11,518 research outputs found

    The safety case and the lessons learned for the reliability and maintainability case

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    This paper examine the safety case and the lessons learned for the reliability and maintainability case

    Selling Technology: The Changing Shape of Sales in an Information Economy

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    [Excerpt] This book describes and explains the changing nature of sales through the daily experiences of salespeople, engineers, managers, and purchasing agents who construct markets for emergent technologies through their daily engagement in sales interactions… [It] provides a grounded empirical account of sales work in an area that has been the subject of insufficient study, namely contemporary industrial markets where firms trade with other firms

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    MetaSpace II: Object and full-body tracking for interaction and navigation in social VR

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    MetaSpace II (MS2) is a social Virtual Reality (VR) system where multiple users can not only see and hear but also interact with each other, grasp and manipulate objects, walk around in space, and get tactile feedback. MS2 allows walking in physical space by tracking each user's skeleton in real-time and allows users to feel by employing passive haptics i.e., when users touch or manipulate an object in the virtual world, they simultaneously also touch or manipulate a corresponding object in the physical world. To enable these elements in VR, MS2 creates a correspondence in spatial layout and object placement by building the virtual world on top of a 3D scan of the real world. Through the association between the real and virtual world, users are able to walk freely while wearing a head-mounted device, avoid obstacles like walls and furniture, and interact with people and objects. Most current virtual reality (VR) environments are designed for a single user experience where interactions with virtual objects are mediated by hand-held input devices or hand gestures. Additionally, users are only shown a representation of their hands in VR floating in front of the camera as seen from a first person perspective. We believe, representing each user as a full-body avatar that is controlled by natural movements of the person in the real world (see Figure 1d), can greatly enhance believability and a user's sense immersion in VR.Comment: 10 pages, 9 figures. Video: http://living.media.mit.edu/projects/metaspace-ii

    The liminality of trajectory shifts in institutional entrepreneurship

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    In this paper, we develop a process model of trajectory shifts in institutional entrepreneurship. We focus on the liminal periods experienced by institutional entrepreneurs when they, unlike the rest of the organization, recognize limits in the present and seek to shift a familiar past into an unfamiliar and uncertain future. Such periods involve a situation where the new possible future, not yet fully formed, exists side-by-side with established innovation trajectories. Trajectory shifts are moments of truth for institutional entrepreneurs, but little is known about the underlying mechanisms of how entrepreneurs reflectively deal with liminality to conceive and bring forth new innovation trajectories. Our in-depth case study research at CarCorp traces three such mechanisms (reflective dissension, imaginative projection, and eliminatory exploration) and builds the basis for understanding the liminality of trajectory shifts. The paper offers theoretical implications for the institutional entrepreneurship literature

    What’s in a face? Making sense of tangible information systems in terms of Peircean semiotics

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    Within this paper, we utilise a delimited area of philosophy to help make sense of a delimited area of design science as it pertains to a class of contemporary information systems. The philosophy is taken from that of Charles Sanders Peirce; the design science is directed at the construction of visual devices in that area known as visual management. The utilisation of such devices within their wider visual management systems we take to be instances of what we refer to as tangible information systems. Tangible information systems use tangible artefacts, such as whiteboards and magnetic tokens, to accomplish information. We particularly use Peircean semiotics to analyse the use of tangible emoticons articulated upon performance boards within a large-scale manufacturing facility. We infer from our analysis of these informative artefacts that certain integrated aspects of Peircean philosophy offers an alternative way of framing notions of a proper design science, design theory and design artefact for the discipline of information systems

    Competences of IT Architects

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    The field of architecture in the digital world uses a plethora of terms to refer to different kinds of architects, and recognises a confusing variety of competences that these architects are required to have. Different service providers use different terms for similar architects and even if they use the same term, they may mean something different. This makes it hard for customers to know what competences an architect can be expected to have.\ud \ud This book combines competence profiles of the NGI Platform for IT Professionals, The Open Group Architecture Framework (TOGAF), as well as a number of Dutch IT service providers in a comprehensive framework. Using this framework, the book shows that notwithstanding a large variety in terminology, there is convergence towards a common set of competence profiles. In other words, when looking beyond terminological differences by using the framework, one sees that organizations recognize similar types of architects, and that similar architects in different organisations have similar competence profiles. The framework presented in this book thus provides an instrument to position architecture services as offered by IT service providers and as used by their customers.\ud \ud The framework and the competence profiles presented in this book are the main results of the special interest group “Professionalisation” of the Netherlands Architecture Forum for the Digital World (NAF). Members of this group, as well as students of the universities of Twente and Nijmegen have contributed to the research on which this book is based

    How Rapid is Rapid Prototyping? Analysis of ESPADON Programme Results

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    New methodologies, engineering processes, and support environments are beginning to emerge for embedded signal processing systems. The main objectives are to enable defence industry to field state-of-the-art products in less time and with lower costs, including retrofits and upgrades, based predominately on commercial off the shelf (COTS) components and the model-year concept. One of the cornerstones of the new methodologies is the concept of rapid prototyping. This is the ability to rapidly and seamlessly move from functional design to the architectural design to the implementation, through automatic code generation tools, onto real-time COTS test beds. In this paper, we try to quantify the term “rapid†and provide results, the metrics, from two independent benchmarks, a radar and sonar beamforming application subset. The metrics show that the rapid prototyping process may be sixteen times faster than a conventional process
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