3,134 research outputs found

    Efficiency improvement of product definition and verification through Product Lifecycle Management

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    The correct and complete geometrical definition of a product is nowadays a critical activity for most companies. To solve this problem, ISO has launched the GPS, Geometrical Product Specifications and Verification, with the goal of consistently and completely describe the geometric characteristics of the products. With this project, it is possible to define a language of communication between the various stages of the product lifecycle based on "operators": these are an ordered set of mathematical operations used for the definition of the products. However, these theoretical and mathematical concepts require a level of detail and completeness of the information hardly used in usual industrial activities. Consequently in industrial practice the definition and verification of products appears to be a slow process, error-prone and difficult to control. Product Lifecycle Management (PLM) is the activity of managing the company's products throughout their lifecycle in the most efficient way. PLM describes the engineering aspects of the products, ensuring the integrity of product definition, the automatic update of the product information and then aiding the product to fulfil with international standards. Despite all these benefits, the concepts of PLM are not yet fully understood in industry and they are difficult to implement for SME's. A first objective of this research is to develop a model to depict and understand processes. This representation is used as a tool during the application of a case study of a whole set of a GPS standards for one type of tolerance. This procedure allows the introduction of the GPS principles and facilitates its implementation within a PLM process. Until now, PLM is presented on isolated aspects without the necessary holistic approach. Furthermore, industry needs people able to operate in PLM context, professional profiles that are not common on the market. There is therefore an educational problem; besides the technical knowledge, the new profile of engineers must be also familiar with the PLM philosophy and instruments to work effectively in a team. With the aim of solving this problem, this thesis presents a PLM solution that gives the guidelines for a correct understanding of these topic

    Second Annual Transformative Vertical Flight Concepts Workshop: Enabling New Flight Concepts Through Novel Propulsion and Energy Architectures

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    On August 3rd and 4th, 2015, a workshop was held at the NASA Ames Research Center, located at the Moffett Federal Airfield in California to explore the aviation communities interest in Transformative Vertical Flight (TVF) Concepts. The Workshop was sponsored by the AHS International (AHS), the American Institute of Aeronautics and Astronautics (AIAA), the National Aeronautics and Space Administration (NASA), and hosted by the NASA Aeronautics Research Institute (NARI). This second annual workshop built on the success and enthusiasm generated by the first TVF Workshop held in Washington, DC in August of 2014. The previous Workshop identified the existence of a multi-disciplinary community interested in this topic and established a consensus among the participants that opportunities to establish further collaborations in this area are warranted. The desire to conduct a series of annual workshops augmented by online virtual technical seminars to strengthen the TVF community and continue planning for advocacy and collaboration was a direct outcome of the first Workshop. The second Workshop organizers focused on four desired action-oriented outcomes. The first was to establish and document common stakeholder needs and areas of potential collaborations. This includes advocacy strategies to encourage the future success of unconventional vertiport capable flight concept solutions that are enabled by emerging technologies. The second was to assemble a community that can collaborate on new conceptual design and analysis tools to permit novel configuration paths with far greater multi-disciplinary coupling (i.e., aero-propulsive-control) to be investigated. The third was to establish a community to develop and deploy regulatory guidelines. This community would have the potential to initiate formation of an American Society for Testing and Materials (ASTM) F44 Committee Subgroup for the development of consensus-based certification standards for General Aviation scale vertiport capable flight systems. These standards need to accommodate novel fixed wing concepts that do not fit within the existing Federal Aviation Administration (FAA) rotorcraft certification framework (Code of Federal Regulations, Title 14, Chapter I, Subchapter C, Part 27). The fourth desired outcome was to launch an information campaign to ensure key U.S. Government agencies understand the potential benefits and industry interest in establishing new vertiport capable flight markets. This record of the Workshop proceedings documents Workshop activities and products including summaries of the video recorded technical presentations, overviews of three breakout sessions (Missions Operational Concepts, Prioritized Technical Challenges, Regulatory Roadmap), and a preliminary draft roadmap framework for TVF

    Scrum Game: An Agile Software Management Game

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    For the past few years, in their attempt to avoid the heavyweight bureaucracy of traditional project management methods such as the Waterfall model, companies have started incorporating agile methods (e.g. Extreme Programming, Scrum, Crystal) for their project development. These methods are characterised by their incremental and iterative delivery, their ability to incorporate change at any stage of the project lifecycle, as well as their small and co-located teams. Even though these methods are included in the syllabus of many software engineering modules at university level, many students currently feel more confident with traditional, rather than agile methods. Many employers find that recent graduates are not equipped with the desired skills of a software engineer because, even though they are knowledgeable in the different software engineering practices, they lack practical experience of these methods. The combination of these two factors show that the university’s approach to teaching software management methods is only theoretical and it does not give students the opportunity to apply them to their projects so they can get a better understanding of their use. The project developed the prototype of a computer game that simulates the use of the Scrum method within different projects, named Scrum Game. The game is supplementary material for a lecture course, and its purpose is to guide students through the Scrum lifecycle. Students can thereby get a small glimpse of the different phases of Scrum, the way that the different Scrum roles interact with each other, and the way that Scrum is used to implement real projects. In addition, the Scrum Game has an administrator mode enabling lecturers to view a log of the progress of all their students in the game. They can use this mode to create new projects or to alter existing ones by adding new tasks or problems, thereby adjusting the level of difficulty to the level of their students, or so that it fits their teaching. The web-based system was developed using PHP, MySQL, HTML, CSS, JavaScript, AJAX (jQuery) and Google Charts API. The system was thoroughly tested against the initial requirements and other system tests. The Scrum Game was evaluated by 22 peer colleagues reading for an MSc in Software Engineering at the University of Southampton, to identify whether the system achieved its goal of introducing students to the Scrum methodology and reaching a deeper understanding of its practical use during project implementation. The results of a questionnaire showed that little prior knowledge was assumed during the game, and that 86% of the participants felt that the game helped them learn more about Scrum. When asked, “Do you think that if this game was part of your Project Management module, would you get a better understanding about Scrum?” an impressive 95% (21 out of 22 participants) agreed that the game would be helpful, and rated the system 8 out of 10 on average

    The state-of-practice in requirements specification: an extended interview study at 12 companies

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    Requirements specifcation is a core activity in the requirements engineering phase of a software development project. Researchers have contributed extensively to the feld of requirements specifcation, but the extent to which their proposals have been adopted in practice remains unclear. We gathered evidence about the state of practice in requirements specifcation by focussing on the artefacts used in this activity, the application of templates or guidelines, how requirements are structured in the specifcation document, what tools practitioners use to specify requirements, and what challenges they face. We conducted an interview-based survey study involving 24 practitioners from 12 diferent Swedish IT companies. We recorded the interviews and analysed these recordings, primarily by using qualitative methods. Natural language constitutes the main specifcation artefact but is usually accompanied by some other type of instrument. Most requirements specifcations use templates or guidelines, although they seldom follow any fxed standard. Requirements are always structured in the document according to the main functionalities of the system or to project areas or system parts. Diferent types of tools, including MS Ofce tools, are used, either individually or combined, in the compilation of requirements specifcations. We also note that challenges related to the use of natural language (dealing with ambiguity, inconsistency, and incompleteness) are the most frequent challenges that practitioners face in the compilation of requirements specifcations. These fndings are contextualized in terms of demographic factors related to the individual interviewees, the organization they are afliated with, and the project they selected to discuss during our interviews. A number of our fndings have been previously reported in related studies. These fndings show that, in spite of the large number of notations, models and tools proposed from academia for improving requirements specifcation, practitioners still mainly rely on plain natural language and general-purpose tool support. We expect more empirical studies in this area in order to better understand the reason of this low adoption of research results.This paper has been funded by the Spanish Ministerio de Ciencia e InnovaciĂłn under project/funding scheme PID2020-117191RB-I00/AEI/.Peer ReviewedPostprint (published version

    Medical Device as a Service: Systems Thinking, Servitization, and Management Models for Emerging Medical Technologies

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    This paper aims to explore the organizational implications where market trends drive the adoption of service-based business models within the medical device industry and, secondarily, to establish frameworks for the execution of new management models. This paper represents an attempt to explore the emerging changes in value-driven deliverables for medical device manufacturers as new medical technologies fundamentally change the way providers and businesses deliver patient care. The research was conducted through interviews with leaders in the medical device industry, combined with examining academic literature related to organizational strategy and structure, to explore the implicit perspectives on the challenges and opportunities related to the shift from product-focused to service-oriented organizations. This is the first research project that specifically explores the impact of medical technology on device manufacturers’ business strategy shifting from selling products to selling services. The premise for this analysis is the thesis that large medical device manufacturers will be forced to shift business models from product-driven manufacturing and sales to service-oriented business. The strategic focus behind this fundamental shift is based on how existing implantable devices are becoming more commoditized and less able to differentiate through product innovation. Fundamentally, product- and service-based businesses operate in different capacities. This paper attempts to understand how the medical device business can successfully adjust, from an operational and cultural perspective, so as to compete in the changing healthcare environment

    User Interface Abstraction for enabling TV set based Inclusive Access to the Information Society

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    199 p.The television (TV) set is present in most homes worldwide, and is the most used Information and Communication Technology (ICT). Despite its large implantation in the market, the interactive services consumption on TV set is limited. This thesis focuses on overcoming the following limiting factors: (i) limited Human Computer Interaction and (ii) lack of considering user’s real life context in the digital television (dTV) service integration strategy. Making interactive services accessible to TV set’s large user base, and especially to the most vulnerable ones, is understood as the path to integrate the mankind with the information society. This thesis explores the use of user interface abstraction technologies to reach the introduced goals. The main contributions of this thesis are: (i) an approach to enable the universally accessible remote control of the TV set, (ii) an approach for the provision of universally accessible interactive services through TV sets, and (iii) an approach for the provision of universally accessible services in the TV user’s real life context. We have implemented the contributing approaches for different use cases, and we have evaluated them with real users, achieving good results
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