217,836 research outputs found

    A framework for the selection of the right nuclear power plant

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    Civil nuclear reactors are used for the production of electrical energy. In the nuclear industry vendors propose several nuclear reactor designs with a size from 35–45 MWe up to 1600–1700 MWe. The choice of the right design is a multidimensional problem since a utility has to include not only financial factors as levelised cost of electricity (LCOE) and internal rate of return (IRR), but also the so called “external factors” like the required spinning reserve, the impact on local industry and the social acceptability. Therefore it is necessary to balance advantages and disadvantages of each design during the entire life cycle of the plant, usually 40–60 years. In the scientific literature there are several techniques for solving this multidimensional problem. Unfortunately it does not seem possible to apply these methodologies as they are, since the problem is too complex and it is difficult to provide consistent and trustworthy expert judgments. This paper fills the gap, proposing a two-step framework to choosing the best nuclear reactor at the pre-feasibility study phase. The paper shows in detail how to use the methodology, comparing the choice of a small-medium reactor (SMR) with a large reactor (LR), characterised, according to the International Atomic Energy Agency (2006), by an electrical output respectively lower and higher than 700 MWe

    An Ontology-Based Recommender System with an Application to the Star Trek Television Franchise

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    Collaborative filtering based recommender systems have proven to be extremely successful in settings where user preference data on items is abundant. However, collaborative filtering algorithms are hindered by their weakness against the item cold-start problem and general lack of interpretability. Ontology-based recommender systems exploit hierarchical organizations of users and items to enhance browsing, recommendation, and profile construction. While ontology-based approaches address the shortcomings of their collaborative filtering counterparts, ontological organizations of items can be difficult to obtain for items that mostly belong to the same category (e.g., television series episodes). In this paper, we present an ontology-based recommender system that integrates the knowledge represented in a large ontology of literary themes to produce fiction content recommendations. The main novelty of this work is an ontology-based method for computing similarities between items and its integration with the classical Item-KNN (K-nearest neighbors) algorithm. As a study case, we evaluated the proposed method against other approaches by performing the classical rating prediction task on a collection of Star Trek television series episodes in an item cold-start scenario. This transverse evaluation provides insights into the utility of different information resources and methods for the initial stages of recommender system development. We found our proposed method to be a convenient alternative to collaborative filtering approaches for collections of mostly similar items, particularly when other content-based approaches are not applicable or otherwise unavailable. Aside from the new methods, this paper contributes a testbed for future research and an online framework to collaboratively extend the ontology of literary themes to cover other narrative content.Comment: 25 pages, 6 figures, 5 tables, minor revision

    Constructing the Cool Wall: A tool to explore teen meanings of cool

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    This paper describes the development and exploration of a tool designed to assist in investigating ‘cool’ as it applies to the design of interactive products for teenagers. The method involved the derivation of theoretical understandings of cool from literature that resulted in identification of seven core categories for cool, which were mapped to a hierarchy. The hierarchy includes having of cool things, the doing of cool activities and the being of cool. This paper focuses on a tool, the Cool Wall, developed to explore one specific facet of the hierarchy; exploring shared understanding of having cool things. The paper describes the development and construction of the tool, using a heavily participatory approach, and the results and analysis of three studies. The first study was carried out over 2 days in a school in the UK. The results of the study both provide clear insights into cool things and enable a refined understanding of cool in this context. Two additional studies are then used to identify potential shortcomings in the Cool Wall methodology. In the second study participants were able to populate a paper cool wall with anything they chose, this revealed two potential new categories of images and that the current set of images covered the majority of key themes. In the third study teenagers interpretations of the meaning of the images included in the Cool Wall were explored, this showed that the majority of meanings were as expected and a small number of unexpected interpretations provided some valuable insights

    Systematic evaluation of design choices for software development tools

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    [Abstract]: Most design and evaluation of software tools is based on the intuition and experience of the designers. Software tool designers consider themselves typical users of the tools that they build and tend to subjectively evaluate their products rather than objectively evaluate them using established usability methods. This subjective approach is inadequate if the quality of software tools is to improve and the use of more systematic methods is advocated. This paper summarises a sequence of studies that show how user interface design choices for software development tools can be evaluated using established usability engineering techniques. The techniques used included guideline review, predictive modelling and experimental studies with users

    Constructing the Cool Wall: A Tool to Explore Teen Meanings of Cool

    Get PDF
    This paper describes the development and exploration of a tool designed to assist in investigating ‘cool’ as it applies to the design of interactive products for teenagers. The method involved the derivation of theoretical understandings of cool from literature that resulted in identification of seven core categories for cool, which were mapped to a hierarchy. The hierarchy includes having of cool things, the doing of cool activities and the being of cool. This paper focuses on a tool, the Cool Wall, developed to explore one specific facet of the hierarchy; exploring shared understanding of having cool things. The paper describes the development and construction of the tool, using a heavily participatory approach, and the results and analysis of a study carried out over 2 days in a school in the UK. The results of the study both provide clear insights into cool things and enable a refined understanding of cool in this context. Two additional studies are then used to identify potential shortcomings in the Cool Wall methodology. In the first study participants were able to populate a paper cool wall with anything they chose, this revealed two potential new categories of images and that the current set of images covered the majority of key themes. In the second study teenagers interpretations of the meaning of the images included in the Cool Wall were explored, this showed that the majority of meanings were as expected and a small number of unexpected interpretations provided some valuable insights

    ILR Research in Progress 2011-12

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    The production of scholarly research continues to be one of the primary missions of the ILR School. During a typical academic year, ILR faculty members published or had accepted for publication over 25 books, edited volumes, and monographs, 170 articles and chapters in edited volumes, numerous book reviews. In addition, a large number of manuscripts were submitted for publication, presented at professional association meetings, or circulated in working paper form. Our faculty's research continues to find its way into the very best industrial relations, social science and statistics journals.Research_in_Progress_2011_12.pdf: 46 downloads, before Oct. 1, 2020

    A New Fuzzy MCDM Framework to Evaluate E-Government Security Strategy

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    Ensuring security of e-government applications and infrastructures is crucial to maintain trust among stakeholders to store, process and exchange information over the e-government systems. Due to dynamic and continuous threats on e-government information security, policy makers need to perform evaluation on existing information security strategy as to deliver trusted e-government services. This paper presents an information security evaluation framework based on new fuzzy multi criteria decision making (MCDM) to help policy makers conduct comprehensive assessment of e-government security strategy.Comment: IEEE 4th International Conference on Application of Information and Communication Technologies AICT201

    A heuristic model of bounded route choice in urban areas

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    There is substantial evidence to indicate that route choice in urban areas is complex cognitive process, conducted under uncertainty and formed on partial perspectives. Yet, conventional route choice models continue make simplistic assumptions around the nature of human cognitive ability, memory and preference. In this paper, a novel framework for route choice in urban areas is introduced, aiming to more accurately reflect the uncertain, bounded nature of route choice decision making. Two main advances are introduced. The first involves the definition of a hierarchical model of space representing the relationship between urban features and human cognition, combining findings from both the extensive previous literature on spatial cognition and a large route choice dataset. The second advance involves the development of heuristic rules for route choice decisions, building upon the hierarchical model of urban space. The heuristics describe the process by which quick, 'good enough' decisions are made when individuals are faced with uncertainty. This element of the model is once more constructed and parameterised according to findings from prior research and the trends identified within a large routing dataset. The paper outlines the implementation of the framework within a real-world context, validating the results against observed behaviours. Conclusions are offered as to the extension and improvement of this approach, outlining its potential as an alternative to other route choice modelling frameworks

    Human resource development in construction organisations: an example of a 'chaordic' learning organisation?

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    Purpose/ Methodology/Approach The concept of the Learning Organisation (LO) is associated with an advanced approach to Human Resource Development (HRD) characterised by an ethos of self-responsibility and self-development. The learning climate that this engenders is supported by temporary organisational structures responsive to environmental change. This paper presents case study research of the HRD strategy, policy and practice of a large UK-based construction contractor in relation to the concept of LO. Findings The analysis suggests that the organisational project-based structure and informal culture combine to form a ‘chaordic LO’. A ‘Chaordic enterprise’ comprises a complex organisation that operates in a non-linear dynamic environment. However, it appears that this approach has evolved unintentionally rather than as a result of targeted Strategic Human Resource Management (SHRM) policies, which in turn reflects a genuine commitment to advanced HRD. Originality/value of paper The findings render previous assertions that the industry fails to invest in its employees highly questionable. They suggest a need for further research to reveal how such approaches can be captured in replicate in the future
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