6,304 research outputs found
Кибербезопасность в образовательных сетях
The paper discusses the possible impact of digital space on a human, as well as human-related directions in cyber-security analysis in the education: levels of cyber-security, social engineering role in cyber-security of education, “cognitive vaccination”. “A Human” is considered in general meaning, mainly as a learner. The analysis is provided on the basis of experience of hybrid war in Ukraine that have demonstrated the change of the target of military operations from military personnel and critical infrastructure to a human in general. Young people are the vulnerable group that can be the main goal of cognitive operations in long-term perspective, and they are the weakest link of the System.У статті обговорюється можливий вплив цифрового простору на людину, а також пов'язані з людиною напрямки кібербезпеки в освіті: рівні кібербезпеки, роль соціального інжинірингу в кібербезпеці освіти, «когнітивна вакцинація». «Людина» розглядається в загальному значенні, головним чином як та, що навчається. Аналіз надається на основі досвіду гібридної війни в Україні, яка продемонструвала зміну цілей військових операцій з військовослужбовців та критичної інфраструктури на людину загалом. Молодь - це вразлива група, яка може бути основною метою таких операцій в довгостроковій перспективі, і вони є найслабшою ланкою системи.В документе обсуждается возможное влияние цифрового пространства на человека, а также связанные с ним направления в анализе кибербезопасности в образовании: уровни кибербезопасности, роль социальной инженерии в кибербезопасности образования, «когнитивная вакцинация». «Человек» рассматривается в общем смысле, в основном как ученик. Анализ представлен на основе опыта гибридной войны в Украине, которая продемонстрировала изменение цели военных действий с военного персонала и критической инфраструктуры на человека в целом. Молодые люди являются уязвимой группой, которая может быть главной целью когнитивных операций в долгосрочной перспективе, и они являются самым слабым звеном Систем
An aesthetic for sustainable interactions in product-service systems?
Copyright @ 2012 Greenleaf PublishingEco-efficient Product-Service System (PSS) innovations represent a promising approach to sustainability. However the application of this concept is still very limited because its implementation and diffusion is hindered by several barriers (cultural, corporate and regulative ones). The paper investigates the barriers that affect the attractiveness and acceptation of eco-efficient PSS alternatives, and opens the debate on the aesthetic of eco-efficient PSS, and the way in which aesthetic could enhance some specific inner qualities of this kinds of innovations. Integrating insights from semiotics, the paper outlines some first research hypothesis on how the aesthetic elements of an eco-efficient PSS could facilitate user attraction, acceptation and satisfaction
Sustainability in design: now! Challenges and opportunities for design research, education and practice in the XXI century
Copyright @ 2010 Greenleaf PublicationsLeNS project funded by the Asia Link Programme, EuropeAid, European Commission
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Generative design for agile robot based additive manufacturing for sustainable aesthetic furniture products
This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University LondonThe Furniture manufacturing industry has been slow to adopt the latest manufacturing technologies, relying heavily upon specialised conventional machinery. This approach not only requires high levels of specialist knowledge, training and capital investment, but also suffers from significant traditional subtractive manufacturing waste and high logistics costs due to centralised manufacturing, with high levels of furniture product not re-cycled or re-used at the end of its life cycle. This doctoral research aims to address these problems by establishing a suitable digital manufacturing technology framework concept to create step changes in the furniture design to manufacturing pathway. The design stage has the potential to contribute massively to the environmental impact of products. In this research, a Robot Base Additive Manufacturing Concept cell for future furniture manufacturing is reported. Generative design illustrates its potential contribution to waste reduction, increased manufacturing efficiency, optimised product performance and reduced environmental impact constituting a truly lean and progressive future for Furniture Manufacturing Design. Through case studies the research will show the potential for exploiting Single Minute Exchange of Die (SMED) concepts through the rule-based AI generative design post-processing of geometry for robot manufacturing, examination of different methodologies for printing and thus the resultant potential for ‘Mass Customised’ Furniture. Aesthetics, structures and the use of Smart Materials not previously economic to manufacture will be considered to demonstrate the potential to flatten the traditional Bill of Materials (BOM) and reduce logistical issues.
The Furniture Industry has developed from an artisan driven craft industry, whose pioneers saw themselves reflected in their crafts and cherished the sense of pride in the originality of their designs, now largely re-configured to an anonymous collective mass output. Digital technologies and smart materials enhancement allow innovative structural fabrication, presenting a plethora of potential for networked artisan craft industries to create extraordinary aesthetics and customisable product designs. Integrating these developments with the computing power of generative design provides the tools for practitioners to create concepts which are well beyond the insight of even the most consummate traditional designers. This framework is becoming an active area of research for application in many different industries. The step changes are empowering artisans to revolutionise the design to manufacture workflow, giving momentum to the concept of conceiving a pre-industrial model of manufacturing with bespoke sustainable design at its heart. The elements of the framework will be described and illustrated using case study models highlighting the potential for creating unique aesthetics for sustainable furniture products. The research presents the methodology to create and compare iterations employing different rule sets through a commercial generative design application and how these outputs can be further customised using parametric strategies in NURBS modellers, with the ultimate goal of creating aesthetic ‘Lean’ and sustainable innovative furniture of the future, thus illustrating how the creative use of digital networks in linking individual practitioners in the making of aesthetic customised products, manufactured local to their markets, could be achieved using this framework.
This research shows a robust ‘green revolution’ is evidently necessary to satisfy the needs of an ever-growing population, allowing the world to thrive within the means of this planet. New approaches to the use of technologies can achieve these changes in Furniture Manufacturing and establish a truly enhanced Circular Economy. Governments around the World are encouraging these initiatives and these approaches are identified and rationalised alongside the drivers for change which will have major impacts on this manufacturing sector.
This research critically examines the Furniture Design and Manufacturing technologies presented through a TRIZ framework against the desired outcomes. Using this approach together with the physical development of a robotic test cell, combined with case study data significant contributions to knowledge in the focused area of Furniture Manufacturing are identified, detailed and enhance Furniture Design, Manufacturing and Environmental Impact for the future. The focused approach also serves to highlight areas requiring further research
Collaborative video searching on a tabletop
Almost all system and application design for multimedia systems is based around a single user working in isolation to perform some task yet much of the work for which we use computers to help us, is based on working collaboratively with colleagues. Groupware systems do support user collaboration but typically this is supported through software and users still physically work independently. Tabletop systems, such as the DiamondTouch from MERL, are interface devices which support direct user collaboration on a tabletop. When a tabletop is used as the interface for a multimedia system, such as a video search system, then this kind of direct collaboration raises many questions for system design. In this paper we present a tabletop system for supporting a pair of users in a video search task and we evaluate the system not only in terms of search performance but also in terms of user–user interaction and how different user personalities within each pair of searchers impacts search performance and user interaction. Incorporating the user into the system evaluation as we have done here reveals several interesting results and has important ramifications for the design of a multimedia search system
Transition UGent: a bottom-up initiative towards a more sustainable university
The vibrant think-tank ‘Transition UGent’ engaged over 250 academics, students and people from the university management in suggesting objectives and actions for the Sustainability Policy of Ghent University (Belgium). Founded in 2012, this bottom-up initiative succeeded to place sustainability high on the policy agenda of our university. Through discussions within 9 working groups and using the transition management method, Transition UGent developed system analyses, sustainability visions and transition paths on 9 fields of Ghent University: mobility, energy, food, waste, nature and green, water, art, education and research. At the moment, many visions and ideas find their way into concrete actions and policies.
In our presentation we focused on the broad participative process, on the most remarkable structural results (e.g. a formal and ambitious Sustainability Vision and a student-led Sustainability Office) and on recent actions and experiments (e.g. a sustainability assessment on food supply in student restaurants, artistic COP21 activities, ambitious mobility plans, food leftovers projects, an education network on sustainability controversies, a transdisciplinary platform on Sustainable Cities). We concluded with some recommendations and reflections on this transition approach, on the important role of ‘policy entrepreneurs’ and student involvement, on lock-ins and bottlenecks, and on convincing skeptical leaders
Multi-product cost and value stream modelling in support of business process analysis
To remain competitive, most Manufacturing Enterprises (MEs) need cost effective and responsive business processes with capability to realise multiple value streams specified by changes in customer needs. To achieve this, there is the need to provide reusable computational representations of organisational structures, processes, information, resources and related cost and value flows especially in enterprises realizing multiple products. Current best process mapping techniques do not suitably capture attributes of MEs and their systems and thus dynamics associated with multi-product flows which impact on cost and value generation cannot be effectively modelled and used as basis for decision making. Therefore, this study has developed an integrated multiproduct dynamic cost and value stream modelling technique with the embedded capability of capturing aspects of dynamics associated with multiple product realization in MEs.
The integrated multiproduct dynamic cost and value stream modelling technique rests on well experimented technologies in the domains of process mapping, enterprise modelling, system dynamics and discrete event simulation modelling.
The applicability of the modelling technique was tested in four case study scenarios. The results generated out of the application of the modelling technique in solving key problems in case study companies, showed that the derived technique offers better solutions in designing, analysing, estimating cost and values and improving processes required for the realization of multiple products in MEs, when compared with current lean based value stream mapping techniques. Also the developed technique provides new modelling constructs which best describe process entities, variables and business indicators in support of enterprise systems design and business process (re) engineering. In addition to these benefits, an enriched approach for translating qualitative causal loop models into quantitative simulation models for parametric analysis of the impact of dynamic entities on processes has been introduced.
Further work related to this research will include the extension of the technique to capture relevant strategic and tactical processes for in-depth analysis and improvements. Also further research related to the application of the dynamic producer unit concept in the design of MEs will be required
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