Search results for: generative game design
12577 Value Engineering and Its Impact on Drainage Design Optimization for Penang International Airport Expansion
Authors: R.M. Asyraf, A. Norazah, S.M. Khairuddin, B. Noraziah
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Designing a system at present requires a vital, challenging task; to ensure the design philosophy is maintained in economical ways. This paper perceived the value engineering (VE) approach applied in infrastructure works, namely stormwater drainage. This method is adopted in line as consultants have completed the detailed design. Function Analysis System Technique (FAST) diagram and VE job plan, information, function analysis, creative judgement, development, and recommendation phase are used to scrutinize the initial design of stormwater drainage. An estimated cost reduction using the VE approach of 2% over the initial proposal was obtained. This cost reduction is obtained from the design optimization of the drainage foundation and structural system, where the pile design and drainage base structure are optimized. Likewise, the design of the on-site detention tank (OSD) pump was revised and contribute to the cost reduction obtained. This case study shows that the VE approach can be an important tool in optimizing the design to reduce costs.Keywords: value engineering, function analysis system technique, stormwater drainage, cost reduction
Procedia PDF Downloads 14712576 MULTI-FLGANs: Multi-Distributed Adversarial Networks for Non-Independent and Identically Distributed Distribution
Authors: Akash Amalan, Rui Wang, Yanqi Qiao, Emmanouil Panaousis, Kaitai Liang
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Federated learning is an emerging concept in the domain of distributed machine learning. This concept has enabled General Adversarial Networks (GANs) to benefit from the rich distributed training data while preserving privacy. However, in a non-IID setting, current federated GAN architectures are unstable, struggling to learn the distinct features, and vulnerable to mode collapse. In this paper, we propose an architecture MULTI-FLGAN to solve the problem of low-quality images, mode collapse, and instability for non-IID datasets. Our results show that MULTI-FLGAN is four times as stable and performant (i.e., high inception score) on average over 20 clients compared to baseline FLGAN.Keywords: federated learning, generative adversarial network, inference attack, non-IID data distribution
Procedia PDF Downloads 16112575 Analysing “The Direction of Artificial Intelligence Legislation from a Global Perspective” from the Perspective of “AIGC Copyright Protection” Content
Authors: Xiaochen Mu
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Due to the diversity of stakeholders and the ambiguity of ownership boundaries, the current protection models for Artificial Intelligence Generated Content (AIGC) have many disadvantages. In response to this situation, there are three different protection models worldwide. The United States Copyright Office stipulates that works autonomously generated by artificial intelligence ‘lack’ the element of human creation, and non-human AI cannot create works. To protect and promote investment in the field of artificial intelligence, UK legislation, through Section 9(3) of the CDPA, designates the author of AI-generated works as ‘the person by whom the arrangements necessary for the creation of the work are undertaken.’ China neither simply excludes the work attributes of AI-generated content based on the lack of a natural person subject as the sole reason, nor does it generalize that AIGC should or should not be protected. Instead, it combines specific case circumstances and comprehensively evaluates the degree of originality of AIGC and the contributions of natural persons to AIGC. In China's first AI drawing case, the court determined that the image in question was the result of the plaintiff's design and selection through inputting prompt words and setting parameters, reflecting the plaintiff's intellectual investment and personalized expression, and should be recognized as a work in the sense of copyright law. Despite opposition, the ruling also established the feasibility of the AIGC copyright protection path. The recognition of the work attributes of AIGC will not lead to overprotection that hinders the overall development of the AI industry. Just as with the legislation and regulation of AI by various countries, there is a need for a balance between protection and development. For example, the provisional agreement reached on the EU AI Act, based on a risk classification approach, seeks a dynamic balance between copyright protection and the development of the AI industry.Keywords: generative artificial intelligence, originality, works, copyright
Procedia PDF Downloads 4612574 Motor Control Recovery Minigame
Authors: Taha Enes Kon, Vanshika Reddy
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This project focuses on developing a gamified mobile application to aid in stroke rehabilitation by enhancing motor skills through interactive activities. The primary goal was to design a companion app for a passive haptic rehab glove, incorporating Google MediaPipe for gesture tracking and vibrotactile feedback. The app simulates farming activities, offering a fun and engaging experience while addressing the monotony of traditional rehabilitation methods. The prototype focuses on a single minigame, Flower Picking, which uses gesture recognition to interact with virtual elements, encouraging users to perform exercises that improve hand dexterity. The development process involved creating accessible and user-centered designs using Figma, integrating gesture recognition algorithms, and implementing unity-based game mechanics. Real-time feedback and progressive difficulty levels ensured a personalized experience, motivating users to adhere to rehabilitation routines. The prototype achieved a gesture detection precision of 90%, effectively recognizing predefined gestures such as the Fist and OK symbols. Quantitative analysis highlighted a 40% increase in average session duration compared to traditional exercises, while qualitative feedback praised the app’s immersive design and ease of use. Despite its success, challenges included rigidity in gesture recognition, requiring precise hand orientations, and limited gesture support. Future improvements include expanding gesture adaptability and incorporating additional minigames to target a broader range of exercises. The project demonstrates the potential of gamification in stroke rehabilitation, offering a scalable and accessible solution that complements clinical treatments, making recovery engaging and effective for users.Keywords: stroke rehabilitation, haptic feedback, gamification, MediaPipe, motor control
Procedia PDF Downloads 712573 Design, Prototyping, Integration, Flight Testing of a 20 cm Span Fully Autonomous Fixed Wing Micro Air Vehicle
Authors: Vivek Paul, Abel Nelly, Shoeb A Adeel, R. Tilak, S. Maheshwaran, S. Pulikeshi, Roshan Antony, C. S. Suraj
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This paper presents the complete design and development cycle of a 20 cm span fixed wing micro air vehicle that was developed at CSIR-NAL, under the micro air vehicle development program. The design is a cropped delta flying wing MAV with a modified N22 airfoil of 12.3% thickness. The design was fabricated using the fused deposition method- RPT technique. COTS components were procured and integrated into this RPT prototype. A commercial autopilot that was proven in the earlier MAV designs was used for this MAV. The MAV was flown fully autonomous for 14mins at an open field. The flight data showed good performance as expected from the MAV design. The paper also describes about the process involved in the design of MAVs.Keywords: autopilot, autonomous mode, flight testing, MAV, RPT
Procedia PDF Downloads 52112572 Generating Product Description with Generative Pre-Trained Transformer 2
Authors: Minh-Thuan Nguyen, Phuong-Thai Nguyen, Van-Vinh Nguyen, Quang-Minh Nguyen
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Research on automatically generating descriptions for e-commerce products is gaining increasing attention in recent years. However, the generated descriptions of their systems are often less informative and attractive because of lacking training datasets or the limitation of these approaches, which often use templates or statistical methods. In this paper, we explore a method to generate production descriptions by using the GPT-2 model. In addition, we apply text paraphrasing and task-adaptive pretraining techniques to improve the qualify of descriptions generated from the GPT-2 model. Experiment results show that our models outperform the baseline model through automatic evaluation and human evaluation. Especially, our methods achieve a promising result not only on the seen test set but also in the unseen test set.Keywords: GPT-2, product description, transformer, task-adaptive, language model, pretraining
Procedia PDF Downloads 19812571 Design for Error-Proofing Assembly: A Systematic Approach to Prevent Assembly Issues since Early Design Stages, an Industrial Case Study
Authors: Gabriela Estrada, Joaquim Lloveras
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Design for error-proofing assembly is a new DFX approach to prevent assembly issues since early design stages. Assembly issues that can happen during the life phases of a system such as: production, installation, operation, and replacement phases. This prevention is possible by designing the product with poka-yoke or error-proofing characteristics. This approach guide designers to make decisions based on poka-yoke assembly design requirements. As a result of applying these requirements designers are able to create solutions to prevent assembly issues for the product in development stage. This paper integrates the needs to design products in an error proofing way into the systematic approach of design process by Pahl and Beitz. A case study is presented applying this approach.Keywords: poka-yoke, error-proofing, assembly issues, design process, life phases of a system
Procedia PDF Downloads 37612570 Design for Error-Proofing Assembly: A Systematic Approach to Prevent Assembly Issues since Early Design Stages. An Industry Case Study
Authors: Gabriela Estrada, Joaquim Lloveras
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Design for error-proofing assembly is a new DFX approach to prevent assembly issues since early design stages. Assembly issues that can happen during the life phases of a system such as: production, installation, operation and replacement phases. This prevention is possible by designing the product with poka-yoke or error-proofing characteristics. This approach guide designers to make decisions based on poka-yoke assembly design requirements. As a result of applying these requirements designers are able to create solutions to prevent assembly issues for the product in development stage. This paper integrates the needs to design products in an error proofing way into the systematic approach of design process by Pahl and Beitz. A case study is presented applying this approach.Keywords: poka-yoke, error-proofing, assembly issues, design process, life phases of a system
Procedia PDF Downloads 32312569 Reviewing the Effect of Healing Design on Mental Health Establishments in the Context of India
Authors: Aratrika Sarkar, Jayita Guha Niyogi
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This paper focuses on the application of general healing design theories to modulate them into case-specific and contextual design considerations. Existing literature focuses on the relationship between architecture and mental health. Primary case studies are selected in India to focus on the effect of a specific location on design considerations. They are qualitatively analysed to further contextualise the inferences from the literature study. An academic project is cited as an example to apply the learnings from the study and understand the influence of various parameters on the design process for further conclusion. Literature studies, case studies and hypothetical design applications helped in finding the different ways of achieving the similar goal of a sensitive approach toward mental health. Along with salutogenic parameters, category of establishment, age group, location of the site and user preference plays a crucial role in the design process. Design of mental health establishments, especially in India, has to involve transparency between stakeholders and users. Owing to different climatic zones and diverse sociocultural traditions, the approach toward healing should adapt accordingly. It should be an effort towards striking a balance between contradictory elements of healing design and resolving the dilemmas with sensitivity and consensus. Lastly, the design should not force a person towards communication or companionship but rather let the person realise that naturally through the healing process.Keywords: contextual healing design, deinstitutionalisation, Indian mental healthcare establishments, environmental psychology, salutogenesis, therapeutic design
Procedia PDF Downloads 10812568 An Excel-Based Educational Platform for Design Analyses of Pump-Pipe Systems
Authors: Mohamed M. El-Awad
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This paper describes an educational platform for design analyses of pump-pipe systems by using Microsoft Excel, its Solver add-in, and the associated VBA programming language. The paper demonstrates the capabilities of the Excel-based platform that suits the iterative nature of the design process better than the use of design charts and data tables. While VBA is used for the development of a user-defined function for determining the standard pipe diameter, Solver is used for optimising the pipe diameter of the pipeline and for determining the operating point of the selected pump.Keywords: design analyses, pump-pipe systems, Excel, solver, VBA
Procedia PDF Downloads 16712567 Identification and Selection of a Supply Chain Target Process for Re-Design
Authors: Jaime A. Palma-Mendoza
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A supply chain consists of different processes and when conducting supply chain re-design is necessary to identify the relevant processes and select a target for re-design. A solution was developed which consists to identify first the relevant processes using the Supply Chain Operations Reference (SCOR) model, then to use Analytical Hierarchy Process (AHP) for target process selection. An application was conducted in an Airline MRO supply chain re-design project which shows this combination can clearly aid the identification of relevant supply chain processes and the selection of a target process for re-design.Keywords: decision support systems, multiple criteria analysis, supply chain management
Procedia PDF Downloads 49212566 Conceptual Design of a Telecommunications Equipment Container for Humanitarian Logistics
Authors: S. Parisi, Ch. Achillas, D. Aidonis, D. Folinas, N. Moussiopoulos
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Preparedness addresses the strategy in disaster management that allows the implementation of successful operational response immediately after a disaster. With speed as the main driver, product design for humanitarian aid purposes is a key factor of success in situations of high uncertainty and urgency. Within this context, a telecommunications container (TC) has been designed that belongs to a group of containers that serve the purpose of immediate response to global disasters. The TC includes all the necessary equipment to establish a telecommunication center in the destroyed area within the first 72 hours of humanitarian operations. The design focuses on defining the topology of the various parts of equipment by taking into consideration factors of serviceability, functionality, human-product interaction, universal design language, energy consumption, sustainability and the interrelationship with the other containers. The concept parametric design has been implemented with SolidWorks® CAD system.Keywords: telecommunications container, design, case study, humanitarian logistics
Procedia PDF Downloads 45812565 Enhancement of Visual Comfort Using Parametric Double Skin Façade
Authors: Ahmed A. Khamis, Sherif A. Ibrahim, Mahmoud El Khatieb, Mohamed A. Barakat
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Parametric design is an icon of the modern architectural that facilitate taking complex design decisions counting on altering various design parameters. Double skin facades are one of the parametric applications for using parametric designs. This paper opts to enhance different daylight parameters of a selected case study office building in Cairo using parametric double skin facade. First, the design and optimization process executed utilizing Grasshopper parametric design software which is a plugin in rhino. The daylighting performance of the base case building model was compared with the one used the double façade showing an enhancement in daylighting performance indicators like glare and task illuminance in the modified model, execution drawings are made for the optimized design to be executed through Revit, followed by computerized digital fabrication stages of the designed model with various scales to reach the final design decisions using Simplify 3D for mock-up digital fabricationKeywords: parametric design, double skin facades, digital fabrication, grasshopper, simplify 3D
Procedia PDF Downloads 12112564 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 3212563 Research Project on Learning Rationality in Strategic Behaviors: Interdisciplinary Educational Activities in Italian High Schools
Authors: Giovanna Bimonte, Luigi Senatore, Francesco Saverio Tortoriello, Ilaria Veronesi
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The education process considers capabilities not only to be seen as a means to a certain end but rather as an effective purpose. Sen's capability approach challenges human capital theory, which sees education as an ordinary investment undertaken by individuals. A complex reality requires complex thinking capable of interpreting the dynamics of society's changes to be able to make decisions that can be rational for private, ethical and social contexts. Education is not something removed from the cultural and social context; it exists and is structured within it. In Italy, the "Mathematical High School Project" is a didactic research project is based on additional laboratory courses in extracurricular hours where mathematics intends to bring itself in a dialectical relationship with other disciplines as a cultural bridge between the two cultures, the humanistic and the scientific ones, with interdisciplinary educational modules on themes of strong impact in younger life. This interdisciplinary mathematics presents topics related to the most advanced technologies and contemporary socio-economic frameworks to demonstrate how mathematics is not only a key to reading but also a key to resolving complex problems. The recent developments in mathematics provide the potential for profound and highly beneficial changes in mathematics education at all levels, such as in socio-economic decisions. The research project is built to investigate whether repeated interactions can successfully promote cooperation among students as rational choice and if the skill, the context and the school background can influence the strategies choice and the rationality. A Laboratory on Game Theory as mathematical theory was conducted in the 4th year of the Mathematical High Schools and in an ordinary scientific high school of the Scientific degree program. Students played two simultaneous games of repeated Prisoner's Dilemma with an indefinite horizon, with two different competitors in each round; even though the competitors in each round will remain the same for the duration of the game. The results highlight that most of the students in the two classes used the two games with an immunization strategy against the risk of losing: in one of the games, they started by playing Cooperate, and in the other by the strategy of Compete. In the literature, theoretical models and experiments show that in the case of repeated interactions with the same adversary, the optimal cooperation strategy can be achieved by tit-for-tat mechanisms. In higher education, individual capacities cannot be examined independently, as conceptual framework presupposes a social construction of individuals interacting and competing, making individual and collective choices. The paper will outline all the results of the experimentation and the future development of the research.Keywords: game theory, interdisciplinarity, mathematics education, mathematical high school
Procedia PDF Downloads 7412562 Model Based Optimization of Workplace Ergonomics by Workpiece and Resource Positioning
Authors: Edward Hage, Pieter Lietaert, Gabriel Abedrabbo
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Musculoskeletal disorders are an important category of work-related diseases. They are often caused by working in non-ergonomic postures and are preventable with proper workplace design, possibly including human-machine collaboration. This paper presents a methodology and a supporting software prototype to design a simple assembly cell with minimal ergonomic risk. The methodology helps to determine the optimal position and orientation of workpieces and workplace resources for specific operator assembly actions. The methodology is tested on an industrial use case: a collaborative robot (cobot) assisted assembly of a clamping device. It is shown that the automated methodology results in a workplace design with significantly reduced ergonomic risk to the operator compared to a manual design of the cell.Keywords: ergonomics optimization, design for ergonomics, workplace design, pose generation
Procedia PDF Downloads 12512561 Evolution of Fashion Design in the Era of High-Tech Culture
Authors: Galina Mihaleva, C. Koh
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Fashion, like many other design fields, undergoes numerous evolutions throughout the ages. This paper aims to recognize and evaluate the significance of advance technology in fashion design and examine how it changes the role of modern fashion designers by modifying the creation process. It also touches on how modern culture is involved in such developments and how it affects fashion design in terms of conceptualizing and fabrication. The methodology used is through surveying the various examples of technological applications to fashion design and drawing parallels between what was achievable then and what is achievable now. By comparing case studies, existing fashion design examples and crafting method experimentations; we then spot patterns in which to predict the direction of future developments in the field. A breakdown on the elements of technology in fashion design helps us understand the driving force behind such a trend. The results from explorations in the paper have shown that there is an observed pattern of a distinct increase in interest and progress in the field of fashion technology, which leads to the birth of hybrid crafting methods. In conclusion, it is shown that as fashion technology continues to evolve, their role in clothing crafting becomes more prominent and grows far beyond the humble sewing machine.Keywords: fashion design, functional aesthetics, smart textiles, 3D printing
Procedia PDF Downloads 41112560 The Semiotics of Soft Power; An Examination of the South Korean Entertainment Industry
Authors: Enya Trenholm-Jensen
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This paper employs various semiotic methodologies to examine the mechanism of soft power. Soft power refers to a country’s global reputation and their ability to leverage that reputation to achieve certain aims. South Korea has invested heavily in their soft power strategy for a multitude of predominantly historical and geopolitical reasons. On account of this investment and the global prominence of their strategy, South Korea was considered to be the optimal candidate for the aims of this investigation. Having isolated the entertainment industry as one of the most heavily funded segments of the South Korean soft power strategy, the analysis restricted itself to this sector. Within this industry, two entertainment products were selected as case studies. The case studies were chosen based on commercial success according to metrics such as streams, purchases, and subsequent revenue. This criterion was deemed to be the most objective and verifiable indicator of the products general appeal. The entertainment products which met the chosen criterion were Netflix’ “Squid Game” and BTS’ hit single “Butter”. The methodologies employed were chosen according to the medium of the entertainment products. For “Squid Game,” an aesthetic analysis was carried out to investigate how multi- layered meanings were mobilized in a show popularized by its visual grammar. To examine “Butter”, both music semiology and linguistic analysis were employed. The music section featured an analysis underpinned by denotative and connotative music semiotic theories borrowing from scholars Theo van Leeuwen and Martin Irvine. The linguistic analysis focused on stance and semantic fields according to scholarship by George Yule and John W. DuBois. The aesthetic analysis of the first case study revealed intertextual references to famous artworks, which served to augment the emotional provocation of the Squid Game narrative. For the second case study, the findings exposed a set of musical meaning units arranged in a patchwork of familiar and futuristic elements to achieve a song that existed on the boundary between old and new. The linguistic analysis of the song’s lyrics found a deceptively innocuous surface level meaning that bore implications for authority, intimacy, and commercial success. Whether through means of visual metaphor, embedded auditory associations, or linguistic subtext, the collective findings of the three analyses exhibited a desire to conjure a form of positive arousal in the spectator. In the synthesis section, this process is likened to that of branding. Through an exploration of branding, the entertainment products can be understood as cogs in a larger operation aiming to create positive associations to Korea as a country and a concept. Limitations in the form of a timeframe biased perspective are addressed, and directions for future research are suggested. This paper employs semiotic methodologies to examine two entertainment products as mechanisms of soft power. Through means of visual metaphor, embedded auditory associations, or linguistic subtext, the findings reveal a desire to conjure positive arousal in the spectator. The synthesis finds similarities to branding, thus positioning the entertainment products as cogs in a larger operation aiming to create positive associations to Korea as a country and a concept.Keywords: BTS, cognitive semiotics, entertainment, soft power, south korea, squid game
Procedia PDF Downloads 15412559 Impacts of Building Design Factors on Auckland School Energy Consumptions
Authors: Bin Su
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This study focuses on the impact of school building design factors on winter extra energy consumption which mainly includes space heating, water heating and other appliances related to winter indoor thermal conditions. A number of Auckland schools were randomly selected for the study which introduces a method of using real monthly energy consumption data for a year to calculate winter extra energy data of school buildings. The study seeks to identify the relationships between winter extra energy data related to school building design data related to the main architectural features, building envelope and elements of the sample schools. The relationships can be used to estimate the approximate saving in winter extra energy consumption which would result from a changed design datum for future school development, and identify any major energy-efficient design problems. The relationships are also valuable for developing passive design guides for school energy efficiency.Keywords: building energy efficiency, building thermal design, building thermal performance, school building design
Procedia PDF Downloads 44412558 A Systematic Literature Review on Changing Customer Requirements for Sustainable Design over Time
Authors: Lara F. Horani
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Design is one of the most important stages in the process of product development. Product design has experienced significant changes over the years ranging from concentrating on cost and performance to combining economic, environmental and social considerations in customer requirements. Its evolution is in accordance with rapidly changing technology, economic situations, and climate change and environmental issues, as well as social context. Within product design, sustainability is a concept that balances economic, social and environmental aspects. This research aims to express changes in customer requirements over time from the viewpoint of sustainable design. It does so by systematically reviewing a broad scope of sustainable design literature. There is a need for a model to consider the changes that take place in customer requirements over time to build a successful relationship with customers which has been presented. Today’s literature does very little to even mention it, let alone present any progress in it. Systematic literature reviews are conducted primarily to: summarize the existing literature around a subject, highlight commonalities to build consensus, illuminate differences, identify gaps that can be filled, provide a background to position future research, and build a framework that can help designers meet the challenges of sustainable design.Keywords: sustainable design, customer requirements for sustainable design, systematic literature reviews, changing customer requirements
Procedia PDF Downloads 37512557 The Use of Creativity to Nudge Students Into Heutagogy: An Implementation in Graduate Business Education
Authors: Ricardo Bragança, Tom Vinaimont
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This paper discusses the introduction of processes of self-determined learning (heutagogy) into a graduate course on financial modeling, using elements of entangled pedagogy and Biggs’ constructive alignment. To encourage learners to take control of their own learning journey and develop critical thinking and problem-solving skills, each session in the course receives tailor-made media-enhanced pedagogical assets. The design of those assets specifically supports entangled pedagogy, which opposes technological or pedagogical determinism in support of the collaborative integration of pedagogy and technology. Media assets for each of the ten sessions in this course consist of three components. The first component in this three-pronged approach is a game-cut-like cinematographic representation that introduces the context of the session. The second component represents a character from an open-source-styled community that encourages self-determined learning. The third component consists of a character, which refers to the in-person instructor and also aligns learning outcomes and assessment tasks, using Biggs’ constructive alignment, to the cinematographic and open-source-styled component. In essence, the course's metamorphosis helps students apply the concepts they've studied to actual financial modeling issues. The audio-visual media assets create a storyline throughout the course based on gamified and real-world applications, thus encouraging student engagement and interaction. The structured entanglement of pedagogy and technology also guides the instructor in the design of the in-class interactions and directs the focus on outcomes and assessments. The transformation process of this graduate course in financial modeling led to an institutional teaching award in 2021. The transformation of this course may be used as a model for other courses and programs in many disciplines to help with intended learning outcomes integration, constructive alignment, and Assurance of Learning.Keywords: innovative education, active learning, entangled pedagogy, heutagogy, constructive alignment, project based learning, financial modeling, graduate business education
Procedia PDF Downloads 7312556 Current Design Approach for Seismic Resistant Automated Rack Supported Warehouses: Strong Points and Critical Aspects
Authors: Agnese Natali, Francesco Morelli, Walter Salvatore
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Automated Rack Supported Warehouses (ARSWs) are structures currently designed as steel racks. Even if there are common characteristics, there are differences that don’t allow to adopt the same design approach. Aiming to highlight the factors influencing the design and the behavior of ARSWs, a set of 5 structures designed by 5 European companies specialized in this field is used to perform both a critical analysis of the design approaches and the assessment of the seismic performance, which is used to point out the criticalities and the necessity of new design philosophy.Keywords: steel racks, automated rack supported warehouse, thin walled cold-formed elements, seismic assessment
Procedia PDF Downloads 16612555 E-Learning Platform for School Kids
Authors: Gihan Thilakarathna, Fernando Ishara, Rathnayake Yasith, Bandara A. M. R. Y.
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E-learning is a crucial component of intelligent education. Even in the midst of a pandemic, E-learning is becoming increasingly important in the educational system. Several e-learning programs are accessible for students. Here, we decided to create an e-learning framework for children. We've found a few issues that teachers are having with their online classes. When there are numerous students in an online classroom, how does a teacher recognize a student's focus on academics and below-the-surface behaviors? Some kids are not paying attention in class, and others are napping. The teacher is unable to keep track of each and every student. Key challenge in e-learning is online exams. Because students can cheat easily during online exams. Hence there is need of exam proctoring is occurred. In here we propose an automated online exam cheating detection method using a web camera. The purpose of this project is to present an E-learning platform for math education and include games for kids as an alternative teaching method for math students. The game will be accessible via a web browser. The imagery in the game is drawn in a cartoonish style. This will help students learn math through games. Everything in this day and age is moving towards automation. However, automatic answer evaluation is only available for MCQ-based questions. As a result, the checker has a difficult time evaluating the theory solution. The current system requires more manpower and takes a long time to evaluate responses. It's also possible to mark two identical responses differently and receive two different grades. As a result, this application employs machine learning techniques to provide an automatic evaluation of subjective responses based on the keyword provided to the computer as student input, resulting in a fair distribution of marks. In addition, it will save time and manpower. We used deep learning, machine learning, image processing and natural language technologies to develop these research components.Keywords: math, education games, e-learning platform, artificial intelligence
Procedia PDF Downloads 15712554 Direct Displacement-Based Design Procedure for Performance-Based Seismic Design of Structures
Authors: Haleh Hamidpour
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Since the seismic damageability of structures is controlled by the inelastic deformation capacities of structural elements, seismic design of structure based on force analogy methods is not appropriate. In recent year, the basic approach of design codes have been changed from force-based approach to displacement-based. In this regard, a Direct Displacement-Based Design (DDBD) and a Performance-Based Plastic Design (PBPD) method are proposed. In this study, the efficiency of these two methods on seismic performance of structures is evaluated through a sample 12-story reinforced concrete moment frame. The building is designed separately based on the DDBD and the PBPD methods. Once again the structure is designed by the traditional force analogy method according to the FEMA P695 regulation. Different design method results in different structural elements. Seismic performance of these three structures is evaluated through nonlinear static and nonlinear dynamic analysis. The results show that the displacement-based design methods accommodate the intended performance objectives better than the traditional force analogy method.Keywords: direct performance-based design, ductility demands, inelastic seismic performance, yield mechanism
Procedia PDF Downloads 33412553 Designing a Pregnancy Interactive Information Design for a Mobile Application
Authors: Thomas Adi Purnomo Sidhi
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The importance of designing a pregnancy interactive information design for a mobile application is felt in order to assist pregnant women to get an easy access of highly credible pregnancy-related information on which often fail to be fulfilled, while it has been a very critical one. Thus, an observation of needs assessment for designing a pregnancy interactive information system design for a mobile application at iOS becomes current objective study. A comparative study of the top five pregnancy interactive information design available at the Apple Store conducted in order to fulfill it. Whilst, an observation of user experiences included for deeper analyzes. Moreover, a literature study conducted to support the arguments that being provided in the current study. The findings, surprisingly, also reveal the advantages of local wisdom in pregnancy that never been attached to those top five applications before.Keywords: information system design, interactive design, local wisdom, pregnancy
Procedia PDF Downloads 18712552 Dynamic Control Theory: A Behavioral Modeling Approach to Demand Forecasting amongst Office Workers Engaged in a Competition on Energy Shifting
Authors: Akaash Tawade, Manan Khattar, Lucas Spangher, Costas J. Spanos
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Many grids are increasing the share of renewable energy in their generation mix, which is causing the energy generation to become less controllable. Buildings, which consume nearly 33% of all energy, are a key target for demand response: i.e., mechanisms for demand to meet supply. Understanding the behavior of office workers is a start towards developing demand response for one sector of building technology. The literature notes that dynamic computational modeling can be predictive of individual action, especially given that occupant behavior is traditionally abstracted from demand forecasting. Recent work founded on Social Cognitive Theory (SCT) has provided a promising conceptual basis for modeling behavior, personal states, and environment using control theoretic principles. Here, an adapted linear dynamical system of latent states and exogenous inputs is proposed to simulate energy demand amongst office workers engaged in a social energy shifting game. The energy shifting competition is implemented in an office in Singapore that is connected to a minigrid of buildings with a consistent 'price signal.' This signal is translated into a 'points signal' by a reinforcement learning (RL) algorithm to influence participant energy use. The dynamic model functions at the intersection of the points signals, baseline energy consumption trends, and SCT behavioral inputs to simulate future outcomes. This study endeavors to analyze how the dynamic model trains an RL agent and, subsequently, the degree of accuracy to which load deferability can be simulated. The results offer a generalizable behavioral model for energy competitions that provides the framework for further research on transfer learning for RL, and more broadly— transactive control.Keywords: energy demand forecasting, social cognitive behavioral modeling, social game, transfer learning
Procedia PDF Downloads 10912551 The Design of a Die for the Processing of Aluminum through Equal Channel Angular Pressing
Authors: P. G. F. Siqueira, N. G. S. Almeida, P. M. A. Stemler, P. R. Cetlin, M. T. P. Aguilar
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The processing of metals through Equal Channel Angular Pressing (ECAP) leads to their remarkable strengthening. The ECAP dies control the amount of strain imposed on the material through its geometry, especially through the angle between the die channels, and thus the microstructural and mechanical properties evolution of the material. The present study describes the design of an ECAP die whose utilization and maintenance are facilitated, and that also controls the eventual undesired flow of the material during processing. The proposed design was validated through numerical simulations procedures using commercial software. The die was manufactured according to the present design and tested. Tests using aluminum alloys also indicated to be suitable for the processing of higher strength alloys.Keywords: ECAP, mechanical design, numerical methods, SPD
Procedia PDF Downloads 14112550 Uncovering the Complex Structure of Building Design Process Based on Royal Institute of British Architects Plan of Work
Authors: Fawaz A. Binsarra, Halim Boussabaine
Abstract:
The notion of complexity science has been attracting the interest of researchers and professionals due to the need of enhancing the efficiency of understanding complex systems dynamic and structure of interactions. In addition, complexity analysis has been used as an approach to investigate complex systems that contains a large number of components interacts with each other to accomplish specific outcomes and emerges specific behavior. The design process is considered as a complex action that involves large number interacted components, which are ranked as design tasks, design team, and the components of the design process. Those three main aspects of the building design process consist of several components that interact with each other as a dynamic system with complex information flow. In this paper, the goal is to uncover the complex structure of information interactions in building design process. The Investigating of Royal Institute of British Architects Plan Of Work 2013 information interactions as a case study to uncover the structure and building design process complexity using network analysis software to model the information interaction will significantly enhance the efficiency of the building design process outcomes.Keywords: complexity, process, building desgin, Riba, design complexity, network, network analysis
Procedia PDF Downloads 52912549 Geotechnical Design of Bridge Foundations and Approaches in Hilly Granite Formation
Authors: Q. J. Yang
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This paper presents a case study of geotechnical design of bridge foundations and approaches in hilly granite formation in northern New South Wales of Australia. Firstly, the geological formation and existing cut slope conditions which have high risks of rock fall will be described. The bridge has three spans to be constructed using balanced cantilever method with a middle span of 150 m. After concept design option engineering, it was decided to change from pile foundation to pad footing with ground anchor system to optimize the bridge foundation design. The geotechnical design parameters were derived after two staged site investigations. The foundation design was carried out to satisfy both serviceability limit state and ultimate limit state during construction and in operation. It was found that the pad footing design was governed by serviceability limit state design loading cases. The design of bridge foundation also considered presence of weak rock layer intrusion and a layer of “no core” to ensure foundation stability. The precast mass concrete block system was considered for the retaining walls for the bridge approaches to resolve the constructability issue over hilly terrain. The design considered the retaining wall block sliding stability, while the overturning and internal stabilities are satisfied.Keywords: pad footing, Hilly formation, stability, block works
Procedia PDF Downloads 33212548 A Team-Based Learning Game Guided by a Social Robot
Authors: Gila Kurtz, Dan Kohen Vacs
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Social robots (SR) is an emerging field striving to deploy computers capable of resembling human shapes and mimicking human movements, gestures, and behaviors. The evolving capability of SR to interact with human offers groundbreaking ways for learning and training opportunities. Studies show that SR can offer instructional experiences for fostering creativity, entertainment, enjoyment, and curiosity. These added values are essential for empowering instructional opportunities as gamified learning experiences. We present our project focused on deploying an activity to be experienced in an escape room aimed at team-based learning scaffolded by an SR, NAO. An escape room is a well-known approach for gamified activities focused on a simulated scenario experienced by team-based participants. Usually, the simulation takes place in a physical environment where participants must complete a series of challenges in a limited amount of time. During this experience, players learn something about the assigned topic of the room. In the current learning simulation, students must "save the nation" by locating sensitive information stolen and stored in a vault of four locks. Team members have to look for hints and solve riddles mediated by NAO. Each solution provides a unique code for opening one of the four locks. NAO is also used to provide ongoing feedback on the team's performance. We captured the proceeding of our activity and used it to conduct an evaluation study among ten experts in related areas. The experts were interviewed on their overall assessment of the learning activity and their perception of the added value related to the robot. The results were very encouraging on the feasibility that NAO can serve as a motivational tutor in adults' collaborative game-based learning. We believe that this study marks the first step toward a template for developing innovative team-based training using escape rooms supported by a humanoid robot.Keywords: social robot, NAO, learning, team based activity, escape room
Procedia PDF Downloads 68