186,456 research outputs found

    Complexity in the Context of Information Systems Project Management

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    Complexity is an inherent attribute of any project. The purpose of defining and documenting complexity is to enable a project team to foresee resulting challenges in a timely manner, and take steps to alleviate them.The main contribution of this article is to present a systematic view of complexity in project management by identifying its key attributes and classifying complexity by these attributes. A “complexity taxonomy” is developed and discussed within three levels: the product, the project and the external environment.Complexity types are described through simple real-life examples. Then a framework (tool) is developed for applying the notion of complexity as an early warning tool.The article is intended for researchers in complexity, project management, information systems, technology solutions and business management, and also for information specialists, project managers, program managers, financial staff and technology directors

    A Framework of Hybrid Force/Motion Skills Learning for Robots

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    Human factors and human-centred design philosophy are highly desired in today’s robotics applications such as human-robot interaction (HRI). Several studies showed that endowing robots of human-like interaction skills can not only make them more likeable but also improve their performance. In particular, skill transfer by imitation learning can increase usability and acceptability of robots by the users without computer programming skills. In fact, besides positional information, muscle stiffness of the human arm, contact force with the environment also play important roles in understanding and generating human-like manipulation behaviours for robots, e.g., in physical HRI and tele-operation. To this end, we present a novel robot learning framework based on Dynamic Movement Primitives (DMPs), taking into consideration both the positional and the contact force profiles for human-robot skills transferring. Distinguished from the conventional method involving only the motion information, the proposed framework combines two sets of DMPs, which are built to model the motion trajectory and the force variation of the robot manipulator, respectively. Thus, a hybrid force/motion control approach is taken to ensure the accurate tracking and reproduction of the desired positional and force motor skills. Meanwhile, in order to simplify the control system, a momentum-based force observer is applied to estimate the contact force instead of employing force sensors. To deploy the learned motion-force robot manipulation skills to a broader variety of tasks, the generalization of these DMP models in actual situations is also considered. Comparative experiments have been conducted using a Baxter Robot to verify the effectiveness of the proposed learning framework on real-world scenarios like cleaning a table

    Exploring individual user differences in the 2D/3D interaction with medical image data

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    User-centered design is often performed without regard to individual user differences. In this paper, we report results of an empirical study aimed to evaluate whether computer experience and demographic user characteristics would have an effect on the way people interact with the visualized medical data in a 3D virtual environment using 2D and 3D input devices. We analyzed the interaction through performance data, questionnaires and observations. The results suggest that differences in gender, age and game experience have an effect on people’s behavior and task performance, as well as on subjective\ud user preferences

    Analysis and control of complex collaborative design systems

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    This paper presents a novel method for modelling the complexity of collaborative design systems based on its analysis and proposes a solution to reducing complexity and improving performance of such systems. The interaction and interfacing properties among many components of a complex design system are analysed from different viewpoints and then a complexity model for collaborative design is established accordingly. In order to simplify complexity and improve performance of collaborative design, a general solution of decomposing a whole system into sub-systems and using unified interface mechanism between them has been proposed. This proposed solution has been tested with a case study. It has been shown that the proposed solution is meaningful and practical

    POWERPLAY: Training an Increasingly General Problem Solver by Continually Searching for the Simplest Still Unsolvable Problem

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    Most of computer science focuses on automatically solving given computational problems. I focus on automatically inventing or discovering problems in a way inspired by the playful behavior of animals and humans, to train a more and more general problem solver from scratch in an unsupervised fashion. Consider the infinite set of all computable descriptions of tasks with possibly computable solutions. The novel algorithmic framework POWERPLAY (2011) continually searches the space of possible pairs of new tasks and modifications of the current problem solver, until it finds a more powerful problem solver that provably solves all previously learned tasks plus the new one, while the unmodified predecessor does not. Wow-effects are achieved by continually making previously learned skills more efficient such that they require less time and space. New skills may (partially) re-use previously learned skills. POWERPLAY's search orders candidate pairs of tasks and solver modifications by their conditional computational (time & space) complexity, given the stored experience so far. The new task and its corresponding task-solving skill are those first found and validated. The computational costs of validating new tasks need not grow with task repertoire size. POWERPLAY's ongoing search for novelty keeps breaking the generalization abilities of its present solver. This is related to Goedel's sequence of increasingly powerful formal theories based on adding formerly unprovable statements to the axioms without affecting previously provable theorems. The continually increasing repertoire of problem solving procedures can be exploited by a parallel search for solutions to additional externally posed tasks. POWERPLAY may be viewed as a greedy but practical implementation of basic principles of creativity. A first experimental analysis can be found in separate papers [53,54].Comment: 21 pages, additional connections to previous work, references to first experiments with POWERPLA

    Mixed Initiative Systems for Human-Swarm Interaction: Opportunities and Challenges

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    Human-swarm interaction (HSI) involves a number of human factors impacting human behaviour throughout the interaction. As the technologies used within HSI advance, it is more tempting to increase the level of swarm autonomy within the interaction to reduce the workload on humans. Yet, the prospective negative effects of high levels of autonomy on human situational awareness can hinder this process. Flexible autonomy aims at trading-off these effects by changing the level of autonomy within the interaction when required; with mixed-initiatives combining human preferences and automation's recommendations to select an appropriate level of autonomy at a certain point of time. However, the effective implementation of mixed-initiative systems raises fundamental questions on how to combine human preferences and automation recommendations, how to realise the selected level of autonomy, and what the future impacts on the cognitive states of a human are. We explore open challenges that hamper the process of developing effective flexible autonomy. We then highlight the potential benefits of using system modelling techniques in HSI by illustrating how they provide HSI designers with an opportunity to evaluate different strategies for assessing the state of the mission and for adapting the level of autonomy within the interaction to maximise mission success metrics.Comment: Author version, accepted at the 2018 IEEE Annual Systems Modelling Conference, Canberra, Australi

    A Model-Driven Engineering Approach for ROS using Ontological Semantics

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    This paper presents a novel ontology-driven software engineering approach for the development of industrial robotics control software. It introduces the ReApp architecture that synthesizes model-driven engineering with semantic technologies to facilitate the development and reuse of ROS-based components and applications. In ReApp, we show how different ontological classification systems for hardware, software, and capabilities help developers in discovering suitable software components for their tasks and in applying them correctly. The proposed model-driven tooling enables developers to work at higher abstraction levels and fosters automatic code generation. It is underpinned by ontologies to minimize discontinuities in the development workflow, with an integrated development environment presenting a seamless interface to the user. First results show the viability and synergy of the selected approach when searching for or developing software with reuse in mind.Comment: Presented at DSLRob 2015 (arXiv:1601.00877), Stefan Zander, Georg Heppner, Georg Neugschwandtner, Ramez Awad, Marc Essinger and Nadia Ahmed: A Model-Driven Engineering Approach for ROS using Ontological Semantic

    Structuring visual exploratory analysis of skill demand

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    The analysis of increasingly large and diverse data for meaningful interpretation and question answering is handicapped by human cognitive limitations. Consequently, semi-automatic abstraction of complex data within structured information spaces becomes increasingly important, if its knowledge content is to support intuitive, exploratory discovery. Exploration of skill demand is an area where regularly updated, multi-dimensional data may be exploited to assess capability within the workforce to manage the demands of the modern, technology- and data-driven economy. The knowledge derived may be employed by skilled practitioners in defining career pathways, to identify where, when and how to update their skillsets in line with advancing technology and changing work demands. This same knowledge may also be used to identify the combination of skills essential in recruiting for new roles. To address the challenges inherent in exploring the complex, heterogeneous, dynamic data that feeds into such applications, we investigate the use of an ontology to guide structuring of the information space, to allow individuals and institutions to interactively explore and interpret the dynamic skill demand landscape for their specific needs. As a test case we consider the relatively new and highly dynamic field of Data Science, where insightful, exploratory data analysis and knowledge discovery are critical. We employ context-driven and task-centred scenarios to explore our research questions and guide iterative design, development and formative evaluation of our ontology-driven, visual exploratory discovery and analysis approach, to measure where it adds value to users’ analytical activity. Our findings reinforce the potential in our approach, and point us to future paths to build on
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