144,096 research outputs found

    Online team work in space science and astronomy at the Open University

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    The UK Open University (UKOU) operates a distance-learning model supporting students who are geographically dispersed and studying part-time. Development of team-working skills is particularly challenging within such a model, but is considered a necessary part of the higher education experience of space scientists and astronomers. We report on three team-working projects in space science and astronomy that we run at the UKOU at advanced undergraduate and taught postgraduate levels. The projects are: (i) an investigation of quasar spectra using data from the Sloan Digital Sky Survey (SDSS), (ii) characterisation of variable star light curves using observations from a robotic telescope, and (iii) a Mars rover mission simulation. The robotic telescope and the Mars rover simulation are part of The Open University’s award-winning OpenSTEM Labs. All three projects involve teams of students working remotely from each other and communicating through asynchronous and synchronous (shared audio and whiteboard) methods. The projects are somewhat open-ended and require teams to make collective decisions about their actions.We describe how these projects are being studied in order to better understand the student experience of on-line team-working

    Path planning algorithm for a car like robot based on Coronoi Diagram Method

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    The purpose of this study is to develop an efficient offline path planning algorithm that is capable of finding optimal collision-free paths from a starting point to a goal point. The algorithm is based on Voronoi diagram method for the environment representation combined with Dijkstra’s algorithm to find the shortest path. Since Voronoi diagram path exhibits sharp corners and redundant turns, path tracking was applied considering the robot’s kinematic constraints. The results has shown that the Voronoi diagram path planning method recorded fast computational time as it provides simpler, faster and efficient path finding. The final path, after considering robot’s kinematic constraints, provides shorter path length and smoother compared to the original one. The final path can be tuned to the desired path by tuning the parameter setting; velocity, v and minimum turning radius, Rmin. In comparison with the Cell Decomposition method, it shows that Voronoi diagram has a faster computation time. This leads to the reduced cost in terms of time. The findings of this research have shown that Voronoi Diagram and Dijkstra’s Algorithm are a good combination in the path planning problem in terms of finding a safe and shortest path

    Business process re-engineering (BPR): The REBUS approach

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    Many organisations undertake business process re-engineering (BPR) projects in order to improve efficiency and reduce costs. Although this approach can result in significant improvements and benefits, there are high risks associated with radical changes of business processes and the failure rate of BPR projects is reported to be as high as 70%. The Centre for Re-engineering Business Processes (REBUS) was established at Brunel University to provide a multidisciplinary environment for research into BPR and its success factors. This paper describes the REBUS approach to research concerning the success of BPR projects and presents examples of some of the projects carried out

    Simulation, no problem, of course we offer this service! (observations on firms who have worked to make this true)

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    The paper focuses on the practical experiences of a number of professional firms striving to use simulation to deliver information of value to their clients. It exposes issues such as limitations in existing working practices and the mismatch between language routinely used by facilitators and trainees as well as their different expectations. The paper also discusses the differences observed between incremental implementation of simulation within practices and firms who wished to "jump in at the deep end". Lastly, it addresses the dilemma of how to move simulation tools into the already busy schedules and overloaded programmes of design practices successfully

    The use and evaluation of a simulation game to teach professional practice skills to undergraduate Architecture students

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    Architects are currently grappling to exploit new forms of communication made possible with developments in internet communication. At the same time, the construction industry is in a state of flux as novel project management systems are being introduced. Students need to understand the first principles of project management within the context of our changing environment. One of the best ways for students to learn about the legalities of the construction process is through role play and simulation, but there is a Catch 22. Unless students have a basic understanding of project management, the contractual process can be confusing and intimidating. Even fifth and sixth year architecture student are reluctant to ask practitioners questions, for fear of appearing ignorant. This paper describes the use of a web-based simulation game to deliver the Management, Practice and Law syllabus to Architecture Students. The web-based game allows students to critically observe the transformation of designs into buildings through the exploration of the contract management process. A questionnaire survey was used to assess the efficacy of the simulation game as a learning tool, and in particular the effectiveness of the web-based simulation in facilitating the development of professional practice skills in undergraduate Architecture students. The initial results of the assessment indicate that the simulation game is both a useful and complementary adjunct to traditional teaching and learning methods, as observed through the evaluation of outcomes, and helpful in developing generic professional practice skills of undergraduate students. Further game development will require more formal evaluation over a series of uses
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