595 research outputs found

    Apparel recommendation system evolution: an empirical review

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    Purpose: With the developments of e-commerce markets, novel recommendation technologies are becoming an essential part of many online retailers' economic models to help drive online sales. Initially, the purpose of this paper is to undertake an investigation of apparel recommendations in the commercial market in order to verify the research value and significance. Then, this paper reviews apparel recommendation techniques and systems through academic research, aiming to acquaint apparel recommendation context, summarize the pros and cons of various research methods, identify research gaps and eventually propose new research solutions to benefit apparel retailing market. Design/methodology/approach: This study utilizes empirical research drawing on 130 academic publications indexed from online databases. The authors introduce a three-layer descriptor for searching articles, and analyse retrieval results via distribution graphics of years, publications and keywords. Findings: This study classified high-tech integrated apparel systems into 3D CAD systems, personalised design systems and recommendation systems. The authors' research interest is focussed on recommendation system. Four types of models were found, namely clothes searching/retrieval, wardrobe recommendation, fashion coordination and intelligent recommendation systems. The forth type, smart systems, has raised more awareness in apparel research as it is equipped with advanced functions and application scenarios to satisfy customers. Despite various computational algorithms tested in system modelling, existing research is lacking in terms of apparel and users profiles research. Thus, from the review, the authors have identified and proposed a more complete set of key features for describing both apparel and users profiles in a recommendation system. Originality/value: Based on previous studies, this is the first review paper on this topic in this subject field. The summarised work and the proposed new research will inspire future researchers with various knowledge backgrounds, especially, from a design perspective

    Crowdsourcing for Engineering Design: Objective Evaluations and Subjective Preferences

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    Crowdsourcing enables designers to reach out to large numbers of people who may not have been previously considered when designing a new product, listen to their input by aggregating their preferences and evaluations over potential designs, aiming to improve ``good'' and catch ``bad'' design decisions during the early-stage design process. This approach puts human designers--be they industrial designers, engineers, marketers, or executives--at the forefront, with computational crowdsourcing systems on the backend to aggregate subjective preferences (e.g., which next-generation Brand A design best competes stylistically with next-generation Brand B designs?) or objective evaluations (e.g., which military vehicle design has the best situational awareness?). These crowdsourcing aggregation systems are built using probabilistic approaches that account for the irrationality of human behavior (i.e., violations of reflexivity, symmetry, and transitivity), approximated by modern machine learning algorithms and optimization techniques as necessitated by the scale of data (millions of data points, hundreds of thousands of dimensions). This dissertation presents research findings suggesting the unsuitability of current off-the-shelf crowdsourcing aggregation algorithms for real engineering design tasks due to the sparsity of expertise in the crowd, and methods that mitigate this limitation by incorporating appropriate information for expertise prediction. Next, we introduce and interpret a number of new probabilistic models for crowdsourced design to provide large-scale preference prediction and full design space generation, building on statistical and machine learning techniques such as sampling methods, variational inference, and deep representation learning. Finally, we show how these models and algorithms can advance crowdsourcing systems by abstracting away the underlying appropriate yet unwieldy mathematics, to easier-to-use visual interfaces practical for engineering design companies and governmental agencies engaged in complex engineering systems design.PhDDesign ScienceUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttp://deepblue.lib.umich.edu/bitstream/2027.42/133438/1/aburnap_1.pd

    Preference Modeling in Data-Driven Product Design: Application in Visual Aesthetics

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    Creating a form that is attractive to the intended market audience is one of the greatest challenges in product development given the subjective nature of preference and heterogeneous market segments with potentially different product preferences. Accordingly, product designers use a variety of qualitative and quantitative research tools to assess product preferences across market segments, such as design theme clinics, focus groups, customer surveys, and design reviews; however, these tools are still limited due to their dependence on subjective judgment, and being time and resource intensive. In this dissertation, we focus on a key research question: how can we understand and predict more reliably the preference for a future product in heterogeneous markets, so that this understanding can inform designers' decision-making? We present a number of data-driven approaches to model product preference. Instead of depending on any subjective judgment from human, the proposed preference models investigate the mathematical patterns behind users’ choice and behavior. This allows a more objective translation of customers' perception and preference into analytical relations that can inform design decision-making. Moreover, these models are scalable in that they have the capacity to analyze large-scale data and model customer heterogeneity accurately across market segments. In particular, we use feature representation as an intermediate step in our preference model, so that we can not only increase the predictive accuracy of the model but also capture in-depth insight into customers' preference. We tested our data-driven approaches with applications in visual aesthetics preference. Our results show that the proposed approaches can obtain an objective measurement of aesthetic perception and preference for a given market segment. This measurement enables designers to reliably evaluate and predict the aesthetic appeal of their designs. We also quantify the relative importance of aesthetic attributes when both aesthetic attributes and functional attributes are considered by customers. This quantification has great utility in helping product designers and executives in design reviews and selection of designs. Moreover, we visualize the possible factors affecting customers' perception of product aesthetics and how these factors differ across different market segments. Those visualizations are incredibly important to designers as they relate physical design details to psychological customer reactions. The main contribution of this dissertation is to present purely data-driven approaches that enable designers to quantify and interpret more reliably the product preference. Methodological contributions include using modern probabilistic approaches and feature learning algorithms to quantitatively model the design process involving product aesthetics. These novel approaches can not only increase the predictive accuracy but also capture insights to inform design decision-making.PHDDesign ScienceUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttps://deepblue.lib.umich.edu/bitstream/2027.42/145987/1/yanxinp_1.pd

    About the nature of Kansei information, from abstract to concrete

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    Designer’s expertise refers to the scientific fields of emotional design and kansei information. This paper aims to answer to a scientific major issue which is, how to formalize designer’s knowledge, rules, skills into kansei information systems. Kansei can be considered as a psycho-physiologic, perceptive, cognitive and affective process through a particular experience. Kansei oriented methods include various approaches which deal with semantics and emotions, and show the correlation with some design properties. Kansei words may include semantic, sensory, emotional descriptors, and also objects names and product attributes. Kansei levels of information can be seen on an axis going from abstract to concrete dimensions. Sociological value is the most abstract information positioned on this axis. Previous studies demonstrate the values the people aspire to drive their emotional reactions in front of particular semantics. This means that the value dimension should be considered in kansei studies. Through a chain of value-function-product attributes it is possible to enrich design generation and design evaluation processes. This paper describes some knowledge structures and formalisms we established according to this chain, which can be further used for implementing computer aided design tools dedicated to early design. These structures open to new formalisms which enable to integrate design information in a non-hierarchical way. The foreseen algorithmic implementation may be based on the association of ontologies and bag-of-words.AN

    A quantitative aesthetic measurement method for product appearance design

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    Product appearance is one of the crucial factors that influence consumers’ purchase decisions. The attractiveness of product appearance is mainly determined by the inherent aesthetics of the design composition related to the arrangement of visual design elements. Hence, it is critical to study and improve the arrangement of visual design elements for product appearance design. Strategies that apply aesthetic design principles to assist designers in effectively arranging visual design elements are widely acknowledged in both academia and industry. However, applying aesthetic design principles relies heavily on the designer’s perception and experience, while it is rather challenging for novice designers. Meanwhile, it is hard to measure and quantify design aesthetics in designing artefacts when designers refer to existing successful designs. In this regard, this study aims to introduce a method that assists designers in applying aesthetic design principles to improve the attractiveness of product appearance. Furthermore, formulas for aesthetic measurement based on aesthetic design principles are also developed, and it makes an early attempt to provide quantified aesthetic measurements of design artefacts. A case study on camera design was conducted to demonstrate the merits of the proposed method where the improved strategies for the camera appearance design offer insights for concept generation in product appearance design based on aesthetic design principles

    Technology enablers for the implementation of Industry 4.0 to traditional manufacturing sectors: A review

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    The traditional manufacturing sectors (footwear, textiles and clothing, furniture and toys, among others) are based on small and medium enterprises with limited capacity on investing in modern production technologies. Although these sectors rely heavily on product customization and short manufacturing cycles, they are still not able to take full advantage of the fourth industrial revolution. Industry 4.0 surfaced to address the current challenges of shorter product life-cycles, highly customized products and stiff global competition. The new manufacturing paradigm supports the development of modular factory structures within a computerized Internet of Things environment. With Industry 4.0, rigid planning and production processes can be revolutionized. However, the computerization of manufacturing has a high degree of complexity and its implementation tends to be expensive, which goes against the reality of SMEs that power the traditional sectors. This paper reviews the main scientific-technological advances that have been developed in recent years in traditional sectors with the aim of facilitating the transition to the new industry standard.This research was supported by the Spanish Research Agency (AEI) and the European Regional Development Fund (ERDF) under the project CloudDriver4Industry TIN2017-89266-R

    K-Means Clustering and Multilayer Perceptron for Categorizing Student Business Groups

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    The research conducted in this study was driven by the East Java provincial government's requirement to assess the transaction levels of the Student Business Group (KUS) in the SMA Double Track program. These transaction levels are a basis for allocating supplementary financial aid to each business group. The system's primary objective is to assist the provincial government of East Java in making well-informed choices pertaining to the distribution of supplementary capital to the KUS. The classification technique employed in this study is the multilayer perceptron. However, the K-Means Clustering method is utilised to generate target data due to the limited availability during the classification process, which involves dividing the transaction level attributes into three distinct groups: (0) low transactions, (1) medium transactions, and (2) high transactions. The clustering process encompasses three distinct features: (1) income, (2) spending, and (3) profit. These three traits will be utilized as input data throughout the categorization procedure. The classification procedure employing the Multilayer Perceptron technique involved processing a dataset including 1383 data points. The training data constituted 80% of the dataset, while the remaining 20% was allocated for testing. In order to evaluate the efficacy of the constructed model, the training error was assessed using K-Fold cross-validation, yielding an average accuracy score of 0.92. In the present study, the categorization technique yielded an accuracy of 0.96. This model aims to classify scenarios when the dataset lacks prior target data

    A modified dynamic evolving neural-fuzzy approach to modeling customer satisfaction for affective design

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    Affective design is an important aspect of product development to achieve a competitive edge in the marketplace. A neural-fuzzy network approach has been attempted recently to model customer satisfaction for affective design and it has been proved to be an effective one to deal with the fuzziness and non-linearity of the modeling as well as generate explicit customer satisfaction models. However, such an approach to modeling customer satisfaction has two limitations. First, it is not suitable for the modeling problems which involve a large number of inputs. Second, it cannot adapt to new data sets, given that its structure is fixed once it has been developed. In this paper, a modified dynamic evolving neural-fuzzy approach is proposed to address the above mentioned limitations. A case study on the affective design of mobile phones was conducted to illustrate the effectiveness of the proposed methodology. Validation tests were conducted and the test results indicated that: (1) the conventional Adaptive Neuro-Fuzzy Inference System (ANFIS) failed to run due to a large number of inputs; (2) the proposed dynamic neural-fuzzy model outperforms the subtractive clustering-based ANFIS model and fuzzy c-means clustering-based ANFIS model in terms of their modeling accuracy and computational effort
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