450 research outputs found

    Review of research in feature-based design

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    Research in feature-based design is reviewed. Feature-based design is regarded as a key factor towards CAD/CAPP integration from a process planning point of view. From a design point of view, feature-based design offers possibilities for supporting the design process better than current CAD systems do. The evolution of feature definitions is briefly discussed. Features and their role in the design process and as representatives of design-objects and design-object knowledge are discussed. The main research issues related to feature-based design are outlined. These are: feature representation, features and tolerances, feature validation, multiple viewpoints towards features, features and standardization, and features and languages. An overview of some academic feature-based design systems is provided. Future research issues in feature-based design are outlined. The conclusion is that feature-based design is still in its infancy, and that more research is needed for a better support of the design process and better integration with manufacturing, although major advances have already been made

    DeReFrame: a design-research framework to study game mechanics and game aesthetics in an engineering design process

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    The main aim of this research is to study gaming techniques and elements that may potentially be beneficial to the future development of CAD systems for engineering design, in particular to maintain cognitive engagement. A design-research framework, called DeReFrame, was employed to construct an experimental game-based CAD framework exploring this. This research is based on reviews from the literature and experimental studies and include quantitative and qualitative data analysis methods measuring engineers’ performance and emotional responses. The thesis presents the construction process of the framework (DeReframe) to study a set of game mechanics and game aesthetics in an engineering design process and compare this with the traditional CAD. The framework was used to design and implement a game-based CAD system, called ICAD which was embedded with the following game mechanics of Directional Goals, Progression, Performance-Feedback and Rewards-Achievement. The DeReFrame and ICAD evolved through the experimental studies. In each case, selected game mechanics were at the core of each interaction and iteration which gave rise to feelings of progress, competence and mastery. The final results from the DeReFrame framework and ICAD indicated that gamified approaches should be included in engineering design with CAD: in particular the game mechanics of performance feedback and rewards-achievements influence engineers’ behaviour by supporting them within the problem-solving process creating an engaging-challenging interaction. In conclusion, this research has shown that a framework, that includes both engineering requirements and gamified aspects into consideration, cam serve as a basis for implementing game-based CAD to facilitate performance by providing engaging experiences for engineers

    Embodied Cognition In Auditory Display

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    Presented at the 19th International Conference on Auditory Display (ICAD2013) on July 6-9, 2013 in Lodz, Poland.This paper makes a case for the use of an embodied cognition framework, based on embodied schemata and cross-domain mappings, in the design of auditory display. An overview of research that relates auditory display with embodied cognition is provided to support such a framework. It then describes research efforts towards the development this framework. By designing to support human cognitive competencies that are bound up with meaning making, it is hoped to open the door to the creation of more meaningful and intuitive auditory displays

    An architecture for presenting auditory awareness information in pervasive computing environments

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    Presented at the 12th International Conference on Auditory Display (ICAD), London, UK, June 20-23, 2006.In this paper we present how awareness can be supported in pervasive computing environments through auditory information. We introduce an application which uses soundscapes to support people's awareness of each other's presence in an office environment. We describe several techniques for construction and control of such soundscapes. Finally, we present an architecture for designing and controlling soundscapes. The architecture is based on managers, agents, evaluators, a blackboard information storage, and a control language, it emphasizes reusability and extensibility, and it is built upon a common system framework

    Where is the 'Why' in Axiomatic Design?

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    Sonification of Network Traffic Flow for Monitoring and Situational Awareness

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    Maintaining situational awareness of what is happening within a network is challenging, not least because the behaviour happens within computers and communications networks, but also because data traffic speeds and volumes are beyond human ability to process. Visualisation is widely used to present information about the dynamics of network traffic dynamics. Although it provides operators with an overall view and specific information about particular traffic or attacks on the network, it often fails to represent the events in an understandable way. Visualisations require visual attention and so are not well suited to continuous monitoring scenarios in which network administrators must carry out other tasks. Situational awareness is critical and essential for decision-making in the domain of computer network monitoring where it is vital to be able to identify and recognize network environment behaviours.Here we present SoNSTAR (Sonification of Networks for SiTuational AwaReness), a real-time sonification system to be used in the monitoring of computer networks to support the situational awareness of network administrators. SoNSTAR provides an auditory representation of all the TCP/IP protocol traffic within a network based on the different traffic flows between between network hosts. SoNSTAR raises situational awareness levels for computer network defence by allowing operators to achieve better understanding and performance while imposing less workload compared to visual techniques. SoNSTAR identifies the features of network traffic flows by inspecting the status flags of TCP/IP packet headers and mapping traffic events to recorded sounds to generate a soundscape representing the real-time status of the network traffic environment. Listening to the soundscape allows the administrator to recognise anomalous behaviour quickly and without having to continuously watch a computer screen.Comment: 17 pages, 7 figures plus supplemental material in Github repositor

    Develop Habit-forming Products Based on the Axiomatic Design Theory

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    AbstractIt is every manufacturer's desire to drive its target customers to form a long-term habit of regularly using its product. Previous studies indicate that the habit of using a certain product can indeed by formed in a systemic manner, once the right sequence is followed. Against such a background, an existing habit-forming product model, namely the Hook Model, is reviewed with respect to its key components of trigger, action, reward, and investment. Essences of the Hook Model, together with its missing pieces, are reformulated, repositioned, and resynthesized based on the Axiomatic Design Theory. It results in an adapted Axiomatic Design process, which is intended to develop the habit-forming products. The step-by-step design process is explained, and an illustrate example is presented

    An exploration of semiotics of new auditory displays: A comparative analysis with visual displays

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    Communicability is an important factor of user interfaces. To address communicability, extensive research has been done on visual displays, whereas relatively little research has been done on auditory displays. The present paper attempts to analyze semiotics of novel auditory displays (spearcon, spindex, and lyricon) using Peirce’s classification of signs: icon, symbol, and index. After the aesthetic developmental patterns of the visual counterparts are presented, semiotics of auditory cues is discussed with future design directions
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