16,129 research outputs found

    Overcoming barriers and increasing independence: service robots for elderly and disabled people

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    This paper discusses the potential for service robots to overcome barriers and increase independence of elderly and disabled people. It includes a brief overview of the existing uses of service robots by disabled and elderly people and advances in technology which will make new uses possible and provides suggestions for some of these new applications. The paper also considers the design and other conditions to be met for user acceptance. It also discusses the complementarity of assistive service robots and personal assistance and considers the types of applications and users for which service robots are and are not suitable

    Designing appliances for mobile commerce and retailtainment

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    In the emerging world of the new consumer and the `anytime, anywhere' mobile commerce, appliances are located at the collision point of the retailer and consumer agendas. The consequence of this is twofold: on the one hand appliances that were previously considered plain and utilitarian become entertainment devices and on the other, for the effective design of consumer appliances it becomes paramount to employ multidisciplinary expertise. In this paper, we discuss consumer perceptions of a retailtainment commerce system developed in collaboration between interactivity designers, information systems engineers, hardware and application developers, marketing strategists, product development teams, social scientists and retail professionals. We discuss the approached employed for the design of the consumer experience and its implications for appliance design

    Adapting Quality Assurance to Adaptive Systems: The Scenario Coevolution Paradigm

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    From formal and practical analysis, we identify new challenges that self-adaptive systems pose to the process of quality assurance. When tackling these, the effort spent on various tasks in the process of software engineering is naturally re-distributed. We claim that all steps related to testing need to become self-adaptive to match the capabilities of the self-adaptive system-under-test. Otherwise, the adaptive system's behavior might elude traditional variants of quality assurance. We thus propose the paradigm of scenario coevolution, which describes a pool of test cases and other constraints on system behavior that evolves in parallel to the (in part autonomous) development of behavior in the system-under-test. Scenario coevolution offers a simple structure for the organization of adaptive testing that allows for both human-controlled and autonomous intervention, supporting software engineering for adaptive systems on a procedural as well as technical level.Comment: 17 pages, published at ISOLA 201

    What if We Adopt a Resilience Thinking Approach in the Urban Governance for Emission Reduction?

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    55th Congress of the European Regional Science Association: "World Renaissance: Changing roles for people and places", 25-28 August 2015, Lisbon, Portuga

    What Inspires Leisure Time Invention?

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    This paper seeks to understand the intriguing but only sparsely explored phenomenon of “leisure time invention,” where the main underlying idea for the new product or process occurs when the inventor is away from the workplace. We add to previous research by focussing on the inventive creativity of the individual researcher, and reassessing the image of researchers inventing during unpaid time – who have often been dispatched as “hobbyists”. Based on the responses from a survey of over 3,000 German inventors, we tested hypotheses on the conditions under which leisure time invention is likely to arise. Results suggest that the incidence of leisure time invention is positively related to exposure to a variety of knowledge inputs – but, surprisingly, not to the quality of prior inventive output. Leisure time inventions are more frequently observed in conceptual-based technologies than in science-based technologies, in smaller R&D projects, and in externally financed R&D projects

    An aesthetics of touch: investigating the language of design relating to form

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    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-makers’ 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 designers’ capabilities
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