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Process Planning Based on User Preferences
Typical approaches to adaptive slicing in previous literature have typically used surface finish
requirements to control the slicing process. As a result, slice schemes improve the part's surface
quality, but do not enable explicit trade-offs between finish and build time. The purpose of this
article is to present a process planning method that enables the preferences of the user for surface
finish, build time, and accuracy to control how trade-offs are made in a process plan. A multiobjective goal formulation is used by this method to evaluate how well user preferences are met by
a process plan. This method consists of three modules, for determining part orientation, for slicing
the part, and for determining other parameter values. An example with several scenarios
representing different user preferences is provided to illustrate the process planning method.Mechanical Engineerin
Expressing advanced user preferences in component installation
State of the art component-based software collections - such as FOSS
distributions - are made of up to dozens of thousands components, with complex
inter-dependencies and conflicts. Given a particular installation of such a
system, each request to alter the set of installed components has potentially
(too) many satisfying answers. We present an architecture that allows to
express advanced user preferences about package selection in FOSS
distributions. The architecture is composed by a distribution-independent
format for describing available and installed packages called CUDF (Common
Upgradeability Description Format), and a foundational language called MooML to
specify optimization criteria. We present the syntax and semantics of CUDF and
MooML, and discuss the partial evaluation mechanism of MooML which allows to
gain efficiency in package dependency solvers
Item Recommendation with Evolving User Preferences and Experience
Current recommender systems exploit user and item similarities by
collaborative filtering. Some advanced methods also consider the temporal
evolution of item ratings as a global background process. However, all prior
methods disregard the individual evolution of a user's experience level and how
this is expressed in the user's writing in a review community. In this paper,
we model the joint evolution of user experience, interest in specific item
facets, writing style, and rating behavior. This way we can generate individual
recommendations that take into account the user's maturity level (e.g.,
recommending art movies rather than blockbusters for a cinematography expert).
As only item ratings and review texts are observables, we capture the user's
experience and interests in a latent model learned from her reviews, vocabulary
and writing style. We develop a generative HMM-LDA model to trace user
evolution, where the Hidden Markov Model (HMM) traces her latent experience
progressing over time -- with solely user reviews and ratings as observables
over time. The facets of a user's interest are drawn from a Latent Dirichlet
Allocation (LDA) model derived from her reviews, as a function of her (again
latent) experience level. In experiments with five real-world datasets, we show
that our model improves the rating prediction over state-of-the-art baselines,
by a substantial margin. We also show, in a use-case study, that our model
performs well in the assessment of user experience levels
Real time integration of user preferences into virtual prototypes
Within new product development (NPD), both virtual prototypes and physical prototypes play important roles in creating, testing and modifying designs. However, in the current design process, these two forms of prototyping methods are normally used independently and converted from one to the other during different design phases. This conversion process is time consuming and expensive and also introduces potential information loss/corruption problems. If the design process requires many iterations, it may simply be impractical to generate all the conversions that are theoretically required. Therefore, the integration of virtual and physical prototyping may offer a possible solution where the design definition is maintained simultaneously in both the virtual and physical environment. The overall aim of this research was to develop an interface or a tool that achieves real time integration of physical and virtual prototyping. “Real time integration” here means changes to the virtual prototypes will reflect any changes that have been made contemporaneously to the physical prototypes, and vice versa. Thus, conversion of the prototype from physical to virtual (or vice versa) will be achieved immediately, hence saving time and cost.
A review of the literature was undertaken to determine what previous research has been conducted in this area. The result of the review shows the research in this area is still in its infancy. The research hypothesis was developed through the use of a questionnaire survey. Totally 102 questionnaires were sent to designers, design directors or design managers to address the issue: will industrial designers want to make use of real time integration and if so, how? The outcome from the literature review drove further development of the research hypothesis and an initial pilot experiment to test this. The pilot trial was designed to address the research questions:
• Can real time physical and virtual prototyping integration be conveniently demonstrated?
• Will designers and users be comfortable using the integration method?
• Will users recognise the benefits of the integration?
The results showed that real time integration between physical and virtual prototyping is necessary in helping designers develop new products and for getting users more closely involved. The future research suggested is that more investigations and experiments are needed to explore a proper method that simultaneously employing these two types of prototyping in product development process.
Keywords:
Physical Prototyping; Virtual Prototyping; Integration; Real Time.</p
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