Search results for: game design approaches
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 15865

Search results for: game design approaches

15355 Lockit: A Logic Locking Automation Software

Authors: Nemanja Kajtez, Yue Zhan, Basel Halak

Abstract:

The significant rise in the cost of manufacturing of nanoscale integrated circuits (IC) has led the majority of IC design companies to outsource the fabrication of their products to other companies, often located in different countries. This multinational nature of the hardware supply chain has led to a host of security threats, including IP piracy, IC overproduction, and Trojan insertion. To combat that, researchers have proposed logic locking techniques to protect the intellectual properties of the design and increase the difficulty of malicious modification of its functionality. However, the adoption of logic locking approaches is rather slow due to the lack of the integration with IC production process and the lack of efficacy of existing algorithms. This work automates the logic locking process by developing software using Python that performs the locking on a gate-level netlist and can be integrated with the existing digital synthesis tools. Analysis of the latest logic locking algorithms has demonstrated that the SFLL-HD algorithm is one of the most secure and versatile in trading-off levels of protection against different types of attacks and was thus selected for implementation. The presented tool can also be expanded to incorporate the latest locking mechanisms to keep up with the fast-paced development in this field. The paper also presents a case study to demonstrate the functionality of the tool and how it could be used to explore the design space and compare different locking solutions. The source code of this tool is available freely from (https://www.researchgate.net/publication/353195333_Source_Code_for_The_Lockit_Tool).

Keywords: design automation, hardware security, IP piracy, logic locking

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15354 Aspects of the Detail Design of an Automated Biomethane Test

Authors: Ilias Katsanis, Paraskevas Papanikos, Nikolas Zacharopoulos, Vassilis C. Moulianitis, Evgenios Scourboutis, Diamantis T. Panagiotarakos

Abstract:

This paper presents aspects of the detailed design of an automated biomethane potential measurement system using CAD techniques. First, the design specifications grouped in eight sets that are used to design the design alternatives are briefly presented. Then, the major components of the final concept, as well as the design of the test, are presented. The material selection process is made using ANSYS EduPack database software. The mechanical behavior of one component developed in Creo v.5 is evaluated using finite element analysis. Finally, aspects of software development that integrate the BMP test is finally presented. This paper shows the advantages of CAD techniques in product design applied in the design of a mechatronic product.

Keywords: automated biomethane test, detail mechatronics design, materials selection, mechanical analysis

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15353 Tape-Shaped Multiscale Fiducial Marker: A Design Prototype for Indoor Localization

Authors: Marcell Serra de Almeida Martins, Benedito de Souza Ribeiro Neto, Gerson Lima Serejo, Carlos Gustavo Resque Dos Santos

Abstract:

Indoor positioning systems use sensors such as Bluetooth, ZigBee, and Wi-Fi, as well as cameras for image capture, which can be fixed or mobile. These computer vision-based positioning approaches are low-cost to implement, mainly when it uses a mobile camera. The present study aims to create a design of a fiducial marker for a low-cost indoor localization system. The marker is tape-shaped to perform a continuous reading employing two detection algorithms, one for greater distances and another for smaller distances. Therefore, the location service is always operational, even with variations in capture distance. A minimal localization and reading algorithm were implemented for the proposed marker design, aiming to validate it. The accuracy tests consider readings varying the capture distance between [0.5, 10] meters, comparing the proposed marker with others. The tests showed that the proposed marker has a broader capture range than the ArUco and QRCode, maintaining the same size. Therefore, reducing the visual pollution and maximizing the tracking since the ambient can be covered entirely.

Keywords: multiscale recognition, indoor localization, tape-shaped marker, fiducial marker

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15352 Relationship between Thumb Length and Pointing Performance on Portable Terminal with Touch-Sensitive Screen

Authors: Takahiro Nishimura, Kouki Doi, Hiroshi Fujimoto

Abstract:

Touch-sensitive screens that serve as displays and input devices have been adopted in many portable terminals such as smartphones and personal media players, and the market of touch-sensitive screens has expanded greatly. One of the advantages of touch-sensitive screen is the flexibility in the graphical user interface (GUI) design, and it is imperative to design an appropriate GUI to realize an easy-to-use interface. Moreover, it is important to evaluate the relationship between pointing performance and GUI design. There is much knowledge regarding easy-to-use GUI designs for portable terminals with touch-sensitive screens, and most have focused on GUI design approaches for women or children with small hands. In contrast, GUI design approaches for users with large hands have not received sufficient attention. In this study, to obtain knowledge that contributes to the establishment of individualized easy-to-use GUI design guidelines, we conducted experiments to investigate the relationship between thumb length and pointing performance on portable terminals with touch-sensitive screens. In this study, fourteen college students who participated in the experiment were divided into two groups based on the length of their thumbs. Specifically, we categorized the participants into two groups, thumbs longer than 64.2 mm into L (Long) group, and thumbs longer than 57.4 mm but shorter than 64.2 mm into A (Average) group, based on Japanese anthropometric database. They took part in this study under the authorization of Waseda University’s ‘Ethics Review Committee on Research with Human Subjects’. We created an application for the experimental task and implemented it on the projected capacitive touch-sensitive screen portable terminal (iPod touch (4th generation)). The display size was 3.5 inch and 960 × 640 - pixel resolution at 326 ppi (pixels per inch). This terminal was selected as the experimental device, because of its wide use and market share. The operational procedure of the application is as follows. First, the participants placed their thumb on the start position. Then, one cross-shaped target in a 10 × 7 array of 70 positions appeared at random. The participants pointed the target with their thumb as accurately and as fast as possible. Then, they returned their thumb to the start position and waited. The operation ended when this procedure had been repeated until all 70 targets had each been pointed at once by the participants. We adopted the evaluation indices for absolute error, variable error, and pointing time to investigate pointing performance when using the portable terminal. The results showed that pointing performance varied with thumb length. In particular, on the lower right side of the screen, the performance of L group with long thumb was low. Further, we presented an approach for designing easy-to- use button GUI for users with long thumbs. The contributions of this study include revelation of the relationship between pointing performance and user’s thumb length when using a portable terminal in terms of accuracy, precision, and speed of pointing. We hope that these findings contribute to an easy-to-use GUI design for users with large hands.

Keywords: pointing performance, portable terminal, thumb length, touch-sensitive screen

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15351 Design Thinking and Project-Based Learning: Opportunities, Challenges, and Possibilities

Authors: Shoba Rathilal

Abstract:

High unemployment rates and a shortage of experienced and qualified employees appear to be a paradox that currently plagues most countries worldwide. In a developing country like South Africa, the rate of unemployment is reported to be approximately 35%, the highest recorded globally. At the same time, a countrywide deficit in experienced and qualified potential employees is reported in South Africa, which is causing fierce rivalry among firms. Employers have reported that graduates are very rarely able to meet the demands of the job as there are gaps in their knowledge and conceptual understanding and other 21st-century competencies, attributes, and dispositions required to successfully negotiate the multiple responsibilities of employees in organizations. In addition, the rates of unemployment and suitability of graduates appear to be skewed by race and social class, the continued effects of a legacy of inequitable educational access. Higher Education in the current technologically advanced and dynamic world needs to serve as an agent of transformation, aspiring to develop graduates to be creative, flexible, critical, and with entrepreneurial acumen. This requires that higher education curricula and pedagogy require a re-envisioning of our selection, sequencing, and pacing of the learning, teaching, and assessment. At a particular Higher education Institution in South Africa, Design Thinking and Project Based learning are being adopted as two approaches that aim to enhance the student experience through the provision of a “distinctive education” that brings together disciplinary knowledge, professional engagement, technology, innovation, and entrepreneurship. Using these methodologies forces the students to solve real-time applied problems using various forms of knowledge and finding innovative solutions that can result in new products and services. The intention is to promote the development of skills for self-directed learning, facilitate the development of self-awareness, and contribute to students being active partners in the application and production of knowledge. These approaches emphasize active and collaborative learning, teamwork, conflict resolution, and problem-solving through effective integration of theory and practice. In principle, both these approaches are extremely impactful. However, at the institution in this study, the implementation of the PBL and DT was not as “smooth” as anticipated. This presentation reports on the analysis of the implementation of these two approaches within higher education curricula at a particular university in South Africa. The study adopts a qualitative case study design. Data were generated through the use of surveys, evaluation feedback at workshops, and content analysis of project reports. Data were analyzed using document analysis, content, and thematic analysis. Initial analysis shows that the forces constraining the implementation of PBL and DT range from the capacity to engage with DT and PBL, both from staff and students, educational contextual realities of higher education institutions, administrative processes, and resources. At the same time, the implementation of DT and PBL was enabled through the allocation of strategic funding and capacity development workshops. These factors, however, could not achieve maximum impact. In addition, the presentation will include recommendations on how DT and PBL could be adapted for differing contexts will be explored.

Keywords: design thinking, project based learning, innovative higher education pedagogy, student and staff capacity development

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15350 Two-stage Robust Optimization for Collaborative Distribution Network Design Under Uncertainty

Authors: Reza Alikhani

Abstract:

This research focuses on the establishment of horizontal cooperation among companies to enhance their operational efficiency and competitiveness. The study proposes an approach to horizontal collaboration, called coalition configuration, which involves partnering companies sharing distribution centers in a network design problem. The paper investigates which coalition should be formed in each distribution center to minimize the total cost of the network. Moreover, potential uncertainties, such as operational and disruption risks, are considered during the collaborative design phase. To address this problem, a two-stage robust optimization model for collaborative distribution network design under surging demand and facility disruptions is presented, along with a column-and-constraint generation algorithm to obtain exact solutions tailored to the proposed formulation. Extensive numerical experiments are conducted to analyze solutions obtained by the model in various scenarios, including decisions ranging from fully centralized to fully decentralized settings, collaborative versus non-collaborative approaches, and different amounts of uncertainty budgets. The results show that the coalition formation mechanism proposes some solutions that are competitive with the savings of the grand coalition. The research also highlights that collaboration increases network flexibility and resilience while reducing costs associated with demand and capacity uncertainties.

Keywords: logistics, warehouse sharing, robust facility location, collaboration for resilience

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15349 The Complexities of Designing a Learning Programme in Higher Education with the End-User in Mind

Authors: Andre Bechuke

Abstract:

The quality of every learning programme in Higher Education (HE) is dependent on the planning, design, and development of the curriculum decisions. These curriculum development decisions are highly influenced by the knowledge of the end-user, who are not always just the students. When curriculum experts plan, design and develop learning programmes, they always have the end-users in mind throughout the process. Without proper knowledge of the end-user(s), the design and development of a learning programme might be flawed. Curriculum experts often struggle to determine who the real end-user is. As such, it is even more challenging to establish what needs to be known about the end user that should inform the plan, design, and development of a learning programme. This research sought suggest approaches to guide curriculum experts to identify the end-user(s), taking into consideration the pressure and influence other agencies and structures or stakeholders (industry, students, government, universities context, lecturers, international communities, professional regulatory bodies) have on the design of a learning programme and the graduates of the programmes. Considering the influence of these stakeholders, which is also very important, the task of deciding who the real end-user of the learning programme becomes very challenging. This study makes use of criteria 1 and 18 of the Council on Higher Education criteria for programme accreditation to guide the process of identifying the end-users when developing a learning programme. Criterion 1 suggests that designers must ensure that the programme is consonant with the institution’s mission, forms part of institutional planning and resource allocation, meets national requirements and the needs of students and other stakeholders, and is intellectually credible. According to criterion 18, in designing a learning programme, steps must be taken to enhance the employability of students and alleviate shortages of expertise in relevant fields. In conclusion, there is hardly ever one group of end-users to be considered for developing a learning programme, and the notion that students are the end-users is not true, especially when the graduates are unable to use the qualification for employment.

Keywords: council on higher education, curriculum design and development, higher education, learning programme

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15348 A Framework for Green Use and Disposal of Information Communication Technology Devices

Authors: Frezer Alem Kebede

Abstract:

The notion of viewing ICT as merely support for the business process has shifted towards viewing ICT as a critical business enabler. As such, the need for ICT devices has increased, contributing to high electronic equipment acquisition and disposal. Hence, its use and disposal must be seen in light of environmental sustainability, i.e., in terms of green use and disposal. However, there are limited studies on green Use and Disposal framework to be used as guiding lens by organizations in developing countries. And this study endeavors to address that need taking one of the largest multinational ICT intensive company in the country. The design and development of this framework passed through several stages, initially factors affecting green use and disposal were identified after quantitative and qualitative data analysis then there were multiple brainstorming sessions for the design enhancement as participative modelling was employed. Given the difference in scope and magnitude of the challenges identified, the proposed framework approaches green use and disposal in four imperatives; strategically, tactically, operationally and through continuous improvement.

Keywords: energy efficiency, green disposal, green ICT, green use, green use and disposal framework, sustainability

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15347 The Impact of Experiential Learning on the Success of Upper Division Mechanical Engineering Students

Authors: Seyedali Seyedkavoosi, Mohammad Obadat, Seantorrion Boyle

Abstract:

The purpose of this study is to assess the effectiveness of a nontraditional experiential learning strategy in improving the success and interest of mechanical engineering students, using the Kinematics/Dynamics of Machine course as a case study. This upper-division technical course covers a wide range of topics, including mechanism and machine system analysis and synthesis, yet the complexities of ideas like acceleration, motion, and machine component relationships are hard to explain using standard teaching techniques. To solve this problem, a thorough design project was created that gave students hands-on experience developing, manufacturing, and testing their inventions. The main goals of the project were to improve students' grasp of machine design and kinematics, to develop problem-solving and presenting abilities, and to familiarize them with professional software. A questionnaire survey was done to evaluate the effect of this technique on students' performance and interest in mechanical engineering. The outcomes of the study shed light on the usefulness of nontraditional experiential learning approaches in engineering education.

Keywords: experiential learning, nontraditional teaching, hands-on design project, engineering education

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15346 URM Infill in-Plane and out-of-Plane Interaction in Damage Evaluation of RC Frames

Authors: F. Longo, G. Granello, G. Tecchio, F. Da Porto

Abstract:

Unreinforced masonry (URM) infill walls are widely used throughout the world, also in seismic prone regions, as partitions in reinforced concrete building frames. Even if they do not represent structural elements, they can dramatically affect both strength and stiffness of RC structures by acting as a diagonal strut, modifying shear and displacements distribution along the building height, with uncertain consequences on structural safety. In the last decades, many refined models have been developed to describe infill walls effect on frame structural behaviour, but generally restricted to in-plane actions. Only very recently some new approaches were implemented to consider in-plane/out-of-plane interaction of URM infill walls in progressive collapse simulations. In the present work, a particularly promising macro-model was adopted for the progressive collapse analysis of infilled RC frames. The model allows to consider the bi-directional interaction in terms of displacement and strength capacity for URM infills, and to remove the infill contribution when the URM wall is supposed to fail during the analysis process. The model was calibrated on experimental data regarding two different URM panels thickness, modelling with particular care the post-critic softening branch. A frame specimen set representing the most common Italian structures was built considering two main normative approaches: a traditional design philosophy, corresponding to structures erected between 50’s-80’s basically designed to support vertical loads, and a seismic design philosophy, corresponding to current criteria that take into account horizontal actions. Non-Linear Static analyses were carried out on the specimen set and some preliminary evaluations were drawn in terms of different performance exhibited by the RC frame when the contemporary effect of the out-of-plane damage is considered for the URM infill.

Keywords: infill Panels macromodels, in plane-out of plane interaction, RC frames, URM infills

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15345 Research Methods and Design Strategies to Improve Resilience in Coastal and Estuary Cities

Authors: Irene Perez Lopez

Abstract:

Delta and estuary cities are spaces constantly evolving, incessantly altered by the ever-changing actions of water transformation. Strategies that incorporate comprehensive and integrated approaches to planning and design with water will play a powerful role in defining new types of flood defense. These strategies will encourage more resilient and active urban environments, allowing for new spatial and functional programs. This abstract presents the undergoing research in Newcastle, the first urbanized delta in New South Wales (Australia), and the region's second-biggest catchment and estuary. The research methodology is organized in three phases: 1) a projective cartography that analyses maps and data across the region's recorded history, identifying past and present constraints, and predicting future conditions. The cartography aids to identify worst-case scenarios, revealing the implications of land reclamation that have not considered the confronting evolution of climate change and its conflicts with inhabitation; 2) the cartographic studies identify the areas under threat and form the basis for further interdisciplinary research, complimented by community consultation, to reduce flood risk and increase urban resilience and livability; 3) a speculative or prospective phase of design with water to generate evidence-based guidelines that strengthen urban resilience of shorelines and flood prone areas.

Keywords: coastal defense, design, urban resilience, mapping

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15344 A Closed-Loop Design Model for Sustainable Manufacturing by Integrating Forward Design and Reverse Design

Authors: Yuan-Jye Tseng, Yi-Shiuan Chen

Abstract:

In this paper, a new concept of closed-loop design model is presented. The closed-loop design model is developed by integrating forward design and reverse design. Based on this new concept, a closed-loop design model for sustainable manufacturing by integrated evaluation of forward design, reverse design, and green manufacturing using a fuzzy analytic network process is developed. In the design stage of a product, with a given product requirement and objective, there can be different ways to design the detailed components and specifications. Therefore, there can be different design cases to achieve the same product requirement and objective. Thus, in the design evaluation stage, it is required to analyze and evaluate the different design cases. The purpose of this research is to develop a model for evaluating the design cases by integrated evaluation of forward design, reverse design, and green manufacturing models. A fuzzy analytic network process model is presented for integrated evaluation of the criteria in the three models. The comparison matrices for evaluating the criteria in the three groups are established. The total relational values among the three groups represent the total relational effects. In application, a super matrix can be created and the total relational values can be used to evaluate the design cases for decision-making to select the final design case. An example product is demonstrated in this presentation. It shows that the model is useful for integrated evaluation of forward design, reverse design, and green manufacturing to achieve a closed-loop design for sustainable manufacturing objective.

Keywords: design evaluation, forward design, reverse design, closed-loop design, supply chain management, closed-loop supply chain, fuzzy analytic network process

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15343 Geometric Design to Improve the Temperature

Authors: H. Ghodbane, A. A. Taleb, O. Kraa

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This paper presents geometric design of induction heating system. The objective of this design is to improve the temperature distribution in the load. The study of such a device requires the use of models or modeling representation, physical, mathematical, and numerical. This modeling is the basis of the understanding, the design, and optimization of these systems. The optimization technique is to find values of variables that maximize or minimize the objective function.

Keywords: optimization, modeling, geometric design system, temperature increase

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15342 Player Experience: A Research on Cross-Platform Supported Games

Authors: Salih Akkemik

Abstract:

User Experience has a characterized perspective based on two fundamentals: the usage process and the product. Digital games can be considered as a special interactive system. This system has a very specific purpose and this is to make the player feel good while playing. At this point, Player Experience (PX) and User Experience (UX) are similar. UX focuses on the user feels good, PX focuses on the player feels good. The most important difference between the two is the action taken. These are actions of using and playing. In this study, the player experience will be examined primarily. PX may differ on different platforms. Nowadays, companies are releasing the successful and high-income games that they have developed with cross-platform support. Cross-platform is the most common expression that an application can run on different operating systems, in other words, be developed to support different operating systems. In terms of digital games, cross-platform support means that a game can be played on a computer, console or mobile device environment, more specifically, the game developed is designed and programmed to be played in the same way on at least two different platforms, such as Windows, MacOS, Linux, iOS, Android, Orbis OS or Xbox OS. Different platforms also accommodate different player groups, profiles and preferences. This study aims to examine these different player profiles in terms of player experience and to determine the effects of cross-platform support on player experience.

Keywords: cross-platform, digital games, player experience, user experience

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15341 Review and Analyze on the Journal of Sport Science

Authors: Zhan Dong, Qiu Jianrong, Li Qinghui, Zhang Lei

Abstract:

The quantity and quality of the papers published on sport science from 2001 to 2013 had been counted and analysed and compared with the papers published on the journal from 1990 to 2000. The result showed that: 1. In the sports medicine field, the proportion of basic/application was abnormal. Basic research was far more than the application research. The papers on researching of imitating altitude training was the main part. Gene research made great progress.The research on sport injury and medical supervision were lower and lower. Research on sports prescription had made much progress, especially in the patients of heart infarction. 2. In building up people’s health field, the research on the old people had been more and more compared with the 10 years before, but it was not enough. 3. In the field of sports psychology, the research on disable people had been more compared with the 10 years before. Solved the problem of the sportmen before the game. 4. In the field of sports biomechanics, it showed that methods had made great progress compared with the 10 years before. Sport biomechanics combined with sports medicine, helped the sportsmen in good condition in the game. 5. In the exercise training field, the experts pay more attention to the outstanding sportsmen, and the researches emphasized that biology knowledge is the main basic for them to the research.

Keywords: sport medicine, sport injury, medical supervision

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15340 Studying the Beginnings of Strategic Behavior

Authors: Taher Abofol, Yaakov Kareev, Judith Avrahami, Peter M. Todd

Abstract:

Are children sensitive to their relative strength in competitions against others? Performance on tasks that require cooperation or coordination (e.g. the Ultimatum Game) indicates that early precursors of adult-like notions of fairness and reciprocity, as well as altruistic behavior, are evident at an early age. However, not much is known regarding developmental changes in interactive decision-making, especially in competitive interactions. Thus, it is important to study the developmental aspects of strategic behavior in these situations. The present research focused on cognitive-developmental changes in a competitive interaction. Specifically, it aimed at revealing how children engage in strategic interactions that involve the allocation of limited resources over a number of fields of competition, by manipulating relative strength. Relative strength refers to situations in which player strength changes midway through the game: the stronger player becomes the weaker one, while the weaker player becomes the stronger one. An experiment was conducted to find out if the behavior of children of different age groups differs in the following three aspects: 1. Perception of relative strength. 2. Ability to learn while gaining experience. 3. Ability to adapt to change in relative strength. The task was composed of a resource allocation game. After the players allocated their resources (privately and simultaneously), a competition field was randomly chosen for each player. The player who allocated more resources to the field chosen was declared the winner of that round. The resources available to the two competitors were unequal (or equal, for control). The theoretical solution for this game is that the weaker player should give up on a certain number of fields, depending on the stronger opponent’s relative strength, in order to be able to compete with the opponent on equal footing in the remaining fields. Participants were of three age groups, first-graders (N = 36, mean age = 6), fourth-graders (N = 36, mean age = 10), and eleventh-graders (N = 72, mean age = 16). The games took place between players of the same age and lasted for 16 rounds. There were two experimental conditions – a control condition, in which players were of equal strength, and an experimental condition, in which players differed in strength. In the experimental condition, players' strength was changed midway through the session. Results indicated that players in all age groups were sensitive to their relative strength, and played in line with the theoretical solution: the weaker players gave up on more fields than the stronger ones. This understanding, as well as the consequent difference in allocation between weak and strong players, was more pronounced among older participants. Experience led only to minimal behavioral change. Finally, the children from the two older groups, particularly the eleventh graders adapted quickly to the midway switch in relative strength. In contrast, the first-graders hardly changed their behavior with the change in their relative strength, indicating a limited ability to adapt. These findings highlight young children’s ability to consider their relative strength in strategic interactions and its boundaries.

Keywords: children, competition, decision making, developmental changes, strategic behavior

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15339 Development of Visual Element Design Guidelines for Consumer Products Based on User Characteristics

Authors: Taezoon Park, Wonil Hwang

Abstract:

This study aims to build a design guideline for the effective visual display used for consumer products considering user characteristics; gender and age. Although a number of basic experiments identified the limits of human visual perception, the findings remain fragmented and many times in an unfriendly form. This study compiled a design cases along with tables aggregated from the experimental result of visual perception; brightness/contrast, useful field of view, color sensitivity. Visual design elements commonly used for consumer product, were selected and appropriate guidelines were developed based on the experimental result. Since the provided data with case example suggests a feasible design space, it will save time for a product designer to find appropriate design alternatives.

Keywords: design guideline, consumer product, visual design element, visual perception, emotional design

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15338 New HCI Design Process Education

Authors: Jongwan Kim

Abstract:

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

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15337 Introducing Future Smart Transport Solution for Women with Disabilities: A Review with Chongqing as the Focal Example

Authors: Xinyi Gao, Xiaoyun Feng, Ruijie Liu, Yumin Xia, Min Shao, Xinqing Wang

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This paper outlines the travel challenges, the absence of society, and studies around disabled women and chooses the Chongqing area as a case study to explore how terrain characteristics and city construction influence our subject's travel choice. It also highlights future transport options and the necessity of addressing the difficult travel position of women with disabilities. This study focuses on the travel demands of women with disabilities, illustrating what their ideal method of travel would be. An analysis of related smart cities like Hong Kong illustrates the aspects to consider in the reconstruction of Chongqing. Finally, relying on current smart city modelling approaches, several design ideas for assistive tools are suggested for the safety of women with disabilities during travel.

Keywords: future smart city, disabled women, Chongqing, inclusive design, human-computer interaction

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15336 Evolution of Design through Documentation of Architecture Design Processes

Authors: Maniyarasan Rajendran

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Every design has a process, and every architect deals in the ways best known to them. The design translation from the concept to completion change in accordance with their design philosophies, their tools, availability of resources, and at times the clients and the context of the design as well. The approach to understanding the design process requires formalisation of the design intents. The design process is characterised by change, with the time and the technology. The design flow is just indicative and never exhaustive. The knowledge and experience of stakeholders remain limited to the part they played in the project, and their ability to remember, and is through the Photographs. These artefacts, when circulated can hardly tell what the project is. They can never tell the narrative behind. In due course, the design processes are lost. The Design junctions are lost in the journey. Photographs acted as major source materials, along with its importance in architectural revivalism in the 19th century. From the history, we understand that it has been photographs, that act as the dominant source of evidence. The idea of recording is also followed with the idea of getting inspired from the records and documents. The design concept, the architectural firms’ philosophies, the materials used, the special needs, the numerous ‘Trial-and-error’ methods, design methodology, experience of failures and success levels, and the knowledge acquired, etc., and the various other aspects and methods go through in every project, and they deserve/ought to be recorded. The knowledge can be preserved and passed through generations, by documenting the design processes involved. This paper explores the idea of a process documentation as a tool of self-reflection, creation of architectural firm’ repository, and these implications proceed with the design evolution of the team.

Keywords: architecture, design, documentation, records

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15335 The Impact of Building Technologies on Local Identity of Urban Settlements

Authors: Eman Nagi Gowid Selim

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Nowadays, the relevance of places to people has been questioned from different perspectives. This is attributed to the fact that many international concrete blocks were used to create multi-use public spaces in neighborhoods based on the techniques of mass-productions concepts that became one of the most effective ways in building construction, replacing the local and traditional built environment. During the last decades, the world has become increasingly globalized and citizen more mobilized, and thus, ignoring the social and environmental dimensions of the local identity. The main enquiries of the research are “How did building technologies affect urban settlement’s identity?” and “What are the impacts of technologies and globalization on local identities in urban spaces? “From this perspective, the research presents firstly, a historical review that shows how old civilizations enhance their local identities using the newly discovered building materials in each era in different urban settlement and fabrics without losing the identity. The second part of the research highlights the different approaches of building technologies and urban design to present a clear understanding of ways of applying and merging between different methodologies to achieve the most efficient urban space design. The third part aims at analyzing some international and national case studies where the form and structure of particular spaces are vital to identifying the morphological elements of urban settlements and the links existing between them. In addition, it determines how the building materials are used to enrich the vocabulary of the local identity. This part ends with the deduction of the guidelines for the integration of the environmental and social dimensions within the building technologies` approaches to enhance the sustainability of local identities and thus, ending up with redefining "Urban Identity" to guide future research in such cultural areas. Finally, the research uses the comparative methodology for applying the deduced guidelines on a national case study namely “Othman`s Towers” in corniche El Maadi, and then ends up by some results in the form of strategies for future researcher, that identifies how to ensure local identity in urban settlements using new building materials and technologies to achieve social and environmental comfort within the cultural areas.

Keywords: building technologies, cultural context, environmental approach, participatory design, social dimension, urban spaces

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15334 Re-Designing Community Foodscapes to Enhance Social Inclusion in Sustainable Urban Environments

Authors: Carles Martinez-Almoyna Gual, Jiwon Choi

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Urban communities face risks of disintegration and segregation as a consequence of globalised migration processes towards urban environments. Linking social and cultural components with environmental and economic dimensions becomes the goal of all the disciplines that aim to shape more sustainable urban environments. Solutions require interdisciplinary approaches and the use of a complex array of tools. One of these tools is the implementation of urban farming, which provides a wide range of advantages for creating more inclusive spaces and integrated communities. Since food is strongly related to the values and identities of any cultural group, it can be used as a medium to promote social inclusion in the context of urban multicultural societies. By bringing people together into specific urban sites, food production can be integrated into multifunctional spaces while addressing social, economic and ecological goals. The goal of this research is to assess different approaches to urban agriculture by analysing three existing community gardens located in Newtown, a suburb of Wellington, New Zealand. As a context for developing research, Newtown offers different approaches to urban farming and is really valuable for observing current trends of socialization in diverse and multicultural societies. All three spaces are located on public land owned by Wellington City Council and confined to a small, complex and progressively denser urban area. The developed analysis was focused on social, cultural and physical dimensions, combining community engagement with different techniques of spatial assessment. At the same time, a detailed investigation of each community garden was conducted with comparative analysis methodologies. This multidirectional setting of the analysis was established for extracting from the case studies both specific and typological knowledge. Each site was analysed and categorised under three broad themes: people, space and food. The analysis revealed that all three case studies had really different spatial settings, different approaches to food production and varying profiles of supportive communities. The main differences identified were demographics, values, objectives, internal organization, appropriation, and perception of the space. The community gardens were approached as case studies for developing design research. Following participatory design processes with the different communities, the knowledge gained from the analysis was used for proposing changes in the physical environment. The end goal of the design research was to improve the capacity of the spaces to facilitate social inclusiveness. In order to generate tangible changes, a range of small, strategic and feasible spatial interventions was explored. The smallness of the proposed interventions facilitates implementation by reducing time frames, technical resources, funding needs, and legal processes, working within the community´s own realm. These small interventions are expected to be implemented over time as part of an ongoing collaboration between the different communities, the university, and the local council. The applied research methodology showcases the capacity of universities to develop civic engagement by working with real communities that have concrete needs and face overall threats of disintegration and segregation.

Keywords: community gardening, landscape architecture, participatory design, placemaking, social inclusion

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15333 Multicultural Education in the National Context: A Study of Peoples' Friendship University of Russia

Authors: Maria V. Mishatkina

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The modelling of dialogical environment is an essential feature of modern education. The dialogue of cultures is a foundation and an important prerequisite for a formation of a human’s main moral qualities such as an ability to understand another person, which is manifested in such values as tolerance, respect, mutual assistance and mercy. A formation of a modern expert occurs in an educational environment that is significantly different from what we had several years ago. Nowadays university education has qualitatively new characteristics. They may be observed in Peoples’ Friendship University of Russia (RUDN University), a top Russian higher education institution which unites representatives of more than 150 countries. The content of its educational strategies is not an adapted cultural experience but material between science and innovation. Besides, RUDN University’s profiles and specialization are not equal to the professional structures. People study not a profession in a strict sense but a basic scientific foundation of an activity in different socio-cultural areas (science, business and education). RUDN University also provides a considerable unit of professional education components. They are foreign languages skills, economic, political, ethnic, communication and computer culture, theory of information and basic management skills. Moreover, there is a rich social life (festive multicultural events, theme parties, journeys) and prospects concerning the inclusive approach to education (for example, a special course ‘Social Pedagogy: Issues of Tolerance’). In our research, we use such methods as analysis of modern and contemporary scientific literature, opinion poll (involving students, teachers and research workers) and comparative data analysis. We came to the conclusion that knowledge transfer of RUDN student in the activity happens through making goals, problems, issues, tasks and situations which simulate future innovative ambiguous environment that potentially prepares him/her to dialogical way of life. However, all these factors may not take effect if there is no ‘personal inspiration’ of students by communicative and dialogic values, their participation in a system of meanings and tools of learning activity that is represented by cooperation within the framework of scientific and pedagogical schools dialogue. We also found out that dominating strategies of ensuring the quality of education are those that put students in the position of the subject of their own education. Today these strategies and approaches should involve such approaches and methods as task, contextual, modelling, specialized, game-imitating and dialogical approaches, the method of practical situations, etc. Therefore, University in the modern sense is not only an educational institution, but also a generator of innovation, cooperation among nations and cultural progress. RUDN University has been performing exactly this mission for many decades.

Keywords: dialogical developing situation, dialogue of cultures, readiness for dialogue, university graduate

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15332 IT/IS Organisation Design in the Digital Age: A Literature Review

Authors: Dominik Krimpmann

Abstract:

Information technology and information systems are currently at a tipping point. The digital age fundamentally transforms a large number of industries in the ways they work. Lines between business and technology blur. Researchers have acknowledged that this is the time in which the IT/IS organisation needs to re-strategise itself. In this paper, the author provides a structured review of the IS and organisation design literature addressing the question of how the digital age changes the design categories of an IT/IS organisation design. The findings show that most papers just analyse single aspects of either IT/IS relevant information or generic organisation design elements but miss a holistic ‘big-picture’ onto an IT/IS organisation design. This paper creates a holistic IT/IS organisation design framework bringing together the IS research strand, the digital strand and the generic organisation design strand. The research identified four IT/IS organisation design categories (strategy, structure, processes and people) and discusses the importance of two additional categories (sourcing and governance). The authors findings point to a first anchor point from which further research needs to be conducted to develop a holistic IT/IS organisation design framework.

Keywords: IT/IS strategy, IT/IS organisation design, digital age, organisational effectiveness, literature review

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15331 A Survey of Recognizing of Daily Living Activities in Multi-User Smart Home Environments

Authors: Kulsoom S. Bughio, Naeem K. Janjua, Gordana Dermody, Leslie F. Sikos, Shamsul Islam

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The advancement in information and communication technologies (ICT) and wireless sensor networks have played a pivotal role in the design and development of real-time healthcare solutions, mainly targeting the elderly living in health-assistive smart homes. Such smart homes are equipped with sensor technologies to detect and record activities of daily living (ADL). This survey reviews and evaluates existing approaches and techniques based on real-time sensor-based modeling and reasoning in single-user and multi-user environments. It classifies the approaches into three main categories: learning-based, knowledge-based, and hybrid, and evaluates how they handle temporal relations, granularity, and uncertainty. The survey also highlights open challenges across various disciplines (including computer and information sciences and health sciences) to encourage interdisciplinary research for the detection and recognition of ADLs and discusses future directions.

Keywords: daily living activities, smart homes, single-user environment, multi-user environment

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15330 3D Object Retrieval Based on Similarity Calculation in 3D Computer Aided Design Systems

Authors: Ahmed Fradi

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Nowadays, recent technological advances in the acquisition, modeling, and processing of three-dimensional (3D) objects data lead to the creation of models stored in huge databases, which are used in various domains such as computer vision, augmented reality, game industry, medicine, CAD (Computer-aided design), 3D printing etc. On the other hand, the industry is currently benefiting from powerful modeling tools enabling designers to easily and quickly produce 3D models. The great ease of acquisition and modeling of 3D objects make possible to create large 3D models databases, then, it becomes difficult to navigate them. Therefore, the indexing of 3D objects appears as a necessary and promising solution to manage this type of data, to extract model information, retrieve an existing model or calculate similarity between 3D objects. The objective of the proposed research is to develop a framework allowing easy and fast access to 3D objects in a CAD models database with specific indexing algorithm to find objects similar to a reference model. Our main objectives are to study existing methods of similarity calculation of 3D objects (essentially shape-based methods) by specifying the characteristics of each method as well as the difference between them, and then we will propose a new approach for indexing and comparing 3D models, which is suitable for our case study and which is based on some previously studied methods. Our proposed approach is finally illustrated by an implementation, and evaluated in a professional context.

Keywords: CAD, 3D object retrieval, shape based retrieval, similarity calculation

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15329 Research Approaches for Identifying Images of the Past in the Built Environment

Authors: Ahmad Al-Zoabi

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Development of research approaches for identifying images of the past in the built environment is at a beginning stage, and a review of the current literature reveals a limited body of research in this area. This study seeks to make a contribution to fill this void. It investigates the theoretical and empirical studies that examine the built environment as a medium for communicating the past in order to understand how images of the past are operationalized in these studies. Findings revealed that image could be operationalized in several ways depending on the focus of the study. Three concerns were addressed in this study when defining the image of the past: (a) to investigate an 'everyday' popular image of the past; (b) to look at the building's image as an integrated part of a larger image for the city; and (c) to find patterns within residents' images of the past. This study concludes that a future study is needed to address the effects of different scales (size and depth of history) of cities and of different cultural backgrounds of images of the past.

Keywords: architecture, built environment, image of the past, research approaches

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15328 From Stigma to Solutions: Harnessing Innovation and Local Wisdom to Tackle Harms Associated with Menstrual Seclusion (Chhaupadi) in Nepal

Authors: Sara E. Baumann, Megan A. Rabin, Mary Hawk, Bhimsen Devkota, Kajol Upadhyaya, Guna Raj Shrestha, Brigit Joseph, Annika Agarwal, Jessica G. Burke

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In Nepal, prevailing sociocultural norms associated with menstruation prompt adherence to stringent rules that limit participation in daily activities. Chhaupadi is a specific menstrual tradition in Nepal in which women and girls segregate themselves and follow a series of restrictions during menstruation. Despite having numerous physical and mental health implications, extant interventions have yet to sustainably address the harms associated with chhaupadi. In this study, the authors describe insights garnered from a collaboration with community members in Dailekh district, who formulated their own approaches to mitigate the adverse facets of chhaupadi. Envisaged as an entry point to improve women’s menstrual health experiences, this investigation employed an approach that uses Human-centered Design and a community-engaged approach. The authors conducted a four-day design workshop which unfolded in two phases: The Discovery Phase, to uncover chhaupadi context and key stakeholders, and the Design Phase, to design contextually relevant interventions. Diverse community-members, including those with lived experience practicing chhaupadi, developed five intervention concepts: 1) harnessing Female Community Health Volunteers as role models, for counseling, and raising awareness; 2) focusing on mothers and mother’s groups to instigate behavioral shifts; 3) engaging the broader community in behavior change efforts; 4) empowering fathers to effect change in their homes through counseling and education; and 5) training and emboldening youth to advocate for positive change through advocacy in their schools and homes. This research underscores the importance of employing multi-level approaches tailored to specific stakeholder groups, given Nepal’s rich cultural diversity. The engagement of Female Community Health Volunteers emerged as a promising yet underexplored intervention concept for chhaupadi, warranting broader implementation. Crucially, it is also imperative for interventions to prioritize tackling deleterious aspects of the chhaupadi tradition, emphasizing safety considerations, all while acknowledging chhaupadi’s entrenched cultural history; for some, there are positive aspects of the tradition that women and girls wish to preserve.

Keywords: human-centered design, menstrual health, Nepal, community-engagement, intervention development, women's health, rural health

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15327 The User Experience Evaluation Study on Gamified Classroom via Prezi

Authors: Wong Seng Yue

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Game dynamics and game mechanics are the two main components that used in gamification to engage and encourage students to learn. The advantages of gamified classroom are engaging students, increasing students interest, preserving students focus and remain a positive behaviour. However, the empirical studies on gamification are still at early stage, especially the effectiveness of various gamification components have not been evaluated. Thus, this study is aimed to conduct a user experience (UX) evaluation on gamified classroom through Prezi, which focused on learning experience, gaming experience, adaptivity, and gameplay experience. This study is a further study extended from the previous exploratory study to explore more on UX of gamified classroom via Prezi by interview. A focus group study, which involves 22 students from a foundation course has been conducted for the study. Besides the empirical data from the previous study, this focus group study has significantly found that 90.9% respondents show their positive perceptions on gaming experience via Prezi. They are interested, feel fresh, good, and highly motivated of the contents of Prezi. 95.5% participants have had a positive learning experience from the gamified classroom via Prezi, which can engage them, made them concentrate on learning and easy to remember what they have learned if compared to the traditional classroom slides. The adaptivity of the gamified classroom also high due to its zooming user interface, narrative, rewards and engagement features. This study has uncovered on how far the impact of gamification components in the classroom, especially UX that implemented in gamified classroom.

Keywords: user experience (UX), gamification, gamified classroom, Prezi

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15326 A Survey of Baseband Architecture for Software Defined Radio

Authors: M. A. Fodha, H. Benfradj, A. Ghazel

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This paper is a survey of recent works that proposes a baseband processor architecture for software defined radio. A classification of different approaches is proposed. The performance of each architecture is also discussed in order to clarify the suitable approaches that meet software-defined radio constraints.

Keywords: multi-core architectures, reconfigurable architectures, software defined radio, baseband processor

Procedia PDF Downloads 464