51,634 research outputs found

    Methods and tools for supporting industrial design innovation

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    The introduction of information technology (IT) systems to support designers’ activities and data management have profoundly affected company structure and design organization. This evolution has brought the introduction of systematic methods, close to information tools skills and prerogatives, using computer management and data recovery skills as main design support. The use of the IT also improved information exchange among different work figures involved during product development process. In this direction authors have intended to analyze the role and the implementation of systematic methods and tools within industrial designer area of the design process and their impact on the conceptual design phase in particular. Consequently, the research has been developed primarily in reference to design methods able to support the strict ideation stage of the Conceptual Design, that can be referred to two typologies: knowledge based and functional approaches. Subsequently authors have analyzed the information tools currently used during design process, as CAD systems, and some innovative, as Virtual and Augmented Reality tools, that can be used within industrial design area. The result of the study has been a formalization of the course followed during idea conceptual phase in order to include and to arrange the design methods and tools analysed. The research proposes a structured view of a process of product conceptualization, usually considered as mainly heuristic, focusing on the integration of methods and tools to support project and its communication. In this area the research has highlighted industrial designer role characteristics during design process, changeable in reference of project development level, and also some important new questions have been identified about the interaction between industrial designers and the other design areas involved in the process. In this direction the study has highlighted the need to support knowledge exchange and recovery, introducing the possibility to extend the research to the whole process and integrate industrial design and engineering collaboration in a more effective way. Keywords: Conceptual design process, Systematic innovation, Knowledge management, Integration</p

    Mediating Cognitive Transformation with VR 3D Sketching during Conceptual Architectural Design Process

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    Communications for information synchronization during the conceptual design phase require designers to employ more intuitive digital design tools. This paper presents findings of a feasibility study for using VR 3D sketching interface in order to replace current non-intuitive CAD tools. We used a sequential mixed method research methodology including a qualitative case study and a cognitive-based quantitative protocol analysis experiment. Foremost, the case study research was conducted in order to understand how novice designers make intuitive decisions. The case study documented the failure of conventional sketching methods in articulating complicated design ideas and shortcomings of current CAD tools in intuitive ideation. The case study’s findings then became the theoretical foundations for testing the feasibility of using VR 3D sketching interface during design. The latter phase of study evaluated the designers’ spatial cognition and collaboration at six different levels: “physical-actions”, “perceptualac ons”, “functional-actions”, “conceptual-actions”, “cognitive synchronizations”, and “gestures”. The results and confirmed hypotheses showed that the utilized tangible 3D sketching interface improved novice designers’ cognitive and collaborative design activities. In summary this paper presents the influences of current external representation tools on designers’ cognition and collaboration as well as providing the necessary theoretical foundations for implementing VR 3D sketching interface. It contributes towards transforming conceptual architectural design phase from analogue to digital by proposing a new VR design interface. The paper proposes this transformation to fill in the existing gap between analogue conceptual architectural design process and remaining digital engineering parts of building design process hence expediting digital design process

    On-line assessment for e-learning: options and opportunities

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    The desire to produce educational multi-media packages of ever greater sophistication is such that other, more problematic, elements of e- or on- line learning receive less attention by academics and courseware developers alike. One such problematic area is that of assessment, which is surprising, as e-learning assessment procedures are more critical in defining the learning that takes place. However, because e-learning can create a much richer, more varied active learning experience than would normally occur via the passive didactic teaching mode currently utilised in most universities and centred on the use of the lecture, it also has the potential to provide new and innovative assessments modes and systems. The extent to which the potential of innovatory assessment is realised via e-learning depends on two factors. First, the level of computer component and interactivity utilised in elearning. Second, the attitude of academic staff towards their teaching role, and, more specifically, how they operate within an elearning environment. The speed of the development in online technologies and techniques is such that the information given here will not provide all the answers, it should, nevertheless, enable some of the correct questions to be pose

    Designing a novel virtual collaborative environment to support collaboration in design review meetings

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    Project review meetings are part of the project management process and are organised to assess progress and resolve any design conflicts to avoid delays in construction. One of the key challenges during a project review meeting is to bring the stakeholders together and use this time effectively to address design issues as quickly as possible. At present, current technology solutions based on BIM or CAD are information-centric and do not allow project teams to collectively explore the design from a range of perspectives and brainstorm ideas when design conflicts are encountered. This paper presents a system architecture that can be used to support multi-functional team collaboration more effectively during such design review meetings. The proposed architecture illustrates how information-centric BIM or CAD systems can be made human- and team-centric to enhance team communication and problem solving. An implementation of the proposed system architecture has been tested for its utility, likability and usefulness during design review meetings. The evaluation results suggest that the collaboration platform has the potential to enhance collaboration among multi-functional teams

    A collaborative platform for integrating and optimising Computational Fluid Dynamics analysis requests

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    A Virtual Integration Platform (VIP) is described which provides support for the integration of Computer-Aided Design (CAD) and Computational Fluid Dynamics (CFD) analysis tools into an environment that supports the use of these tools in a distributed collaborative manner. The VIP has evolved through previous EU research conducted within the VRShips-ROPAX 2000 (VRShips) project and the current version discussed here was developed predominantly within the VIRTUE project but also within the SAFEDOR project. The VIP is described with respect to the support it provides to designers and analysts in coordinating and optimising CFD analysis requests. Two case studies are provided that illustrate the application of the VIP within HSVA: the use of a panel code for the evaluation of geometry variations in order to improve propeller efficiency; and, the use of a dedicated maritime RANS code (FreSCo) to improve the wake distribution for the VIRTUE tanker. A discussion is included detailing the background, application and results from the use of the VIP within these two case studies as well as how the platform was of benefit during the development and a consideration of how it can benefit HSVA in the future

    Building Information Modelling (BIM) aided waste minimisation framework

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    Building design can have a major impact on sustainability through material efficiency and construction waste minimisation (CWM). The construction industry consumes over 420 million tonnes of material resources every year and generates 120 million tonnes of waste containing approximately 13 million tonnes of unused materials. The current and on-going field of CWM research is focused on separate project stages with an overwhelming endeavour to manage on-site waste. Although design stages are vital to achieve progress towards CWM, currently, there are insufficient tools for CWM. In recent years, Building Information Modelling (BIM) has been adopted to improve sustainable building design, such as energy efficiency and carbon reduction. Very little has been achieved in this field of research to evaluate the use of BIM to aid CWM during design. However, recent literature emphasises a need to carry out further research in this context. This research aims to investigate the use of BIM as a platform to help with CWM during design stages by developing and validating a BIM-aided CWM (BaW) Framework. A mixed research method, known as triangulation, was adopted as the research design method. Research data was collected through a set of data collection methods, i.e. selfadministered postal questionnaire (N=100 distributed, n=50 completed), and semistructured follow-up interviews (n=11) with architects from the top 100 UK architectural companies. Descriptive statistics and constant comparative methods were used for data analysis. The BaW Framework was developed based on the findings of literature review, questionnaire survey and interviews. The BaW Framework validation process included a validation questionnaire (N=6) and validation interviews (N=6) with architects. Key research findings revealed that: BIM has the potential to aid CWM during design; Concept and Design Development stages have major potential in helping waste reduction through BIM; BIM-enhanced practices (i.e. clash detection, detailing, visualisation and simulation, and improved communication and collaboration) have impacts on waste reduction; BIM has the most potential to address waste causes (e.g. ineffective coordination and communication, and design changes); and the BaW Framework has the potential to enable improvements towards waste minimisation throughout all design stages. Participating architects recommended that the adoption of the BaW Framework could enrich both CWM and BIM practices, and most importantly, would enhance waste reduction performance in design. The content should be suitable for project stakeholders, architects in particular, when dealing with construction waste and BIM during design

    Computer-aided detection (CAD) tool design for chest pattern recognition training of radiographers

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    Abstract : The technological advances in radiography, along with the increasing role played by radiographers, require a shift in the training of radiographers at undergraduate level. One of the major shifts has been in the use of technology for learning, teaching and assessment (LTA) which plays an important role in the development of both explicit and implicit knowledge. There has thus been increased interest in the use of technology-enhanced learning, teaching and assessment (TELTA) in radiography education. One of the approaches to the use of TELTA has been the implementation of various virtual tools, including computer-aided detection (CAD) tools. The aim of this exploratory design science research (DSR) study was to design a CAD tool for training student radiographers in chest pattern recognition, followed by the evaluation thereof and exploration of the students experience of the CAD tool. The study employed the DSR methodology which was implemented in five phases: a) awareness of the problem, b) suggestion, c) development, d) evaluation and e) conclusion. The CAD tool (artefact) was designed using Microsoft Visual Studio which operates on the Structured Query Language (SQL) server. The artefact was then evaluated using a combination of quantitative and qualitative approaches. The designed artefact could not be tested for usability with the students as originally intended because of a few technical challenges. The System Usability Scale (SUS) was used to quantitatively evaluate the artefact and revealed that the artefact had an average score of 70.1, exceeding the score of 68 which is generally accepted to indicate that the artefact has good usability. The qualitative evaluation revealed that the artefact was designed adequately while identifying the limitations that prevented the version of the software to be implemented for wider usage. The study only addressed two out of the four objectives that were originally planned for the study. The objectives that were realised were the actual design of the artefact and the evaluation of its usability including its ability to allow timeous communication (and feedback) between the instructor and the students. The two objectives that were planned for exploring how the students experience the artefact and if it enhances their implicit skills, were not realised. In retrospect, the original study plan was over ambitious to have set four objectives to be achieved within a limited period of time.D.Tech. (Radiography

    Negotiating Reality

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    Our understanding of research through design is demonstrated by a close examination of the methods used in the project lifeClipper2. This design research project investigates the applicability of immersive outdoor Augmented Reality (AR). lifeClipper2 offers an audiovisual walking experience in a virtually extended public space and focuses on audiovisual perception as well as on the development of the appropriate technology. The project involves contributions of partners from different fields of research. Thus, lifeClipper2 is able to test the potential of AR for visualizing architecture and archaeological information and to challenge our understanding of perception and interaction. Using examples from our research, the paper reflects on how scenario design contributes to the production of design knowledge and explores the possibilities and variations of AR. Finally, the paper drafts our approach to design research. The three tenets of our work are: the use of scenarios as a tool of interdisciplinary research, the experimental exploration of media and the intention to make design knowledge explicit. Keywords: augmented reality; locative media; hybrid environment; immersion; perception; experience design; research through design; scenario design</p

    Evaluating Digital Creativity Support for Children: A Systematic Literature Review

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    Creativity, the process of creating something new and valuable, benefits children by improving their skills and development, encouraging interaction and engagement, and enabling the generation and expression of novel ideas. In recent years, interactive digital tools have emerged to support the user’s creativity in the open-ended creation of new artifacts. However, the question of evaluating the creativity happening in the interplay between children, digital tools, and products is still open. This systematic literature review investigated the evaluations of digital creativity support tools for children and identified 81 peer-reviewed relevant articles from the last 10 years. This research contributes to practitioners and researchers by providing an overview of the evaluations in a framework based on 10 factors (value, novelty, fluency, enjoyment, user feeling, collaboration, expressiveness, immersion, flexibility, and interaction), nine product areas, three approaches, and five methods. The review demonstrated that the evaluations differ widely, and the area lacks a standard evaluation framework. We propose the dimensions of our analysis as an initial framework for situating the evaluation of digital creativity support tools for children that the child–computer interaction community can further refine
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