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References to past designs
Designing by adaptation is almost invariably a dominantambiguity feature of designing, and references to past designs are ubiquitous in design discourse. Object references serve as indices into designers' stocks of design concepts, in which memories for concrete embodiments and exemplars are tightly bound to solution principles. Thinking and talking by reference to past designs serves as a way to reduce the overwhelming complexity of complex design tasks by enabling designers to use parsimonious mental representations to which details can be added as needed. However object references can be ambiguous, and import more of the past design than is intended or may be desirable
NASA's Role in Aeronautics: A Workshop. Volume 4: General aviation
A substantially improved flow of new technology is imperative if the general aviation industry is to maintain a strong world position. Although NASA is the most eminently suited entity available to carry out the necessary research and technology development effort because of its facilities, expertise, and endorsement by the aircraft industry, less than 3% of its aeronautical R&T budget is devoted to general aviation aeronautics. It is recommended that (1) a technology program, particularly one that focuses on improving fuel efficienty and safety, be aggressively pursued by NASA; (2) NASA be assigned the role of leading basic research technology effort in general aviation up through technology demonstration; (3) a strategic plan be developed by NASA, in cooperation with the industry, and implemented in time for the 1982 budget cycle; and (4) a NASA R&T budget be allocated for general aviation adequate to support the proposed plan
Virtual bloXing - assembly rapid prototyping for near net shapes
Virtual reality (VR) provides another dimension to many engineering applications. Its immersive and interactive nature allows an intuitive approach to study both cognitive activities and performance evaluation. Market competitiveness means having products meet form, fit and function quickly. Rapid Prototyping and Manufacturing (RP&M) technologies are increasingly being applied to produce functional prototypes and the direct manufacturing of small components. Despite its flexibility, these systems have common drawbacks such as slow build rates, a limited number of build axes (typically one) and the need for post processing. This paper presents a Virtual Assembly Rapid Prototyping (VARP) project which involves evaluating cognitive activities in assembly tasks based on the adoption of immersive virtual reality along with a novel nonlayered rapid prototyping for near net shape (NNS) manufacturing of components. It is envisaged that this integrated project will facilitate a better understanding of design for manufacture and assembly by utilising equivalent scale digital and physical prototyping in one rapid prototyping system. The state of the art of the VARP project is also presented in this paper
Influence of developer factors on code quality: a data study
© 2019 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes,creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.Automatic source-code inspection tools help to assess,
monitor and improve code quality. Since these tools only
examine the software projectâs codebase, they overlook other
possible factors that may impact code quality and the assessment of the technical debt (TD). Our initial hypothesis is that human factors associated with the software developers, like coding expertise, communication skills, and experience in the project have some measurable impact on the code quality. In this exploratory study, we test this hypothesis on two large open source repositories, using TD as a code quality metric and the data that may be inferred from the version control systems. The preliminary results of our statistical analysis suggest that the level of participation of the developers and their experience in the project have a positive correlation with the amount of TD
that they introduce. On the contrary, communication skills have
barely any impact on TD.Peer ReviewedPostprint (author's final draft
Introduction to Nuclear Propulsion: Lecture 15 - Nuclear Test Operations
The test operation of nuclear power plants, specifically nuclear rockets, bears some interesting similarities to the operation of chemical rocket tests as well as, of course, many differences. A significant feature common to both nuclear and chemical rocket tests is that all the fuel for the entire operation is loaded at the start of the test. As a direct consequence of this fact, the operation of nuclear power plants must be surrounded with adequate safety precautions, as is indeed the case in the operation of chemical rockets, A second direct consequence is that in both types of testing a very thorough and complete checkout is made before starting the test
Technological Revolutions and Economic Growth:The ïżœAge of Steamïżœ Reconsidered
revolution, economic growth, steam, technological
A Dynamic Knowledge Management Framework for the High Value Manufacturing Industry
Dynamic Knowledge Management (KM) is a combination of cultural and technological factors, including the cultural factors of people and their motivations, technological factors of content and infrastructure and, where these both come together, interface factors. In this paper a Dynamic KM framework is described in the context of employees being motivated to create profit for their company through product development in high value manufacturing. It is reported how the framework was discussed during a meeting of the collaborating companyâs (BAE Systems) project stakeholders. Participants agreed the framework would have most benefit at the start of the product lifecycle before key decisions were made. The framework has been designed to support organisational learning and to reward employees that improve the position of the company in the market place
Video Game Development in a Rush: A Survey of the Global Game Jam Participants
Video game development is a complex endeavor, often involving complex
software, large organizations, and aggressive release deadlines. Several
studies have reported that periods of "crunch time" are prevalent in the video
game industry, but there are few studies on the effects of time pressure. We
conducted a survey with participants of the Global Game Jam (GGJ), a 48-hour
hackathon. Based on 198 responses, the results suggest that: (1) iterative
brainstorming is the most popular method for conceptualizing initial
requirements; (2) continuous integration, minimum viable product, scope
management, version control, and stand-up meetings are frequently applied
development practices; (3) regular communication, internal playtesting, and
dynamic and proactive planning are the most common quality assurance
activities; and (4) familiarity with agile development has a weak correlation
with perception of success in GGJ. We conclude that GGJ teams rely on ad hoc
approaches to development and face-to-face communication, and recommend some
complementary practices with limited overhead. Furthermore, as our findings are
similar to recommendations for software startups, we posit that game jams and
the startup scene share contextual similarities. Finally, we discuss the
drawbacks of systemic "crunch time" and argue that game jam organizers are in a
good position to problematize the phenomenon.Comment: Accepted for publication in IEEE Transactions on Game
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