269,262 research outputs found
Participation in the Analysis of the Far-Infrared/Submillimeter Interferometer
We have contributed to the development of the Submillimeter Probe of the Evolution of Cosmic Structure (SPECS) by analyzing various aspects related to the tethers that connect the spacecraft of this space interferometer. We have focused our analysis on key topics as follows: (a) helping in the configuration selection; (b) computing the system eigenfrequencies as a function of baseline length; (c) developing techniques and conceptual design of devices for damping the tether oscillations; (d) carrying out numerical simulations of tethered formation to assess the effects of environmental perturbations upon the baseline length variation; (e) devising control laws for fast retargeting of the interferometer at moderate baseline lengths; (f) estimating the survivability to micrometeoroid impacts of a tether at L2; and (g) developing a conceptual design of a high-strength and survivable tether
A Typology of Virtual Teams: Implications for Effective Leadership
As the nature of work in today\u27s organizations becomes more complex, dynamic, and global, there has been an increasing emphasis on far-flung, distributed, virtual teams as organizing units of work. Despite their growing prevalence, relatively little is known about this new form of work unit. The purpose of this paper is to present a theoretical framework to focus research toward understanding virtual teams and, in particular, to identify implications for effective leadership. Specifically, we focus on delineating the dimensions of a typology to characterize different types of virtual teams. First, we distinguish virtual teams from conventional teams to identify where current knowledge applies and new research needs to be developed. Second, we distinguish among different types of virtual teams, considering the critical role of task complexity in determining the underlying characteristics of virtual teams and leadership challenges the different types entail. Propositions addressing leadership implications for the effective management of virtual teams are proposed and discussed
Modelling and analyzing adaptive self-assembling strategies with Maude
Building adaptive systems with predictable emergent behavior is a challenging task and it is becoming a critical need. The research community has accepted the challenge by introducing approaches of various nature: from software architectures, to programming paradigms, to analysis techniques. We recently proposed a conceptual framework for adaptation centered around the role of control data. In this paper we show that it can be naturally realized in a reflective logical language like Maude by using the Reflective Russian Dolls model. Moreover, we exploit this model to specify and analyse a prominent example of adaptive system: robot swarms equipped with obstacle-avoidance self-assembly strategies. The analysis exploits the statistical model checker PVesta
An aesthetics of touch: investigating the language of design relating to form
How well can designers communicate qualities of touch?
This paper presents evidence that they have some capability to do so, much of which appears to have been learned, but at present make limited use of such language. Interviews with graduate designer-makers suggest that they are aware of and value the importance of touch and materiality in their work, but lack a vocabulary to fully relate to their detailed explanations of other aspects such as their intent or selection of materials. We believe that more attention should be paid to the verbal dialogue that happens in the design process, particularly as other researchers show that even making-based learning also has a strong verbal element to it. However, verbal language alone does not appear to be adequate for a comprehensive language of touch. Graduate designers-makersâ descriptive practices combined non-verbal manipulation within verbal accounts. We thus argue that haptic vocabularies do not simply describe material qualities, but rather are situated competences that physically demonstrate the presence of haptic qualities. Such competencies are more important than groups of verbal vocabularies in isolation. Design support for developing and extending haptic competences must take this wide range of considerations into account to comprehensively improve designersâ capabilities
STRUTEX: A prototype knowledge-based system for initially configuring a structure to support point loads in two dimensions
The purpose of this research effort is to investigate the benefits that might be derived from applying artificial intelligence tools in the area of conceptual design. Therefore, the emphasis is on the artificial intelligence aspects of conceptual design rather than structural and optimization aspects. A prototype knowledge-based system, called STRUTEX, was developed to initially configure a structure to support point loads in two dimensions. This system combines numerical and symbolic processing by the computer with interactive problem solving aided by the vision of the user by integrating a knowledge base interface and inference engine, a data base interface, and graphics while keeping the knowledge base and data base files separate. The system writes a file which can be input into a structural synthesis system, which combines structural analysis and optimization
Modelling and analyzing adaptive self-assembling strategies with Maude
Building adaptive systems with predictable emergent behavior is a challenging task and it is becoming a critical need. The research community has accepted the challenge by introducing approaches of various nature: from software architectures, to programming paradigms, to analysis techniques. We recently proposed a conceptual framework for adaptation centered around the role of control data. In this paper we show that it can be naturally realized in a reflective logical language like Maude by using the Reflective Russian Dolls model. Moreover, we exploit this model to specify, validate and analyse a prominent example of adaptive system: robot swarms equipped with self-assembly strategies. The analysis exploits the statistical model checker PVeStA
Student experiences of virtual reality - a case study in learning special relativity
We present a study of student learning through the use of virtual reality. A
software package is used to introduce concepts of special relativity to
students in a game-like environment where users experience the effects of
travelling at near light speeds. From this new perspective, space and time are
significantly different to that experienced in everyday life. The study
explores how students have worked with this environment and how these students
have used this experience in their study of special relativity. A mixed method
approach has been taken to evaluate the outcomes of separate implementations of
the package at two universities. Students found the simulation to be a positive
learning experience and described the subject area as being less abstract after
its use. Also, students were more capable of correctly answering concept
questions relating to special relativity, and a small but measurable
improvement was observed in the final exam
Artefact Ecologies: Supporting Embodied Meeting Practices with Distance Access
Frameworks such as activity theory, distributed cognition and structuration theory, amongst others, have shown that detailed study of contextual settings where users work (or live) can help the design of interactive systems. However, these frameworks do not adequately focus on accounting for the materiality (and embodiment) of the contextual settings. Within the IST-EU funded AMIDA project (Augmented Multiparty Interaction with Distance Access) we are looking into supporting meeting practices with distance access. Meetings are inherently embodied in everyday work life and that material artefacts associated with meeting practices play a critical role in their formation. Our eventual goal is to develop a deeper understanding of the dynamic and embodied nature of meeting practices and designing technologies to support these. In this paper we introduce the notion of "artefact ecologies" as a conceptual base for understanding embodied meeting practices with distance access. Artefact ecologies refer to a system consisting of different digital and physical artefacts, people, their work practices and values and lays emphasis on the role artefacts play in embodiment, work coordination and supporting remote awareness. In the end we layout our plans for designing technologies for supporting embodied meeting practices within the AMIDA project. \u
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Applying marketingâs new dominant logic for interpreting customer experiences with brands
The concept of customer experience is evolving to an imperative area of study within the marketing discipline. Despite its importance and the positive attention this concept is receiving in the literature, the explanation of customer experiences remains vague and a thorough theoretical foundation is lacking. This paper addresses the gap in the literature and to facilitate a brand-management understanding of the concept of customer experience and its antecedents and consequences. The paper examines the impact of customer experience on brand loyalty via a comprehensive review of existing literature on the concept of customer experience and service brand literatures. Additionally, twelve propositions describe and explain the antecedents of customer experience and impacts upon brand loyalty within a service-centered marketing logic. This paper contributes a novel customer-brand experience perspective and conceptual tools relevant for further theory development and for effectively managing customer-brand relationships
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