264,745 research outputs found

    Text Analytics for Android Project

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    Most advanced text analytics and text mining tasks include text classification, text clustering, building ontology, concept/entity extraction, summarization, deriving patterns within the structured data, production of granular taxonomies, sentiment and emotion analysis, document summarization, entity relation modelling, interpretation of the output. Already existing text analytics and text mining cannot develop text material alternatives (perform a multivariant design), perform multiple criteria analysis, automatically select the most effective variant according to different aspects (citation index of papers (Scopus, ScienceDirect, Google Scholar) and authors (Scopus, ScienceDirect, Google Scholar), Top 25 papers, impact factor of journals, supporting phrases, document name and contents, density of keywords), calculate utility degree and market value. However, the Text Analytics for Android Project can perform the aforementioned functions. To the best of the knowledge herein, these functions have not been previously implemented; thus this is the first attempt to do so. The Text Analytics for Android Project is briefly described in this article

    Supporting Worth Mapping with Sentence Completion

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    Expectations for design and evaluation approaches are set by the development practices within which they are used. Worth Centred Development (WCD) seeks to both shape and fit such practices. We report a study that combined two WCD approaches. Sentence completion gathered credible quantitative data on user values, which were used to identify relevant values and aversions of two player groups for an online gambling site. These values provided human value elements for a complementary WCD approach of worth mapping. Initial worth maps were extended in three workshops, which focused on outcomes and user experiences that could be better addressed in the current product and associated marketing materials. We describe how worth maps were prepared for, and presented in, workshops, and how product owners and associated business roles evaluated the combination of WCD approaches. Based on our experiences, we offer practical advice on this combinination

    Development of the Integrated Model of the Automotive Product Quality Assessment

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    Issues on building an integrated model of the automotive product quality assessment are studied herein basing on widely applicable methods and models of the quality assessment. A conceptual model of the automotive product quality system meeting customer requirements has been developed. Typical characteristics of modern industrial production are an increase in the production dynamism that determines the product properties; a continuous increase in the volume of information required for decision-making, an increased role of knowledge and high technologies implementing absolutely new scientific and technical ideas. To solve the problem of increasing the automotive product quality, a conceptual structural and hierarchical model is offered to ensure its quality as a closed system with feedback between the regulatory, manufacturing, and information modules, responsible for formation of the product quality at all stages of its life cycle. The three module model of the system of the industrial product quality assurance is considered to be universal and to give the opportunity to explore processes of any complexity while solving theoretical and practical problems of the quality assessment and prediction for products for various purposes, including automotive

    Designing Global Climate Regulation

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    Understanding the user - why, what and how?

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    Explains the need, importance, purposes and scope of user studies, discusses procedure for conducting sound user studies together with associated problems of research like selection of problem, formulation of hypothesis, design of study, sampling strategy, data collection methods, scaling techniques, pilot study, processing and analysis of data, testing of hypothesis, interpretation, drawing inferences, communication and dissemination of results and finally concludes by highlighting methodological flaws and gaps in user studies

    Exploring approaches to the generation and representation of heritage artefacts in video game contexts

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    © 2016, © 2016 University of Wollongong. Video games can allow players to explore environments, which are representative of, or contain elements of physical world cultures, for example, allowing a player to explore ancient Egypt in Pharaoh (Impressions Games, 1999, Pharaoh [PC Game]. Sierra Entertainment) or present day Chicago in Watchdogs (Ubisoft Montreal, 2014, [PlayStation 4 game] . Guildford), etc. Game designers need to make design decisions regarding how these environments are going to be represented, including which items are going to be utilized, how they are going to be used in the game, and the level of detail to which they are going to be presented. These decisions can lead to concerns regarding how particular cultures are represented. This article describes research undertaken to investigate the design process with respect to the inclusion of physical world cultures in virtual game environments. Within the study approaches used (including processes and methods) by game designers in the stages of conceptualization, design and delivery are explored. In addition, these are contextualized through an understanding of designer attitudes towards the inclusion of items with cultural meaning and their perspectives on the importance of cultural representation within video games. This involved interviewing eight video game designers from global contexts within the industry, all with the experience of generating cultural items for inclusion in video game contexts. These interviews were structured with a focus on exploring views, experiences, beliefs and motivations of the individuals and of their working teams. Analysis was carried out through the use of a methodological process of analytical induction with the coding of particular variables within each interview transcript, and the transformation of the complete set of codings into a set of conceptual statements. This article relates these conceptual statements to earlier work regarding close readings of particular video games and discusses the relationship between design processes (facilitated through the interviews) and realized game worlds (facilitated through the close readings)

    Establishing the design knowledge for emerging interaction platforms

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    While awaiting a variety of innovative interactive products and services to appear in the market in the near future such as interactive tabletops, interactive TVs, public multi-touch walls, and other embedded appliances, this paper calls for preparation for the arrival of such interactive platforms based on their interactivity. We advocate studying, understanding and establishing the foundation for interaction characteristics and affordances and design implications for these platforms which we know will soon emerge and penetrate our everyday lives. We review some of the archetypal interaction platform categories of the future and highlight the current status of the design knowledge-base accumulated to date and the current rate of growth for each of these. We use example designs illustrating design issues and considerations based on the authors’ 12-year experience in pioneering novel applications in various forms and styles

    Designing with Users

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    1.1 The past 2-3 years has seen a resurgence of interest in the creation of pedestrian priority places. This interest has largely been stimulated by the advent of "traffic calming". There are two important differences however, compared to previous phases of interest in "pedestrian issues". Firstly, the emphasis is shifting beyond the town centre to residential and district centres. Secondly the interest is stimulated as much by `green issues' as by `pedestrian issues', meaning that people's interests are much broader than merely improving conditions for pedestrians. This new concern has led to fresh attention being focused on the design of pedestrian places and design processes. This attention is not only relevant to pedestrian places. All around us are transport systems, facilities and structures which at some point have been "designed". All too often these extensively researched projects still create dissatisfaction amongst the people who use them. The reasons for this dissatisfaction are numerous and need to be understood in order to provide better work and design in the future. In this paper we discuss how we might set about designing such places in order to produce satisfaction to these people who have to use them. We argue that the appropriate method should be a user-centred design. We define what this means and compare it with more conventional perspectives/approaches to design. For simplicity we have shown in Figure 1 the essence of the user-centred approach to design. 1.2 The term `design' is used to mean the exercise of a process to bring together all the requirements of the space and an endeavour to satisfy these requirements. Design as here used deals with the issues of function, cost, timing and effectiveness in use. The intangible functions of safety, comfort, attractiveness, visual appearance, respect for location are included, not just the usual interpretation of "Design" by non-designers, who think of it solely as the aesthetic aspects. Design is interpreted to mean an understanding of a continuing process - not just the first design of the project. But most importantly, here, design means design in terms of satisfaction of the user, not just satisfaction of the designer! The term `user' refers to those people who will have to live, work, shop, visit, walk around, drive through or look at the final project
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