6,219 research outputs found

    Creative Discovery in Architectural Design Processes: An empirical study of procedural and contextual components

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    This research aims to collect empirical evidence on the nature of design by investigating the question: What role do procedural activities (where each design step reflects a unit in a linear process) and contextual activities (an action based on the situation, environment and affordances) play in the generation of creative insights, critical moves, and the formation of design concepts in the reasoning process? The thesis shows how these activities can be identified through the structure of a linkograph, for better understanding the conditions under which creativity and innovation take place. Adopting a mixed methodology, a deductive approach evaluates the existing models that aim to capture the series of design events, while an inductive approach collects data and ethnographic observations for an empirical study of architectural design experiments based on structured and unstructured briefs. A joint approach of quantitative and qualitative analyses is developed to detect the role of evolving actions and structural units of reasoning, particularly the occurrence of creative insights (‘eureka’ and ‘aha!’ moments) in the formation of concepts by judging the gradual transformation of mental imagery and external representations in the sketching process. The findings of this research are: (1) For any design process procedural components are subsets in solving the design problem for synchronic concept development or implementation of the predefined conceptual idea, whereas contextual components relate to a comprehensive view to solve the design problem through concept synthesis of back- and forelinking between the diachronic stages of the design process. (2) This study introduces a new method of looking at evolving design moves and critical actions by considering the time of emergence in the structure of the reasoning process. Directed linkography compares two different situations: the first is synchronous, looking at relations back to preceding events, and the second is diachronic, looking at the design state after completion. Accordingly, creative insights can be categorised into those emerging in incremental reasoning to reframe the solution, and sudden mental insights emerging in non-incremental reasoning to restructure the design problem and reformulate the entire design configuration. (3) Two architectural designing styles are identified: some architects define the design concept early, set goals and persevere in framing and reframing this until the end, whereas others initiate the concept by designing independent conceptual elements and then proceed to form syntheses for the design configuration. Sudden mental insights are most likely to emerge from the unexpected combination of synthesis, particularly in the latter style. In its contribution to design research and creative cognition this dissertation paves the way for a better understanding of the role of reflective practices in design creativity and cognitive processes and presents new insights into what it means to think and design as an architect

    FDDetector: A Tool for Deduplicating Features in Software Product Lines

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    Duplication is one of the model defects that affect software product lines during their evolution. Many approaches have been proposed to deal with duplication in code level while duplication in features hasn’t received big interest in literature. At the aim of reducing maintenance cost and improving product quality in an early stage of a product line, we have proposed in previous work a tool support based on a conceptual framework. The main objective of this tool called FDDetector is to detect and correct duplication in product line models. In this paper, we recall the motivation behind creating a solution for feature deduplication and we present progress done in the design and implementation of FDDetector

    Pattern-based design applied to cultural heritage knowledge graphs

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    Ontology Design Patterns (ODPs) have become an established and recognised practice for guaranteeing good quality ontology engineering. There are several ODP repositories where ODPs are shared as well as ontology design methodologies recommending their reuse. Performing rigorous testing is recommended as well for supporting ontology maintenance and validating the resulting resource against its motivating requirements. Nevertheless, it is less than straightforward to find guidelines on how to apply such methodologies for developing domain-specific knowledge graphs. ArCo is the knowledge graph of Italian Cultural Heritage and has been developed by using eXtreme Design (XD), an ODP- and test-driven methodology. During its development, XD has been adapted to the need of the CH domain e.g. gathering requirements from an open, diverse community of consumers, a new ODP has been defined and many have been specialised to address specific CH requirements. This paper presents ArCo and describes how to apply XD to the development and validation of a CH knowledge graph, also detailing the (intellectual) process implemented for matching the encountered modelling problems to ODPs. Relevant contributions also include a novel web tool for supporting unit-testing of knowledge graphs, a rigorous evaluation of ArCo, and a discussion of methodological lessons learned during ArCo development

    Extracting and Cleaning RDF Data

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    The RDF data model has become a prevalent format to represent heterogeneous data because of its versatility. The capability of dismantling information from its native formats and representing it in triple format offers a simple yet powerful way of modelling data that is obtained from multiple sources. In addition, the triple format and schema constraints of the RDF model make the RDF data easy to process as labeled, directed graphs. This graph representation of RDF data supports higher-level analytics by enabling querying using different techniques and querying languages, e.g., SPARQL. Anlaytics that require structured data are supported by transforming the graph data on-the-fly to populate the target schema that is needed for downstream analysis. These target schemas are defined by downstream applications according to their information need. The flexibility of RDF data brings two main challenges. First, the extraction of RDF data is a complex task that may involve domain expertise about the information required to be extracted for different applications. Another significant aspect of analyzing RDF data is its quality, which depends on multiple factors including the reliability of data sources and the accuracy of the extraction systems. The quality of the analysis depends mainly on the quality of the underlying data. Therefore, evaluating and improving the quality of RDF data has a direct effect on the correctness of downstream analytics. This work presents multiple approaches related to the extraction and quality evaluation of RDF data. To cope with the large amounts of data that needs to be extracted, we present DSTLR, a scalable framework to extract RDF triples from semi-structured and unstructured data sources. For rare entities that fall on the long tail of information, there may not be enough signals to support high-confidence extraction. Towards this problem, we present an approach to estimate property values for long tail entities. We also present multiple algorithms and approaches that focus on the quality of RDF data. These include discovering quality constraints from RDF data, and utilizing machine learning techniques to repair errors in RDF data

    Bluetooth User-Driven Cooperative Gallery Using Pull-based Technology

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    The Dissertation ispart ofthe compulsory requirement upon completion ofthe Final Year Project (Part A) and also tofulfill the requirement ofgraduating in Bachelor of Technology (Hons) Information Communication and Technology (ICT). The topic chosen for the project is Bluetooth User-Driven Cooperative Gallery Using Pullbased Technology. The purpose ofthe report isto have an overview ofthe project. It will discuss and clarify all the findings and information which are relevant to the objectives ofthe project. Students will have the opportunity to exercise their writing skills and to clearly communicate their idea and suggestions. Advance in wireless technology are becoming more and more popular throughout the world. In a world of increasing mobility, there is a growing needforpeople to have timely access to information regardless of the location of the individuals or the information. Introduction will cover the background of the project under study, problem statement, and the objectives of the project. The objective is to implement Bluetooth as a suitable wireless transmission technology that is appropriate to be usedfor the Universiti Teknologi PETRONAS Gallery. Literature review is the analytical, critical and objective review of the written materials on the chosen topic. It contains all relevant theories, hypotheses, facts, and data which are relevant to the objective and findings of the project. Methodology will be discussing the identification of the procedure that will be using in the development of the project. This part will also discuss all the tools needed in developing the product in terms of hardware and software needed. Results and conclusion will discuss about the results from the questionnaires made to the students and the clarifications of the design and implementation phase. Lastly, the conclusion is to clarify whether the project has been a success, where all the objectives had been achieved or otherwise as well as therecommendationfor future wor

    ICT across the curriculum [multimedia]

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    A Survey of Monte Carlo Tree Search Methods

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    Monte Carlo tree search (MCTS) is a recently proposed search method that combines the precision of tree search with the generality of random sampling. It has received considerable interest due to its spectacular success in the difficult problem of computer Go, but has also proved beneficial in a range of other domains. This paper is a survey of the literature to date, intended to provide a snapshot of the state of the art after the first five years of MCTS research. We outline the core algorithm's derivation, impart some structure on the many variations and enhancements that have been proposed, and summarize the results from the key game and nongame domains to which MCTS methods have been applied. A number of open research questions indicate that the field is ripe for future work
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