7,606 research outputs found

    A comparison of processing techniques for producing prototype injection moulding inserts.

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    This project involves the investigation of processing techniques for producing low-cost moulding inserts used in the particulate injection moulding (PIM) process. Prototype moulds were made from both additive and subtractive processes as well as a combination of the two. The general motivation for this was to reduce the entry cost of users when considering PIM. PIM cavity inserts were first made by conventional machining from a polymer block using the pocket NC desktop mill. PIM cavity inserts were also made by fused filament deposition modelling using the Tiertime UP plus 3D printer. The injection moulding trials manifested in surface finish and part removal defects. The feedstock was a titanium metal blend which is brittle in comparison to commodity polymers. That in combination with the mesoscale features, small cross-sections and complex geometries were considered the main problems. For both processing methods, fixes were identified and made to test the theory. These consisted of a blended approach that saw a combination of both the additive and subtractive processes being used. The parts produced from the three processing methods are investigated and their respective merits and issues are discussed

    Reducing risk in pre-production investigations through undergraduate engineering projects.

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    This poster is the culmination of final year Bachelor of Engineering Technology (B.Eng.Tech) student projects in 2017 and 2018. The B.Eng.Tech is a level seven qualification that aligns with the Sydney accord for a three-year engineering degree and hence is internationally benchmarked. The enabling mechanism of these projects is the industry connectivity that creates real-world projects and highlights the benefits of the investigation of process at the technologist level. The methodologies we use are basic and transparent, with enough depth of technical knowledge to ensure the industry partners gain from the collaboration process. The process we use minimizes the disconnect between the student and the industry supervisor while maintaining the academic freedom of the student and the commercial sensitivities of the supervisor. The general motivation for this approach is the reduction of the entry cost of the industry to enable consideration of new technologies and thereby reducing risk to core business and shareholder profits. The poster presents several images and interpretive dialogue to explain the positive and negative aspects of the student process

    Higher education stimulating creative enterprise

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    This report summarises the research undertaken by the Business & Community School at the University for the Creative Arts (UCA), analysing ways that higher ediucation (HEIs) can support, and indeed stimulate, the creative economy. The research, in collaboration with the Arts University College Bournemouth (AUCB) and the University of Winchester, serves as a mere snapshot of the numerous ways that Universities engage with the diverse industries under the 'creative' nomenclature and of the very real and poistive ways that the higher education sector contributes to the growth of the creative economy in thhe UK

    An aesthetic for sustainable interactions in product-service systems?

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    Copyright @ 2012 Greenleaf PublishingEco-efficient Product-Service System (PSS) innovations represent a promising approach to sustainability. However the application of this concept is still very limited because its implementation and diffusion is hindered by several barriers (cultural, corporate and regulative ones). The paper investigates the barriers that affect the attractiveness and acceptation of eco-efficient PSS alternatives, and opens the debate on the aesthetic of eco-efficient PSS, and the way in which aesthetic could enhance some specific inner qualities of this kinds of innovations. Integrating insights from semiotics, the paper outlines some first research hypothesis on how the aesthetic elements of an eco-efficient PSS could facilitate user attraction, acceptation and satisfaction

    Issues and Path Selection of Artificial Intelligence Design Talents Training in applied Undergraduate Universities in Smart City

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    The widespread popularity and application of artificial intelligence technology requires technological innovation, of which talent training is an important content. The lack of professional talents has greatly restricted the development of the artificial intelligence industry to some extent. How to train industrial design talents with comprehensive qualities of artificial intelligence design talents in universities has now become the most important topic. Carry out university teacher training based on the industrial design profession, carry out the collaborative education innovation model based on university-enterprise-government , innovative ability and awareness training curriculum system, and use artificial intelligence talent training goals and curriculum system for the construction and practice of goals. Analyze the current plight of artificial intelligence design talent training in applied general universities, clarify the current types and status quo of artificial intelligence design talents, and propose specific ways to solve the current artificial intelligence design talent training. There are few relevant talents for artificial intelligence design professionals who can combine their ideas and technology in actual production. The lack of design talents has greatly limited the development of their industries to some extent. The current application-oriented undergraduates Colleges and universities should explore specific paths for the training of artificial intelligence design talents, and the construction and practice of related curriculum systems should also be gradually revised during practical exploration, so as to realize innovative education through educational innovation

    Understanding, assessing, and facilitating entrepreneurship competence in the digital age

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    Entrepreneurship and entrepreneurship education become mainstream inside and outside business schools after scholarships and educators from this field made efforts in the past two decades. Nutrition of entrepreneurship competence is an emergency task for the economy and society especially during economic shock and uncertainty. Digital entrepreneurship competence brings new possibilities for learners living in this digital world. This study facilitates digital entrepreneurship and digital entrepreneurship competence as 21st-century skills at the higher education level, experimenting in Chinese universities and colleges. In addition, this research will help stakeholders in Germany and other countries whose learners lack such knowledge and skills. I propose a methodology set consisting of three main ingredients. Initially, a systematic review was undertaken by the researcher in collaboration with two educators who specialized in entrepreneurship theories and practice to extract insights on the utilization of educational technologies in the context of entrepreneurship education. In response to the current trend of educational technology, a comprehensive examination was conducted to scrutinize the regulations and potential of AI within entrepreneurship learning and teaching. Secondly, the present study endeavored to assess the effectiveness of virtual team learning in online entrepreneurship education during the COVID-19 pandemic, taking into consideration the dimensions of teamwork, taskwork, and information and communication technology. In the final investigation, a digital entrepreneurship training program was administered through an online platform, with the aim of obtaining both quantitative and qualitative feedback regarding the program’s effectiveness and assessing the participants’ digital entrepreneurship competence. The following presents a summary of each study: Regarding the systematic review on the utilization of educational technologies in entrepreneurship education, Study 1 uncovered that social media, serious games, and digital platforms emerged as three prominent technological approaches. In light of extensive application of artificial intelligence in various educational domains, Study 2 delved into its utilization within the context of entrepreneurship education. The findings indicated the prevalence of machine learning, big data analysis, and adaptive learning systems in this field. Meanwhile, the investigation identified potential prospects for the integration of natural language processing and chatbots in entrepreneurship teaching and learning. I evaluated online entrepreneurship education courses, supported by virtual teams from existing freely available learning content and multimedia materials. Evaluation of the content and materials is whether they fit the needs of educators and learners with various demographic backgrounds. Specifically, we evaluated the influence of gender and other demographic backgrounds on virtual team learning and its impact on entrepreneurship competence. Furthermore, experiential learning in online settings was explored in the field of entrepreneurship, focusing on the evaluation of an online practical entrepreneurship training program using the digital entrepreneurship competence framework. The research showed that digital opportunity identification competence is apparently improved from a complete novice to a nascent entrepreneur who understands the theory and practice of digital entrepreneurship. However, the effectiveness of online practical learning is limited because of participants’ isolation. If possible, tutorials and project guides are conducted online whereas experiential learning is partly moved into face-to-face contexts. To analyze entrepreneurship competence in the digital age, this thesis construct and discuss theoretical frameworks, namely entrepreneurship education, educational technology, and digital entrepreneurship competence. The current studies seldom analyze entrepreneurship competence in online entrepreneurship education programs. Therefore, this research attempts to understand, assess, and facilitate entrepreneurship competence and digital entrepreneurship competence in the digital age. The thesis consists of two qualitative studies (Study 1 and 3) and two quantitative studies (Study 2 and 4). This research aims to offer valuable insights for developing countries engaging in entrepreneurship education with limited resources, enabling the younger generation to navigate the path of venture creation. It holds practical and theoretical implications, establishing a solid foundation for online entrepreneurship education and fostering digital entrepreneurship competence. It is hoped that this thesis will inspire scholars and policy-makers to actively contribute to this field and work collaboratively

    Making Consumer Knowledge Available and Useful the case of the Computer Games Industry

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    It has been demonstrated that users occasionally innovate. However, it can now be observed that even end-consumers act as a source novel product designs. A case study of a firm, and “its” consumers - from the computer games industry - illustrates how sourcing of consumer knowledge has enabled the firm to improve product design. Two conditions favor the results firms can obtain from consumer’s knowledge. First, is firm’s ability to exploit new opportunities of information and communication technology - on-line communities - to establish interfaces connecting them with consumers. Second, is firm’s ability to initiate a mode of organization by which the consumers are guided and motivated to reveal merely relevant knowledge.Innovation, Consumers, On-line communities, Computer games

    Anticipating plausible futures for innovative experimental ecosystems using foresight approach. Case: Design Factory

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    Change-makers are visionaries who wish to bring change in their respective fields. Design Factory at Aalto University, as an innovative experimental ecosystem with inter-disciplinary principles and new teaching methodologies has been successful and at the forefront in educating the students to be change-makers. The students learn skills, knowledge and are provided with a safe environment that guides them to become a change-maker in their respective fields such as social organizations, entrepreneurship, and careers in start-up or industry. Educating the students to be change-makers will evolve with future; the aim of the study is to holistically anticipate plausible futures for innovative experimental ecosystems utilizing foresight approach. The focus of the study is on Design Factory ways of working, spaces, and teaching methods which will support students in learning by year 20x6{x = 2, 3}. This study is about drawing virtual lines that connect the trends, future drivers, visions, and scenarios, using a contemporary approach that fuses qualitative and quantitative methods. The research on future trends and drivers were performed through semi structured interviews and environmental scanning. The drivers are evaluated through an online survey based on principles of the Delphi method. Further, the drivers are used to build mini scenarios which are further evaluated with the Design Factory stakeholders through a workshop. The results from the study are six future scenarios for the Aalto Design Factory. These results are expected to further foster or trigger new research and development experiments, directions on building radical environments, new teaching methods and ways of working
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