454,537 research outputs found

    Bioengineered Textiles and Nonwovens – the convergence of bio-miniaturisation and electroactive conductive polymers for assistive healthcare, portable power and design-led wearable technology

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    Today, there is an opportunity to bring together creative design activities to exploit the responsive and adaptive ‘smart’ materials that are a result of rapid development in electro, photo active polymers or OFEDs (organic thin film electronic devices), bio-responsive hydrogels, integrated into MEMS/NEMS devices and systems respectively. Some of these integrated systems are summarised in this paper, highlighting their use to create enhanced functionality in textiles, fabrics and non-woven large area thin films. By understanding the characteristics and properties of OFEDs and bio polymers and how they can be transformed into implementable physical forms, innovative products and services can be developed, with wide implications. The paper outlines some of these opportunities and applications, in particular, an ambient living platform, dealing with human centred needs, of people at work, people at home and people at play. The innovative design affords the accelerated development of intelligent materials (interactive, responsive and adaptive) for a new product & service design landscape, encompassing assistive healthcare (smart bandages and digital theranostics), ambient living, renewable energy (organic PV and solar textiles), interactive consumer products, interactive personal & beauty care (e-Scent) and a more intelligent built environment

    Applications of integrated design/analysis systems in aerospace structural design

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    Integrated structural analysis and design systems and structural optimization procedures are being used in a production environment. Successful use of these systems requires experienced personnel. Interactive computer graphics can and will play a significant role in the analysis, optimization, design and manufacturing areas. Practical structural optimization procedures are tools that must be made available to the team. Much work still needs to be done to tie finite-element modeling to actual design details which are being tracked on systems such as CADAM or CATIA. More work needs to be done to automate the detailed design and analysis process. More emphasis should be placed on the real design problems

    A multi-criteria performance study of an integrated demand/supply energy system for low and zero carbon technologies within domestic building design

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    When low carbon and renewable energy (RE) systems are adopted in a building, matching the outputs from RE systems (e.g. photovoltaic, solar collectors, small scale wind turbines and heat pumps) to demand has to be taken into account to fully realise the potential of the hybrid energy system. Considering the varying demand profiles due to different building design options (e.g. orientation, construction types etc), it is necessary to evaluate key technology elements in an integrated context and establish appropriate strategies for simultaneously meeting heating and electricity loads as well as matching demand and supply. This paper presents a new approach to evaluate the interactive effects of low carbon technologies and demand reduction measures in the early design stage of a new building. A case study of a sustainable domestic building project (PLUS 50), was implemented on the basis of the proposed design approach

    RIOT: a simple graphical assembly tool

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    Errors in the chip assembly process are harder to find than errors in cell design, since they belong to no specific part of the design, but rather to the assembly as a whole. Assembly errors are more costly than call design errors also, since they often go unnoticed until late in the design cycle. Interactive graphic tools typically require that assembly be done with primitive graphical operations, which are inappropriate far the assembly task. Language-based tools give more powerful assembly operations, but remove the two dimensional view of the chip necessary to visualize many assembly operations. Riot is a simple Interactive graphical tool designed to facilitate the assembly of cells into integrated systems. Riot supplies the user with primitive operations of connection -- abutment, routing and stretching - in an interactive graphic environment. Thus, the designer retains full control of the design, including the assignment of positions to instances of cells and the choice of connection mechanism. The computer takes care of the tedious and exacting implementation detail, guaranteeing that connections are actually made. The powerful connection primitives give the user of Riot the ability to quickly assemble a custom chip from a collection of low-level cells. This document provides a discussion of the motivation for Riot and a description of the Riot chip assembly system, its capabilities and its use

    Interactive design and analysis of future large spacecraft concepts

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    An interactive computer aided design program used to perform systems level design and analysis of large spacecraft concepts is presented. Emphasis is on rapid design, analysis of integrated spacecraft, and automatic spacecraft modeling for lattice structures. Capabilities and performance of multidiscipline applications modules, the executive and data management software, and graphics display features are reviewed. A single user at an interactive terminal create, design, analyze, and conduct parametric studies of Earth orbiting spacecraft with relative ease. Data generated in the design, analysis, and performance evaluation of an Earth-orbiting large diameter antenna satellite are used to illustrate current capabilities. Computer run time statistics for the individual modules quantify the speed at which modeling, analysis, and design evaluation of integrated spacecraft concepts is accomplished in a user interactive computing environment

    Design and implementation of a user-oriented speech recognition interface: the synergy of technology and human factors

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    The design and implementation of a user-oriented speech recognition interface are described. The interface enables the use of speech recognition in so-called interactive voice response systems which can be accessed via a telephone connection. In the design of the interface a synergy of technology and human factors is achieved. This synergy is very important for making speech interfaces a natural and acceptable form of human-machine interaction. Important concepts such as interfaces, human factors and speech recognition are discussed. Additionally, an indication is given as to how the synergy of human factors and technology can be realised by a sketch of the interface's implementation. An explanation is also provided of how the interface might be integrated in different applications fruitfully

    DREAMER : a Design Rationale Environment for Argumentation, Modeling and Engineering Requirements

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    International audienceRequirements engineering for interactive systems remains a cumbersome task still under-supported by notations, development processes and tools. Indeed, in the field of HCI, the most common practice is to perform user testing to assess the compatibility between the designed system and its intended user. Other approaches such as scenario-based design promote a design process based on the analysis of the actual use of a technology in and activities. Some of them also support a critical element in the development of interactive systems: creativity]. However, these approaches do not provide any support for a) the definition of a set of requirements that have to be fulfilled by the system under design and b) as a consequence for assessing which of these requirements are actually embedded in the system and which ones have been discarded (traceability and coverage aspects). This paper proposes a tool-supported notation for addressing these problems of traceability and coverage of both requirements and design options during the development process of interactive systems. These elements are additionally integrated within a more global approach aiming at providing notations and tools for supporting a rationalized design of interactive systems following a model-based approach. Our approach combines and extends previous work on rational design and requirements engineering. The current contribution, DREAMER, makes possible to relate design options with both functional and non functional requirements. The approach is illustrated by real size case study from large civil aircraft cockpit applications

    NeuralSI: Neural Design of Semantic Interaction for Interactive Deep Learning

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    An increasing number of studies have utilized interactive deep learning as the analytic model of visual analytics systems for complex sensemaking tasks. In these systems, traditional interactive dimensionality reduction (DR) models are commonly utilized to build a bi-directional bridge between high-dimensional deep learning representations and low-dimensional visualizations. While these systems better capture analysts' intents in the context of human-in-the-loop interactive deep learning, traditional DR cannot support several desired properties for visual analytics, including out-of-sample extensions, stability, and real-time inference. To avoid this issue, we propose the neural design framework of semantic interaction for interactive deep learning. In our framework, we replace the traditional DR with a neural projection network and append it to the deep learning model as the task-specific output layer. Therefore, the analytic model (deep learning) and visualization method (interactive DR) form one integrated end-to-end trainable deep neural network. In order to understand the performance of the neural design in comparison to the state-of-the-art, we systematically performed two complementary studies, a human-centered qualitative case study and an algorithm-centered simulation-based quantitative experiment. The results of these studies indicate that the neural design can give semantic interaction systems substantial advantages while still keeping comparable inference ability compared to the state-of-the-art model.Comment: 19 pages, 9 figure
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