scratch. 00:00:50
So, it's very important for all of us to know how to express our ideas. 00:01:10
If you want to, here we are going to use this index. 00:01:20
Firstly, we are going to review some important contents that we have already studied the year before, but for me it's a good idea to revise again. 00:01:29
After that, standardization, types of lines, European system, again, yes, major lengths and dimension lines, again, and finally, which could be new in this course, isometric perspective. 00:01:48
and Cavalier perspective is not very important, but you may learn something about this kind of perspective. 00:02:13
So let's move on to the first point which is influence. 00:02:28
As we have already studied, when we want to express our ideas, 00:02:32
It's very important to use drawing, but you can't do a drawing without any rule. That's what you can draw to express your idea. 00:02:44
This kind of drawings are usually called a sketch, but sometimes a sketch is also something that includes a little bit of perspective and a little bit of, for example, dimensions. 00:03:01
And it's not just a sketch, it's more than a sketch. But the word in English I think is the same. 00:03:25
And finally you can do a very technical drawing, very very using or drawing details, using 00:03:41
rules, using drawing instruments and this is more than a technical drawing. 00:03:54
For us, a good sketch would be enough. 00:04:07
Well, standardization is a set of standards, a set of rules that regulates every element 00:04:21
of technical in general, not only for drawing. 00:04:29
These standards are agreed by agency and we have international standards which usually 00:04:41
are called ESO standards, but these standards are different in the different countries and 00:04:52
Here in Spain, we have our standards, 00:05:04
which are called UNI rules. 00:05:09
And they are writing, they are publishing by ILO. 00:05:17
There are standards, for example, for papers, 00:05:27
for other things one of the standards could be a the types of lines when you 00:05:31
represent the object when you draw the objects and it's important to use the 00:05:44
correct line the correct type of line although there are seven different type 00:05:51
line you just only can use a three different type of line in one draw so 00:05:58
the most important one is thick obviously because it's for boundaries 00:06:07
of objects and it is the most important of all of them 00:06:16
It's also important this one for invisible or interior surface and it's also very important 00:06:22
a continuous scene because it's for dimension lines. 00:06:33
And the rest, well, I can see that perhaps this one for center lines, focus lines could 00:06:38
be important but not so very important in this level well return to a standardization 00:06:50
when you have an object the object usually have three dimensions and you want to represent an 00:07:03
object in the paper which just only have two dimensions the way you 00:07:10
the process you can represent this object is obviously very difficult and one of the ways 00:07:18
you can do is using the hierarchical system or hierarchical perspective. The hierarchical 00:07:32
perspective consists in the orthogonal projection of the objects to the 00:07:41
different superficies in the space. And these projections are called views. So you 00:07:56
have this view of one object, obviously, because there are six superficies. 00:08:10
You have six superficies, and you have one orthogonal projection for 00:08:21
superficies in the space, so six. What European systems usually do is to 00:08:32
express the six superficies to a universal language. How to locate the 00:08:46
surface? Well, there are the more important view of the object, which is the more 00:09:04
representative view, and it is called front elevation. And you put front 00:09:10
elevation here, in the middle of your paper. But objects also have, obviously, an 00:09:18
upper projection and the other projection so you have an upper plan which is the 00:09:32
other view and bottom plan upper in the top and bottom obviously in the bottom 00:09:43
So, the bottom plan you have to locate behind the front elevation and the upper below the front elevation and in this way you have the other plane. 00:09:55
We also have the right elevation and the left elevation, and you should locate one on the left and the other on the right. 00:10:27
there are obviously the last one which is here the rear elevation which is here 00:10:54
so if you want to represent an object you just only need three views 00:11:06
you don't need to express the sixth one and sometimes less it depends of the of 00:11:19
the object but you just only need three no more obviously they are a front plane 00:11:29
and one of those, and one of these, or right or left. You don't need six, 00:11:45
you just only need three. And obviously you have to dimension your draw, your draws. 00:11:56
and they are lengths so they need a unit you usually use meter but meter can be a very very 00:12:05
big or sometimes could be very small so we can use kilometer, hectometer, decameter, 00:12:22
decimeter, centimeter and millimeter. So if you want to dimension this one for 00:12:37
For example, you need some extension auxiliary line, then put the dimension line, which ends in arbor heat, and in the middle you put the size. 00:12:51
Express the size in millimeters, without any symbol of millimeter. 00:13:10
Finally, we have also other kinds of perspective, and one of the most important may be isometric perspective. 00:13:24
Isometric perspective is also an orthogonal projection. 00:13:40
but in this case the orthogonial projections have the result of the axis of the space 00:13:49
The axis of the space are separated by the same angle, 120 degrees. 00:14:05
It is very important because the lengths in the projections are restricted, but in this 00:14:25
particular case this strinkle is not very important, it is not important, and 00:14:36
the dimensions are the same as the dimensions of the object. 00:14:43
In the cavalier perspective, it's not an orthogonal projection of the 00:14:51
object in the of the space in the plane is more different. So there are two axes 00:15:00
which are more or less the same but the other axis is different and it 00:15:11
depends of the angle of the projection, the dimension can be different. In 00:15:20
technical field we usually use angles of 135 degrees and in this particular case 00:15:29
here the dimension at a half that in the other axis, but it depends, it depends of 00:15:42
the angle of the of the projection. 00:15:54
It is the end of the general knowledge about this context. We are going to 00:15:59
to study deeply the European system and also isometric perspective, and the other ones are not so important. 00:16:12
There is another kind of perspective, which is usually called conic perspective, 00:16:29
But it is not important for technical applications. Well, perhaps in architectural drawing, but it's more for paintings and so on. 00:16:38
So, well, the name is important to know because it's culture, but we don't use this kind of perspective here in technology. 00:16:55
Idioma/s:
en
Autor/es:
Isabel Lafuente Reboredo
Subido por:
Isabel L.
Licencia:
Reconocimiento - No comercial
Visualizaciones:
7
Fecha:
15 de octubre de 2020 - 19:38
Visibilidad:
Público
Centro:
CP INF-PRI-SEC EL CANTIZAL
Duración:
17′ 16″
Relación de aspecto:
4:3 Hasta 2009 fue el estándar utilizado en la televisión PAL; muchas pantallas de ordenador y televisores usan este estándar, erróneamente llamado cuadrado, cuando en la realidad es rectangular o wide.
Resolución:
1440x1080 píxeles
Tamaño:
122.64 MBytes

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