Search results for: Interactive Design
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 5031

Search results for: Interactive Design

4251 Investigation of the Space in Response to the Conditions Caused by the Pandemics and Presenting Five-Scale Design Guidelines to Adapt and Prepare to Face the Pandemics

Authors: Sara Ramezanzadeh, Nashid Nabian

Abstract:

Historically, pandemics in different periods have caused compulsory changes in human life. In the case of COVID-19, according to the limitations and established care instructions, spatial alignment with the conditions is important. Following the outbreak of COVID-19, the question raised in this study is how to do spatial design in five scales, namely object, space, architecture, city, and infrastructure, in response to the consequences created in the realms under study. From the beginning of the pandemic until now, some changes in the spatial realm have been created spontaneously or by space users. These transformations have been mostly applied in modifiable parts such as furniture arrangement, especially in work-related spaces. To implement other comprehensive requirements, flexibility and adaptation of space design to the conditions resulting from the pandemics are needed during and after the outbreak. Studying the effects of pandemics from the past to the present, this research covers eight major realms, including three categories of ramifications, solutions, and paradigm shifts, and analytical conclusions about the solutions that have been created in response to them. Finally, by the consideration of epidemiology as a modern discipline influencing the design, spatial solutions in the five scales mentioned (in response to the effects of the eight realms for spatial adaptation in the face of pandemics and their following conditions) are presented as a series of guidelines. Due to the unpredictability of possible pandemics in the future, the possibility of changing and updating the provided guidelines is considered.

Keywords: Pandemics, COVID-19, spatial design, ramifications, paradigm shifts, guidelines.

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4250 Evaluating the Effectiveness of Electronic Response Systems in Technology-Oriented Classes

Authors: Ahmad Salman

Abstract:

Electronic Response Systems such as Kahoot, Poll Everywhere, and Google Classroom are gaining a lot of popularity when surveying audiences in events, meetings, and classroom. The reason is mainly because of the ease of use and the convenience these tools bring since they provide mobile applications with a simple user interface. In this paper, we present a case study on the effectiveness of using Electronic Response Systems on student participation and learning experience in a classroom. We use a polling application for class exercises in two different technology-oriented classes. We evaluate the effectiveness of the usage of the polling applications through statistical analysis of the students performance in these two classes and compare them to the performances of students who took the same classes without using the polling application for class participation. Our results show an increase in the performances of the students who used the Electronic Response System when compared to those who did not by an average of 11%.

Keywords: Interactive learning, classroom technology, electronic response systems, polling applications, learning evaluation.

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4249 Market Segmentation and Conjoint Analysis for Apple Family Design

Authors: Abbas Al-Refaie, Nour Bata

Abstract:

A distributor of Apple products' experiences numerous difficulties in developing marketing strategies for new and existing mobile product entries that maximize customer satisfaction and the firm's profitability. This research, therefore, integrates market segmentation in platform-based product family design and conjoint analysis to identify iSystem combinations that increase customer satisfaction and business profits. First, the enhanced market segmentation grid is created. Then, the estimated demand model is formulated. Finally, the profit models are constructed then used to determine the ideal product family design that maximizes profit. Conjoint analysis is used to explore customer preferences with their satisfaction levels. A total of 200 surveys are collected about customer preferences. Then, simulation is used to determine the importance values for each attribute. Finally, sensitivity analysis is conducted to determine the product family design that maximizes both objectives. In conclusion, the results of this research shall provide great support to Apple distributors in determining the best marketing strategies that enhance their market share.

Keywords: Market segmentation, conjoint analysis, market strategies, optimization.

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4248 Reliability Based Investigation on the Choice of Characteristic Soil Properties

Authors: Jann-Eike Saathoff, Kirill Alexander Schmoor, Martin Achmus, Mauricio Terceros

Abstract:

By using partial factors of safety, uncertainties due to the inherent variability of the soil properties and loads are taken into account in the geotechnical design process. According to the reliability index concept in Eurocode-0 in conjunction with Eurocode-7 a minimum safety level of β = 3.8 for reliability class RC2 shall be established. The reliability of the system depends heavily on the choice of the prespecified safety factor and the choice of the characteristic soil properties. The safety factors stated in the standards are mainly based on experience. However, no general accepted method for the calculation of a characteristic value within the current design practice exists. In this study, a laterally loaded monopile is investigated and the influence of the chosen quantile values of the deterministic system, calculated with p-y springs, will be presented. Monopiles are the most common foundation concepts for offshore wind energy converters. Based on the calculations for non-cohesive soils, a recommendation for an appropriate quantile value for the necessary safety level according to the standards for a deterministic design is given.

Keywords: Asymptotic sampling, characteristic value, monopile foundation, probabilistic design, quantile values.

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4247 A Game-Based Product Modelling Environment for Non-Engineer

Authors: Guolong Zhong, Venkatesh Chennam Vijay, Ilias Oraifige

Abstract:

In the last 20 years, Knowledge Based Engineering (KBE) has shown its advantages in product development in different engineering areas such as automation, mechanical, civil and aerospace engineering in terms of digital design automation and cost reduction by automating repetitive design tasks through capturing, integrating, utilising and reusing the existing knowledge required in various aspects of the product design. However, in primary design stages, the descriptive information of a product is discrete and unorganized while knowledge is in various forms instead of pure data. Thus, it is crucial to have an integrated product model which can represent the entire product information and its associated knowledge at the beginning of the product design. One of the shortcomings of the existing product models is a lack of required knowledge representation in various aspects of product design and its mapping to an interoperable schema. To overcome the limitation of the existing product model and methodologies, two key factors are considered. First, the product model must have well-defined classes that can represent the entire product information and its associated knowledge. Second, the product model needs to be represented in an interoperable schema to ensure a steady data exchange between different product modelling platforms and CAD software. This paper introduced a method to provide a general product model as a generative representation of a product, which consists of the geometry information and non-geometry information, through a product modelling framework. The proposed method for capturing the knowledge from the designers through a knowledge file provides a simple and efficient way of collecting and transferring knowledge. Further, the knowledge schema provides a clear view and format on the data that needed to be gathered in order to achieve a unified knowledge exchange between different platforms. This study used a game-based platform to make product modelling environment accessible for non-engineers. Further the paper goes on to test use case based on the proposed game-based product modelling environment to validate the effectiveness among non-engineers.

Keywords: Game-based learning, knowledge based engineering, product modelling, design automation.

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4246 An Area-Efficient and Low-Power Digital Pulse-Width Modulation Controller for DC-DC Switching Power Converter

Authors: Jingjing Lan, Jun Zhou, Xin Liu

Abstract:

In this paper, a low-power digital controller for DC-DC power conversion was presented. The controller generates the pulse-width modulated (PWM) signal from digital inputs provided by analog-to-digital converter (ADC). An efficient and simple design scheme to develop the control unit was discussed. This method allows minimization of the consumed resources of the chip and it is based on direct digital design approach. In this application, with the proposed scheme, nearly half area and two-third of the power consumption was saved compared to the conventional schemes. This work illustrates the possibility of implementing low-power and area-efficient power management circuit using direct digital design based approach. 

Keywords: Buck converter, DC-DC power conversion, digital control, proportional-integral (PI) controller.

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4245 Siding Mode Control of Pitch-Rate of an F-16 Aircraft

Authors: Ekprasit Promtun, Sridhar Seshagiri

Abstract:

This paper considers the control of the longitudinal flight dynamics of an F-16 aircraft. The primary design objective is model-following of the pitch rate q, which is the preferred system for aircraft approach and landing. Regulation of the aircraft velocity V (or the Mach-hold autopilot) is also considered, but as a secondary objective. The problem is challenging because the system is nonlinear, and also non-affine in the input. A sliding mode controller is designed for the pitch rate, that exploits the modal decomposition of the linearized dynamics into its short-period and phugoid approximations. The inherent robustness of the SMC design provides a convenient way to design controllers without gain scheduling, with a steady-state response that is comparable to that of a conventional polynomial based gain-scheduled approach with integral control, but with improved transient performance. Integral action is introduced in the sliding mode design using the recently developed technique of “conditional integrators", and it is shown that robust regulation is achieved with asymptotically constant exogenous signals, without degrading the transient response. Through extensive simulation on the nonlinear multiple-input multiple-output (MIMO) longitudinal model of the F-16 aircraft, it is shown that the conditional integrator design outperforms the one based on the conventional linear control, without requiring any scheduling.

Keywords: Sliding-mode Control, Integral Control, Model Following, F-16 Longitudinal Dynamics, Pitch-Rate Control.

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4244 Virtual Environments...Vehicle for Pedagogical Advancement

Authors: Elizabeth M. Hodge, Sharon K. Collins, Eric Kisling

Abstract:

Virtual environments are a hot topic in academia and more importantly in courses offered via distance education. Today-s gaming generation view virtual worlds as strong social and interactive mediums for communicating and socializing. And while institutions of higher education are challenged with increasing enrollment while balancing budget cuts, offering effective courses via distance education become a valid option. Educators can utilize virtual worlds to offer students an enhanced learning environment which has the power to alleviate feelings of isolation through the promotion of communication, interaction, collaboration, teamwork, feedback, engagement and constructivists learning activities. This paper focuses on the use of virtual environments to facilitate interaction in distance education courses so as to produce positive learning outcomes for students. Furthermore, the instructional strategies were reviewed and discussed for use in virtual worlds to enhance learning within a social context.

Keywords: Virtual Environments, Second Life, Instructional Strategies and Technology

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4243 House Indoor Thermal and Health Conditions with Different Passive Designs

Authors: Bin Su

Abstract:

According to the Auckland climate, building passive design more focus on improving winter indoor thermal and health conditions. Based on field study data of indoor air temperature and relative humidity close to ceiling and floor of an insulated Auckland townhouse with and without a whole home mechanical ventilation system, this study is to analysis variation of indoor microclimate data of an Auckland townhouse using or not using the mechanical ventilation system to evaluate winter indoor thermal and health conditions for the future house design with a mechanical ventilation system.

Keywords: House ventilation, indoor thermal condition, indoor health condition, passive design.

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4242 Shariah Compliance Space Planning for Hotel Room Design

Authors: Syaza bt. Saifuddin, Rashidi bin Othman, Muhammad Hafizuddin Akmal bin Md Hashim, Ismail bin Jasmani, Noor Hanita bt. Abdul Majid

Abstract:

This paper illustrates the background of various concepts, approaches, terminologies used to describe the basic framework of an Islamic Hotel Room design. This paper reviews the theoretical views in establishing a suitable and optimum environment for Muslim as well as non-Muslim guests in hotel rooms while according to shariah. It involves a few research methodologies that requires the researcher to study on a few characteristics needed to create more efficient rooms in terms of social interaction, economic growth and other tolerable elements. This paper intends on revealing the elements that are vital and may contribute for hotels in achieving a more conclusive research on space planning for hotel rooms focusing on the shariah and Muslim guests. Malaysia is an Islamic country and has billion of tourists coming over for business and recreational purposes. Therefore, having a righteous environment that best suit this target user is important in terms of generating the economy as well as providing a better understanding to the community on the benefits of applying these qualities in a conventional resort design.

Keywords: Design, Islam, room, shariah compliant hotel.

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4241 Workstation Design Based On Ergonomics in Animal Feed Packing Process

Authors: Pirutchada Musigapong, Wantanee Phanprasit

Abstract:

The intention of this study to design the probability optimized sewing sack-s workstation based on ergonomics for productivity improvement and decreasing musculoskeletal disorders. The physical dimensions of two workers were using to design the new workstation. The physical dimensions are (1) sitting height, (2) mid shoulder height sitting, (3) shoulder breadth, (4) knee height, (5) popliteal height, (6) hip breadth and (7) buttock-knee length. The 5th percentile of buttock knee length sitting (51 cm), the 50th percentile of mid shoulder height sitting (62 cm) and the 95th percentile of popliteal height (43 cm) and hip breadth (45 cm) applied to design the workstation for sewing sack-s operator and the others used to adjust the components of this workstation. The risk assessment by RULA before and after using the probability optimized workstation were 7 and 7 scores and REBA scores were 11 and 5, respectively. Body discomfort-abnormal index was used to assess muscle fatigue of operators before adjustment workstation found that neck muscles, arm muscles area, muscles on the back and the lower back muscles fatigue. Therefore, the extension and flexion exercise was applied to relief musculoskeletal stresses. The workers exercised 15 minutes before the beginning and the end of work for 5 days. After that, the capability of flexion and extension muscles- workers were increasing in 3 muscles (arm, leg, and back muscles).

Keywords: Animal feed, anthropometry, ergonomics, sewing sack, workstation design.

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4240 Evaluation of Performance Requirements for Seismic Design of Piping System

Authors: Bu Seog Ju, Woo Young Jung

Abstract:

The cost of damage to the non-structural systems in critical facilities like nuclear power plants and hospitals can exceed 80% of the total cost of damage during an earthquake. The failure of nonstructural components, especially, piping systems led to leakage of water and subsequent shut-down of hospitals immediately after the event. Consequently, the evaluation of performance of these types of structural configurations has become necessary to mitigate the risk and to achieve reliable designs. This paper focuses on a methodology to evaluate the static and dynamic characteristics of complex actual piping system based on NFPA-13 and SMACNA guidelines. The result of this study revealed that current piping system subjected to design lateral force and design spectrum based on UBC-97 was failed in both cases and mode shapes between piping system and building structure were very different

Keywords: Nonstructural component, piping, hospital, seismic, bracing.

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4239 Deradicalization of Former Terrorists through an Entrepreneurship Program

Authors: Jamal Wiwoho, Pujiyono, Triyanto

Abstract:

Terrorism is a real enemy for all countries, including Indonesia. Bomb attacks in some parts of Indonesia are proof that Indonesia has serious problems with terrorism. Perpetrators of terror are arrested and imprisoned, and some of them were executed. However, this method did not succeed in stopping the terrorist attacks. Former terrorists continue to carry out bomb attacks. Therefore, this paper proposes a program towards deradicalization efforts of former terrorists through entrepreneurship. This is necessary because it is impossible to change their radical ideology. The program is also motivated by understanding that terrorists generally come from poor families. This program aims to occupy their time with business activities so there is no time to plan and carry out bomb attacks. This research is an empirical law study. Data were collected by literature study, observation, and in-depth interviews. Data were analyzed with the Miles and Huberman interactive model. The results show that the entrepreneurship program is effective to prevent terrorist attack. Former terrorists are busy with their business. Therefore, they have no time to carry out bomb attacks.

Keywords: Deradicalization, terrorists, entrepreneurship.

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4238 Application of Design Thinking for Technology Transfer of Remotely Piloted Aircraft Systems for the Creative Industry

Authors: V. Santamarina Campos, M. de Miguel Molina, B. de Miguel Molina, M. Á. Carabal Montagud

Abstract:

With this contribution, we want to show a successful example of the application of the Design Thinking methodology, in the European project 'Technology transfer of Remotely Piloted Aircraft Systems (RPAS) for the creative industry'. The use of this methodology has allowed us to design and build a drone, based on the real needs of prospective users. It has demonstrated that this is a powerful tool for generating innovative ideas in the field of robotics, by focusing its effectiveness on understanding and solving real user needs. In this way, with the support of an interdisciplinary team, comprised of creatives, engineers and economists, together with the collaboration of prospective users from three European countries, a non-linear work dynamic has been created. This teamwork has generated a sense of appreciation towards the creative industries, through continuously adaptive, inventive, and playful collaboration and communication, which has facilitated the development of prototypes. These have been designed to enable filming and photography in interior spaces, within 13 sectors of European creative industries: Advertising, Architecture, Fashion, Film, Antiques and Museums, Music, Photography, Televison, Performing Arts, Publishing, Arts and Crafts, Design and Software. Furthermore, it has married the real needs of the creative industries, with what is technologically and commercially viable. As a result, a product of great value has been obtained, which offers new business opportunities for small companies across this sector.

Keywords: Design thinking, design for effectiveness, methodology, active toolkit, storyboards, storytelling, PAR, focus group, innovation, RPAS, indoor drone, robotics, TRL, aerial film, creative industries, end-users.

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4237 Supportability Analysis in LCI Environment

Authors: Dragan Vasiljevic, Ana Horvat

Abstract:

Starting from the basic pillars of the supportability analysis this paper queries its characteristics in LCI (Life Cycle Integration) environment. The research methodology contents a review of modern logistics engineering literature with the objective to collect and synthesize the knowledge relating to standards of supportability design in e-logistics environment. The results show that LCI framework has properties which are in fully compatibility with the requirement of simultaneous logistics support and productservice bundle design. The proposed approach is a contribution to the more comprehensive and efficient supportability design process. Also, contributions are reflected through a greater consistency of collected data, automated creation of reports suitable for different analysis, as well as the possibility of their customization according with customer needs. In addition to this, convenience of this approach is its practical use in real time. In a broader sense, LCI allows integration of enterprises on a worldwide basis facilitating electronic business.

Keywords: E-logistics, integrated product development, standards, supportability analysis.

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4236 Two Points Crossover Genetic Algorithm for Loop Layout Design Problem

Authors: Xu LiYun, Briand Florent, Fan GuoLiang

Abstract:

The loop-layout design problem (LLDP) aims at optimizing the sequence of positioning of the machines around the cyclic production line. Traffic congestion is the usual criteria to minimize in this type of problem, i.e. the number of additional cycles spent by each part in the network until the completion of its required routing sequence of machines. This paper aims at applying several improvements mechanisms such as a positioned-based crossover operator for the Genetic Algorithm (GA) called a Two Points Crossover (TPC) and an offspring selection process. The performance of the improved GA is measured using well-known examples from literature and compared to other evolutionary algorithms. Good results show that GA can still be competitive for this type of problem against more recent evolutionary algorithms.

Keywords: Crossover, genetic algorithm, layout design problem, loop-layout, manufacturing optimization.

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4235 A Location Routing Model for the Logistic System in the Mining Collection Centers of the Northern Region of Boyacá-Colombia

Authors: Erika Ruíz, Luis Amaya, Diego Carreño

Abstract:

The main objective of this study is to design a mathematical model for the logistics of mining collection centers in the northern region of the department of Boyacá (Colombia), determining the structure that facilitates the flow of products along the supply chain. In order to achieve this, it is necessary to define a suitable design of the distribution network, taking into account the products, customer’s characteristics and the availability of information. Likewise, some other aspects must be defined, such as number and capacity of collection centers to establish, routes that must be taken to deliver products to the customers, among others. This research will use one of the operation research problems, which is used in the design of distribution networks known as Location Routing Problem (LRP).

Keywords: Location routing problem, logistic, mining collection, model.

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4234 Virtual Reality Classrooms Strategies for Creating a Social Presence

Authors: Elizabeth M. Hodge, M.H.N. Tabrizi, Mary A. Farwell, Karl L. Wuensch

Abstract:

Delivering course material via a virtual environment is beneficial to today-s students because it offers the interactivity, real-time interaction and social presence that students of all ages have come to accept in our gaming rich community. It is essential that the Net Generation also known as Generation Why, have exposure to learning communities that encompass interactivity to form social and educational connections. As student and professor become interconnected through collaboration and interaction in a virtual learning space, relationships develop and students begin to take on an individual identity. With this in mind the research project was developed to investigate the use of virtual environments on student satisfaction and the effectiveness of course delivery. Furthermore, the project was designed to integrate both interactive (real-time) classes conducted in the Virtual Reality (VR) environment while also creating archived VR sessions for student use in retaining and reviewing course content.

Keywords: Virtual Reality, Social Presence, Virtual Environments, Course Delivery Methods.

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4233 A CBR System to New Product Development: An Application for Hearing Devices Design

Authors: J.L. Castro, K. Benghazi, M.V. Hurtado, M. Navarro, J.M. Zurita

Abstract:

Nowadays, quick technological changes force companies to develop innovative products in an increasingly competitive environment. Therefore, how to enhance the time of new product development is very important. This design problem often lacks the exact formula for getting it, and highly depends upon human designers- past experiences. For these reasons, in this work, a Casebased reasoning (CBR) system to assist in new product development is proposed. When a case is recovered from the case base, the system will take into account not only the attribute-s specific value and how important it is. It will also take into account if the attribute has a positive influence over the product development. Hence the manufacturing time will be improved. This information will be introduced as a new concept called “adaptability". An application to this method for hearing instrument new design illustrates the proposed approach.

Keywords: Case based reasoning, Fuzzy logic, New product development, Retrieval stage, Similarity.

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4232 Comparison of the Effectiveness of Communication between the Traditional Lecture and IELS

Authors: A. Althobaiti, M. Munro

Abstract:

Communication and effective information exchange within technology has become a crucial part of delivering knowledge to students during the learning process. It enables better understanding, builds trust and respect, and increases the sharing of knowledge between students. This paper examines the communication between undergraduate students and their lecturers during the traditional lecture and when using the Interactive Electronic Lecture System (IELS). The IELS is an application that offers a set of components which support the effective communication between students and their peers and between students and their lecturers. Moreover, this paper highlights communication skills such as sender, receiver, channel and feedback. It will show how the IELS creates a rich communication environment between its users and how they communicate effectively. To examine and assess the effectiveness of communication, an experiment was conducted on groups of users; students and lecturers. The first group communicated in the traditional lecture while the second group communicated by means of the IELS application. The results show that there was more effective communication between the second group than the first.

Keywords: Communication, effective information exchange.

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4231 Real Time Control Learning Game - Speed Race by Learning at the Wheel - Development of Data Acquisition System

Authors: Κonstantinos Kalovrektis, Chryssanthi Palazi

Abstract:

Schools today face ever-increasing demands in their attempts to ensure that students are well equipped to enter the workforce and navigate a complex world. Research indicates that computer technology can help support learning, implementation of various experiments or learning games, and that it is especially useful in developing the higher-order skills of critical thinking, observation, comprehension, implementation, comparison, analysis and active attention to activities such as research, field work, simulations and scientific inquiry. The ICT in education supports the learning procedure by enabling it to be more flexible and effective, create a rich and attractive training environment and equip the students with knowledge and potential useful for the competitive social environment in which they live. This paper presents the design, the development, and the results of the evaluation analysis of an interactive educational game which using real electric vehicles - toys (material) on a toy race track. When the game starts each student selects a specific vehicle toy. Then students are answering questionnaires in the computer. The vehicles' speed is related to the percentage of right answers in a multiple choice questionnaire (software). Every question has its own significant value depending of the different level of questionnaire. Via the developed software, each right or wrong answers in questionnaire increase or decrease the real time speed of their vehicle toys. Moreover the rate of vehicle's speed increase or decrease depends on the difficulty level of each question. The aim of the work is to attract the student’s interest in a learning process and also to improve their scores. The developed real time game was tested using independent populations of students of age groups: 8-10, 11-14, 15-18 years. Standard educational and statistical analysis tools were used for the evaluation analysis of the game. Results reveal that students using the developed real time control game scored much higher (60%) than students using a traditional simulation game on the same questionnaire. Results further indicate that student's interest in repeating the developed real time control gaming was far higher (70%) than the interest of students using a traditional simulation game.

Keywords: Real time game, sensor, learning games, LabVIEW

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4230 Robust Control Synthesis for an Unmanned Underwater Vehicle

Authors: A. Budiyono

Abstract:

The control design for unmanned underwater vehicles (UUVs) is challenging due to the uncertainties in the complex dynamic modeling of the vehicle as well as its unstructured operational environment. To cope with these difficulties, a practical robust control is therefore desirable. The paper deals with the application of coefficient diagram method (CDM) for a robust control design of an autonomous underwater vehicle. The CDM is an algebraic approach in which the characteristic polynomial and the controller are synthesized simultaneously. Particularly, a coefficient diagram (comparable to Bode diagram) is used effectively to convey pertinent design information and as a measure of trade-off between stability, response speed and robustness. In the polynomial ring, Kharitonov polynomials are employed to analyze the robustness of the controller due to parametric uncertainties.

Keywords: coefficient diagram method, robust control, Kharitonov polynomials, unmanned underwater vehicles.

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4229 Designing Social Media into Higher Education Courses

Authors: Thapanee Seechaliao

Abstract:

This research paper presents guiding on how to design social media into higher education courses. The research methodology used a survey approach. The research instrument was a questionnaire about guiding on how to design social media into higher education courses. Thirty-one lecturers completed the questionnaire. The data were scored by frequency and percentage. The research results were the lecturers’ opinions concerning the designing social media into higher education courses as follows: 1) Lecturers deem that the most suitable learning theory is Collaborative Learning. 2) Lecturers consider that the most important learning and innovation Skill in the 21st century is communication and collaboration skills. 3) Lecturers think that the most suitable evaluation technique is authentic assessment. 4) Lecturers consider that the most appropriate portion used as blended learning should be 70% in the classroom setting and 30% online.

Keywords: Instructional design, social media, courses, higher education.

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4228 A Comparison of Software Analysis and Design Methods for Real Time Systems

Authors: Anthony Spiteri Staines

Abstract:

This paper examines and compares several of the most common real time methods. These methods are CORE, YSM, MASCOT, JSD, DARTS, RTSAD, ADARTS, CODARTS, HOOD, HRT-HOOD, ROOM, UML, UML-RT. The methods are compared using attributes like i) usability, ii) compositionality and iii) proper RT notations available. Finally some comparison results are given and discussed.

Keywords: Software Engineering Methods, MethodComparison, Real Time Analysis and Design.

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4227 A Study on Removal Characteristics of (Mn2+) from Aqueous Solution by CNT

Authors: Nassereldeen A. Kabashi, Suleyman A. Muyibi. Mohammed E. Saeed., Farhana I. Yahya

Abstract:

It is important to remove manganese from water because of its effects on human and the environment. Human activities are one of the biggest contributors for excessive manganese concentration in the environment. The proposed method to remove manganese in aqueous solution by using adsorption as in carbon nanotubes (CNT) at different parameters: The parameters are CNT dosage, pH, agitation speed and contact time. Different pHs are pH 6.0, pH 6.5, pH 7.0, pH 7.5 and pH 8.0, CNT dosages are 5mg, 6.25mg, 7.5mg, 8.75mg or 10mg, contact time are 10 min, 32.5 min, 55 min, 87.5 min and 120 min while the agitation speeds are 100rpm, 150rpm, 200rpm, 250rpm and 300rpm. The parameters chosen for experiments are based on experimental design done by using Central Composite Design, Design Expert 6.0 with 4 parameters, 5 levels and 2 replications. Based on the results, condition set at pH 7.0, agitation speed of 300 rpm, 7.5mg and contact time 55 minutes gives the highest removal with 75.5%. From ANOVA analysis in Design Expert 6.0, the residual concentration will be very much affected by pH and CNT dosage. Initial manganese concentration is 1.2mg/L while the lowest residual concentration achieved is 0.294mg/L, which almost satisfy DOE Malaysia Standard B requirement. Therefore, further experiments must be done to remove manganese from model water to the required standard (0.2 mg/L) with the initial concentration set to 0.294 mg/L.

Keywords: Adsorption, CNT, DOE, Manganese, Parameters.

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4226 Conceptual Design of Experimental Helium Cooling Loop for Indian TBM R&D Experiments

Authors: B. K. Yadav, A. Gandhi, A. K. Verma, T. S. Rao, A. Saraswat, E. R. Kumar, M. Sarkar, K. N. Vyas

Abstract:

This paper deals with the conceptual design of Experimental Helium Cooling Loop (EHCL) for Indian Test Blanket Module (TBM) and its related thermal hydraulic experiments. Indian TBM team is developing Lead Lithium cooled Ceramic Breeder (IN-LLCB) TBM to be tested in ITER. The TBM box structure is cooled by high pressure (8 MPa) and high temperature (300-500C) helium gas.

The first wall of TBM made of complex channel geometry having several parallel channels carrying helium gas for efficient heat extraction. Several mock-ups of these channels need to be tested before finalizing the TBM first wall design and fabrication. Besides the individual testing of such mock-ups of breeding blanket, the testing of Pb-Li to helium heat exchanger, the operational experience of helium loop and understanding of the behavior of high pressure and high temperature system components are very essential for final development of Helium Cooling System for LLCB TBM in ITER. The main requirements and characteristics of the EHCL and its conceptual design are presented in this paper.

Keywords: DEMO, EHCL, ITER, LLCB TBM.

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4225 BECOME: Body Experience-Based Co-Operation between Juveniles through Mutually Excited Team Gameplay

Authors: Tsugunosuke Sakai, Haruya Tamaki, Ryuichi Yoshida, Ryohei Egusa, Etsuji Yamaguchi, Shigenori Inagaki, Fusako Kusunoki, Miki Namatame, Masanori Sugimoto, Hiroshi Mizoguchi

Abstract:

We aim to develop a full-body interaction game that could let children cooperate and interact with other children in small groups. As the first step for our aim, the objective of the full-body interaction game developed in this study is to make interaction between children. The game requires two children to jump together with the same timing. We let children experience the game and answer the questionnaires. The children using several strategies to coordinate the timing of their jumps were observed. These included shouting time, watching each other, and jumping in a constant rhythm as if they were skipping rope. In this manner, we observed the children playing the game while cooperating with each other. The results of a questionnaire to evaluate the proposed interactive game indicate that the jumping game was a very enjoyable experience in which the participants could immerse themselves. Therefore, the game enabled children to experience cooperation with others by using body movements.

Keywords: Children, cooperation, full-body interaction game, kinect sensor.

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4224 Biosensor Design through Molecular Dynamics Simulation

Authors: Wenjun Zhang, Yunqing Du, Steven W. Cranford, Ming L. Wang

Abstract:

The beginning of 21st century has witnessed new advancements in the design and use of new materials for biosensing applications, from nano to macro, protein to tissue. Traditional analytical methods lack a complete toolset to describe the complexities introduced by living systems, pathological relations, discrete hierarchical materials, cross-phase interactions, and structure-property dependencies. Materiomics – via systematic molecular dynamics (MD) simulation – can provide structureprocess- property relations by using a materials science approach linking mechanisms across scales and enables oriented biosensor design. With this approach, DNA biosensors can be utilized to detect disease biomarkers present in individuals’ breath such as acetone for diabetes. Our wireless sensor array based on single-stranded DNA (ssDNA)-decorated single-walled carbon nanotubes (SWNT) has successfully detected trace amount of various chemicals in vapor differentiated by pattern recognition. Here, we present how MD simulation can revolutionize the way of design and screening of DNA aptamers for targeting biomarkers related to oral diseases and oral health monitoring. It demonstrates great potential to be utilized to build a library of DNDA sequences for reliable detection of several biomarkers of one specific disease, and as well provides a new methodology of creating, designing, and applying of biosensors.

Keywords: Biosensor, design, DNA, molecular dynamics simulation.

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4223 Genetic Algorithm Parameters Optimization for Bi-Criteria Multiprocessor Task Scheduling Using Design of Experiments

Authors: Sunita Dhingra, Satinder Bal Gupta, Ranjit Biswas

Abstract:

Multiprocessor task scheduling is a NP-hard problem and Genetic Algorithm (GA) has been revealed as an excellent technique for finding an optimal solution. In the past, several methods have been considered for the solution of this problem based on GAs. But, all these methods consider single criteria and in the present work, minimization of the bi-criteria multiprocessor task scheduling problem has been considered which includes weighted sum of makespan & total completion time. Efficiency and effectiveness of genetic algorithm can be achieved by optimization of its different parameters such as crossover, mutation, crossover probability, selection function etc. The effects of GA parameters on minimization of bi-criteria fitness function and subsequent setting of parameters have been accomplished by central composite design (CCD) approach of response surface methodology (RSM) of Design of Experiments. The experiments have been performed with different levels of GA parameters and analysis of variance has been performed for significant parameters for minimisation of makespan and total completion time simultaneously.

Keywords: Multiprocessor task scheduling, Design of experiments, Genetic Algorithm, Makespan, Total completion time.

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4222 Mannequin Evaluation of 3D-Printed Intermittent Oro-Esophageal Tube Guide for Dysphagia

Authors: Yujin Jeong, Youkyung Son, Myounghwan Choi, Sanghyub Lee, Sangyeol Lee, Changho Hwang, Kyo-in Koo

Abstract:

Dysphasia is difficulty in swallowing food because of oral cavity impairments induced by stroke, muscle damage, tumor. Intermittent oro-esophageal (IOE) tube feeding is one of the well-known feeding methods for the dysphasia patients. However, it is hard to insert at the proper position in esophagus. In this study, we design and fabricate the IOE tube guide using 3-dimensional (3D) printer. The printed IOE tube is tested in a mannequin (Airway Management Trainer, Co., Ltd., Copenhagen, Denmark) mimicking human’s esophagus. The gag reflex point is measured as the design point in the mannequin. To avoid the gag reflex, we design various shapes of IOE tube guide. One structure is separated into three parts; biting part, part through oral cavity, connecting part to oro-esophageal. We designed 6 types of IOE tube guide adjusting length and angle of these three parts. To evaluate the IOE tube guide, it is inserted in the mannequin, and through the inserted guide, an endoscopic camera successfully arrived at the oro-esophageal. We had planned to apply this mannequin-based design experience to patients in near future.

Keywords: Dysphagia, feeding method, IOE tube guide, 3-D printer.

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