Technology Reports of Kansai University (ISSN: 04532198) is a monthly peer-reviewed and open-access international Journal. It was first built in 1959 and officially in 1975 till now by kansai university, japan. The journal covers all sort of engineering topic, mathematics and physics. Technology Reports of Kansai University (TRKU) was closed access journal until 2017. After that TRKU became open access journal. TRKU is a scopus indexed journal and directly run by faculty of engineering, kansai university.
Technology Reports of Kansai University (ISSN: 04532198) is a peer-reviewed journal. The journal covers all sort of engineering topic as well as mathematics and physics. the journal's scopes are
in the following fields but not limited to:
The 3D solid models are extremely useful in technic because of its applications in the fields of CAD/CAM/CAE/CNC. An excellent way to create the 3D Solid is automatically reconstruction from its Views, which has long been studied by many scientists in the world. By using this approach, it is easier to enter geometric information as well as use existing engineering drawings. Most previous works came from three Views when many mechanical parts required only two Views. This work proposes an advanced 3D solid reconstruction system, including algorithm, database, and programming, that uses only two Views. The method was implemented and tested by an ObjectARX program of more than 5000 command line, running in AutoCAD, for checking reliability and compatibility with 3D CAD/CAM/CAE systems
This manuscript addresses an approach to track and exam the rate and amount of studies dealt with gamification in different fields and countries. Articles distributed in Science Direct somewhere in the range of 2018 and 2019 partitioned within this examination. However, it resulting good location within gamification of this database. Working on 24 research most of them was about study. Through these examination new examples in gamifications, practices starting late will be settled and another way will be showed up for researchers. Gamifications watch words utilized amidst curious about process and the majority of the articles with gamifications catchphrases were combined into this examination. Because of this exploration, it is resolved that the most examinations in the field of gamifications were distributed in 2018 and 2019 in Brazil. Especially students were chosen as the example gathering of the explores. It is risen that condition and experimental explore was utilized most extreme as an exploration show. Quantitative information gathering devices were utilized most as a method for information accumulation. It was raised that Science and physical and Marketing is the most broadly utilized field in gamifications. Games based strategy supposedly is utilized as the showing technique in the study