213 research outputs found

    Kansei for the Digital Era

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    For over 40 years, Kansei-based research and development have been conducted in Japan and other East Asian countries and these decades of research have influenced Kansei interpretation. New methods and applications, including virtual reality and artificial intelligence, have emerged since the millennium, as the Kansei concept has spread throughout Europe and the rest of the world. This paper reviews past literature and industrial experience, offering a comprehensive understanding of Kansei, the underlying philosophy, and the methodology of Kansei Engineering from the approach of psychology and physiology, both qualitatively and quantitatively. The breadth of Kansei is described by examples, emerging from both industry and academia. Additionally, thematic mapping of the state-of-the-art as well as an outlook are derived from feedback obtained from structured interview of thirty-five of the most distinguished researchers in Kansei. The mapping provides insights into current trends and future directions. Kansei is unique because it includes the consideration of emotion in the design of products and services. The paper aims at becoming a reference for researchers, practitioners, and stakeholders across borders and cultures, looking for holistic perspectives on Kansei, Kansei Engineering, and implementation methods. The novelty of the paper resides in the unification of authors amongst pioneers from different parts of the world, spanning across diversified academic backgrounds, knowledge areas and industries

    Inductive mechcharger: mechanical phone charging dock using faraday's law

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    Energy and the environment are the key issues of the world in recent decades Requests for the quest for alternative energy sources has become a response to rising energy sources science and technology one of the top priorities. Over 90% of the global population power produced is based on electromagnetic induction laws from faraday. Thus, Free Energy / Electricity interests are becoming popular. The definition of free energy is a misconception. Nothing like free energy is there. But if we use tools like Solar, Wind, Tidal, and Hydro-Electric to produce it, Geothermal is free of charge only after the initial cost of capital. After the fact, the produced energy is free, that the electricity created by these unorthodox methods of electrical power generation must not be compensated for. Therefore, for some time, the idea of electricity generation with magnets has been around. They are used to generate energy through their magnetic fields. These magnets are mounted in engine and generator cores. The basic theory of power generation lies in the magnetic effect. "When the vehicle rotates in a magnet field, a voltage is generated in the car." [1,2

    KEER2022

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    Avanttítol: KEER2022. DiversitiesDescripció del recurs: 25 juliol 202

    Natural Language Processing in-and-for Design Research

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    We review the scholarly contributions that utilise Natural Language Processing (NLP) methods to support the design process. Using a heuristic approach, we collected 223 articles published in 32 journals and within the period 1991-present. We present state-of-the-art NLP in-and-for design research by reviewing these articles according to the type of natural language text sources: internal reports, design concepts, discourse transcripts, technical publications, consumer opinions, and others. Upon summarizing and identifying the gaps in these contributions, we utilise an existing design innovation framework to identify the applications that are currently being supported by NLP. We then propose a few methodological and theoretical directions for future NLP in-and-for design research

    A STEP TOWARD AN INTELLIGENT AND INTEGRATED COMPUTER-AIDED DESIGN OF APPAREL PRODUCTS

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    An apparel product (or “apparel”) is a human product. The design of an apparel product (or “apparel design”) should share many features of general product design and be conducted with a high degree of systematics and rationality. However, the current practice of apparel design is relatively more experience-based and ad-hoc than it should be. Besides, computer support to apparel design is quite limited in that there are several software systems available for supporting apparel design but they are isolated. Two reasons may explain this above situation: (1) absence of the ontology of apparel and apparel design, and (2) absence of a systematic and rational apparel design process. Furthermore, apparel is a specialized type of product in that all three inherent requirements (i.e., function, comfort related to ergonomics, and pleasure related to aesthetics) are equally important, especially the latter, which creates positive affects in the human wearer. In general, knowledge of how to design an apparel product for pleasure/affects is missing from the current design. The general motivation for the research conducted in this thesis is to locate and articulate this “missing knowledge” in order to advance design technology including computer-aided design for modern apparel products. The specific objectives of the research presented in this thesis are: (1) development of a model for the ontology of apparel or apparel system so that all basic concepts and their relationships related to the apparel system are captured; (2) development of a systematic design process for apparel that captures all the inherent characteristics of design, namely iteration and open-endedness; and (3) development of a computer-aided system for affective design for apparel, whereby human feeling once described can be computed with the result that an apparel product meets the wearer’s “feeling needs” (functional and ergonomic needs are assumed to be satisfied or not the concern of this thesis). There are several challenges to achieving the foregoing objectives. The first of these is the understanding of ontology for apparel and apparel design, given that there are so many types of apparel and ad-hoc apparel design processes in practice. The second challenge is the generalization and aggregation of the various ad-hoc apparel design processes that exist in practice. Third is the challenge presented by imprecise information and knowledge in the aspect of human’s affect. All three above challenges have been tackled and answered in this thesis. The first challenge is tackled with the tool of data modeling especially semantic-oriented data modeling. The second challenge is tackled with the general design theory such as general design phase theory, axiomatic design theory, and FCBPSS knowledge architecture (F: function, C: context, B: behavior, P: principle, SS: state and structure). The third challenge is tacked with the data mining technique and subjective rating technique. Several contributions are made with this thesis. First is the development of a comprehensive ontology model for apparel and apparel design that provides a basis for computer-aided design and manufacturing of apparel in the future. Second is the development of a general apparel design process model that offers a reference model for any specific apparel design process. Third is the provision of new “data mining” technology for acquiring words in human language that express affects. It should be noted that this technology is domain-independent, and thus it is applicable to any other type of product for affective design. The final contribution is the development of a method for searching apparel design parameters which describe an apparel product meeting a wearer’s required feelings described by “feeling words”. The database of words and the algorithm can be readily incorporated into commercial software for computer aided design of apparel products with the new enabler (i.e., design for affect or feeling)

    Applied Cognitive Sciences

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    Cognitive science is an interdisciplinary field in the study of the mind and intelligence. The term cognition refers to a variety of mental processes, including perception, problem solving, learning, decision making, language use, and emotional experience. The basis of the cognitive sciences is the contribution of philosophy and computing to the study of cognition. Computing is very important in the study of cognition because computer-aided research helps to develop mental processes, and computers are used to test scientific hypotheses about mental organization and functioning. This book provides a platform for reviewing these disciplines and presenting cognitive research as a separate discipline

    Teaching DfA core knowledge and skill sets; experience in including inclusive design

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    The purpose of this document is twofold. Firstly it is to present the teaching pilots that were undertaken by members of the network, and describes the pilot setting and the material taught, as related to the taxonomy of Design for All knowledge and skill sets developed in previous deliverables. Each pilot indicates topics taught and to which categories of the taxonomy they belong. Furthermore, student expectations and reactions to the DfA teaching pilots are described by means of the information gained from questionnaires. In this way the taxonomy is evaluated by the teaching pilot experiences for robustness in completeness and usefulness. The second purpose of this exercise is to highlight best practices in, and possible obstacles and other challenges to implementing and maintaining of Design for All courses and modules in a range of higher education schemes, so that education policies and strategies may be informed accordingly. Both of these objectives help to further the work on recommendations for curriculum work on Design for All, in terms of content and in terms of sustainability

    Pedagogical guidelines for the creation of adaptive digital educational resources: A review of the literature

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    The present article constitutes a systematic review of the literature with the objective of identifying the appropriate elements that must be taken into account when designing and creating adaptive digital educational resources. The methodological process was rigorous and systematic, through a deep search of literature, in which the texts related to the object of study were identified, selected, evaluated and analyzed. It is concluded from the analysis to the documentary corpus, that the different approaches found, configure a route, for the conceptualization of what should be a digital educational resource as an element that contributes to learning. In this sense, it is proposed an exemplary model user that considers experiences, interests and tastes; thus, allowing strengthen the particularities of students and enhancing the learning experience
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