57,534 research outputs found

    The Usage and Evaluation of Anthropomorphic Form in Robot Design

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    There are numerous examples illustrating the application of human shape in everyday products. Usage of anthropomorphic form has long been a basic design strategy, particularly in the design of intelligent service robots. As such, it is desirable to use anthropomorphic form not only in aesthetic design but also in interaction design. Proceeding from how anthropomorphism in various domains has taken effect on human perception, we assumed that anthropomorphic form used in appearance and interaction design of robots enriches the explanation of its function and creates familiarity with robots. From many cases we have found, misused anthropomorphic form lead to user disappointment or negative impressions on the robot. In order to effectively use anthropomorphic form, it is necessary to measure the similarity of an artifact to the human form (humanness), and then evaluate whether the usage of anthropomorphic form fits the artifact. The goal of this study is to propose a general evaluation framework of anthropomorphic form for robot design. We suggest three major steps for framing the evaluation: 'measuring anthropomorphic form in appearance', 'measuring anthropomorphic form in Human-Robot Interaction', and 'evaluation of accordance of two former measurements'. This evaluation process will endow a robot an amount of humanness in their appearance equivalent to an amount of humanness in interaction ability, and then ultimately facilitate user satisfaction. Keywords: Anthropomorphic Form; Anthropomorphism; Human-Robot Interaction; Humanness; Robot Design</p

    Ontology-driven conceptual modeling: A'systematic literature mapping and review

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    All rights reserved. Ontology-driven conceptual modeling (ODCM) is still a relatively new research domain in the field of information systems and there is still much discussion on how the research in ODCM should be performed and what the focus of this research should be. Therefore, this article aims to critically survey the existing literature in order to assess the kind of research that has been performed over the years, analyze the nature of the research contributions and establish its current state of the art by positioning, evaluating and interpreting relevant research to date that is related to ODCM. To understand and identify any gaps and research opportunities, our literature study is composed of both a systematic mapping study and a systematic review study. The mapping study aims at structuring and classifying the area that is being investigated in order to give a general overview of the research that has been performed in the field. A review study on the other hand is a more thorough and rigorous inquiry and provides recommendations based on the strength of the found evidence. Our results indicate that there are several research gaps that should be addressed and we further composed several research opportunities that are possible areas for future research

    Designing requirements engineering research

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    Engineering sciences study different different topics than natural sciences, and utility is an essential factor in choosing engineering research problems. But despite these differences, research methods for the engineering sciences are no different than research methods for any other kind of science. At most there is a difference in emphasis. In the case of requirements engineering research - and more generally software engineering research - there is a confusion about the relative roles of research and about design and the methods appropriate for each of these activities. This paper analyzes these roles and provides a classification of research methods that can be used in any science—engineering or otherwise

    Design science, engineering science and requirements engineering

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    For several decades there has been a debate in the computing sciences about the relative roles of design and empirical research, and about the contribution of design and research methodology to the relevance of research results. In this minitutorial we review this debate and compare it with evidence about the relation between design and research in the history of science and technology. Our review shows that research and design are separate but concurrent activities, and that relevance of research results depends on problem setting rather than on rigorous methods. We argue that rigorous scientific methods separate design from research, and we give simple model for how to do this in a problem-driven way

    The Effects of the Quantification of Faculty Productivity: Perspectives from the Design Science Research Community

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    In recent years, efforts to assess faculty research productivity have focused more on the measurable quantification of academic outcomes. For benchmarking academic performance, researchers have developed different ranking and rating lists that define so-called high-quality research. While many scholars in IS consider lists such as the Senior Scholar’s basket (SSB) to provide good guidance, others who belong to less-mainstream groups in the IS discipline could perceive these lists as constraining. Thus, we analyzed the perceived impact of the SSB on information systems (IS) academics working in design science research (DSR) and, in particular, how it has affected their research behavior. We found the DSR community felt a strong normative influence from the SSB. We conducted a content analysis of the SSB and found evidence that some of its journals have come to accept DSR more. We note the emergence of papers in the SSB that outline the role of theory in DSR and describe DSR methodologies, which indicates that the DSR community has rallied to describe what to expect from a DSR manuscript to the broader IS community and to guide the DSR community on how to organize papers for publication in the SSB

    About the nature of Kansei information, from abstract to concrete

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    Designer’s expertise refers to the scientific fields of emotional design and kansei information. This paper aims to answer to a scientific major issue which is, how to formalize designer’s knowledge, rules, skills into kansei information systems. Kansei can be considered as a psycho-physiologic, perceptive, cognitive and affective process through a particular experience. Kansei oriented methods include various approaches which deal with semantics and emotions, and show the correlation with some design properties. Kansei words may include semantic, sensory, emotional descriptors, and also objects names and product attributes. Kansei levels of information can be seen on an axis going from abstract to concrete dimensions. Sociological value is the most abstract information positioned on this axis. Previous studies demonstrate the values the people aspire to drive their emotional reactions in front of particular semantics. This means that the value dimension should be considered in kansei studies. Through a chain of value-function-product attributes it is possible to enrich design generation and design evaluation processes. This paper describes some knowledge structures and formalisms we established according to this chain, which can be further used for implementing computer aided design tools dedicated to early design. These structures open to new formalisms which enable to integrate design information in a non-hierarchical way. The foreseen algorithmic implementation may be based on the association of ontologies and bag-of-words.AN
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