24 research outputs found

    Interfaces, modularity and ecosystem emergence: How DARPA modularized the semiconductor ecosystem

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    Scholars have identified the pivotal role that modularity plays in promoting innovation. Modularity affects industry structure by breaking up the value chain along technical interfaces, thereby allowing new entrants to specialize and innovate. Less well-understood is where modularity comes from. Firms seem to behave consistently with the theory in some settings, especially the information technology sector, but not in others, such as automobiles. Here we show how the government has a role to play in generating open interfaces needed for modularity, utilizing a case study of the semiconductor industry from 1970 to 1980. We show how the Defense Department\u27s support for this effort aligned with its mission-based interest in semiconductors. We thus contribute a new source of open standards to the modularity literature, as well as a new analytical perspective to the public research funding literature

    Project definition study for research facility access and science education

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    When Michigan Changed the World

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    http://deepblue.lib.umich.edu/bitstream/2027.42/168165/1/2020-Feb_When_UM_Changed_the_World.pd

    Selected Papers from IEEE ICASI 2019

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    The 5th IEEE International Conference on Applied System Innovation 2019 (IEEE ICASI 2019, https://2019.icasi-conf.net/), which was held in Fukuoka, Japan, on 11–15 April, 2019, provided a unified communication platform for a wide range of topics. This Special Issue entitled “Selected Papers from IEEE ICASI 2019” collected nine excellent papers presented on the applied sciences topic during the conference. Mechanical engineering and design innovations are academic and practical engineering fields that involve systematic technological materialization through scientific principles and engineering designs. Technological innovation by mechanical engineering includes information technology (IT)-based intelligent mechanical systems, mechanics and design innovations, and applied materials in nanoscience and nanotechnology. These new technologies that implant intelligence in machine systems represent an interdisciplinary area that combines conventional mechanical technology and new IT. The main goal of this Special Issue is to provide new scientific knowledge relevant to IT-based intelligent mechanical systems, mechanics and design innovations, and applied materials in nanoscience and nanotechnology

    The Use of Games and Crowdsourcing for the Fabrication-aware Design of Residential Buildings

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    State-of-the-art participatory design acknowledges the true, ill-defined nature of design problems, taking into account stakeholders' values and preferences. However, it overburdens the architect, who has to synthesize far more constraints into a one-of-a-kind design. Generative Design promises to equip architects with great power to standardize and systemize the design process. However, the common trap of generative design is trying to treat architecture simply as a tame problem. In this work, I investigate the use of games and crowdsourcing in architecture through two sets of explorative questions. First, if everyone can participate in the network-enabled creation of the built environment, what role will they play? And what tools will they need to enable them? And second, if anyone can use digital fabrication to build any building, how will we design it? What design paradigms will govern this process? I present a map of design paradigms that lie at the intersections of Participatory Design, Generative Design, Game Design, and Crowd Wisdom. In four case studies, I explore techniques to employ the practices from the four fields in the service of architecture. Generative Design can lower the difficulty of the challenge to design by automating a large portion of the work. A newly formulated, unified taxonomy of generative design across the disciplines of architecture, computer science, and computer games builds the base for the use of algorithms in the case studies. The work introduces Playable Voxel-Shape Grammars, a new type of generative technique. It enables Game Design to guide participants through a series of challenges, effectively increasing their skills by helping them understand the underlying principles of the design task at hand. The use of crowdsourcing in architecture can mean thousands of architects creating content for a generative design system, to expand and open up its design space. Crowdsourcing can also be about millions of people online creating designs that an architect or a homeowner can refer to increase their understanding of the complex issues at hand in a given design project and for better decision making. At the same time, game design in architecture helps find the balance between algorithmically exploring pre-defined design alternatives and open-ended, free creativity. The research reveals a layered structure of entry points for crowd-contributed content as well as the granular nature of authorship among four different roles: non-expert stakeholders, architects, the crowd, and the tool-makers

    31th International Conference on Information Modelling and Knowledge Bases

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    Information modelling is becoming more and more important topic for researchers, designers, and users of information systems.The amount and complexity of information itself, the number of abstractionlevels of information, and the size of databases and knowledge bases arecontinuously growing. Conceptual modelling is one of the sub-areas ofinformation modelling. The aim of this conference is to bring together experts from different areas of computer science and other disciplines, who have a common interest in understanding and solving problems on information modelling and knowledge bases, as well as applying the results of research to practice. We also aim to recognize and study new areas on modelling and knowledge bases to which more attention should be paid. Therefore philosophy and logic, cognitive science, knowledge management, linguistics and management science are relevant areas, too. In the conference, there will be three categories of presentations, i.e. full papers, short papers and position papers
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