26 research outputs found

    from pss to cps design a real industrial use case toward industry 4 0

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    Abstract During the last 10 years, manufacturing companies have faced new challenges for improving their value proposition and being more efficient and effective on the market, satisfying the customer needs. According to this trend, several technologies have been developed and applied in different sectors and with different aims, in order to support such the companies in their reconfiguration. For example, the recent advances in Information and Communications Technologies (ICT) could give also to manufacturing industries the competences required to develop novel sustainable products embedded with a dedicated infrastructure able to provide more service functionalities to customer. In this context, the application of Internet of Things (IoT) have allowed developing the so named Product Service Systems (PSSs). Moreover, the cross-fertilization between such the technologies with the development of other ones have fostered the application of these novel ICT technologies inside the manufacturing companies also at process level. This approach has encouraged the study and development of Cyber-Physical Systems (CPSs). The present paper deals with a real industrial use case, where the application of ICT technologies and specifically the adoption of IoT at a plant of plastic extrusion pipes have allowed optimizing the production process in terms of energy efficiency

    Current trends on ICT technologies for enterprise information s²ystems

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    The proposed paper discusses the current trends on ICT technologies for Enterprise Information Systems. The paper starts by defining four big challenges of the next generation of information systems: (1) Data Value Chain Management; (2) Context Awareness; (3) Interaction and Visualization; and (4) Human Learning. The major contributions towards the next generation of information systems are elaborated based on the work and experience of the authors and their teams. This includes: (1) Ontology based solutions for semantic interoperability; (2) Context aware infrastructures; (3) Product Avatar based interactions; and (4) Human learning. Finally the current state of research is discussed highlighting the impact of these solutions on the economic and social landscape

    Internet of Things Strategic Research Roadmap

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    Internet of Things (IoT) is an integrated part of Future Internet including existing and evolving Internet and network developments and could be conceptually defined as a dynamic global network infrastructure with self configuring capabilities based on standard and interoperable communication protocols where physical and virtual “things” have identities, physical attributes, and virtual personalities, use intelligent interfaces, and are seamlessly integrated into the information network

    Quality of Experience in Cyber-Physical Social Systems: A Cultural Heritage Space Use Case

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    In this PhD thesis, the focus is placed on the optimization of user Quality of Experience (QoE) in Cyber Physical Social Systems and speci cally in cultural heritage spaces. In order to achieve maximization of visitor perceived satisfaction, the challenges associated with visitor optimal decision making regarding touring choices and strategies in a museum or a cultural heritage space are examined and the problem of museum congestion is αddressed. Cultural heritage spaces, and museums in particular, constitute a special type of socio-physical system because, in contrast to other social systems like schools or churches, user experience is primarily controlled by the visitors themselves. Such a system also embodies both human behaviors and physical and technical constraints, a fact that makes adopting a socio-technical perspective in order to improve the visiting experience, essential. Within the above setting, quantitative models and functions are initially formulated to express the visitor experience that is gained throughout a touring process. The functions are based on several socio-physical and behavioral factors. Using this QoE modeling approach, the problem of how to optimise visitor route choices is addressed. A social recommendation and personalization framework is also presented that exploits common visitor characteristics and recommends a set of exhibits to be visited. The creation of self-organizing museum visitor communities are proposed as a means to enhance the visiting experience. They exploit visitor personal characteristics and social interactions and are based on a participatory action research (PAR) process. Recommendation Selection and Visiting Time Management (RSVTM) are combined and formulated into a two-stage distributed algorithm, based on game theory and reinforcement learning. In addition, this PhD thesis examines the problem of congestion management in cultural heritage spaces from a more pragmatic perspective, considering visitor behavioral characteristics and risk preferences. The motivation behind this approach arose from the observation that, in cultural heritage spaces, people interact with each other and consequently the decisions and behavior of one visitor influence and are influenced by others. It is, therefore, important to understand the unknown behavior tendencies of visitors especially when making decisions in order to improve their visiting experience and reduce museum congestion. The proposed mechanisms are founded on and powered by the principles of Prospect Theory and the Tragedy of the Commons. Particular attention is paid to modeling and capturing visitor behaviors and decision making under the potential risks and uncertainties which are typically encountered by visitors during their visit. According to their relative popularity and attractiveness, exhibits at a cultural heritage site are classi ed into two main categories: safe exhibits and Common Pool of Resources (CPR) exhibits. CPR exhibits are considered non-excludable and rivalrous in nature, meaning that they may experience "failure" due to over-exploitation. As a result, a visitor's decision to invest time at a CPR exhibit is regarded as risky because his/her perceived satisfaction greatly depends on the cumulative time spent at it by all visitors. A non-cooperative game among the visitors is formulated and solved in a distributed manner in order to determine the optimal investment time at exhibits for each visitor, while maximizing the visitor's perceived satisfaction. Detailed numerical results are presented, which provide useful insights into visitor behaviors and how these influence visitor perceived satisfaction, as well as museum congestion. Finally, pricing is introduced as an effective mechanism to address the problem of museum congestion. Motivated by several studies that position pricing as a mechanism to prevent overcrowding in museums, this thesis analyzes and studies the impact of different pricing policies on visitor decisions when they act as prospect-theoretic decision-makers. The theory of S-modular games is adopted to determine the time invested by each visitor at exhibits while maximizing satisfaction gained

    Model-Driven Information Security Risk Assessment of Socio-Technical Systems

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    Extended Skin: Designing Interactive Content for Ubiquitous Computing Materials

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    Current research is inspired by the impact of digital media on disciplinary division. Sim- ultaneously, recognizes the difficulty of engineering (applied science) to consider the humani- ties as fundamental contributors in the process of making. Steaming from a design perspective, the intersection between art (design) and science, questions if these relations can open per- spectives on the matter of designing within a U.C. context, and fundamentally, introduces the question on how this can be done Furthermore, the motivation for this research arises from considering that innovation in technology is happening in the fields typically identified as engineering. And, despite this, the in-corporation of these inventions in life, considering some discussed exceptions, has not typ- ically been present in the concerns of design action and methods. Therefore, the challenge of current research is to contribute to the realm of ubiquitous computing, routed by design, to some degree aiming to contribute to the field. A deeper analysis into the subject of U.C., there is the realization that there is minority presence of the humanities in the discussion of U.C. (Dourish and Bell, 2011). Technological disruption offers continuous inspiration for design innovation within U.C. Furthermore, the inquiry labeled as “material turn” contextualizes a dialogue between nano- technology and traditional materials. Nanotechnology is applied to project development, while considering a human centred design approach. This focus is present throughout this disserta- tion. The research proposal describes SuberSkin, as a responsive surface that works as a screen. The exploration of aesthetical effects is focused on visual properties – using high con- trast between natural cork colors, dark and light brown. The proposal is highly experimental, and ultimately, aims to explore potential routes on cork research, linked to that of U.C. Thus, recreating and transforming this material into an intelligent surface. In sum, this thesis discusses displacement of disciplines suggested as having a positive impact in interdisciplinary thought and for future design. Therefore a methodology, "research through techne" is presented that illustrates this intention.A presente pesquisa é inspirada pelo impacto exercido pelos media digitais na divisão disciplinar. Simultaneamente, reconhece a dificuldade da engenharia (ciência aplicada) em considerar as humanidades como contribuintes fundamentais no processo de fazer. Partindo de uma perspectiva de design e da interseção entre arte (design) e ciência, questiona-se se essas relações poderão abrir perspectivas na criação no âmbito da Computação Ubíqua. Fun- damentalmente, introduz a questão de como poderá ser feito. A motivação para esta pesquisa decorre de considerar que a inovação tecnológica acontece nas áreas normalmente identificadas como engenharia. E, apesar disso, a incor- poração dessas invenções na vida, considerando as exceções discutidas, normalmente não está presente nas preocupações, ação e métodos de design. Portanto, o desafio da pesquisa é con- tribuir para o domínio da Computação Ubíqua, orientada pelo design. Uma análise mais pro- funda sobre o tema da Computação Ubiqua, constata que há na sua discussão uma presença minoritária das humanidades (Dourish e Bell, 2011). A disrupção tecnológica oferece inspiração contínua para inovação de design, e o mesmo se aplica no âmbito da Computação Ubíqua. Além disso, a pesquisa intitulada como “material turn” contextualiza um diálogo entre a nanotecnologia e os materiais tradicionais. A nanotecnologia é aplicada ao desenvolvimento de projetos, considerando uma abordagem de design centrada no ser humano. Este foco está presente ao longo desta dissertação. O projecto de pesquisa descreve SuberSkin, uma superfície responsiva. A exploração centra-se nos efeitos estéticos da cortiça, recorrendo a um contraste entre as suas cores natu- rais: castanho escuro e claro. A proposta é experimental e, em última análise, visa explorar potenciais linhas de investigação ligando a cortiça à Computação Ubíqua. E assim, recriar e transformar este material numa superfície inteligente. Em suma, esta tese discute o deslocamento disciplinar como tendo um impacto posi- tivo no pensamento interdisciplinar e no futuro da prática do design. Consequentemente, apresenta uma metodologia, "investigação através da techne" que a exemplifica

    Digital transformation in the manufacturing industry : business models and smart service systems

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    The digital transformation enables innovative business models and smart services, i.e. individual services that are based on data analyses in real-time as well as information and communications technology. Smart services are not only a theoretical construct but are also highly relevant in practice. Nine research questions are answered, all related to aspects of smart services and corresponding business models. The dissertation proceeds from a general overview, over the topic of installed base management as precondition for many smart services in the manufacturing industry, towards exemplary applications in form of predictive maintenance activities. A comprehensive overview is provided about smart service research and research gaps are presented that are not yet closed. It is shown how a business model can be developed in practice. A closer look is taken on installed base management. Installed base data combined with condition monitoring data leads to digital twins, i.e. dynamic models of machines including all components, their current conditions, applications and interaction with the environment. Design principles for an information architecture for installed base management and its application within a use case in the manufacturing industry indicate how digital twins can be structured. In this context, predictive maintenance services are taken for the purpose of concretization. It is looked at state oriented maintenance planning and optimized spare parts inventory as exemplary approaches for smart services that contribute to high machine availability. Taxonomy of predictive maintenance business models shows their diversity. It is viewed on the named topics both from theoretical and practical viewpoints, focusing on the manufacturing industry. Established research methods are used to ensure academic rigor. Practical problems are considered to guarantee practical relevance. A research project as background and the resulting collaboration with different experts from several companies also contribute to that. The dissertation provides a comprehensive overview of smart service topics and innovative business models for the manufacturing industry, enabled by the digital transformation. It contributes to a better understanding of smart services in theory and practice and emphasizes the importance of innovative business models in the manufacturing industry

    From good to great: using cultural codes to improve the design and value proposition of sustainable product-service system innovations

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    Modern lifestyles in the developed regions of the world operate beyond our planet's resource capacity. Over-consumption has not only proven detrimental for the environment, but has also undermined our capacity to achieve deep life satisfaction and societal well-being. Embracing more sustainable ways of consuming and producing is key in order to foster the conditions for humanity to flourish. Strategies for disrupting the dominant consumption patterns lie within the next challenges, as adoption of sustainable innovation is still disappointingly low and needs to be accelerated. Design for Sustainability has contributed important technological advances to improve production and life cycle efficiency (i.e. eco design, cradle to cradle). However, it is increasingly recognised that sustainability is not just a technical matter, but ultimately a cultural issue. One of the problems is that people perceive sustainability as a loss, rather than a gain. Therefore, to drive demand, there is urgency to better understand users aspirations and expectations, i.e. the cultural and socio-symbolic aspects of consumption that influence decision-making. This thesis argues that the perceived value of sustainable innovations can be enhanced by paying more attention to the elaboration of meanings or symbolic value they bring to bear for the user, which can be achieved by strategically framing innovations using high-value contextual signifiers (cultural codes). Drawing on cognitive science, cultural studies and applied semiotics, this research contributes a theoretical framework and case studies of how these theories can support the design process in mapping sociocultural contexts, in order to elaborate sustainable innovations that are perceived as aspirational and relevant. The theory is applied to the case of sustainable Product-Service Systems (PPS bottom-up social innovations) due to the opportunities these pose for systemic disruption, and the cultural barriers for adoption. Through a series of Participatory Action Research interventions, the investigation developed three case studies of how of the framework may benefit sustainable PSS value proposition framing and design, with one application in the context of design education to support the development of designers critical and sociocultural deconstruction capacity and skills. Finally, in exploring the potential that cultural codes offer to improve the design and value proposition of sustainable innovations, this thesis contributes and advances a new perspective for understanding symbolic aspects of consumption, and highlights opportunities for sustainable design to have greater influence in societal transformation

    Dynamics of Long-Life Assets: From Technology Adaptation to Upgrading the Business Model

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    Knowledge management; Business information system
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