30,669 research outputs found

    The use of non-intrusive user logging to capture engineering rationale, knowledge and intent during the product life cycle

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    Within the context of Life Cycle Engineering it is important that structured engineering information and knowledge are captured at all phases of the product life cycle for future reference. This is especially the case for long life cycle projects which see a large number of engineering decisions made at the early to mid-stages of a product's life cycle that are needed to inform engineering decisions later on in the process. A key aspect of technology management will be the capturing of knowledge through out the product life cycle. Numerous attempts have been made to apply knowledge capture techniques to formalise engineering decision rationale and processes; however, these tend to be associated with substantial overheads on the engineer and the company through cognitive process interruptions and additional costs/time. Indeed, when life cycle deadlines come closer these capturing techniques are abandoned due the need to produce a final solution. This paper describes work carried out for non-intrusively capturing and formalising product life cycle knowledge by demonstrating the automated capture of engineering processes/rationale using user logging via an immersive virtual reality system for cable harness design and assembly planning. Associated post-experimental analyses are described which demonstrate the formalisation of structured design processes and decision representations in the form of IDEF diagrams and structured engineering change information. Potential future research directions involving more thorough logging of users are also outlined

    Spatial cognitive processes involved in electronic circuit interpretation and translation: their use as powerful pedagogical tools within an education scenario

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    While there is much research concerning the interpretation of diagrams such as geographical maps and networks for information systems, there is very little on the diagrams involved in electrical and electronic engineering. Such research is important not only because it supports arguments made for other types of diagrams but also because it informs on the cognitive processes going on while learning electrical and electronic engineering domains, which are generally considered difficult to teach and learn. Such insight is useful to have as a pedagogical tool for teachers. It might also benefit would be self-learners, entrepreneurs, and hobbyists in the field because it can guide self-learning practices. When cognitive practices specific to this knowledge domain are more understood, they might give rise to automated intelligent tutor systems which could be used to augment teaching and learning practices in the education of electrical and electronic engineering. This research analyses the spatial cognitive processes involved in the translation of an electronic circuit schematic diagram into an iconic representation of the same circuit. The work shows that the cognitive affordances of proximity and paths perceived from a circuit schematic diagram have great influence on the design of an iconic diagram, or assembly diagram, representing a topologically equivalent electronic circuit. Such cognitive affordances reflect and affect thought and can be used as powerful pedagogical tools within an educational scenario

    Automated design analysis, assembly planning and motion study analysis using immersive virtual reality

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    Previous research work at Heriot-Watt University using immersive virtual reality (VR) for cable harness design showed that VR provided substantial productivity gains over traditional computer-aided design (CAD) systems. This follow-on work was aimed at understanding the degree to which aspects of this technology were contributed to these benefits and to determine if engineering design and planning processes could be analysed in detail by nonintrusively monitoring and logging engineering tasks. This involved using a CAD-equivalent VR system for cable harness routing design, harness assembly and installation planning that can be functionally evaluated using a set of creative design-tasks to measure the system and users' performance. A novel design task categorisation scheme was created and formalised which broke down the cable harness design process and associated activities. The system was also used to demonstrate the automatic generation of usable bulkhead connector, cable harness assembly and cable harness installation plans from non-intrusive user logging. Finally, the data generated from the user-logging allowed the automated activity categorisation of the user actions, automated generation of process flow diagrams and chronocyclegraphs

    Virtual bloXing - assembly rapid prototyping for near net shapes

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    Virtual reality (VR) provides another dimension to many engineering applications. Its immersive and interactive nature allows an intuitive approach to study both cognitive activities and performance evaluation. Market competitiveness means having products meet form, fit and function quickly. Rapid Prototyping and Manufacturing (RP&M) technologies are increasingly being applied to produce functional prototypes and the direct manufacturing of small components. Despite its flexibility, these systems have common drawbacks such as slow build rates, a limited number of build axes (typically one) and the need for post processing. This paper presents a Virtual Assembly Rapid Prototyping (VARP) project which involves evaluating cognitive activities in assembly tasks based on the adoption of immersive virtual reality along with a novel nonlayered rapid prototyping for near net shape (NNS) manufacturing of components. It is envisaged that this integrated project will facilitate a better understanding of design for manufacture and assembly by utilising equivalent scale digital and physical prototyping in one rapid prototyping system. The state of the art of the VARP project is also presented in this paper

    Human-automation collaboration in manufacturing: identifying key implementation factors

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    Human-automation collaboration refers to the concept of human operators and intelligent automation working together interactively within the same workspace without conventional physical separation. This concept has commanded significant attention in manufacturing because of the potential applications, such as the installation of large sub-assemblies. However, the key human factors relevant to human-automation collaboration have not yet been fully investigated. To maximise effective implementation and reduce development costs for future projects these factors need to be examined. In this paper, a collection of human factors likely to influence human-automation collaboration are identified from current literature. To test the validity of these and explore further factors associated with implementation success, different types of production processes in terms of stage of maturity are being explored via industrial case studies from the project’s stakeholders. Data was collected through a series of semi-structured interviews with shop floor operators, engineers, system designers and management personnel

    Virtual assembly rapid prototyping of near net shapes

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    Virtual reality (VR) provides another dimension to many engineering applications. Its immersive and interactive nature allows an intuitive approach to study both cognitive activities and performance evaluation. Market competitiveness means having products meet form, fit and function quickly. Rapid Prototyping and Manufacturing (RP&M) technologies are increasingly being applied to produce functional prototypes and the direct manufacturing of small components. Despite its flexibility, these systems have common drawbacks such as slow build rates, a limited number of build axes (typically one) and the need for post processing. This paper presents a Virtual Assembly Rapid Prototyping (VARP) project which involves evaluating cognitive activities in assembly tasks based on the adoption of immersive virtual reality along with a novel non-layered rapid prototyping for near net shape (NNS) manufacturing of components. It is envisaged that this integrated project will facilitate a better understanding of design for manufacture and assembly by utilising equivalent scale digital and physical prototyping in one rapid prototyping system. The state of the art of the VARP project is also presented in this paper

    Кибербезопасность в образовательных сетях

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    The paper discusses the possible impact of digital space on a human, as well as human-related directions in cyber-security analysis in the education: levels of cyber-security, social engineering role in cyber-security of education, “cognitive vaccination”. “A Human” is considered in general meaning, mainly as a learner. The analysis is provided on the basis of experience of hybrid war in Ukraine that have demonstrated the change of the target of military operations from military personnel and critical infrastructure to a human in general. Young people are the vulnerable group that can be the main goal of cognitive operations in long-term perspective, and they are the weakest link of the System.У статті обговорюється можливий вплив цифрового простору на людину, а також пов'язані з людиною напрямки кібербезпеки в освіті: рівні кібербезпеки, роль соціального інжинірингу в кібербезпеці освіти, «когнітивна вакцинація». «Людина» розглядається в загальному значенні, головним чином як та, що навчається. Аналіз надається на основі досвіду гібридної війни в Україні, яка продемонструвала зміну цілей військових операцій з військовослужбовців та критичної інфраструктури на людину загалом. Молодь - це вразлива група, яка може бути основною метою таких операцій в довгостроковій перспективі, і вони є найслабшою ланкою системи.В документе обсуждается возможное влияние цифрового пространства на человека, а также связанные с ним направления в анализе кибербезопасности в образовании: уровни кибербезопасности, роль социальной инженерии в кибербезопасности образования, «когнитивная вакцинация». «Человек» рассматривается в общем смысле, в основном как ученик. Анализ представлен на основе опыта гибридной войны в Украине, которая продемонстрировала изменение цели военных действий с военного персонала и критической инфраструктуры на человека в целом. Молодые люди являются уязвимой группой, которая может быть главной целью когнитивных операций в долгосрочной перспективе, и они являются самым слабым звеном Систем

    Aplikácia kognitivného modelu vizuálnej pozornosti v automatizovanej montáži

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    Zásobovacie zariadenia a podsystémy v štruktúrach montážnych systémov majú významné postavenie. Technickú zložitosť klasických zásobovacích zariadení a podsystémov je možné eliminovať pružnými programovateľnými automatizovanými zariadeniami. Informácie o spomínanom objekte zabezpečované senzorovými modulmi sa spracovávajú v riadiacom systéme zariadenia resp. na vyššej úrovni riadenia montážneho systému. Spracované informácie sú distribuované ako riadiace informácie výkonným jednotkám a prvkom, ktoré vykonávajú príslušné funkcie. Riadiace systémy programovateľných zásobovacích zariadení a podsystémov plnia viaceré funkcie napr. spracovanie informácií od senzorových jednotiek a modulov, správne vyhodnotenie polohy súčiastky a určenie postupu činnosti výkonných jednotiek a prvkov, distribúcia výkonných inštrukcií pohonovým jednotkám, atď. Programové vybavenie založené na využívaní kognitívneho modelu vizuálnej pozornosti charakterizuje nový prístup k riešeniu uvádzaných problémov. Pri vizuálnom vnímání scény obsahujúcej rôzne objekty a pre potrebu interakcie s určitým cieľovým objektom nachádzajúcim sa v tejto scéne je nutné aby systém upriamil svoju pozornosť na tento (cieľový) objekt. Tento mechanizmus je jedným z principiálnych prvkov videnia a podobne ako mnoho biologicky motivovaných systémov je veľmi výhodne využiteľný v praxi. Navrhovaný model je implementáciou mechanizmu vizuálnej pozornosti vo vytvorenom počítačom simulovanom prostredí.Logistic devices and sub - systems in the structures of assembly systems have significant position. Technical complexity of classical devices and sub - systems can be decreased by using of flexible programmable automated devices. Information's about objects provided by sensor modules are handled in processing system of the device, respective on the higher level of the assembly system. Executed information is distributed like processing information to executive units and elements. Control systems of programmable supply devices and sub - systems take handle of many functions, for example: processing information from sensor devices and modules, right calculating of the bearing of the component, distributing of executive instructions to actuating units, and many others. Software accessories based on the using of cognitive model of visual attention featured a new way of solving former problems. By visual reception the scenes contains miscellaneous objects and for the demand of the interaction with the target object is necessary that the system is need to be focused to this object. This mechanism is one of the pricipally elements of vision, and like many biologically motivated systems is very useful in practice. Designed model is an implementation of the mechanism of visual attention in the computer created simulation environment
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