35 research outputs found

    Effekter af motorveje

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    Role of prosumer driven 3D food printing in innovating food value chains

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    Digital platforms have created an impact in almost all facets of our life in a short period. Today, they are an integral and critical part of consumer experience. When combined with revolutionary 3d printing technology, these platforms are great enablers of prosumption, i.e., production undertaken by consumers. The associated paradigm change is already visible in the specialized goods sector. With the emergence of 3d food printing technology, similar changes are very much anticipated in the food sector. The purpose of this master’s thesis is to create an understanding on how digitally-driven 3d food printing could be best utilized for food prosumption. Three research questions were raised with an aim of identifying key challenges, and uncertainties in prosumer driven 3d food printing; defining the characteristics and customization parameters of a prosumer platform for 3d food printing; and identifying most potential archetypes and use cases for prosumer-driven 3d food printing. To answer the research questions, 3 research themes were identified, namely food value chain, prosumption, and 3d food printing. After an extensive literature review process based upon the research themes, relevant data were gathered using Mixed Methods Research (MMR) approach. 15 semi-structured interviews were conducted with experts from industry and academia. This was followed by a quantitative survey with a pool of respondents from within the identified research themes. Finally, a stakeholder workshop was carried out to finalize and further refine the concepts generated through MMR. Personalized nutrition is found to be an area where 3d food printing has a lot of scope, especially for applications in fitness centres, senior homes, and hospitals. Also, utilization of prosumer driven 3d food printing in fine dining restaurants has one of the highest business potential and feasibility at this point of time. Overall, the research implies that leveraging digital platforms in 3d food printing has the potential to generate futuristic food value chains that are connected, collaborative, data-driven, and transparent

    Student Input on the Design of the Foisie Innovation Studio

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    The Foisie Innovation Studio (FIS) will be a student-centric building and thus, the studentsÂ’ voices should be represented in its planning. The team did so throughout the design phase by homing in on three main sections of the building: the makerspace, the collaboration space, and the global impact space. Recommendations were developed for each of these and for the FIS as a whole. These recommendations include some aspects of the design of the building, and also capture how the students will be using the space and programs that will help bring students into the building

    Byen, vejen og landskabet:Motorveje til fremtiden

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    Modularisering i byggeriet: Fra en systemleverance og Mass Customization tilgang

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    Adaptiva läromedel - Digital matematikbok för högstadiet

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    In a society where information is increasingly available through digital means, the performance of Swedish students is at a decline. The amount of students with access to their own computer and the internet is higher than any generation before them. Even though the amount of digital teaching tools increase rapidly many still lack the necessary quality to replace traditional teaching tools. An attempt has been made with mathematics by scanning the books, which in turn lead to a less effective tool than the physical book. To successfully develop a digital teaching tool, a collaboration between programmers, usability designers and seasoned educators is mandatory. We want to show that if you wish to succeed with a digital teaching tool within mathematics it is necessary to start from the very beginning. We have therefore started with thoroughly analyzing some of the currently available tools, the way questions are designed and how an average math class is composed. An observation of math classes taught us about classroom culture and our target audience enough to make up our archetypes in the form of personas. The functionality needed was discussed with seasoned educators from the point of view of the personas we created. This information was then complemented by various observations that were made during our development. From our analysis and observations we developed scenarios that we incorporated in the development of our low level prototype. The prototype was continuously improved during the duration of our thesis and an evaluation was made with input from both students and teachers. These evaluations led to the development of our high level prototype which was developed to show the benefits and possibilities of a digital teaching tool. We chose to design our interface as simple and effective as possible while bringing forth the functions and possibilities that are not available with a traditional teaching tool
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