76,794 research outputs found

    Imparting machine intelligence into direct ink write manufacturing

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    While digital manufacturing methods such as computer numerical control machining and additive manufacturing have enabled the creation of small lots of components with various complex shapes and materials. Understated, is the degree of individual process engineering and expertise required to tune material behavior, processing conditions to achieve expected properties. Current robotic manufacturing control frameworks lack the sensing and autonomy to effectively perceive and decide a course of action in response to these dynamic manufacturing environments. As a result, many commercial platforms limit user control over materials to ensure repeatability at the cost of agility. This paradigm fundamentally prevents the maturation of processes like direct ink write (DIW) additive manufacturing, which has been used to 3D print tissue scaffolds, ceramics, metals, magnets, and free-form structures.[1-5] In DIW additive manufacturing, both the materials behavior and desired structure are constantly changing, but the machine itself is rigid and never “learns” from past experiences. In general, only the user learns, thereby creating experienced “super users”. Using DIW as an example, we will present how materials and printed device development spurred the push to address the gap between robot and human experience by combining image classification, adaptive feedback, and analytical methods. A generalizable image classification method was developed to characterize the spanning behavior of a thixotropic fluid printed across 2- and 3-D gaps. The automated classification informed how to adapt the tool path and subsequently predict printing conditions for log-pile structures. By harvesting the relevant data and outcomes with user context, we seek to build an open knowledge community to enable more task-agnostic direct ink write manufacturing. Please click Additional Files below to see the full abstract

    Design and semantics of form and movement (DeSForM 2006)

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    Design and Semantics of Form and Movement (DeSForM) grew from applied research exploring emerging design methods and practices to support new generation product and interface design. The products and interfaces are concerned with: the context of ubiquitous computing and ambient technologies and the need for greater empathy in the pre-programmed behaviour of the ‘machines’ that populate our lives. Such explorative research in the CfDR has been led by Young, supported by Kyffin, Visiting Professor from Philips Design and sponsored by Philips Design over a period of four years (research funding £87k). DeSForM1 was the first of a series of three conferences that enable the presentation and debate of international work within this field: • 1st European conference on Design and Semantics of Form and Movement (DeSForM1), Baltic, Gateshead, 2005, Feijs L., Kyffin S. & Young R.A. eds. • 2nd European conference on Design and Semantics of Form and Movement (DeSForM2), Evoluon, Eindhoven, 2006, Feijs L., Kyffin S. & Young R.A. eds. • 3rd European conference on Design and Semantics of Form and Movement (DeSForM3), New Design School Building, Newcastle, 2007, Feijs L., Kyffin S. & Young R.A. eds. Philips sponsorship of practice-based enquiry led to research by three teams of research students over three years and on-going sponsorship of research through the Northumbria University Design and Innovation Laboratory (nuDIL). Young has been invited on the steering panel of the UK Thinking Digital Conference concerning the latest developments in digital and media technologies. Informed by this research is the work of PhD student Yukie Nakano who examines new technologies in relation to eco-design textiles

    Code Shrew: Software platform for teaching programming through drawings and animations

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    In this paper, we present Code Shrew, a new software platform accompanied by an interactive programming course. Its aim is to teach the fundamentals of computer programming by enabling users to create their own drawings and animations. The programming language has a straightforward syntax based on Python, with additions that enable easy drawing and animating using object-oriented code. The editor reacts seamlessly and instantly, providing an engaging and interactive environment for experimenting and testing ideas. The programming course consists of lessons that cover essential programming principles, as well as challenges to test users' skills as they progress through the course. Both the lessons and challenges take advantage of the editor's instant feedback, allowing for a focus on learning-by-doing. We describe the software and the content, the motivation behind them, and their connection to constructionism.Comment: 7 page

    All Who Wander: On the Prevalence and Characteristics of Multi-community Engagement

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    Although analyzing user behavior within individual communities is an active and rich research domain, people usually interact with multiple communities both on- and off-line. How do users act in such multi-community environments? Although there are a host of intriguing aspects to this question, it has received much less attention in the research community in comparison to the intra-community case. In this paper, we examine three aspects of multi-community engagement: the sequence of communities that users post to, the language that users employ in those communities, and the feedback that users receive, using longitudinal posting behavior on Reddit as our main data source, and DBLP for auxiliary experiments. We also demonstrate the effectiveness of features drawn from these aspects in predicting users' future level of activity. One might expect that a user's trajectory mimics the "settling-down" process in real life: an initial exploration of sub-communities before settling down into a few niches. However, we find that the users in our data continually post in new communities; moreover, as time goes on, they post increasingly evenly among a more diverse set of smaller communities. Interestingly, it seems that users that eventually leave the community are "destined" to do so from the very beginning, in the sense of showing significantly different "wandering" patterns very early on in their trajectories; this finding has potentially important design implications for community maintainers. Our multi-community perspective also allows us to investigate the "situation vs. personality" debate from language usage across different communities.Comment: 11 pages, data available at https://chenhaot.com/pages/multi-community.html, Proceedings of WWW 2015 (updated references

    Exploring the Affective Loop

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    Research in psychology and neurology shows that both body and mind are involved when experiencing emotions (Damasio 1994, Davidson et al. 2003). People are also very physical when they try to communicate their emotions. Somewhere in between beings consciously and unconsciously aware of it ourselves, we produce both verbal and physical signs to make other people understand how we feel. Simultaneously, this production of signs involves us in a stronger personal experience of the emotions we express. Emotions are also communicated in the digital world, but there is little focus on users' personal as well as physical experience of emotions in the available digital media. In order to explore whether and how we can expand existing media, we have designed, implemented and evaluated /eMoto/, a mobile service for sending affective messages to others. With eMoto, we explicitly aim to address both cognitive and physical experiences of human emotions. Through combining affective gestures for input with affective expressions that make use of colors, shapes and animations for the background of messages, the interaction "pulls" the user into an /affective loop/. In this thesis we define what we mean by affective loop and present a user-centered design approach expressed through four design principles inspired by previous work within Human Computer Interaction (HCI) but adjusted to our purposes; /embodiment/ (Dourish 2001) as a means to address how people communicate emotions in real life, /flow/ (Csikszentmihalyi 1990) to reach a state of involvement that goes further than the current context, /ambiguity/ of the designed expressions (Gaver et al. 2003) to allow for open-ended interpretation by the end-users instead of simplistic, one-emotion one-expression pairs and /natural but designed expressions/ to address people's natural couplings between cognitively and physically experienced emotions. We also present results from an end-user study of eMoto that indicates that subjects got both physically and emotionally involved in the interaction and that the designed "openness" and ambiguity of the expressions, was appreciated and understood by our subjects. Through the user study, we identified four potential design problems that have to be tackled in order to achieve an affective loop effect; the extent to which users' /feel in control/ of the interaction, /harmony and coherence/ between cognitive and physical expressions/,/ /timing/ of expressions and feedback in a communicational setting, and effects of users' /personality/ on their emotional expressions and experiences of the interaction

    Outsourcing labour to the cloud

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    Various forms of open sourcing to the online population are establishing themselves as cheap, effective methods of getting work done. These have revolutionised the traditional methods for innovation and have contributed to the enrichment of the concept of 'open innovation'. To date, the literature concerning this emerging topic has been spread across a diverse number of media, disciplines and academic journals. This paper attempts for the first time to survey the emerging phenomenon of open outsourcing of work to the internet using 'cloud computing'. The paper describes the volunteer origins and recent commercialisation of this business service. It then surveys the current platforms, applications and academic literature. Based on this, a generic classification for crowdsourcing tasks and a number of performance metrics are proposed. After discussing strengths and limitations, the paper concludes with an agenda for academic research in this new area

    Human emotional response to energy visualisations

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    This is the post-print version of the final paper published in International Journal of Industrial Ergonomics. The published article is available from the link below. Changes resulting from the publishing process, such as peer review, editing, corrections, structural formatting, and other quality control mechanisms may not be reflected in this document. Changes may have been made to this work since it was submitted for publication. Copyright @ 2012 Elsevier B.V.Past research has found that frequent energy usage feedback is an important factor in reducing home energy consumption, and that the sensory appeal and cognitive relevance of the feedback are key components of user engagement with energy systems. The visual design of the information interface is important not just due to its role in communicating data of cognitive relevance, but also because the choice of information type and format is important towards achieving interactive Hebbian learning. The objective of the current research study was to investigate the possible effect of image format on the human emotional response to scenes of energy systems, and to evaluate whether any gender related differences in emotional response occurred. An automated PC-based test was developed which utilised five visual image formats (Optical Gray-Scale, Optical Coloured, Optical Augmented, Infrared Gray-Scale and Infrared Blue-Red) and nine home energy scenes (hot water boiler, radiator, water faucet, kitchen oven, tea kettle, toaster, electrical connector, laptop computer and tea mug). The emotional response of the participant was measured in the automated test by means of a Self-Assessment Manikin (SAM) which provided symbolic graphical representations of the human body under various degrees of emotional response, and associated Likert format rating scales for the valence and activation level of the emotional response. Comparison of the results obtained for the different visual scenes suggests that the greatest level of human emotional activation was achieved by the Infrared Blue-Red (thermal image) format, and that, generally, coloured images provided higher levels of emotional activation than gray-scale images. The increased activation achieved by the infrared images suggests attention capturing potential due to novelty, or due to the direct link to heat and energy, or both. Significant differences in emotional response (both activation and valence) were found to occur as a function of gender. The current results provide first guidance which a designer can use when choosing image spectrum and colours to represent energy systems on the displays of thermostats, smart meters and the energy devices. Relevance to industry - The current results provide first guidance which a designer can use when choosing image spectrum and colours to represent energy systems on the displays of thermostats, smart meters and the energy devices. Such design guidance is currently lacking internationally but is of increasing importance due to the expansion of digital devices, internet services and the upcoming internet-of-things

    A framework for the simulation of structural software evolution

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    This is the author's accepted manuscript. The final published article is available from the link below. Copyright @ 2008 ACM.As functionality is added to an aging piece of software, its original design and structure will tend to erode. This can lead to high coupling, low cohesion and other undesirable effects associated with spaghetti architectures. The underlying forces that cause such degradation have been the subject of much research. However, progress in this field is slow, as its complexity makes it difficult to isolate the causal flows leading to these effects. This is further complicated by the difficulty of generating enough empirical data, in sufficient quantity, and attributing such data to specific points in the causal chain. This article describes a framework for simulating the structural evolution of software. A complete simulation model is built by incrementally adding modules to the framework, each of which contributes an individual evolutionary effect. These effects are then combined to form a multifaceted simulation that evolves a fictitious code base in a manner approximating real-world behavior. We describe the underlying principles and structures of our framework from a theoretical and user perspective; a validation of a simple set of evolutionary parameters is then provided and three empirical software studies generated from open-source software (OSS) are used to support claims and generated results. The research illustrates how simulation can be used to investigate a complex and under-researched area of the development cycle. It also shows the value of incorporating certain human traits into a simulation—factors that, in real-world system development, can significantly influence evolutionary structures
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