20,644 research outputs found
Safe environments for innovation: developing a new multidisciplinary masters programme
This paper outlines the research and resulting curriculum design activities conducted as a collaborative venture between Northumbria University’s School of Design, School of Computing, Engineering and Information Sciences and Newcastle Business School undertaken in the creation of a new postgraduate programme in Multidisciplinary Design Innovation.
With the area of multidisciplinary innovation education practice being comparatively new, the research conducted in support of the programme development was undertaken through a series of industry-linked pilot-study projects conducted with Philips, Hasbro, Lego and Unilever. The key finding from this research was an understanding of the importance of freeing students from different disciplines of the inhibitions that limit creativity in collaborative settings.
This paper gives an account of the pilot studies and the associated learning derived from them, the collaborative development of the programme and approaches in curriculum and assessment design adopted in order to create what we call ‘safe environments for innovation’; environments designed to free students of these evident inhibitions
The Analysis of design and manufacturing tasks using haptic and immersive VR - Some case studies
The use of virtual reality in interactive design and manufacture has been researched extensively but the practical application of this technology in industry is still very much in its infancy. This is surprising as one would have expected that, after some 30 years of research commercial applications of interactive design or manufacturing planning and analysis would be widespread throughout the product design domain. One of the major but less well known advantages of VR technology is that logging the user gives a great deal of rich data which can be used to automatically generate designs or manufacturing instructions, analyse design and manufacturing tasks, map engineering processes and, tentatively, acquire expert knowledge. The authors feel that the benefits of VR in these areas have not been fully disseminated to the wider industrial community and - with the advent of cheaper PC-based VR solutions - perhaps a wider appreciation of the capabilities of this type of technology may encourage companies to adopt VR solutions for some of their product design processes. With this in mind, this paper will describe in detail applications of haptics in assembly demonstrating how user task logging can lead to the analysis of design and manufacturing tasks at a level of detail not previously possible as well as giving usable engineering outputs. The haptic 3D VR study involves the use of a Phantom and 3D system to analyse and compare this technology against real-world user performance. This work demonstrates that the detailed logging of tasks in a virtual environment gives considerable potential for understanding how virtual tasks can be mapped onto their real world equivalent as well as showing how haptic process plans can be generated in a similar manner to the conduit design and assembly planning HMD VR tool reported in PART A. The paper concludes with a view as to how the authors feel that the use of VR systems in product design and manufacturing should evolve in order to enable the industrial adoption of this technology in the future
Using "tangibles" to promote novel forms of playful learning
Tangibles, in the form of physical artefacts that are electronically augmented and enhanced to trigger various digital events to happen, have the potential for providing innovative ways for children to play and learn, through novel forms of interacting and discovering. They offer, too, the scope for bringing playfulness back into learning. To this end, we designed an adventure game, where pairs of children have to discover as much as they can about a virtual imaginary creature called the Snark, through collaboratively interacting with a suite of tangibles. Underlying the design of the tangibles is a variety of transforms, which the children have to understand and reflect upon in order to make the Snark come alive and show itself in a variety of morphological and synaesthesic forms. The paper also reports on the findings of a study of the Snark game and discusses what it means to be engrossed in playful learning
Towards the Safety of Human-in-the-Loop Robotics: Challenges and Opportunities for Safety Assurance of Robotic Co-Workers
The success of the human-robot co-worker team in a flexible manufacturing
environment where robots learn from demonstration heavily relies on the correct
and safe operation of the robot. How this can be achieved is a challenge that
requires addressing both technical as well as human-centric research questions.
In this paper we discuss the state of the art in safety assurance, existing as
well as emerging standards in this area, and the need for new approaches to
safety assurance in the context of learning machines. We then focus on robotic
learning from demonstration, the challenges these techniques pose to safety
assurance and indicate opportunities to integrate safety considerations into
algorithms "by design". Finally, from a human-centric perspective, we stipulate
that, to achieve high levels of safety and ultimately trust, the robotic
co-worker must meet the innate expectations of the humans it works with. It is
our aim to stimulate a discussion focused on the safety aspects of
human-in-the-loop robotics, and to foster multidisciplinary collaboration to
address the research challenges identified
Digital information support for concept design
This paper outlines the issues in effective utilisation of digital resources in conceptual design. Access to appropriate information acts as stimuli and can lead to better substantiated concepts. This paper addresses the issues of presenting such information in a digital form for effective use, exploring digital libraries and groupware as relevant literature areas, and argues that improved integration of these two technologies is necessary to better support the concept generation task. The development of the LauLima learning environment and digital library is consequently outlined. Despite its attempts to integrate the designers' working space and digital resources, continuing issues in library utilisation and migration of information to design concepts are highlighted through a class study. In light of this, new models of interaction to increase information use are explored
Emerging and scripted roles in computer-supported collaborative learning
Emerging and scripted roles pose an intriguing approach to analysing and facilitating CSCL. The concept of emerging roles provides a perspective on how learners structure and self-regulate their CSCL processes. Emerging roles appear to be dynamic over longer periods of time in relation to learners’ advancing knowledge, but are often unequally distributed in ad hoc CSCL settings, e.g. a learner being the ‘typist’ and another being the ‘thinker’. Empirical findings show that learners benefit from structuring or scripting CSCL. Scripts can specify roles and facilitate role rotation for learners to equally engage in relevant learning roles and activities. Scripted roles can, however, collide with emerging roles and therefore need to be carefully attuned to the advancing capabilities of the learners
Setting the stage – embodied and spatial dimensions in emerging programming practices.
In the design of interactive systems, developers sometimes need to engage in various ways of physical
performance in order to communicate ideas and to test out properties of the system to be realised. External
resources such as sketches, as well as bodily action, often play important parts in such processes, and
several methods and tools that explicitly address such aspects of interaction design have recently been
developed. This combined with the growing range of pervasive, ubiquitous, and tangible technologies
add up to a complex web of physicality within the practice of designing interactive systems. We illustrate
this dimension of systems development through three cases which in different ways address the design
of systems where embodied performance is important. The first case shows how building a physical sport
simulator emphasises a shift in activity between programming and debugging. The second case shows a
build-once run-once scenario, where the fine-tuning and control of the run-time activity gets turned into
an act of in situ performance by the programmers. The third example illustrates the explorative and experiential
nature of programming and debugging systems for specialised and autonomous interaction
devices. This multitude in approaches in existing programming settings reveals an expanded perspective
of what practices of interaction design consist of, emphasising the interlinking between design, programming,
and performance with the system that is being developed
Explorative R&D collaboration: Searching for effective and efficient governance mechanisms.
Explorative R&D collaboration is an important alternative for the internal development of new technologies. The high failure rate of this type of inter-organizational collaboration, however, indicates that governing explorative R&D collaboration is not a straightforward task. Moreover, we argue that different theoretical perspectives have formulated contradictory advice of how to govern explorative R&D collaboration. Given high risks of opportunistic behavior and high coordination costs within explorative R&D collaboration, Transaction Cost Economics and Organization Theory emphasize the need for formal governance mechanisms. The innovation literature, however, stresses that formal governance mechanisms prohibit the carrying out of explorative activities which are necessary to develop new technologies. We also suggest two alternatives to address these paradoxical requirements. In specific, we argue that effective and efficient governance of explorative R&D collaboration can be achieved by 1) collecting second-hand information about potential partners, allowing for the substitution of formal governance by relational governance, and 2) combining formal and relational governance mechanisms. Based on these theoretical findings, we emphasize the importance of longitudinal, multi-level research to study the characteristics and dynamics of different governance mechanisms within inter-organizational collaboration.Behavior; Characteristics; Coordination; Cost; Costs; Dynamics; Economics; Governance; Information; Innovation; Organization theory; R&D; Requirements; Research; Risk; Studies; Substitution; Technology; Theory; Transaction cost;
Connected innovation: an international comparative study that identifies mixed modes of innovation
This paper offers a new angle on innovation modalities by adopting a recently emerging approach towards identifying innovation typologies via exploratory data analysis techniques with the aim to tease out some underlying latent variables that represent coherent innovation strategies for groups of firms. Mixed modes of innovation include aspects of both user and open innovation, and are employed to inform on such concepts. The modes of innovation are developed by exploring micro-level innovation survey data across 18 countries. The contributions of the paper lie in (a) the identification of five core innovation modes that are found in almost all countries; and (b) examining – via regression analysis – the role of different modes in firm performance
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