30,701 research outputs found

    Design as conversation with digital materials

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    This paper explores Donald Schön's concept of design as a conversation with materials, in the context of designing digital systems. It proposes material utterance as a central event in designing. A material utterance is a situated communication act that depends on the particularities of speaker, audience, material and genre. The paper argues that, if digital designing differs from other forms of designing, then accounts for such differences must be sought by understanding the material properties of digital systems and the genres of practice that surround their use. Perspectives from human-computer interaction (HCI) and the psychology of programming are used to examine how such an understanding might be constructed.</p

    Electronics systems test laboratory testing of shuttle communications systems

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    Shuttle communications and tracking systems space to space and space to ground compatibility and performance evaluations are conducted in the NASA Johnson Space Center Electronics Systems Test Laboratory (ESTL). This evaluation is accomplished through systems verification/certification tests using orbiter communications hardware in conjunction with other shuttle communications and tracking external elements to evaluate end to end system compatibility and to verify/certify that overall system performance meets program requirements before manned flight usage. In this role, the ESTL serves as a multielement major ground test facility. The ESTL capability and program concept are discussed. The system test philosophy for the complex communications channels is described in terms of the major phases. Results of space to space and space to ground systems tests are presented. Several examples of the ESTL's unique capabilities to locate and help resolve potential problems are discussed in detail

    Mobile Communication Networks and Digital Television Broadcasting Systems in the Same Frequency Bands – Advanced Co-Existence Scenarios

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    The increasing demand for wireless multimedia services provided by modern communication systems with stable services is a key feature of advanced markets. On the other hand, these systems can many times operate in a neighboring or in the same frequency bands. Therefore, numerous unwanted co-existence scenarios can occur. The aim of this paper is to summarize our results which were achieved during exploration and measurement of the co-existences between still used and upcoming mobile networks (from GSM to LTE) and digital terrestrial television broadcasting (DVB) systems. For all of these measurements and their evaluation universal measurement testbed has been proposed and used. Results presented in this paper are a significant part of our activities in work package WP5 in the ENIAC JU project “Agile RF Transceivers and Front-Ends for Future Smart Multi-Standard Communications Applications (ARTEMOS)”

    Towards Sustainable Production and Consumption: Preparedness for Product Service System Concept

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    Eco-efficiency strategies and policies, which have resulted in environmental gains that translate into increased resource efficiency and lower levels of emissions, in particular CO2 emissions along the life cycle of products and services, might be offset by rising levels of consumption on the demand side. Hence, both sides of the coin i.e. the system of production and consumption systems need to be assessed if more sustainable patterns are to be achieved. Establishing sustainable production and consumption systems can be possible via functional thinking practices. Functional thinking takes the focus from provision of resource intensive product to satisfaction of needs and wants through service systems, where material products are treated as capital assets rather than consumables. An application of functional thinking is the Product Service System (PSS) concept. Providers of PSS applications aim to generate profit not from selling as many material products as possible, but from providing a function of the product or service. Potential environmental benefits of PSS applications stemming from decreased use of virgin materials in production and lessened resource consumption at the use phase are being recognized. Applications of PSS can be seen in many sectors such as Information and Communication Technology (ICT), energy, transportation, food and in many forms such as remanufacturing, demand side management, chemical management services, car sharing schemes, functional designs, etc. However, supply and use of such applications might need considerable assessment of business practices and consumer behaviour. For business, designing and implementing PSS applications might require a new set of internal conditions such as shifting the business vision and adjusting the corporate culture to provision of functions. On the other hand, understanding of individual and social factors guiding the consumers' acceptance of PSS applications is required.This paper is an extract from a study, which is conducted with the aim of provision of a direction enhancing business ability to offer new or improved PSS applications with increased consumer acceptance and in turn enhanced resource efficiency. Applications in the Information and Communications Technology (ICT) sector are chosen as the focus of the paper. Although it is debated that this fast developing sector can potentially contribute to dematerialisation of systems, limitations within the sector still remain unclear. Here, it is aimed to suggest an overview of the aspects for business preparedness and consumer acceptance of PSS applications providing particular functions in the ICT sector. The focus is on the company level dynamics, despite it is recognized that factors of macro level preparedness such as infrastructure availability, economic and social conditions, public support, etc. are essential to consider for system preparedness

    WeighstEd

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    The purpose of this design thesis is to outline and describe the design project; WeighstEd. WeighstEd, is a data collection, storage, and analysis system for food waste to help Santa Clara University’s Sustainability Center reach a quantifiable food waste reduction goal of 10% by 2020 by using data to make informed cafeteria changes. The report will outline the entire engineering design process from ideation to manufacture including analysis techniques and benchmark testing. This report will serve as a written documentation of three mechanical engineers Senior Design Project completed at Santa Clara University. WeighstEd will be implemented at on campus events and in the university cafeteria beginning in the 2019-2020 school year

    Using video objects and relevance feedback in video retrieval

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    Video retrieval is mostly based on using text from dialogue and this remains the most signiÂŻcant component, despite progress in other aspects. One problem with this is when a searcher wants to locate video based on what is appearing in the video rather than what is being spoken about. Alternatives such as automatically-detected features and image-based keyframe matching can be used, though these still need further improvement in quality. One other modality for video retrieval is based on segmenting objects from video and allowing end users to use these as part of querying. This uses similarity between query objects and objects from video, and in theory allows retrieval based on what is actually appearing on-screen. The main hurdles to greater use of this are the overhead of object segmentation on large amounts of video and the issue of whether we can actually achieve effective object-based retrieval. We describe a system to support object-based video retrieval where a user selects example video objects as part of the query. During a search a user builds up a set of these which are matched against objects previously segmented from a video library. This match is based on MPEG-7 Dominant Colour, Shape Compaction and Texture Browsing descriptors. We use a user-driven semi-automated segmentation process to segment the video archive which is very accurate and is faster than conventional video annotation

    Survey and Systematization of Secure Device Pairing

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    Secure Device Pairing (SDP) schemes have been developed to facilitate secure communications among smart devices, both personal mobile devices and Internet of Things (IoT) devices. Comparison and assessment of SDP schemes is troublesome, because each scheme makes different assumptions about out-of-band channels and adversary models, and are driven by their particular use-cases. A conceptual model that facilitates meaningful comparison among SDP schemes is missing. We provide such a model. In this article, we survey and analyze a wide range of SDP schemes that are described in the literature, including a number that have been adopted as standards. A system model and consistent terminology for SDP schemes are built on the foundation of this survey, which are then used to classify existing SDP schemes into a taxonomy that, for the first time, enables their meaningful comparison and analysis.The existing SDP schemes are analyzed using this model, revealing common systemic security weaknesses among the surveyed SDP schemes that should become priority areas for future SDP research, such as improving the integration of privacy requirements into the design of SDP schemes. Our results allow SDP scheme designers to create schemes that are more easily comparable with one another, and to assist the prevention of persisting the weaknesses common to the current generation of SDP schemes.Comment: 34 pages, 5 figures, 3 tables, accepted at IEEE Communications Surveys & Tutorials 2017 (Volume: PP, Issue: 99

    Emerging technologies for learning (volume 1)

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    Collection of 5 articles on emerging technologies and trend

    Interaction Design: Foundations, Experiments

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    Interaction Design: Foundations, Experiments is the result of a series of projects, experiments and curricula aimed at investigating the foundations of interaction design in particular and design research in general. The first part of the book - Foundations - deals with foundational theoretical issues in interaction design. An analysis of two categorical mistakes -the empirical and interactive fallacies- forms a background to a discussion of interaction design as act design and of computational technology as material in design. The second part of the book - Experiments - describes a range of design methods, programs and examples that have been used to probe foundational issues through systematic questioning of what is given. Based on experimental design work such as Slow Technology, Abstract Information Displays, Design for Sound Hiders, Zero Expression Fashion, and IT+Textiles, this section also explores how design experiments can play a central role when developing new design theory
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