278,428 research outputs found

    Integrating e-commerce standards and initiatives in a multi-layered ontology

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    The proliferation of different standards and joint initiatives for the classification of products and services (UNSPSC, e-cl@ss, RosettaNet, NAICS, SCTG, etc.) reveals that B2B markets have not reached a consensus on the coding systems, on the level of detail of their descriptions, on their granularity, etc. This paper shows how these standards and initiatives, which are built to cover different needs and functionalities, can be integrated in an ontology using a common multi-layered knowledge architecture. This multi-layered ontology will provide a shared understanding of the domain for applications of e-commerce, allowing the information sharing between heterogeneous systems. We will present a method for designing ontologies from these information sources by automatically transforming, integrating and enriching the existing vocabularies with the WebODE platform. As an illustration, we show an example on the computer domain, presenting the relationships between UNSPSC, e-cl@ss, RosettaNet and an electronic catalogue from an e-commerce platform

    WebPicker: Knowledge Extraction from Web Resources

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    We show how information distributed in several web resources and represented in different restricted languages can be extracted from its original sources and transformed into a common knowledge model represented in XML using WebPicker. This information, which has been built to cover different needs and functionalities, can be later imported into WebODE, integrated, enriched and exported into different representation formats using WebODE specific modules. We show a case study in the e-commerce domain, using products and services standards from several organizations and/or joint initiatives of industrial and services companies, and a product catalogue from an e-commerce platform

    ERP implementation for an administrative agency as a corporative frontend and an e-commerce smartphone app

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    This document contains all the descriptions, arguments and demonstrations of the researches, analysis, reasoning, designs and tasks performed to achieve the requirement to technologically evolve an managing agency in a way that, through a solution that requires a reduced investment, makes possible to arrange a business management tool with e-commerce and also a mobile application that allows access and consultation of mentioned tool. The first part of the document describes the scenario in order to contextualize the project and introduces ERP (Enterprise Resources Planning). In the second part, a deep research of ERP market products is carried out, identifying the strengths and weaknesses of each one of the products in order to finish with the choice of the most suitable product for the scenario proposed in the project. A third part of the document describes the installation process of the selected product carried out based on the use of Dockers, as well as the configurations and customizations that they make on the selected ERP. A description of the installation and configuration of additional modules is also made, necessary to achieve the agreed scope of the project. In a fourth part of the thesis, the process of creating an iOS and Android App that connects to the selected ERP database is described. The process begins with the design of the App. Once designed, it is explained the process of study and documentation of technologies to choose the technology stack that allows making an application robust and contemporary without use of licensing. After choosing the technologies to use there are explained the dependencies and needs to install runtime enviornments prior to the start of coding. Later, it describes how the code of the App has been raised and developed. The compilation and verification mechanisms are indicated in continuation. And finally, it is showed the result of the development of the App once distributed. Finally, a chapter for the conclusions analyzes the difficulties encountered during the project and the achievements, analyzing what has been learned during the development of this project

    A new ethos for a multipolar design learning community: A mechanism for the development and diffusion of teaching materials on design for sustainability in an open-source and copy left ethos

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    Copyright @ 2010 International Association of Technology, Education and DevelopmentFinally, the time has arrived in which there is a shared opinion that sustainable development requires a system discontinuity, meaning that radical changes in the way we produce, consume and socially interacts are needed. Finally, the time has arrived in which there is an emerging understanding that an important contribution to this change can be directly linked to the role of the design. However we have to admit that the designers are still more part of the problem, than part of the solution, i.e. proactive and diffused actors of the radical change requested by the transition towards a sustainable society. Within the so called learning society, new visions and tools are urgently requested for the design. A new political agenda is needed, looking at all of the of the design’s bodies (the designers, the design educators and the design researchers) as a learning community that urgently needs to accelerate the process of consolidation and diffusion of the new knowledge and know-how, for a new generation of designers. Under this perspective, a key role should be played by the design schools. The paper will explore this issue and in its framework presents the vision, the ambitions and the tools developed within the Learning Network on Sustainability (LeNS) project, an Asian- European multi-polar network for curricula development on Design for Sustainability, financed by the European Commission under the Asia-Links programme

    Bridging the gap: building better tools for game development

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    The following thesis is about questioning how we design game making tools, and how developers may build easier tools to use. It is about the highlighting the inadequacies of current game making programs as well as introducing Goal-Oriented Design as a possible solution. It is also about the processes of digital product development, and reflecting on the necessity for both design and development methods to work cohesively for meaningful results. Interaction Design is in essence the abstracting of key relations that matter to the contextual environment. The result of attempting to tie the Interaction Design principles, Game Design issues together with Software Development practices has led to the production of the User-Centred game engine, PlayBoard

    Platforms, Markets and Innovation: An Introduction

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    The emergence of platforms, whether used inside firms, across supply chains, or as building blocks that act as engines of innovation and redefine industrial architectures, is a novel phenomenon affecting most industries today, from products to services. This book, the first of its kind dedicated to the emerging field of platform research, presents leading-edge contributions from top international scholars from strategy, economics, innovation, organizations and knowledge management. This book represents a milestone for the vibrant field of platform research. It is the outcome of an ambitious international collaboration, regrouping and making connections between the research work of 24 scholars, affiliated with 19 universities, in seven countries over four continents. The novel insights assembled in the 14 chapters of this volume constitute a fundamental step towards an empirically based, nuanced understanding of the nature of platforms and the implications they hold for the evolution of industrial innovation. But what exactly are platforms? Why should we care about them? And, why do we need a book about them

    An Ontology for Product-Service Systems

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    Industries are transforming their business strategy from a product-centric to a more service-centric nature by bundling products and services into integrated solutions to enhance the relationship between their customers. Since Product- Service Systems design research is currently at a rudimentary stage, the development of a robust ontology for this area would be helpful. The advantages of a standardized ontology are that it could help researchers and practitioners to communicate their views without ambiguity and thus encourage the conception and implementation of useful methods and tools. In this paper, an initial structure of a PSS ontology from the design perspective is proposed and evaluated

    Adopting Product Modularity in House Building to Support Mass Customisation

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    Product modularity is a concept that can contribute to the improvement of product quality and production efficiency in house-building. However, there is a lack of consensus in the literature on the concepts that define product modularity. Furthermore, little attention has been given to the differences between building construction and manufacturing, for which product modularity was originally developed. This research aims to address that gap by adapting the conceptualization of product modularity so that it can effectively be used in the house-building industry. The methodological approach adopted in this study was Design Science Research, and two empirical studies were carried out on construction companies based in Brazil and in the U.K. Those studies are used to illustrate the applicability and utility of the proposed concepts and tools. Research findings indicate that the adoption of product modularity concepts results in benefits to both traditional construction technologies and prefabricated building systems
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