6,307 research outputs found

    The Effect of Incorporating End-User Customization into Additive Manufacturing Designs

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    In the realm of additive manufacturing there is an increasing trend among makers to create designs that allow for end-users to alter them prior to printing an artifact. Online design repositories have tools that facilitate the creation of such artifacts. There are currently no rules for how to create a good customizable design or a way to measure the degree of customization within a design. This work defines three types of customizations found in additive manufacturing and presents three metrics to measure the degree of customization within designs based on the three types of customization. The goal of this work is to ultimately provide a consistent basis for which a customizable design can be evaluated in order to assist makers in the creation of new customizable designs that can better serve end-user. The types of customization were defined by doing a search of Thingiverse’s online data base of customizable designs and evaluating commonalities between designs. The three types of customization defined by this work are surface, structure, and personal customization. The associated metrics are used to quantify the adjustability of a set of online designs which are then plot against the daily use rate and each other on separate graphs. The use rate data used in this study is naturally biased towards hobbyists due to where the designs used to create the data resides. A preliminary analysis is done on the metrics to evaluate their correlation with design use rate as well as the dependency of the metrics in relation to each other. The trends between the metrics are examined for an idea of how best to provide customizable designs. This work provides a basis for measuring the degree of customization within additive manufacturing design and provides an initial framework for evaluating the usability of designs based on the measured degree of customization relative to the three types of defined customizations

    Industrial organization and the economics of business strategy.

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    Industrial organization (IO) has an important role to play in inspiring the competition and regulation policies of the government. At the same it can be used to clarify the economics of business strategies. The idea here is not to give a comprehensive review, but to draw attention to some striking tendencies, prospects and problems of the field of IO as a source of inspiration for competitive strategies. A first focus will be on credible market strategies and asymmetric information, with implications for internal organization, vertical foreclosure and markets with switching costs. A second point will look at detection of not so obvious possibilities, as there are lower prices with cooperation, disadvantageous mergers, positive side effects for rivals, and disadvantageous price discrimination. Finally some approaches will be discussed to problems concerning high requirements on rationality and lack of robustness. An example will be discussed of a search for robustness in strategic investment models in oligopoly settings with leaders and followers.Economics; Strategy;

    Lex Informatica: The Formulation of Information Policy Rules through Technology

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    Historically, law and government regulation have established default rules for information policy, including constitutional rules on freedom of expression and statutory rights of ownership of information. This Article will show that for network environments and the Information Society, however, law and government regulation are not the only source of rule-making. Technological capabilities and system design choices impose rules on participants. The creation and implementation of information policy are embedded in network designs and standards as well as in system configurations. Even user preferences and technical choices create overarching, local default rules. This Article argues, in essence, that the set of rules for information flows imposed by technology and communication networks form a “Lex Informatica” that policymakers must understand, consciously recognize, and encourage

    Boost Customer Loyalty With Online Support: The Case Of Mobile Telecomms Providers

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    The paper explores the effect of customer satisfaction with online supporting services on loyalty to providers of an offline core service. Supporting services are provided to customers before, during or after the purchase of a tangible or intangible core product, and have the purpose of enhancing or facilitating the use of this product. The Internet has the potential to dominate all other marketing channels when it comes to the interactive and personalized communication that is considered quintessential for supporting services. Our study shows that the quality of online supporting services powerfully affects satisfaction with the provider and customer loyalty through its effect on online value and enjoyment. Managerial implications are provided.marketing ;

    Let's mix it up: interviews exploring the practical and technical challenges of interactive mixing in games

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    Game audio has come a long way since the simple electronic beeps of the early 1970s, when significant technical constraints governed the scope of creative possibilities. Recent years have witnessed technological advancements on an unprecedented scale; no sooner is one technology introduced than it is superseded by another, boasting a range of new refinements and enhanced performance

    Choosing to see: designing accessible video games for visually impaired players

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    As players when thinking of playing video games some memories come to mind, and those images and memories involve people playing around a screen, something very normal when performing such action. But what happens to those that can’t see properly? Or those that can see at all? How can they play? The word video game already includes “video” on it, something that involves the use of the sight. And in their origin video games were something that was created having in mind that the players would be able to use the visual feedback as a way to interact with the game itself. But technology and science have evolved in the last 50 years and nowadays it is possible for a completely blind player to play and finish a 30 h long video game. Of course this is not the case for the great majority of video games. Most video games developed in the last 20 years have little to no accessibility options, and even the ones that are currently released by big companies and studios rarely meet the expectations. Living in the 21st century in an advanced and technologic world where even VR games can be played at home, not having proper Accessibility options for the players seems wrong. As developers Accessibility is something that should be taken into account in each game and project worked on from now on. The objective of this paper is not to expose or criticize video game studios in the industry but quite the opposite. The goal of this paper is to inform and educate others and myself on a topic that must concern every developer and that should be something to take into account from the beginning of the development, how to make a video game more accessible for all players, especially for players with visual disabilitie

    Sneakerheads and Custom Kicks: Insights into Symbolic Mass Customization

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    This chapter presents an exploratory study involving a group of athletic shoe enthusiasts and their feelings towards customized footwear. These sneakerheads demonstrate their infatuation with sneakers via activities ranging from creating catalogs of custom shoes to buying and selling rare athletic footwear online. The key characteristic these individuals share is that, for them, athletic shoes are a fundamental fashion accessory stepped in symbolism and meaning. A series of in-depth interviews utilizing the Zaltman Metaphor Elicitation Technique (ZMET) provide a better understanding of how issues such as art, self-expression, exclusivity, peer recognition, and counterfeit goods interact with the mass customization of symbolic products by category experts

    Two sides of the same coin: accessibility practices and neurodivergent users' experience of extended reality

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    Purpose: This paper explores the accessibility barriers faced by neurodivergent individuals regarding the use of Extended Reality (XR) technologies and the difficulties faced by developers in creating neurodivergent inclusive XR experiences. Design/methodology/approach: The authors carried out a survey with neurodivergent participants, and a series of semi-structured interviews with neurodivergent adults and XR developers. Findings: Neurodivergent individuals experience sensory overload when using XR technologies; these negative experiences are exacerbated by excessive multisensory stimulation. Allowing for the customization of sensory settings was seen as the only way to potentially limit negative experiences. The authors found that XR developers lacked awareness of accessibility requirements and struggled to integrate them in current software development practices. Social implications: Accessibility understanding regarding neurodivergence is increasingly available and the time has come to bring computing and information services within the reach of all neurodivergent individuals. The power in the design of XR, which is crucial, is decentralized from neurotypical XR developing practices to avoid artificial barriers that decrease the quality of life. Originality/value: There is a lack of studies exploring how neurodivergent individuals experience XR considering their different sensory processing patterns. There is also no research exploring XR developers' awareness of accessibility needs of neurodivergent individuals. This paper presents an account of the challenges faced by neurodivergent XR users, the difficulties faced by XR developers to integrate neurodivergent accessibility requirements, and proposes specific strategies to overcome challenges
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