Course Syllabus Course TEC554- Technical Drawing 2 James B. Chronister Technology influences every aspect of our lives. This course is important because technical drawing is vital for the inception, development and communication of ideas related to technology, industry and scientific development. Technical drawing is an important form of communication. Technical Drawing 2 is a continuation of the skills developed in Technical Drawing 1 (TEC552). Our involvement and participation in course TEC554 will provide us with the following experiences:
Grading Policy/Evaluation: Students will be graded on equal parts of tests/quizzes, projects and computer applications. Because most of our work must be accomplished in the classroom, daily attendance and participation is extremely important. Daily participation grades will count for 25% of the marking period grade.
Technical Drawing 2 (TEC554) Course Outline Quarter 1 1. Introduction to course 2. Review of important technical drawing 1 concepts 2.1 Multiview drawing and dimensioning 2.2 2D CADD commands and standards 3. Perspective drawing continuation and 3D CADD relationships 3.1 1 point perspective 3.2 2 point perspective 3.3 3 point perspective 4. CADD three-dimensional drawing introduction 4.1 Wireframe vs. solids modeling 4.2 Solids modeling in SolidWorks 4.2.1 Working with sketches and features to create parts 4.2.2 Creating assemblies 4.2.3 Creating drawings from parts and assemblies with dimensions 5. Revolutions Quarter 2 6. Descriptive geometry 6.1 Points and planes 6.2 Finding true length lines and normal surfaces 6.3 Working with circular objects in auxiliary views 7. CADD three-dimensional drawing 7.1 Boolean functions 7.2 Advanced part creation commands 7.3 Rendering and interpolation (animation) basics Quarter 3 8. Intersections and developments 8.1 Hems, seams and tabs 8.2 Straight line development 8.3 Circular developments 8.4 Transitional developments 9. CADD three-dimensional drawing 9.1 Working with advanced interpolations using paths and track editing 9.2 Working with real-time animation logic Quarter 4 10. Threads, fasteners and springs 10.1 Basic thread forms and representations 10.2 Fastening methods 10.3 Spring representations 11. Gears and cams 11.1 Gear terminology and involute development 11.2 Cam development 12. Individual/small group project 12.1 Project selection and program use 12.2 2D, 3D model development 12.3 Architectural development 12.4 Rendering, animation and game creation with real-time animation and physics |
|
|||||||
| Copyright ©2002-2008 Schoolwires, Inc. All rights reserved. | ||