Search results for: user -centered design research
33726 An Analysis of Uncoupled Designs in Chicken Egg
Authors: Pratap Sriram Sundar, Chandan Chowdhury, Sagar Kamarthi
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Nature has perfected her designs over 3.5 billion years of evolution. Research fields such as biomimicry, biomimetics, bionics, bio-inspired computing, and nature-inspired designs have explored nature-made artifacts and systems to understand nature’s mechanisms and intelligence. Learning from nature, the researchers have generated sustainable designs and innovation in a variety of fields such as energy, architecture, agriculture, transportation, communication, and medicine. Axiomatic design offers a method to judge if a design is good. This paper analyzes design aspects of one of the nature’s amazing object: chicken egg. The functional requirements (FRs) of components of the object are tabulated and mapped on to nature-chosen design parameters (DPs). The ‘independence axiom’ of the axiomatic design methodology is applied to analyze couplings and to evaluate if eggs’ design is good (i.e., uncoupled design) or bad (i.e., coupled design). The analysis revealed that eggs design is a good design, i.e., uncoupled design. This approach can be applied to any nature’s artifacts to judge whether their design is a good or a bad. This methodology is valuable for biomimicry studies. This approach can also be a very useful teaching design consideration of biology and bio-inspired innovation.Keywords: uncoupled design, axiomatic design, nature design, design evaluation
Procedia PDF Downloads 17333725 iSEA: A Mobile Based Learning Application for History and Culture Knowledge Enhancement for the ASEAN Region
Authors: Maria Visitacion N. Gumabay, Byron Joseph A. Hallar, Annjeannette Alain D. Galang
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This study was intended to provide a more efficient and convenient way for mobile users to enhance their knowledge about ASEAN countries. The researchers evaluated the utility of the developed crossword puzzle application and assessed the general usability of its user interface for its intended purpose and audience of users. The descriptive qualitative research method for the research design and the Mobile-D methodology was employed for the development of the software application output. With a generally favorable reception from its users, the researchers concluded that the iSEA Mobile Based Learning Application can be considered ready for general deployment and use. It was also concluded that additional studies can also be done to make a more complete assessment of the knowledge gained by its users before and after using the application.Keywords: mobile learning, eLearning, crossword, ASEAN, iSEA
Procedia PDF Downloads 31333724 A Process to Support Multidisciplinary Teams to Design Serious Games
Authors: Naza Djafarova, Tony Bates, Margaret Verkuyl, Leonora Zefi, Ozgur Turetken, Alex Ferworn, Mastrilli Paula, Daria Romaniuk, Kosha Bramesfeld, Anastasia Dimitriadou, Cheryl To
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Designing serious games for education is a challenging and resource-intensive effort. If a well-designed process that balances pedagogical principles with game mechanics is in place, it can help to simplify the design process of serious games and increase efficiency. Multidisciplinary teams involved in designing serious games can benefit tremendously from such a process in their endeavours to develop and implement these games at undergraduate and graduate levels. This paper presentation will outline research results on identified gaps within existing processes and frameworks and present an adapted process that emerged from the research. The research methodology was based on a survey, semi-structured interviews and workshops for testing the adapted process for game design. Based on the findings, the authors propose a simple process for the pre-production stage of serious game design that may help guide multidisciplinary teams in their work. This process was used to facilitate team brainstorming, and is currently being tested to assess if multidisciplinary teams find value in using it in their process of designing serious games.Keywords: serious game-design, multidisciplinary team, game design framework, learning games, multidisciplinary game design process
Procedia PDF Downloads 42933723 Design of Collaborative Web System: Based on Case Study of PBL Support Systems
Authors: Kawai Nobuaki
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This paper describes the design and implementation of web system for continuable and viable collaboration. This study proposes the improvement of the system based on a result of a certain practice. As contemporary higher education information environments transform, this study highlights the significance of university identity and college identity that are formed continuously through independent activities of the students. Based on these discussions, the present study proposes a practical media environment design which facilitates the processes of organizational identity formation based on a continuous and cyclical model. Even if users change by this system, the communication system continues operation and cooperation. The activity becomes the archive and produces new activity. Based on the result, this study elaborates a plan with a re-design by a system from the viewpoint of second-order cybernetics. Systems theory is a theoretical foundation for our study.Keywords: collaborative work, learning management system, second-order cybernetics, systems theory, user generated contents, viable system model
Procedia PDF Downloads 21133722 Overcoming Challenges of Teaching English as a Foreign Language in Technical Classrooms: A Case Study at TVTC College of Technology
Authors: Sreekanth Reddy Ballarapu
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The perception of the whole process of teaching and learning is undergoing a drastic and radical change. More and more student-centered, pragmatic, and flexible approaches are gradually replacing teacher-centered lecturing and structural-syllabus instruction. The issue of teaching English as a Foreign language is no exception in this regard. The traditional Present-Practice-Produce (P-P-P) method of teaching English is overtaken by Task-Based Teaching which is a subsidiary branch of Communicative Language Teaching. At this juncture this article strongly tries to convey that - Task-based learning, has an advantage over other traditional methods of teaching. All teachers of English must try to customize their texts into productive tasks, apply them, and evaluate the students as well as themselves. Task Based Learning is a double edged tool which can enhance the performance of both the teacher and the taught. The sample for this case study is a class of 35 students from Semester III - Network branch at TVTC College of Technology, Adhum - Kingdom of Saudi Arabia. The students are high school passed out and aged between 19-21years.For the present study the prescribed textbook Technical English 1 by David Bonamy was used and a number of language tasks were chalked out during the pre- task stage and the learners were made to participate voluntarily and actively. The Action Research methodology was adopted within the dual framework of Communicative Language Teaching and Task-Based Learning. The different tools such as questionnaires, feedback and interviews were used to collect data. This study provides information about various techniques of Communicative Language Teaching and Task Based Learning and focuses primarily on the advantages of using a Task Based Learning approach. This article presents in detail the objectives of the study, the planning and implementation of the action research, the challenges encountered during the execution of the plan, and the pedagogical outcome of this project. These research findings serve two purposes: first, it evaluates the effectiveness of Task Based Learning and, second, it empowers the teacher's professionalism in designing and implementing the tasks. In the end, the possibility of scope for further research is presented in brief.Keywords: action research, communicative language teaching, task based learning, perception
Procedia PDF Downloads 23833721 Network User Rules in Universities
Authors: Michel Berthiaume, Daniel Chamberland-Tremblay, Elaine Paiva Mosconi, Jérôme Blanchet-Brisson
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This presentation documents the overall failure of North-American universities to build an effective IT Policies communication with their primary users: the students. A sample of 12 universities was selected. A set of indicators based on usability principles to assess the content of IT Policies vas devised. Then, IT Policies were rated according to the indicators and the results analyzed to build an overall picture of the potential of communication problems in policy communication. The initial finding is that network security professionals in Universities have to reach a delicate balance between asset protection, asset valorization and user security awareness.Keywords: computer security, IT policy, security awareness, network user rules
Procedia PDF Downloads 56233720 A Graph Library Development Based on the Service-Oriented Architecture: Used for Representation of the Biological Systems in the Computer Algorithms
Authors: Mehrshad Khosraviani, Sepehr Najjarpour
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Considering the usage of graph-based approaches in systems and synthetic biology, and the various types of the graphs employed by them, a comprehensive graph library based on the three-tier architecture (3TA) was previously introduced for full representation of the biological systems. Although proposing a 3TA-based graph library, three following reasons motivated us to redesign the graph library based on the service-oriented architecture (SOA): (1) Maintaining the accuracy of the data related to an input graph (including its edges, its vertices, its topology, etc.) without involving the end user: Since, in the case of using 3TA, the library files are available to the end users, they may be utilized incorrectly, and consequently, the invalid graph data will be provided to the computer algorithms. However, considering the usage of the SOA, the operation of the graph registration is specified as a service by encapsulation of the library files. In other words, overall control operations needed for registration of the valid data will be the responsibility of the services. (2) Partitioning of the library product into some different parts: Considering 3TA, a whole library product was provided in general. While here, the product can be divided into smaller ones, such as an AND/OR graph drawing service, and each one can be provided individually. As a result, the end user will be able to select any parts of the library product, instead of all features, to add it to a project. (3) Reduction of the complexities: While using 3TA, several other libraries must be needed to add for connecting to the database, responsibility of the provision of the needed library resources in the SOA-based graph library is entrusted with the services by themselves. Therefore, the end user who wants to use the graph library is not involved with its complexity. In the end, in order to make the library easier to control in the system, and to restrict the end user from accessing the files, it was preferred to use the service-oriented architecture (SOA) over the three-tier architecture (3TA) and to redevelop the previously proposed graph library based on it.Keywords: Bio-Design Automation, Biological System, Graph Library, Service-Oriented Architecture, Systems and Synthetic Biology
Procedia PDF Downloads 31133719 Mining User-Generated Contents to Detect Service Failures with Topic Model
Authors: Kyung Bae Park, Sung Ho Ha
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Online user-generated contents (UGC) significantly change the way customers behave (e.g., shop, travel), and a pressing need to handle the overwhelmingly plethora amount of various UGC is one of the paramount issues for management. However, a current approach (e.g., sentiment analysis) is often ineffective for leveraging textual information to detect the problems or issues that a certain management suffers from. In this paper, we employ text mining of Latent Dirichlet Allocation (LDA) on a popular online review site dedicated to complaint from users. We find that the employed LDA efficiently detects customer complaints, and a further inspection with the visualization technique is effective to categorize the problems or issues. As such, management can identify the issues at stake and prioritize them accordingly in a timely manner given the limited amount of resources. The findings provide managerial insights into how analytics on social media can help maintain and improve their reputation management. Our interdisciplinary approach also highlights several insights by applying machine learning techniques in marketing research domain. On a broader technical note, this paper illustrates the details of how to implement LDA in R program from a beginning (data collection in R) to an end (LDA analysis in R) since the instruction is still largely undocumented. In this regard, it will help lower the boundary for interdisciplinary researcher to conduct related research.Keywords: latent dirichlet allocation, R program, text mining, topic model, user generated contents, visualization
Procedia PDF Downloads 18733718 A Model-Driven Approach of User Interface for MVP Rich Internet Application
Authors: Sarra Roubi, Mohammed Erramdani, Samir Mbarki
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This paper presents an approach for the model-driven generating of Rich Internet Application (RIA) focusing on the graphical aspect. We used well known Model-Driven Engineering (MDE) frameworks and technologies, such as Eclipse Modeling Framework (EMF), Graphical Modeling Framework (GMF), Query View Transformation (QVTo) and Acceleo to enable the design and the code automatic generation of the RIA. During the development of the approach, we focused on the graphical aspect of the application in terms of interfaces while opting for the Model View Presenter pattern that is designed for graphics interfaces. The paper describes the process followed to define the approach, the supporting tool and presents the results from a case study.Keywords: metamodel, model-driven engineering, MVP, rich internet application, transformation, user interface
Procedia PDF Downloads 35333717 Memorabilia of Suan Sunandha through Interactive User Interface
Authors: Nalinee Sophatsathit
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The objectives of memorabilia of Suan Sunandha are to develop a general knowledge presentation about the historical royal garden through interactive graphic simulation technique and to employ high-functionality context in enhancing interactive user navigation. The approach infers non-intrusive display of relevant history in response to situational context. User’s navigation runs through the virtual reality campus, consisting of new and restored buildings. A flash back presentation of information pertaining to the history in the form of photos, paintings, and textual descriptions are displayed along each passing-by building. To keep the presentation lively, graphical simulation is created in a serendipity game play so that the user can both learn and enjoy the educational tour. The benefits of this human-computer interaction development are two folds. First, lively presentation technique and situational context modeling are developed that entail a usable paradigm of knowledge and information presentation combinations. Second, cost effective training and promotion for both internal personnel and public visitors to learn and keep informed of this historical royal garden can be furnished without the need for a dedicated public relations service. Future improvement on graphic simulation and ability based display can extend this work to be more realistic, user-friendly, and informative for all.Keywords: interactive user navigation, high-functionality context, situational context, human-computer interaction
Procedia PDF Downloads 35733716 Self-Organization-Based Approach for Embedded Real-Time System Design
Authors: S. S. Bendib, L. W. Mouss, S. Kalla
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This paper proposes a self-organization-based approach for real-time systems design. The addressed issue is the mapping of an application onto an architecture of heterogeneous processors while optimizing both makespan and reliability. Since this problem is NP-hard, a heuristic algorithm is used to obtain efficiently approximate solutions. The proposed approach takes into consideration the quality as well as the diversity of solutions. Indeed, an alternate treatment of the two objectives allows to produce solutions of good quality while a self-organization approach based on the neighborhood structure is used to reorganize solutions and consequently to enhance their diversity. Produced solutions make different compromises between the makespan and the reliability giving the user the possibility to select the solution suited to his (her) needs.Keywords: embedded real-time systems design, makespan, reliability, self-organization, compromises
Procedia PDF Downloads 13433715 Passive Vibration Isolation Analysis and Optimization for Mechanical Systems
Authors: Ozan Yavuz Baytemir, Ender Cigeroglu, Gokhan Osman Ozgen
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Vibration is an important issue in the design of various components of aerospace, marine and vehicular applications. In order not to lose the components’ function and operational performance, vibration isolation design involving the optimum isolator properties selection and isolator positioning processes appear to be a critical study. Knowing the growing need for the vibration isolation system design, this paper aims to present two types of software capable of implementing modal analysis, response analysis for both random and harmonic types of excitations, static deflection analysis, Monte Carlo simulations in addition to study of parameter and location optimization for different types of isolation problem scenarios. Investigating the literature, there is no such study developing a software-based tool that is capable of implementing all those analysis, simulation and optimization studies in one platform simultaneously. In this paper, the theoretical system model is generated for a 6-DOF rigid body. The vibration isolation system of any mechanical structure is able to be optimized using hybrid method involving both global search and gradient-based methods. Defining the optimization design variables, different types of optimization scenarios are listed in detail. Being aware of the need for a user friendly vibration isolation problem solver, two types of graphical user interfaces (GUIs) are prepared and verified using a commercial finite element analysis program, Ansys Workbench 14.0. Using the analysis and optimization capabilities of those GUIs, a real application used in an air-platform is also presented as a case study at the end of the paper.Keywords: hybrid optimization, Monte Carlo simulation, multi-degree-of-freedom system, parameter optimization, location optimization, passive vibration isolation analysis
Procedia PDF Downloads 56533714 How Pandemic Changed the Protective Aids for People in Day to Day Life
Authors: Jinali Chaklasiya
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The importance of face masks, gloves, sanitizer, face shield Were only Applied for Doctor Amenities, and because of the outbreak of coronavirus, everybody has to wear Personal Protective Equipment (PPE) for health measures. . The main focus of this research paper is in the area of how doctor amenities changed the importance of gloves, face masks, sanitizer, face shield in day to day life of people. For this research, we have collected data from a quantitative survey. A questionnaire survey was conducted to note down the user point of view in doctor amenities and why is it important. The result of the questionnaire survey has helped to design parameters which were used to ideate new protective products. Thus, it is concluded to keep in mind that these protective devices can be used in day-to-day life by people across the globe. In the coming future, the protective device can make a difference and protect us from other common viruses.Keywords: equpiment, coronavirus, products, protective, environment
Procedia PDF Downloads 20033713 Developing a Framework for Designing Digital Assessments for Middle-school Aged Deaf or Hard of Hearing Students in the United States
Authors: Alexis Polanco Jr, Tsai Lu Liu
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Research on digital assessment for deaf and hard of hearing (DHH) students is negligible. Part of this stems from the DHH assessment design existing at the intersection of the emergent disciplines of usability, accessibility, and child-computer interaction (CCI). While these disciplines have some prevailing guidelines —e.g. in user experience design (UXD), there is Jacob Nielsen’s 10 Usability Heuristics (Nielsen-10); for accessibility, there are the Web Content Accessibility Guidelines (WCAG) & the Principles of Universal Design (PUD)— this research was unable to uncover a unified set of guidelines. Given that digital assessments have lasting implications for the funding and shaping of U.S. school districts, it is vital that cross-disciplinary guidelines emerge. As a result, this research seeks to provide a framework by which these disciplines can share knowledge. The framework entails a process of asking subject-matter experts (SMEs) and design & development professionals to self-describe their fields of expertise, how their work might serve DHH students, and to expose any incongruence between their ideal process and what is permissible at their workplace. This research used two rounds of mixed methods. The first round consisted of structured interviews with SMEs in usability, accessibility, CCI, and DHH education. These practitioners were not designers by trade but were revealed to use designerly work processes. In addition to asking these SMEs about their field of expertise, work process, etc., these SMEs were asked to comment about whether they believed Nielsen-10 and/or PUD were sufficient for designing products for middle-school DHH students. This first round of interviews revealed that Nielsen-10 and PUD were, at best, a starting point for creating middle-school DHH design guidelines or, at worst insufficient. The second round of interviews followed a semi-structured interview methodology. The SMEs who were interviewed in the first round were asked open-ended follow-up questions about their semantic understanding of guidelines— going from the most general sense down to the level of design guidelines for DHH middle school students. Designers and developers who were never interviewed previously were asked the same questions that the SMEs had been asked across both rounds of interviews. In terms of the research goals: it was confirmed that the design of digital assessments for DHH students is inherently cross-disciplinary. Unexpectedly, 1) guidelines did not emerge from the interviews conducted in this study, and 2) the principles of Nielsen-10 and PUD were deemed to be less relevant than expected. Given the prevalence of Nielsen-10 in UXD curricula across academia and certificate programs, this poses a risk to the efficacy of DHH assessments designed by UX designers. Furthermore, the following findings emerged: A) deep collaboration between the disciplines of usability, accessibility, and CCI is low to non-existent; B) there are no universally agreed-upon guidelines for designing digital assessments for DHH middle school students; C) these disciplines are structured academically and professionally in such a way that practitioners may not know to reach out to other disciplines. For example, accessibility teams at large organizations do not have designers and accessibility specialists on the same team.Keywords: deaf, hard of hearing, design, guidelines, education, assessment
Procedia PDF Downloads 6733712 A Qualitative Approach to Engineering Design Issues, Problems, and Solutions
Authors: M. U. Arshid, M. A. Kamal
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The engineering design process is the activities formulation, to help an engineer raising a plan with a specified goal and performance. The engineering design process is a multi-stage course of action including the conceptualization, research, feasibility studies, establishment of design parameters, preliminary and finally the detailed design. It is a progression from the abstract to the concrete; starting with probably abstract ideas about need, and thereafter elaborating detailed specifications of the object that would satisfy the needs, identified. Engineering design issues, problems, and solutions are discussed in this paper using qualitative approach from an information structure perspective. The objective is to identify the problems, to analyze them and propose solutions by integrating; innovation, practical experience, time and resource management, communications skills, isolating the problem in coordination with all stakeholders. Consequently, this would be beneficial for the engineering community to improve the Engineering design practices.Keywords: engineering design, engineering design issues, innovation, public sector projects
Procedia PDF Downloads 34633711 Stoa: Urban Community-Building Social Experiment through Mixed Reality Game Environment
Authors: Radek Richtr, Petr Pauš
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Social media nowadays connects people more tightly and intensively than ever, but simultaneously, some sort of social distance, incomprehension, lost of social integrity appears. People can be strongly connected to the person on the other side of the world but unaware of neighbours in the same district or street. The Stoa is a type of application from the ”serious games” genre- it is research augmented reality experiment masked as a gaming environment. In the Stoa environment, the player can plant and grow virtual (organic) structure, a Pillar, that represent the whole suburb. Everybody has their own idea of what is an acceptable, admirable or harmful visual intervention in the area they live in; the purpose of this research experiment is to find and/or define residents shared subconscious spirit, genius loci of the Pillars vicinity, where residents live in. The appearance and evolution of Stoa’s Pillars reflect the real world as perceived by not only the creator but also by other residents/players, who, with their actions, refine the environment. Squares, parks, patios and streets get their living avatar depictions; investors and urban planners obtain information on the occurrence and level of motivation for reshaping the public space. As the project is in product conceptual design phase, the function is one of its most important factors. Function-based modelling makes design problem modular and structured and thus decompose it into sub-functions or function-cells. Paper discuss the current conceptual model for Stoa project, the using of different organic structure textures and models, user interface design, UX study and project’s developing to the final state.Keywords: augmented reality, urban computing, interaction design, mixed reality, social engineering
Procedia PDF Downloads 22833710 Students’ Experiential Knowledge Production in the Teaching-Learning Process of Universities
Authors: Didiosky Benítez-Erice, Frederik Questier, Dalgys Pérez-Luján
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This paper aims to present two models around the production of students’ experiential knowledge in the teaching-learning process of higher education: the teacher-centered production model and the student-centered production model. From a range of knowledge management and experiential learning theories, the paper elaborates into the nature of students’ experiential knowledge and proposes further adjustments of existing second-generation knowledge management theories taking into account the particularities of higher education. Despite its theoretical nature the paper can be relevant for future studies that stress student-driven improvement and innovation at higher education institutions.Keywords: experiential knowledge, higher education, knowledge management, teaching-learning process
Procedia PDF Downloads 44533709 Using Human-Centred Service Design and Partnerships as a Model to Promote Cross-Sector Social Responsibility in Disaster Resilience: An Australian Case Study
Authors: Keith Diamond, Tracy Collier, Ciara Sterling, Ben Kraal
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The increased frequency and intensity of disaster events in the Asia-Pacific region is likely to require organisations to better understand how their initiatives, and the support they provide to their customers, intersect with other organisations aiming to support communities in achieving disaster resilience. While there is a growing awareness that disaster response and recovery rebuild programmes need to adapt to more integrated, community-led approaches, there is often a discrepancy between how programmes intend to work and how they are collectively experienced in the community, creating undesired effects on community resilience. Following Australia’s North Queensland Monsoon Disaster of 2019, this research set out to understand and evaluate how the service and support ecosystem impacted on the local community’s experience and influenced their ability to respond and recover. The purpose of this initiative was to identify actionable, cross-sector, people-centered improvements that support communities to recover and thrive when faced with disaster. The challenge arose as a group of organisations, including utility providers, banks, insurers, and community organisations, acknowledged that improving their own services would have limited impact on community wellbeing unless the other services people need are also improved and aligned. The research applied human-centred service design methods, typically applied to single products or services, to design a new way to understand a whole-of-community journey. Phase 1 of the research conducted deep contextual interviews with residents and small business owners impacted by the North Queensland Monsoon and qualitative data was analysed to produce community journey maps that detailed how individuals navigated essential services, such as accommodation, finance, health, and community. Phase 2 conducted interviews and focus groups with frontline workers who represented industries that provided essential services to assist the community. Data from Phase 1 and Phase 2 of the research was analysed and combined to generate a systems map that visualised the positive and negative impacts that occurred across the disaster response and recovery service ecosystem. Insights gained from the research has catalysed collective action to address future Australian disaster events. The case study outlines a transformative way for sectors and industries to rethink their corporate social responsibility activities towards a cross-sector partnership model that shares responsibility and approaches disaster response and recovery as a single service that can be designed to meet the needs of communities.Keywords: corporate social responsibility, cross sector partnerships, disaster resilience, human-centred design, service design, systems change
Procedia PDF Downloads 15433708 Care at the Intersection of Biomedicine and Traditional Chinese Medicine: Narratives of Integration, Negotiation, and Provision
Authors: Jessica Ding
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The field of global health is currently advocating for a resurgence in the use of traditional medicines to improve people-centered care. Healthcare policies are rapidly changing in response; in China, the increasing presence of TCM in the same spaces as biomedicine has led to a new term: integrative medicine. However, the existence of TCM as a part of integrative medicine creates a pressing paradoxical tension where TCM is both seen as a marginalized system within ‘modern’ hospitals and as a modality worth integrating. Additionally, the impact of such shifts has not been fully explored: the World Health Organization for one focuses only on three angles —practices, products, and practitioners— with regards to traditional medicines. Through ten weeks of fieldwork conducted at an urban hospital in Shanghai, China, this research expands the perspective of existing strategies by looking at integrative care through a fourth lens: patients and families. The understanding of self-care, health-seeking behavior, and non-professional caregiving structures are critical to grasping the significance of traditional medicine for people-centered care. Indeed, those individual and informal health care expectations align with the very spaces and needs that traditional medicine has filled before such ideas of integration. It specifically looks at this issue via three processes that operationalize experiences of care: (1) how aspects of TCM are valued within integrative medicine, (2) how negotiations of care occur between patients and doctors, and (3) how 'good quality' caregiving presents in integrative clinical spaces. This research hopes to lend insight into how culturally embedded traditions, bureaucratic and institutional rationalities, and social patterns of health-seeking behavior influence care to shape illness experiences at the intersection of two medical modalities. This analysis of patients’ clinical and illness experiences serves to enrich the narratives of integrative medical care’s ability to provide patient-centered care to determine how international policies are realized at the individual level. This anthropological study of the integration of Traditional Chinese medicine in local contexts can reveal the extent to which global strategies, as promoted by the WHO and the Chinese government actually align with the expectations and perspectives of patients receiving care. Ultimately, this ethnographic analysis of a local Chinese context hopes to inform global policies regarding the future use and integration of traditional medicines.Keywords: emergent systems, global health, integrative medicine, traditional Chinese medicine, TCM
Procedia PDF Downloads 14133707 A Study on the Effect of Design Factors of Slim Keyboard’s Tactile Feedback
Authors: Kai-Chieh Lin, Chih-Fu Wu, Hsiang Ling Hsu, Yung-Hsiang Tu, Chia-Chen Wu
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With the rapid development of computer technology, the design of computers and keyboards moves towards a trend of slimness. The change of mobile input devices directly influences users’ behavior. Although multi-touch applications allow entering texts through a virtual keyboard, the performance, feedback, and comfortableness of the technology is inferior to traditional keyboard, and while manufacturers launch mobile touch keyboards and projection keyboards, the performance has not been satisfying. Therefore, this study discussed the design factors of slim pressure-sensitive keyboards. The factors were evaluated with an objective (accuracy and speed) and a subjective evaluation (operability, recognition, feedback, and difficulty) depending on the shape (circle, rectangle, and L-shaped), thickness (flat, 3mm, and 6mm), and force (35±10g, 60±10g, and 85±10g) of the keyboard. Moreover, MANOVA and Taguchi methods (regarding signal-to-noise ratios) were conducted to find the optimal level of each design factor. The research participants, by their typing speed (30 words/ minute), were divided in two groups. Considering the multitude of variables and levels, the experiments were implemented using the fractional factorial design. A representative model of the research samples were established for input task testing. The findings of this study showed that participants with low typing speed primarily relied on vision to recognize the keys, and those with high typing speed relied on tactile feedback that was affected by the thickness and force of the keys. In the objective and subjective evaluation, a combination of keyboard design factors that might result in higher performance and satisfaction was identified (L-shaped, 3mm, and 60±10g) as the optimal combination. The learning curve was analyzed to make a comparison with a traditional standard keyboard to investigate the influence of user experience on keyboard operation. The research results indicated the optimal combination provided input performance to inferior to a standard keyboard. The results could serve as a reference for the development of related products in industry and for applying comprehensively to touch devices and input interfaces which are interacted with people.Keywords: input performance, mobile device, slim keyboard, tactile feedback
Procedia PDF Downloads 29933706 Design an Algorithm for Software Development in CBSE Envrionment Using Feed Forward Neural Network
Authors: Amit Verma, Pardeep Kaur
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In software development organizations, Component based Software engineering (CBSE) is emerging paradigm for software development and gained wide acceptance as it often results in increase quality of software product within development time and budget. In component reusability, main challenges are the right component identification from large repositories at right time. The major objective of this work is to provide efficient algorithm for storage and effective retrieval of components using neural network and parameters based on user choice through clustering. This research paper aims to propose an algorithm that provides error free and automatic process (for retrieval of the components) while reuse of the component. In this algorithm, keywords (or components) are extracted from software document, after by applying k mean clustering algorithm. Then weights assigned to those keywords based on their frequency and after assigning weights, ANN predicts whether correct weight is assigned to keywords (or components) or not, otherwise it back propagates in to initial step (re-assign the weights). In last, store those all keywords into repositories for effective retrieval. Proposed algorithm is very effective in the error correction and detection with user base choice while choice of component for reusability for efficient retrieval is there.Keywords: component based development, clustering, back propagation algorithm, keyword based retrieval
Procedia PDF Downloads 37833705 Consumer Behavior Towards Online Shopping in Kuwait: A Quantitative Analysis
Authors: Mitra Arami
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The main objective of this paper is to identify the factors that influence Kuwaiti consumers’ behavior towards online shopping. A survey was conducted among B2C e-commerce customers using a structured self-administered questionnaire. The findings of this study show that B2C e-commerce customer behavior in Kuwait is strongly influenced by customer entertainment but weakly influenced by customer trust. While the overall research project involves exploratory research using mixed methods, the focus of this paper is on a quantitative analysis of responses obtained from a survey of Kuwaiti customers, with the design of the questionnaire instrument being based on the findings of a qualitative analysis. The main findings of the analysis include a list of key factors that affect Kuwait online shoppers, and quantitative indications of the relative strengths of the various relationships. This study provides a basis for further research and more in depth studies to find the scope of online shopping in Kuwait especially, the influence of hedonic and utilitarian motivations on user engagement.Keywords: e-commerce, online shopping, customer behavior, quantitative analysis, Kuwait
Procedia PDF Downloads 37833704 A Simplified, Low-Cost Mechanical Design for an Automated Motorized Mechanism to Clean Large Diameter Pipes
Authors: Imad Khan, Imran Shafi, Sarmad Farooq
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Large diameter pipes, barrels, tubes, and ducts are used in a variety of applications covering civil and defense-related technologies. This may include heating/cooling networks, sign poles, bracing, casing, and artillery and tank gun barrels. These large diameter assemblies require regular inspection and cleaning to increase their life and reduce replacement costs. This paper describes the design, development, and testing results of an efficient yet simplified, low maintenance mechanical design controlled with minimal essential electronics using an electric motor for a non-technical staff. The proposed solution provides a simplified user interface and an automated cleaning mechanism that requires a single user to optimally clean pipes and barrels in the range of 105 mm to 203 mm caliber. The proposed system employs linear motion of specially designed brush along the barrel using a chain of specific strength and a pulley anchor attached to both ends of the barrel. A specially designed and manufactured gearbox is coupled with an AC motor to allow movement of contact brush with high torque to allow efficient cleaning. A suitably powered AC motor is fixed to the front adapter mounted on the muzzle side whereas the rear adapter has a pulley-based anchor mounted towards the breach block in case of a gun barrel. A mix of soft nylon and hard copper bristles-based large surface brush is connected through a strong steel chain to motor and anchor pulley. The system is equipped with limit switches to auto switch the direction when one end is reached on its operation. The testing results based on carefully established performance indicators indicate the superiority of the proposed user-friendly cleaning mechanism vis-à-vis its life cycle cost.Keywords: pipe cleaning mechanism, limiting switch, pipe cleaning robot, large pipes
Procedia PDF Downloads 11033703 Defining a Holistic Approach for Model-Based System Engineering: Paradigm and Modeling Requirements
Authors: Hycham Aboutaleb, Bruno Monsuez
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Current systems complexity has reached a degree that requires addressing conception and design issues while taking into account all the necessary aspects. Therefore, one of the main challenges is the way complex systems are specified and designed. The exponential growing effort, cost and time investment of complex systems in modeling phase emphasize the need for a paradigm, a framework and a environment to handle the system model complexity. For that, it is necessary to understand the expectations of the human user of the model and his limits. This paper presents a generic framework for designing complex systems, highlights the requirements a system model needs to fulfill to meet human user expectations, and defines the refined functional as well as non functional requirements modeling tools needs to meet to be useful in model-based system engineering.Keywords: system modeling, modeling language, modeling requirements, framework
Procedia PDF Downloads 53133702 New HCI Design Process Education
Authors: Jongwan Kim
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Human Computer Interaction (HCI) is a subject covering the study, plan, and design of interactions between humans and computers. The prevalent use of digital mobile devices is increasing the need for education and research on HCI. This work is focused on a new education method geared towards reducing errors while developing application programs that incorporate role-changing brainstorming techniques during HCI design process. The proposed method has been applied to a capstone design course in the last spring semester. Students discovered some examples about UI design improvement and their error discovering and reducing capability was promoted. An UI design improvement, PC voice control for people with disabilities as an assistive technology examplar, will be presented. The improvement of these students' design ability will be helpful to the real field work.Keywords: HCI, design process, error reducing education, role-changing brainstorming, assistive technology
Procedia PDF Downloads 49033701 On the Design of a Secure Two-Party Authentication Scheme for Internet of Things Using Cancelable Biometrics and Physically Unclonable Functions
Authors: Behnam Zahednejad, Saeed Kosari
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Widespread deployment of Internet of Things (IoT) has raised security and privacy issues in this environment. Designing a secure two-factor authentication scheme between the user and server is still a challenging task. In this paper, we focus on Cancelable Biometric (CB) as an authentication factor in IoT. We show that previous CB-based scheme fail to provide real two-factor security, Perfect Forward Secrecy (PFS) and suffer database attacks and traceability of the user. Then we propose our improved scheme based on CB and Physically Unclonable Functions (PUF), which can provide real two-factor security, PFS, user’s unlinkability, and resistance to database attack. In addition, Key Compromise Impersonation (KCI) resilience is achieved in our scheme. We also prove the security of our proposed scheme formally using both Real-Or-Random (RoR) model and the ProVerif analysis tool. For the usability of our scheme, we conducted a performance analysis and showed that our scheme has the least communication cost compared to the previous CB-based scheme. The computational cost of our scheme is also acceptable for the IoT environment.Keywords: IoT, two-factor security, cancelable biometric, key compromise impersonation resilience, perfect forward secrecy, database attack, real-or-random model, ProVerif
Procedia PDF Downloads 10233700 Transferring of Digital DIY Potentialities through a Co-Design Tool
Authors: Marita Canina, Carmen Bruno
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Digital Do It Yourself (DIY) is a contemporary socio-technological phenomenon, enabled by technological tools. The nature and potential long-term effects of this phenomenon have been widely studied within the framework of the EU funded project ‘Digital Do It Yourself’, in which the authors have created and experimented a specific Digital Do It Yourself (DiDIY) co-design process. The phenomenon was first studied through a literature research to understand its multiple dimensions and complexity. Therefore, co-design workshops were used to investigate the phenomenon by involving people to achieve a complete understanding of the DiDIY practices and its enabling factors. These analyses allowed the definition of the DiDIY fundamental factors that were then translated into a design tool. The objective of the tool is to shape design concepts by transferring these factors into different environments to achieve innovation. The aim of this paper is to present the ‘DiDIY Factor Stimuli’ tool, describing the research path and the findings behind it.Keywords: co-design process, digital DIY, innovation, toolkit
Procedia PDF Downloads 17733699 Enhancing Educational Environments: Maximizing School Playground Potential Through Biophilic Design
Authors: Esraa Abdel-Salam, Tarek Farghaly, Hassan Abdel-Salam, Asmaa Hasan
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Increasing evidence indicates that the growing disconnect between humans and the natural environment, propelled by technological advancements, has had adverse impacts on human health and overall well-being. Therefore, bridging the gap between humans and nature, the biophilia hypothesis emerges as a relatively theoretical and less comprehensively studied concept, though it has great potential for alternative design ideas. The research aims to enhance school playgrounds with biophilic design, positively impacting children's mental and physical well-being. This paper investigates the integration of biophilic design in school playgrounds and its influence on the well-being of children. It involves an analysis of three playgrounds in Alexandria, Egypt, each exhibiting varying degrees of biophilic design principles. The study investigates how these design elements enhance students' experiences by improving their surrounding environments. The research aims to develop a design framework and recommendations for creating or modifying playgrounds to enhance the physical and mental well-being of children.Keywords: biophilic design, physical health, mental well-being, children’s development, school playground
Procedia PDF Downloads 2333698 What the Future Holds for Social Media Data Analysis
Authors: P. Wlodarczak, J. Soar, M. Ally
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The dramatic rise in the use of Social Media (SM) platforms such as Facebook and Twitter provide access to an unprecedented amount of user data. Users may post reviews on products and services they bought, write about their interests, share ideas or give their opinions and views on political issues. There is a growing interest in the analysis of SM data from organisations for detecting new trends, obtaining user opinions on their products and services or finding out about their online reputations. A recent research trend in SM analysis is making predictions based on sentiment analysis of SM. Often indicators of historic SM data are represented as time series and correlated with a variety of real world phenomena like the outcome of elections, the development of financial indicators, box office revenue and disease outbreaks. This paper examines the current state of research in the area of SM mining and predictive analysis and gives an overview of the analysis methods using opinion mining and machine learning techniques.Keywords: social media, text mining, knowledge discovery, predictive analysis, machine learning
Procedia PDF Downloads 42333697 Define Immersive Need Level for Optimal Adoption of Virtual Words with BIM Methodology
Authors: Simone Balin, Cecilia M. Bolognesi, Paolo Borin
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In the construction industry, there is a large amount of data and interconnected information. To manage this information effectively, a transition to the immersive digitization of information processes is required. This transition is important to improve knowledge circulation, product quality, production sustainability and user satisfaction. However, there is currently a lack of a common definition of immersion in the construction industry, leading to misunderstandings and limiting the use of advanced immersive technologies. Furthermore, the lack of guidelines and a common vocabulary causes interested actors to abandon the virtual world after the first collaborative steps. This research aims to define the optimal use of immersive technologies in the AEC sector, particularly for collaborative processes based on the BIM methodology. Additionally, the research focuses on creating classes and levels to structure and define guidelines and a vocabulary for the use of the " Immersive Need Level." This concept, matured by recent technological advancements, aims to enable a broader application of state-of-the-art immersive technologies, avoiding misunderstandings, redundancies, or paradoxes. While the concept of "Informational Need Level" has been well clarified with the recent UNI EN 17412-1:2021 standard, when it comes to immersion, current regulations and literature only provide some hints about the technology and related equipment, leaving the procedural approach and the user's free interpretation completely unexplored. Therefore, once the necessary knowledge and information are acquired (Informational Need Level), it is possible to transition to an Immersive Need Level that involves the practical application of the acquired knowledge, exploring scenarios and solutions in a more thorough and detailed manner, with user involvement, via different immersion scales, in the design, construction or management process of a building or infrastructure. The need for information constitutes the basis for acquiring relevant knowledge and information, while the immersive need can manifest itself later, once a solid information base has been solidified, using the senses and developing immersive awareness. This new approach could solve the problem of inertia among AEC industry players in adopting and experimenting with new immersive technologies, expanding collaborative iterations and the range of available options.Keywords: AECindustry, immersive technology (IMT), virtual reality, augmented reality, building information modeling (BIM), decision making, collaborative process, information need level, immersive level of need
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