959 research outputs found

    Comparing Data Quality and Cost from Three Modes of On-Board Transit Passenger Surveys

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    This report presents the findings from a research project investigating the relative data quality and administration costs for three different modes of surveying bus passengers that produce results generalizable to the full passenger population. The three modes, all of which used survey methods distributed or administered onboard the transit vehicle, were: self-complete paper surveys, self-complete online surveys, and interviewer-assisted tablet-based surveys. Results from this study indicate several implications for practitioners choosing a survey mode. First, and most importantly, the analysis reinforces the point that there is no single, best survey mode. The choice of mode must depend on an agency’s priorities for what questions most need to be answered, what population groups are most important to represent, and exactly how the agency chooses to define concepts like a “complete” survey or a “usable” address. Findings suggest several general recommendations for current survey practice: (1) online surveys administered via an invitation distributed on the transit vehicle are not a good option; (2) old-fashioned, low-tech paper survey may still be the best option for many bus passenger surveys; (3) changes in survey results that accompany changes in survey methods should be interpreted with caution; and (4) using a new survey method, especially one relying on more complex technologies, may create unexpected glitches

    A comparison of processing techniques for producing prototype injection moulding inserts.

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    This project involves the investigation of processing techniques for producing low-cost moulding inserts used in the particulate injection moulding (PIM) process. Prototype moulds were made from both additive and subtractive processes as well as a combination of the two. The general motivation for this was to reduce the entry cost of users when considering PIM. PIM cavity inserts were first made by conventional machining from a polymer block using the pocket NC desktop mill. PIM cavity inserts were also made by fused filament deposition modelling using the Tiertime UP plus 3D printer. The injection moulding trials manifested in surface finish and part removal defects. The feedstock was a titanium metal blend which is brittle in comparison to commodity polymers. That in combination with the mesoscale features, small cross-sections and complex geometries were considered the main problems. For both processing methods, fixes were identified and made to test the theory. These consisted of a blended approach that saw a combination of both the additive and subtractive processes being used. The parts produced from the three processing methods are investigated and their respective merits and issues are discussed

    Reducing risk in pre-production investigations through undergraduate engineering projects.

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    This poster is the culmination of final year Bachelor of Engineering Technology (B.Eng.Tech) student projects in 2017 and 2018. The B.Eng.Tech is a level seven qualification that aligns with the Sydney accord for a three-year engineering degree and hence is internationally benchmarked. The enabling mechanism of these projects is the industry connectivity that creates real-world projects and highlights the benefits of the investigation of process at the technologist level. The methodologies we use are basic and transparent, with enough depth of technical knowledge to ensure the industry partners gain from the collaboration process. The process we use minimizes the disconnect between the student and the industry supervisor while maintaining the academic freedom of the student and the commercial sensitivities of the supervisor. The general motivation for this approach is the reduction of the entry cost of the industry to enable consideration of new technologies and thereby reducing risk to core business and shareholder profits. The poster presents several images and interpretive dialogue to explain the positive and negative aspects of the student process

    WIP

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    Games have been shown to be capable tools in teaching. Additionally, programming can be a hard skill to learn. The objective of this research was to create a game that helps student learn coding concepts by playing a video game. The result of our work is a fully functional game that introduces the beginning concepts of programming: sequential, conditional, iterative operations

    Microcredentials to support PBL

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