18,810 research outputs found

    Multidisciplinary Engineering Systems 2nd and 3rd Year College-Wide Courses

    Get PDF
    Undergraduate engineering education today is ineffective in preparing students for multidisciplinary system integration and optimization - exactly what is needed by companies to become innovative and gain a competitive advantage in this global economy. While there is some movement in engineering education to change that, this change is not easy, as it involves a cultural change from the silo approach to a holistic approach. The ABET-required senior capstone multidisciplinary design course too often becomes a design-build-test exercise with the emphasis on just getting something done. Students rarely break out of their disciplinary comfort zone and thus fail to experience true multidisciplinary system design. What is needed are multidisciplinary systems courses, with a balance between theory and practice, between academic rigor and the best practices of industry, presented in an integrated way in the 2nd and 3rd years that prepares students for true multidisciplinary systems engineering at the senior level and beyond. The two courses presented here represent a significant curriculum improvement in response to this urgent need

    Cause for alarm?: A multi-national, multi-institutional study of student-generated software designs

    Get PDF
    This paper reports a multi-national, multi-institutional study to investigate Computer Science students' understanding of software design and software design criteria. Students were recruited at two levels: those termed 'first competency' programmers, and those completing their Bachelor degrees. The study, including participants from 21 institutions over the academic year 2003/4, aimed to examine students' ability to generate software designs, to elicit students' understanding and valuation of key design activities, and to examine whether students at different stages in their undergraduate education display different understanding of software design. Differences were found in participants' recognition of ambiguity in requirements; in their use of formal (and semi-formal) design representation and in their prioritisation of design criteria

    Engineering at San Jose State University, Spring 2012

    Get PDF
    https://scholarworks.sjsu.edu/engr_news/1009/thumbnail.jp

    Developing the Curriculum for Collaborative Intellectual Property Education

    Get PDF
    Intellectual property education, i.e. how intellectual property should be taught or more importantly how intellectual property is learnt, is a recent addition to the academic 'intellectual property' agenda. The regulation, acquisition and management of intellectual property rights presents economic, ethical, social and policy challenges across the international academic and business communities. Intellectual property is also the starting point of interesting academic cross-disciplinary collaborations in learning and teaching and in research. It will probably always be primarily a law subject taught by lawyers to law students hoping to practice. At the same time there is a growing array of disciplines demanding an awareness of and a competence in handling intellectual property concepts and regulations. At Bournemouth, we have been teaching IP across the disciplines for more than a decade. Recently, the Higher Education Academy subject centres in Law and in Engineering jointly funded a project to research 'IP for Engineers'. WIPO has begun addressing IP Education in earnest. At an international symposium in July 2005, papers addressed different aspects of IP Education, including Collaboration between Law Faculties and other disciplines. In November 2005, they jointly sponsored a National Conference in China to consider IP Education from primary school thru postgraduate research. IP education beyond the law school raises interesting questions for anyone contemplating teaching this complex law subject to non-lawyers. What constitutes the IP syllabus? Who should be teaching IP? When should it be taught? How should it be taught? What resources should be available? This paper begins to explore some of the answers

    Nordic small countries in the global high-tech value chains: the case of telecommunications systems production in Estonia

    Get PDF
    In this paper we focus on the electronics industry, and more specifically on the production of telecommunications systems, which is characterised both by very rapid growth of the global trade and very high ratio of R&D investments in the sales revenues (Moncada-Paternoo-Castello et al 2010). More specifically, we analyse the distinctly different development paths of the three major telecommunications systems producers in the Nordic countries: Ericsson, Elcoteq and Skype. Ericsson was established in 1876, and has been a well-known brand name for decades. By contrast, Elcoteq grew from a small company into a global multinational corporation in less than a decade only in the 1990s. As a global company, Skype is still less than ten years old, but it facilitates today more international calls than any other telecommunications operator on the planet.

    Research and Education in Computational Science and Engineering

    Get PDF
    Over the past two decades the field of computational science and engineering (CSE) has penetrated both basic and applied research in academia, industry, and laboratories to advance discovery, optimize systems, support decision-makers, and educate the scientific and engineering workforce. Informed by centuries of theory and experiment, CSE performs computational experiments to answer questions that neither theory nor experiment alone is equipped to answer. CSE provides scientists and engineers of all persuasions with algorithmic inventions and software systems that transcend disciplines and scales. Carried on a wave of digital technology, CSE brings the power of parallelism to bear on troves of data. Mathematics-based advanced computing has become a prevalent means of discovery and innovation in essentially all areas of science, engineering, technology, and society; and the CSE community is at the core of this transformation. However, a combination of disruptive developments---including the architectural complexity of extreme-scale computing, the data revolution that engulfs the planet, and the specialization required to follow the applications to new frontiers---is redefining the scope and reach of the CSE endeavor. This report describes the rapid expansion of CSE and the challenges to sustaining its bold advances. The report also presents strategies and directions for CSE research and education for the next decade.Comment: Major revision, to appear in SIAM Revie

    Shall we play a game?

    Get PDF
    In response to real and perceived short-comings in the quality and productivity of software engineering practices and projects, professionally-endorsed graduate and post-graduate curriculum guides have been developed to meet evolving technical developments and industry demands. Each of these curriculum guidelines identifies better software engineering management skills and soft, peopleware skills as critical for all graduating students, but they provide little guidance on how to achieve this. One possible way is to use a serious game — a game designed to educate players about some of the dynamic complexities of the field in a safe and inexpensive environment. This thesis presents the results of a qualitative research project that used a simple game of a software project to see if and how games could contribute to better software project management education; and if they could, then what features and attributes made them most efficacious. That is, shall we— should we— play games in software engineering management? The primary research tool for this project was a game called Simsoft. Physically, Simsoft comes in two pieces. There is an A0-sized printed game board around which the players gather to discuss the current state of their project and to consider their next move. The board shows the flow of the game while plastic counters are used to represent the staff of the project. Poker chips represent the team’s budget, with which they can purchase more staff, and from which certain game events may draw or reimburse amounts depending on decisions made during the course of the game. There is also a simple Java-based dashboard, through which the players can see the current and historical state of the project in a series of reports and messages; and they can adjust the project’s settings. The engine behind Simsoft is a system dynamics model which embodies the fundamental causal relationships of simple software development projects. In Simsoft game sessions, teams of students, and practicing project managers and software engineers managed a hypothetical software development project with the aim of completing the project on time and within budget (with poker chips left over). Based on the starting scenario of the game, information provided during the game, and their own real-world experience, the players made decisions about how to proceed— whether to hire more staff or reduce the number, what hours should be worked, and so on. After each decision set had been entered, the game was run for another next time period, (a week, a month, or a quarter). The game was now in a new state which the players had to interpret from the game board and decide how to proceed. The findings showed that games can contribute to better software engineering management education and help bridge the pedagogical gaps in current curriculum guidelines. However, they can’t do this by themselves and for best effect they should be used in conjunction with other pedagogical tools. The findings also showed that simple games and games in which the players are able to relate the game world to an external context are the most efficacious

    Investigation of Undergraduate Multidisciplinary Engineering Programs

    Get PDF
    The constantly growing need for an engineer skilled in multiple engineering disciplines calls for an investigation of new undergraduate engineering degree programs at WPI. Interviews with WPI administrators, faculty, and industry engineers, accompanied by a review of programs at peer institutions, served as the sources of information for the investigation. The result is a set of recommendations prepared for the WPI faculty and administration
    • …
    corecore