WorldWideScience

Sample records for trilevel interaction design

  1. An Optimization Model for Expired Drug Recycling Logistics Networks and Government Subsidy Policy Design Based on Tri-level Programming

    Directory of Open Access Journals (Sweden)

    Hui Huang

    2015-07-01

    Full Text Available In order to recycle and dispose of all people’s expired drugs, the government should design a subsidy policy to stimulate users to return their expired drugs, and drug-stores should take the responsibility of recycling expired drugs, in other words, to be recycling stations. For this purpose it is necessary for the government to select the right recycling stations and treatment stations to optimize the expired drug recycling logistics network and minimize the total costs of recycling and disposal. This paper establishes a tri-level programming model to study how the government can optimize an expired drug recycling logistics network and the appropriate subsidy policies. Furthermore, a Hybrid Genetic Simulated Annealing Algorithm (HGSAA is proposed to search for the optimal solution of the model. An experiment is discussed to illustrate the good quality of the recycling logistics network and government subsides obtained by the HGSAA. The HGSAA is proven to have the ability to converge on the global optimal solution, and to act as an effective algorithm for solving the optimization problem of expired drug recycling logistics network and government subsidies.

  2. An Optimization Model for Expired Drug Recycling Logistics Networks and Government Subsidy Policy Design Based on Tri-level Programming.

    Science.gov (United States)

    Huang, Hui; Li, Yuyu; Huang, Bo; Pi, Xing

    2015-07-09

    In order to recycle and dispose of all people's expired drugs, the government should design a subsidy policy to stimulate users to return their expired drugs, and drug-stores should take the responsibility of recycling expired drugs, in other words, to be recycling stations. For this purpose it is necessary for the government to select the right recycling stations and treatment stations to optimize the expired drug recycling logistics network and minimize the total costs of recycling and disposal. This paper establishes a tri-level programming model to study how the government can optimize an expired drug recycling logistics network and the appropriate subsidy policies. Furthermore, a Hybrid Genetic Simulated Annealing Algorithm (HGSAA) is proposed to search for the optimal solution of the model. An experiment is discussed to illustrate the good quality of the recycling logistics network and government subsides obtained by the HGSAA. The HGSAA is proven to have the ability to converge on the global optimal solution, and to act as an effective algorithm for solving the optimization problem of expired drug recycling logistics network and government subsidies.

  3. An Optimization Model for Expired Drug Recycling Logistics Networks and Government Subsidy Policy Design Based on Tri-level Programming

    OpenAIRE

    Huang, Hui; Li, Yuyu; Huang, Bo; Pi, Xing

    2015-01-01

    In order to recycle and dispose of all people’s expired drugs, the government should design a subsidy policy to stimulate users to return their expired drugs, and drug-stores should take the responsibility of recycling expired drugs, in other words, to be recycling stations. For this purpose it is necessary for the government to select the right recycling stations and treatment stations to optimize the expired drug recycling logistics network and minimize the total costs of recycling and disp...

  4. Auto-trilevel versus bilevel positive airway pressure ventilation for hypercapnic overlap syndrome patients.

    Science.gov (United States)

    Su, Mei; Huai, De; Cao, Juan; Ning, Ding; Xue, Rong; Xu, Meijie; Huang, Mao; Zhang, Xilong

    2018-03-01

    Although bilevel positive airway pressure (Bilevel PAP) therapy is usually used for overlap syndrome (OS), there is still a portion of OS patients in whom Bilevel PAP therapy could not simultaneously eliminate residual apnea events and hypercapnia. The current study was expected to explore whether auto-trilevel positive airway pressure (auto-trilevel PAP) therapy with auto-adjusting end expiratory positive airway pressure (EEPAP) can serve as a better alternative for these patients. From January of 2014 to June of 2016, 32 hypercapnic OS patients with stable chronic obstructive pulmonary diseases (COPD) and moderate-to-severe obstructive sleep apnea syndrome (OSAS) were recruited. Three variable modes of positive airway pressure (PAP) from the ventilator (Prisma25ST, Weinmann Inc., Germany) were applicated for 8 h per night. We performed the design of each mode at each night with an interval of two nights with no PAP treatment as a washout period among different modes. In Bilevel-1 mode (Bilevel-1), the expiratory positive airway pressure (EPAP) delivered from Bilevel PAP was always set as the lowest PAP for abolishment of snoring. For each patient, the inspiratory positive airway pressure (IPAP) was constantly set the same as the minimal pressure for keeping end-tidal CO 2 (ETCO 2 ) ≤45 mmHg for all three modes. However, the EPAP issued by Bilevel PAP in Bilevel-2 mode (Bilevel-2) was kept 3 cmH 2 O higher than that in Bilevel-1. In auto-trilevel mode (auto-trilevel) with auto-trilevel PAP, the initial part of EPAP was fixed at the same PAP as that in Bilevel-1 while the EEPAP was automatically regulated to rise at a range of ≤4 cmH 2 O based on nasal airflow wave changes. Comparisons were made for parameters before and during or following treatment as well as among different PAP therapy modes. The following parameters were compared such as nocturnal apnea hypopnea index (AHI), minimal SpO 2 (minSpO 2 ), arousal index, sleep structure and efficiency

  5. An iterative method for tri-level quadratic fractional programming problems using fuzzy goal programming approach

    Science.gov (United States)

    Kassa, Semu Mitiku; Tsegay, Teklay Hailay

    2017-08-01

    Tri-level optimization problems are optimization problems with three nested hierarchical structures, where in most cases conflicting objectives are set at each level of hierarchy. Such problems are common in management, engineering designs and in decision making situations in general, and are known to be strongly NP-hard. Existing solution methods lack universality in solving these types of problems. In this paper, we investigate a tri-level programming problem with quadratic fractional objective functions at each of the three levels. A solution algorithm has been proposed by applying fuzzy goal programming approach and by reformulating the fractional constraints to equivalent but non-fractional non-linear constraints. Based on the transformed formulation, an iterative procedure is developed that can yield a satisfactory solution to the tri-level problem. The numerical results on various illustrative examples demonstrated that the proposed algorithm is very much promising and it can also be used to solve larger-sized as well as n-level problems of similar structure.

  6. Designing "Interaction": How Do Interaction Design Students Address Interaction?

    Science.gov (United States)

    Karlgren, Klas; Ramberg, Robert; Artman, Henrik

    2016-01-01

    Interaction design is usually described as being concerned with interactions with and through artifacts but independent of a specific implementation. Design work has been characterized as a conversation between the designer and the situation and this conversation poses a particular challenge for interaction design as interactions can be elusive…

  7. Designing for Interactional Empowerment

    OpenAIRE

    Ståhl, Anna

    2014-01-01

    This thesis further defines how to reach Interactional Empowerment through design for users. Interactional Empowerment is an interaction design program within the general area of affective interaction, focusing on the users’ abil­ity to reflect, express themselves and engage in profound meaning-making. This has been explored through design of three systems eMoto, Affective Di­ary and Affective Health, which all mirror users’ emotions or bodily reactions in interaction in some way. From these ...

  8. Designing for mobile interaction

    DEFF Research Database (Denmark)

    Nazzi, Elena

    2009-01-01

    The theme of this PhD project is designing for mobile interaction with devices and services, for the accessing, making, and sharing of information, taking into account the dynamic physical and social settings that embrace this interaction. To narrow down this theme, the whole project focuses...... on the exploitation of social interaction --- in particular among senior citizens --- to enhance and support mobile interaction....

  9. Designing for Interaction Proxemics

    DEFF Research Database (Denmark)

    Grønbæk, Jens Emil

    2018-01-01

    Design of interactive technology provides opportunities as well as constraints in how a group of users can organize in a shared space. The core argument of interaction proxemics is to consider this in designing for collaboration. In my thesis, I focus on conceptualizing design of ubicomp...

  10. Sonic Interaction Design

    DEFF Research Database (Denmark)

    ) challenges these prevalent approaches by considering sound as an active medium that can enable novel sensory and social experiences through interactive technologies. This book offers an overview of the emerging SID research, discussing theories, methods, and practices, with a focus on the multisensory......Sound is an integral part of every user experience but a neglected medium in design disciplines. Design of an artifact’s sonic qualities is often limited to the shaping of functional, representational, and signaling roles of sound. The interdisciplinary field of sonic interaction design (SID...... aspects of sonic experience. Sonic Interaction Design gathers contributions from scholars, artists, and designers working at the intersections of fields ranging from electronic music to cognitive science. They offer both theoretical considerations of key themes and case studies of products and systems...

  11. The interactive design collaboratorium

    DEFF Research Database (Denmark)

    Bødker, Susanne; Petersen, Marianne Graves; Krogh, Peter Gall

    2001-01-01

    This paper reports on experimental process in which a prototype was developed of an interactive design collaboatorium, in cooperation with a group of usability designers. In a longterm research cooperation, this usability group has changed its work practice in order to work in the design...... collaboratorium. The design collaboratorium was developed to move usability design away from a lab towards an open physical and organizational space where designer, users and engineers meet and collaborate, or work alongside each other. The cooperation between researchers and the usability gruop has resulted...... in practical experimentation in projects and in design of an experimental design collaboratorium emploing electronic whiteboards, 3D design documentation, etc. This experimental prototype has been evaluated in cooperative workshops. We report on the results of this evaluation....

  12. Urban Interaction Design

    DEFF Research Database (Denmark)

    Brynskov, Martin; Bermúdez, Juan Carlos Carvajal; Fernández, Manu

    This book is an effort to explore the newly emerging field of urban interaction design that addresses these issues. In the first part of the book, 'Foundations', we look into its origins. Where do its practitioners come from? How are they working together? What methodologies do they bring...... to the table? What are the key concepts they are addressing in their work? In the second part of the book named 'Trends', we go into current developments in the networked city and how urban interaction design as a field addresses these. Taken together, these sections will not give the definite definition...

  13. Human Work Interaction Design

    DEFF Research Database (Denmark)

    Lopes, Arminda; Ørngreen, Rikke

    This book constitutes the thoroughly refereed post-conference proceedings of the Third IFIP WG 13.6 Working Conference on Human Work Interaction Design, HWID 2012, held in Copenhagen, Denmark, in December 2012. The 16 revised papers presented were carefully selected for inclusion in this volume...

  14. Human Work Interaction Design

    DEFF Research Database (Denmark)

    Gonçalves, Frederica; Campos, Pedro; Clemmensen, Torkil

    2015-01-01

    In this paper, we review research in the emerging practice and research field of Human Work Interaction Design (HWID). We present a HWID frame-work, and a sample of 54 papers from workshops, conferences and journals from the period 2009-2014. We group the papers into six topical groups, and then ...

  15. Interactive design center.

    Energy Technology Data Exchange (ETDEWEB)

    Pomplun, Alan R. (Sandia National Laboratories, Livermore, CA)

    2005-07-01

    Sandia's advanced computing resources provide researchers, engineers and analysts with the ability to develop and render highly detailed large-scale models and simulations. To take full advantage of these multi-million data point visualizations, display systems with comparable pixel counts are needed. The Interactive Design Center (IDC) is a second generation visualization theater designed to meet this need. The main display integrates twenty-seven projectors in a 9-wide by 3-high array with a total display resolution of more than 35 million pixels. Six individual SmartBoard displays offer interactive capabilities that include on-screen annotation and touch panel control of the facility's display systems. This report details the design, implementation and operation of this innovative facility.

  16. Interaction Design for Public Spaces

    DEFF Research Database (Denmark)

    Kortbek, Karen Johanne

    2008-01-01

    In this abstract I describe the doctorial research project "Interaction Design for Public Spaces". The objective of the project is to explore and design interaction contexts in culture related public spaces such as museums, experience centres and festivals. As a perspective on this domain, I...... will focus on the usage of the body as an interaction device. Furthermore, the project will involve a dramaturgic take on communication and design of interactive systems in the pursuit of new ways to stage the interactive contexts. The outcome of the project will be guidelines and conceptual frameworks which...... will help interaction designers when designing for bodily movement, and communicating and staging interactive content in public spaces....

  17. Evaluation on the concentration change of paeoniflorin and glycyrrhizic acid in different formulations of Shaoyao-Gancao-Tang by the tri-level infrared macro-fingerprint spectroscopy and the whole analysis method

    Science.gov (United States)

    Liu, Aoxue; Wang, Jingjuan; Guo, Yizhen; Xiao, Yao; Wang, Yue; Sun, Suqin; Chen, Jianbo

    2018-03-01

    As a kind of common prescriptions, Shaoyao-Gancao-Tang (SGT) contains two Chinese herbs with four different proportions which have different clinical efficacy because of their various components. In order to investigate the herb-herb interaction mechanisms, we used the method of tri-level infrared macro-fingerprint spectroscopy to evaluate the concentration change of active components of four SGTs in this research. Fourier transform infrared spectroscopy (FT-IR) and Second derivative infrared spectroscopy (SD-IR) can recognize the multiple prescriptions directly and simultaneously. 2D-IR spectra enhance the spectral resolution and obtain much new information for discriminating the similar complicated samples of SGT. Furthermore, the whole analysis method from the analysis of the main components to the specific components and the relative content of the components may evaluate the quality of TCM better. Then we concluded that paeoniflorin and glycyrrhizic acid were the highest proportion in active ingredients in SGT-12:1 and the lowest one in SGT-12:12, which matched the HPLC-DAD results. It is demonstrated that the method composed by the tri-level infrared macro-fingerprint spectroscopy and the whole analysis can be applicable for effective, visual and accurate analysis and identification of very complicated and similar mixture systems of traditional Chinese medicine.

  18. Design livre: cannibalistic interaction design

    NARCIS (Netherlands)

    van Amstel, Frederick; Vassao, C.A.; Ferraz, G.B.; Formia, E.M.

    2012-01-01

    This paper provides a historical account of cannibalism as used to explain how Brazilians integrate foreign cultural influences into their own culture and introduces a design praxis based on it. From Modernism to Digital Culture, cannibalism is a recurring tactic used to overcome cultural traditions

  19. Human Work Interaction Design

    DEFF Research Database (Denmark)

    Lopes, Arminda; Ørngreen, Rikke

    . The papers reflect many different areas and address many complex and diverse work domains, ranging from medical user interfaces, work and speech interactions at elderly care facilities, greenhouse climate control, navigating through large oil industry engineering models, crisis management, library usability...

  20. Creativity Methods in Interaction Design

    DEFF Research Database (Denmark)

    Biskjaer, Michael Mose; Dalsgaard, Peter; Halskov, Kim

    2010-01-01

    The field of interaction design encompasses a variety of methods for fostering innovation and creativity. In this paper, we present a selection of such methods that scaffold ideation and concept development in the early phases of design. As a conceptual frame for discussing these methods, we...... introduce four aspects that are particularly salient in the field of interaction design: tradition and transcendence, convergence and divergence, degree of structure, and sources of inspiration. We then outline how the methods relate to each of these aspects. The paper contributes to design practitioners...

  1. Designing interactively with elastic splines

    DEFF Research Database (Denmark)

    Brander, David; Bærentzen, Jakob Andreas; Fisker, Ann-Sofie

    2018-01-01

    We present an algorithm for designing interactively with C1 elastic splines. The idea is to design the elastic spline using a C1 cubic polynomial spline where each polynomial segment is so close to satisfying the Euler-Lagrange equation for elastic curves that the visual difference becomes neglig...... negligible. Using a database of cubic Bézier curves we are able to interactively modify the cubic spline such that it remains visually close to an elastic spline....

  2. Interaction design in service compositions

    NARCIS (Netherlands)

    Dirgahayu, T.

    2010-01-01

    This thesis proposes a concept and transformations for designing interactions in a service composition at related abstraction levels. The concept and transformations are aimed at helping designers to bridge the conceptual gap between the business and software domains. In this way, the complexity of

  3. Creativity, cooperation and interactive design

    DEFF Research Database (Denmark)

    Bødker, Susanne; Petersen, Marianne Graves; Brodersen, Ann Christina

    2000-01-01

    and its use.Based on different studies from a research project that we have been involved with over the past three years, we present specific examples of such tools and discuss how they inform design. We frame this discussion through the following (theoretical) considerations: a concern for the past......This paper focuses on ways and means of stimulating idea generation in collaborative situations involving designers, engineers, software developers, users and usability people. Particularly, we investigate tools of design, i.e. tools used in design to get ideas for a new interactive application...

  4. Magical Realities in Interaction Design

    DEFF Research Database (Denmark)

    Rasmussen, Majken

    2013-01-01

    The field of interaction design is littered with examples of artefacts, which seemingly do not adhere to well-known physical causalities and our innate expectations of how artefacts should behave in the world, thereby creating the impression of a magic reality; where things can float in mid-air, ...... to reflect upon the magical realities constructed by technological artefacts......The field of interaction design is littered with examples of artefacts, which seemingly do not adhere to well-known physical causalities and our innate expectations of how artefacts should behave in the world, thereby creating the impression of a magic reality; where things can float in mid...

  5. Haptic and Audio Interaction Design

    DEFF Research Database (Denmark)

    This book constitutes the refereed proceedings of the 5th International Workshop on Haptic and Audio Interaction Design, HAID 2010 held in Copenhagen, Denmark, in September 2010. The 21 revised full papers presented were carefully reviewed and selected for inclusion in the book. The papers are or...

  6. Experiencing Security in Interaction Design

    DEFF Research Database (Denmark)

    Mathiasen, Niels Raabjerg; Bødker, Susanne

    2011-01-01

    Security is experienced differently in different contexts. This paper argues that in everyday situations, users base their security decisions on a mix of prior experiences. When approaching security and interaction design from an experience approach, tools that help bring out such relevant...... experiences for design are needed. This paper reports on how Prompted exploration workshops and Acting out security were developed to target such experiences when iteratively designing a mobile digital signature solution in a participatory design process. We discuss how these tools helped the design process...... and illustrate how the tangibility of such tools matters. We further demonstrate how the approach grants access to non-trivial insights into people's security experience. We point out how the specific context is essential for exploring the space between experience and expectations, and we illustrate how people...

  7. Interactive Design of Developable Surfaces

    KAUST Repository

    Tang, Chengcheng

    2016-01-15

    We present a new approach to geometric modeling with developable surfaces and the design of curved-creased origami. We represent developables as splines and express the nonlinear conditions relating to developability and curved folds as quadratic equations. This allows us to utilize a constraint solver, which may be described as energy-guided projection onto the constraint manifold, and which is fast enough for interactive modeling. Further, a combined primal-dual surface representation enables us to robustly and quickly solve approximation problems.

  8. Interactive Design of Developable Surfaces

    KAUST Repository

    Tang, Chengcheng; Bo, Pengbo; Wallner, Johannes; Pottmann, Helmut

    2016-01-01

    We present a new approach to geometric modeling with developable surfaces and the design of curved-creased origami. We represent developables as splines and express the nonlinear conditions relating to developability and curved folds as quadratic equations. This allows us to utilize a constraint solver, which may be described as energy-guided projection onto the constraint manifold, and which is fast enough for interactive modeling. Further, a combined primal-dual surface representation enables us to robustly and quickly solve approximation problems.

  9. Muon collider interaction region design

    Directory of Open Access Journals (Sweden)

    Y. I. Alexahin

    2011-06-01

    Full Text Available Design of a muon collider interaction region (IR presents a number of challenges arising from low β^{*}<1  cm, correspondingly large beta-function values and beam sizes at IR magnets, as well as the necessity to protect superconducting magnets and collider detectors from muon decay products. As a consequence, the designs of the IR optics, magnets and machine-detector interface are strongly interlaced and iterative. A consistent solution for the 1.5 TeV center-of-mass muon collider IR is presented. It can provide an average luminosity of 10^{34}  cm^{-2} s^{-1} with an adequate protection of magnet and detector components.

  10. Interactive Environment Design in Smart City

    Science.gov (United States)

    Deng, DeXiang; Chen, LanSha; Zhou, Xi

    2017-08-01

    The interactive environment design of smart city is not just an interactive progress or interactive mode design, rather than generate an environment such as the “organic” life entity as human beings through interactive design, forming a smart environment with perception, memory, thinking, and reaction.

  11. Design articulation for Aesthetics of Interaction

    DEFF Research Database (Denmark)

    Krogh, Peter; Graves Petersen, Marianne

    2009-01-01

    In this paper we present three categories of design articulations addressing the characteristic qualities of aesthetics of interaction. By aesthetics of interaction we point to the process in which interactive technology brings about aesthetic experience in the use of interactive technology......-designers. In this case the categories of design articulations frame intended aesthetic experiences. Our mission is that of using aesthetic theory to inform the design of interactive technology, which shapes aesthetic experiences in everyday use....

  12. Designing interfaces patterns for effective interaction design

    CERN Document Server

    Tidwell, Jenifer

    2005-01-01

    This convenient resource offers advice on creating user-friendly interface designs--whether they're delivered on the Web, a CD, or a smart" devices like a cell phone. Solutions to common UI design problems are expressed as a collection of patterns--each one containing concrete examples, recommendations, and warnings. Intended for designers with basic UI design knowledge

  13. Design Principles for Interactive Software

    DEFF Research Database (Denmark)

    The book addresses the crucial intersection of human-computer interaction (HCI) and software engineering by asking both what users require from interactive systems and what developers need to produce well-engineered software. Needs are expressed as...

  14. Framing Behaviours in Novice Interaction Designers

    Science.gov (United States)

    Lotz, Nicole; Sharp, Helen; Woodroffe, Mark; Blyth, Richard; Rajah, Dino; Ranganai, Turugare

    2015-01-01

    Framing design problems and solutions has been recognised in design studies as a central designerly activity. Some recent findings with expert designers relate framing practices to problem-solution co-evolution and analogy use, two further widely recognised design strategies. We wanted to understand if interaction design novices also use…

  15. A Physical Approach to Tangible Interaction Design

    DEFF Research Database (Denmark)

    Jensen, Mads Vedel

    2007-01-01

    The field of tangible interaction is growing in rich and diverse directions calling for new forms of understanding. In this paper I will present a view on tangible interaction that has a strong focus on movement and interaction qualities. I will describe a design exercise that transfers interaction...... qualities identified from user observations made in particular contexts to the design of new interaction modalities. The exercise was completed with 16 graduate students and resulted in a set of interactive sculptures that aim to convey particular interaction experiences. I will introduce the process...

  16. About face the essentials of interaction design

    CERN Document Server

    Cooper, Alan; Cronin, David; Noessel, Christopher

    2014-01-01

    The essential interaction design guide, fully revised and updated for the mobile ageAbout Face: The Essentials of Interaction Design, Fourth Edition is the latest update to the book that shaped and evolved the landscape of interaction design. This comprehensive guide takes the worldwide shift to smartphones and tablets into account.  New information includes discussions on mobile apps, touch interfaces, screen size considerations, and more. The new full-color interior and unique layout better illustrate modern design concepts.  The interaction design profession is blooming with the success o

  17. Interactive Design of Accelerators (IDA)

    International Nuclear Information System (INIS)

    Barton, M.Q.

    1987-01-01

    IDA is a beam transport line calculation program which runs interactively on an IBM PC computer. It can be used for a large fraction of the usual calculations done for beam transport systems or periods of accelerators or storage rings. Because of the interactive screen editor nature of the data input, this program permits one to rather quickly arrive at general properties of a beam line or an accelerator period

  18. Designing Interactive Technology for Teens

    DEFF Research Database (Denmark)

    Read, Janet; Iversen, Ole Sejer; Horton, Matthew

    2012-01-01

    This half-day workshop builds upon previous work by the authors in understanding and designing for teenagers where the initial concern was to understand cool. Expanding out from this work, the workshop proposers now seek to better understand all the activities around designing for teenagers – the...

  19. Usability and Interaction Design in West Africa

    DEFF Research Database (Denmark)

    Sørensen, Jannick Kirk

    Good usability is important in all ICT solutions. To achieve good usability, a good praxis for interaction design is needed. Usability and interaction design have however emerged and established itself in a North European and US context. The ICT industry in Africa do not have the same resources...... for user-involvement and participatory design be directly transferred? How can interaction design and usability be cared for in African ICT development context, given the resources available? This paper aims to initiate a discussion of the conditions for interaction design and usability in West Africa...... in the field of interaction design as in the developed world. While good usability and good user experiences are important to all users of ICT, the question is whether the methods and techniques that were mainly developed in Scandinavia, Europe and US are suitable for ICT development in Africa? Can ideals...

  20. Fashion sketch design by interactive genetic algorithms

    Science.gov (United States)

    Mok, P. Y.; Wang, X. X.; Xu, J.; Kwok, Y. L.

    2012-11-01

    Computer aided design is vitally important for the modern industry, particularly for the creative industry. Fashion industry faced intensive challenges to shorten the product development process. In this paper, a methodology is proposed for sketch design based on interactive genetic algorithms. The sketch design system consists of a sketch design model, a database and a multi-stage sketch design engine. First, a sketch design model is developed based on the knowledge of fashion design to describe fashion product characteristics by using parameters. Second, a database is built based on the proposed sketch design model to define general style elements. Third, a multi-stage sketch design engine is used to construct the design. Moreover, an interactive genetic algorithm (IGA) is used to accelerate the sketch design process. The experimental results have demonstrated that the proposed method is effective in helping laypersons achieve satisfied fashion design sketches.

  1. Contraception and Hormones within Interaction Design

    DEFF Research Database (Denmark)

    Homewood, Sarah

    2017-01-01

    investigating the implications of the new form of contraception from an interaction design perspective before introducing my current research area; hormones within interaction design and describes how this research is relevant to the workshop Hacking Women’s Health. Finally, this paper describes my personal...

  2. Interactive Learning for Graphic Design Foundations

    Science.gov (United States)

    Chu, Sauman; Ramirez, German Mauricio Mejia

    2012-01-01

    One of the biggest problems for students majoring in pre-graphic design is students' inability to apply their knowledge to different design solutions. The purpose of this study is to examine the effectiveness of interactive learning modules in facilitating knowledge acquisition during the learning process and to create interactive learning modules…

  3. Design for Engaging Experience and Social Interaction

    Science.gov (United States)

    Harteveld, Casper; ten Thij, Eleonore; Copier, Marinka

    2011-01-01

    One of the goals of game designers is to design for an engaging experience and for social interaction. The question is how. We know that games can be engaging and allow for social interaction, but how do we achieve this or even improve on it? This article provides an overview of several scientific approaches that deal with this question. It…

  4. Bodystorming for Movement-Based Interaction Design

    Directory of Open Access Journals (Sweden)

    Elena Márquez Segura

    2016-11-01

    Full Text Available After a decade of movement-based interaction in human–computer interaction, designing for the moving body still remains a challenge. Research in this field requires methods to help access, articulate, and harness embodied experiences in ways that can inform the design process. To address this challenge, this article appropriates bodystorming, an embodied ideation method for movement-based interaction design. The proposed method allows for early consideration of the physical, collocated, and social aspects of a designed activity as illustrated with two explorative workshops in different application domains: interactive body games and interactive performances. Using a qualitative methods approach, we used video material from the workshops, feedback from participants, and our own experience as participants and facilitators to outline important characteristics of the bodystorming method in the domain of movement-based interaction. The proposed method is compared with previous ones and application implications are discussed.

  5. Hybrid Design Tools Intuit Interaction

    NARCIS (Netherlands)

    Wendrich, Robert E.; Kyvsgaard Hansen, P.; Rasmussen, J.; Jorgensen, K.A.; Tollestrup, C.

    2012-01-01

    Non-linear, non-explicit, non-standard thinking and ambiguity in design tools has a great impact on enhancement of creativity during ideation and conceptualization. Tacit-tangible representation based on a mere idiosyncratic and individual approach combined with computational assistance allows the

  6. Temporal form in interaction design

    DEFF Research Database (Denmark)

    Vallgårda, Anna; Winther, Morten Trøstrup; Mørch, Nina

    2015-01-01

    temporal forms by letting a series of expert designers reflect upon them. We borrow a framework from Boorstin’s film theory in which he distinguishes between the voyeuristic, the vicarious, and the visceral experience. We show how to use rhythms, complexity, gentle or forceful behavior, etc., to create...

  7. Critique of PEP interaction building design

    International Nuclear Information System (INIS)

    1988-01-01

    This note reviews the design of the interaction region 2, 8 and 12 buildings from the viewpoint of shielding adequacy, available space and amenities provided. Conclusions are drawn that the present design is not the best way to satisfy the requirements. An alternative design is proposed which, it is claimed, is a better solution to the problems without an increase in cost

  8. Teaching Scandinavian Interaction Design in West Africa

    DEFF Research Database (Denmark)

    Sørensen, Jannick Kirk

    2016-01-01

    Methods for interaction design have emerged and established themselves first in a Scandinavian context, later in US context and in the rest of the developed world. While good usability and good user experiences are important to all users of ICT, the question is whether the methods and techniques ...... Scandinavian Participatory design can be used to localize the learning process and make interaction design methods sensitive to the West African context. The paper is based on the author’s reflection on his experiences teaching interaction design in West Africa.......Methods for interaction design have emerged and established themselves first in a Scandinavian context, later in US context and in the rest of the developed world. While good usability and good user experiences are important to all users of ICT, the question is whether the methods and techniques...

  9. Themes in human work interaction design

    DEFF Research Database (Denmark)

    Ørngreen, Rikke; Mark Pejtersen, Annelise; Clemmensen, Torkil

    2008-01-01

    Design (name HWID) through the last two and half years since the commencement of this Working Group. The paper thus provides an introduction to the theory and empirical evidence that lie behind the combination of empirical work studies and interaction design. It also recommends key topics for future......Abstract. This paper raises themes that are seen as some of the challenges facing the emerging practice and research field of Human Work Interaction Design. The paper has its offset in the discussions and writings that have been dominant within the IFIP Working Group on Human Work Interaction...

  10. Design Mining Interacting Wind Turbines.

    Science.gov (United States)

    Preen, Richard J; Bull, Larry

    2016-01-01

    An initial study has recently been presented of surrogate-assisted evolutionary algorithms used to design vertical-axis wind turbines wherein candidate prototypes are evaluated under fan-generated wind conditions after being physically instantiated by a 3D printer. Unlike other approaches, such as computational fluid dynamics simulations, no mathematical formulations were used and no model assumptions were made. This paper extends that work by exploring alternative surrogate modelling and evolutionary techniques. The accuracy of various modelling algorithms used to estimate the fitness of evaluated individuals from the initial experiments is compared. The effect of temporally windowing surrogate model training samples is explored. A surrogate-assisted approach based on an enhanced local search is introduced; and alternative coevolution collaboration schemes are examined.

  11. Designing Empowering Vocal and Tangible Interaction

    OpenAIRE

    Andersson, Anders-Petter; Cappelen , Birgitta

    2013-01-01

    Our voice and body are important parts of our self-experience, and our communication and relational possibilities. They gradually become more im portant for Interaction Design due to increased development of tangible interaction and mobile communication. In this paper we present and discuss our work with voice and tangible interaction in our ongoing research project RHYME. The goal is to improve health for families, adults and children with disabilities through use of collaborative, musica...

  12. Blended Interaction Spaces for Collaborative Design

    DEFF Research Database (Denmark)

    Dalsgaard, Peter; Halskov, Kim; Klokmose, Clemens Nylandsted

    During the past five years, we have explored the use, potentials and challenges of Blended Interaction spaces. In addition, we have a long background in developing and exploring methods for collaborative design. In this workshop paper, we give an overview of our work and present our visions...... and ongoing research in developing Blended Interaction spaces for collaborative design. We then identify key themes and challenges pertinent for the workshop....

  13. Interactivity, Game Creation, Design, Learning, and Innovation

    DEFF Research Database (Denmark)

    This book constitutes the proceedings of two conferences: The 5th International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2016) and the First International Conference on Design, Learning and Innovation (DLI 2016). ArtsIT is reflecting trends in the expanding field of digital art......, interactive art, and how game creation is considered an art form. The decision was made to augment the title of ArtsIT to be in future known as “The International Conference on Interactivity, Game Creation, Design, Learning, and Innovation”. The event was hosted in Esbjerg, Denmark in May 2016 and attracted...

  14. Interactive Graphics Analysis for Aircraft Design

    Science.gov (United States)

    Townsend, J. C.

    1983-01-01

    Program uses higher-order far field drag minimization. Computer program WDES WDEM preliminary aerodynamic design tool for one or two interacting, subsonic lifting surfaces. Subcritical wing design code employs higher-order far-field drag minimization technique. Linearized aerodynamic theory used. Program written in FORTRAN IV.

  15. Human work interaction design meets international development

    DEFF Research Database (Denmark)

    Campos, P.; Clemmensen, T.; Barricelli, B.R.

    2017-01-01

    opportunity to observe technology-mediated innovative work practices in informal settings that may be related to the notion of International Development. In this unique context, this workshop proposes to analyze findings related to opportunities for design research in this type of work domains: a) human......Over the last decade, empirical relationships between work domain analysis and HCI design have been identified by much research in the field of Human Work Interaction Design (HWID) across five continents. Since this workshop takes place at the Interact Conference in Mumbai, there is a unique...

  16. Designing persuasive interactive environments : a hands-on workshop to explore interactivity and persuasion in design

    NARCIS (Netherlands)

    Rozendaal, Marco; Bekker, Tilde; Vermeeren, Arnold; Kanis, Marije; Aprile, Walter; van der Helm, Aadjan; Middendorf, Wouter

    2012-01-01

    Ambient Intelligent environments are interactive environments that sense human behaviour and can respond intelligently. This workshop explores how interactive environments can be designed with persuasive quality, influencing human experience and behaviour. The workshop follows a

  17. Cockpit design and evaluation using interactive graphics

    Science.gov (United States)

    Evans, S. M.

    1975-01-01

    A general overview of the characteristics of an interactive graphics system which was developed to assist cockpit engineers design and evaluate work stations was presented. The manikin used in this COMputerized BIomechanical MAN-model (COMBIMAN) was described, as are provisions for generating work stations and assessing interactions between man and environment. The applications of the present system are explained, and critiques of COMBIMAN are presented. The limitations of the existing programs and the requirements of the designers necessitate future revisions and additions to the biomechanical and erogonomic properties of COMBIMAN. Some of these enhancements are discussed.

  18. Rappresentare il progetto di interaction Design

    Directory of Open Access Journals (Sweden)

    Michele Zannoni

    2013-03-01

    Full Text Available ItQuesto saggio indaga le conseguenze che, nel mutato contesto del progetto contemporaneo del design, implica la forte convergenza della disciplina del progetto nei temi legati all'interaction design. L'evidenza di questo mutamento mette in luce come nell'iter progettuale il ruolo centrico del disegno e della rappresentazione è messo in crisi da una trasformazione dei contenuti del progetto. Il rapporto tra il progetto dell'interfaccia e il product design, la dematerializzazione dei feedback tattili e visivi, la sempre più diffusa digitalizzazione delle superfici di interazione degli oggetti, mostrano come il design del prodotto non è immune alla trasformazione che ha cambiato i media della comunicazione negli ultimi dieci anni e gli strumenti della rappresentazione si devono adeguare per poter prefigurare una sempre maggior complessità del percorso progettuale.EnIn the changing context of contemporary design, this essay explores the consequences entailed by the significant convergence of the discipline of design towards the themes relative to action design. The evidence of this change highlights how the central role of drawing and representation in the design process is challenged by the transformation in the contents of design. The relationship between the design of the interface and product design, the dematerialization of tactile and visual feedback, the increasingly widespread digitalization of the interaction surfaces of objects, prove that product design is not immune to the transformation that has changed communication media over the past ten years and the tools of representation must adapt to maintain the capacity to prefigure the growing complexity of the design process.

  19. Designing Gestural Interfaces Touchscreens and Interactive Devices

    CERN Document Server

    Saffer, Dan

    2008-01-01

    If you want to get started in new era of interaction design, this is the reference you need. Packed with informative illustrations and photos, Designing Gestural Interfaces provides you with essential information about kinesiology, sensors, ergonomics, physical computing, touchscreen technology, and new interface patterns -- information you need to augment your existing skills in traditional" websites, software, or product development. This book will help you enter this new world of possibilities."

  20. An Anthropological Move Towards Tangible Interaction Design

    DEFF Research Database (Denmark)

    Jensen, Mads Vedel

    2005-01-01

    User interaction design has for many years been concerned with the skills required in operating computers and machines. For keyboard and mouse operated, screen-based user interfaces the main focus has been on the cognitive skills of humans. This paper takes as a basic preamble that a shift from...

  1. Design of a Solar Tracking Interactive Kiosk

    Science.gov (United States)

    Greene, Nathaniel R.; Brunskill, Jeffrey C.

    2017-01-01

    A two-axis solar tracker and its interactive kiosk were designed by an interdisciplinary team of students and faculty. The objective was to develop a publicly accessible kiosk that would facilitate the study of energy usage and production on campus. Tracking is accomplished by an open-loop algorithm, microcontroller, and ham radio rotator. Solar…

  2. Interaction Design as a Bricolage Practice

    DEFF Research Database (Denmark)

    Vallgårda, Anna; Fernaeus, Ylva

    2015-01-01

    With this paper we propose bricolage as an interaction design practice. We make the case that bricolage promotes design qualities that are specifically tuned to tangible and material computing practices in that it is highly sensible towards the unstable physical world and proposes a non......-hierarchical negotiation of forms. We further show how bricolage can aid design results with strong and rich cultural and material grounding. Finally, we argue how bricolage and mythical thinking can be proponents for new ways of thinking and using technology....

  3. Defining Interactions and Interfaces in Engineering Design

    DEFF Research Database (Denmark)

    Parslov, Jakob Filippson

    documents of legal matter and must therefore be unambiguously and completely described. Following this observation, a comprehensive and systematic literature review has been performed in order to investigate the definition and perception of an interface. The review resulted in a classification revealing 13......This PhD thesis focuses on the understanding and definition of interactions and interfaces during the architectural decomposition of complex, multi-technological products. The Interaction and Interface Framework developed in this PhD project contribute to the field of engineering design research...... the framework, it has been possible to arrive at a classification of interaction mechanism, which is mutually exclusive (no overlap) and collectively exhaustive (no gaps). This contribution changes the existing paradigm of reasoning about interactions and allows for an unambiguous architectural decomposition...

  4. Designing Interactive Applications to Support Novel Activities

    Directory of Open Access Journals (Sweden)

    Hyowon Lee

    2013-01-01

    Full Text Available R&D in media-related technologies including multimedia, information retrieval, computer vision, and the semantic web is experimenting on a variety of computational tools that, if sufficiently matured, could support many novel activities that are not practiced today. Interactive technology demonstration systems produced typically at the end of their projects show great potential for taking advantage of technological possibilities. These demo systems or “demonstrators” are, even if crude or farfetched, a significant manifestation of the technologists’ visions in transforming emerging technologies into novel usage scenarios and applications. In this paper, we reflect on design processes and crucial design decisions made while designing some successful, web-based interactive demonstrators developed by the authors. We identify methodological issues in applying today’s requirement-driven usability engineering method to designing this type of novel applications and solicit a clearer distinction between designing mainstream applications and designing novel applications. More solution-oriented approaches leveraging design thinking are required, and more pragmatic evaluation criteria is needed that assess the role of the system in exploiting the technological possibilities to provoke further brainstorming and discussion. Such an approach will support a more efficient channelling of the technology-to-application transformation which are becoming increasingly crucial in today’s context of rich technological possibilities.

  5. AGILE, a tool for interactive lattice design

    CERN Document Server

    Bryant, P J

    2000-01-01

    AGILE is a program that works in the IBM-PC, MS-Windows environment and is dedicated to the interactive design of alternating-gradient lattices for synchrotrons and transfer lines. The program was originally intended as a teaching tool, but has been used mostly for professional design work and is subject to continuous development. It contains original algorithms for coupling, scattering and eddy currents, and some slightly unusual algorithms for off-axis orbits and space charge. There are also additional features such as engineering design aids, calculators for relativistic and synchrotron radiation parameters, expert routines for optimising slow extraction, fitting and matching, and the internal storage of constants for over 1000 stable and quasi-stable charged particles. The program is object-oriented and fully integrated into the Windows environment - it is not a shell. Apart from office work, AGILE is ideal for home use, design workshops and when travelling. It is particularly suited to practical problems...

  6. DECOUPLER DESIGN FOR AN INTERACTING TANKS SYSTEM

    Directory of Open Access Journals (Sweden)

    Duraid F. Ahmed

    2013-05-01

    Full Text Available The mathematical model forthe two interacting tanks system was derived and the dynamic behavior of thissystem was studied by introducing a step change in inlet flow rate. In thispaper, the analysis of the interaction loops between the controlled variable(liquid level and manipulated variable (inlet flow rate was carried out usingthe relative gain array. Also decoupling technique is applied to eliminate theeffect this interaction by design suitable decouplers for the system. Theresults show that the gain of each loop is cut in half when the opposite loopis closed and the gain of other loop changes sign when the opposite loop isclosed. The decoupling method show that the liquid level of tank one isconstant when the second inlet flow changes and to keep the liquid level oftank two constant the first inlet flow must be changed.

  7. Interactive Reliability-Based Optimal Design

    DEFF Research Database (Denmark)

    Sørensen, John Dalsgaard; Thoft-Christensen, Palle; Siemaszko, A.

    1994-01-01

    Interactive design/optimization of large, complex structural systems is considered. The objective function is assumed to model the expected costs. The constraints are reliability-based and/or related to deterministic code requirements. Solution of this optimization problem is divided in four main...... tasks, namely finite element analyses, sensitivity analyses, reliability analyses and application of an optimization algorithm. In the paper it is shown how these four tasks can be linked effectively and how existing information on design variables, Lagrange multipliers and the Hessian matrix can...

  8. FCJ-129 Interaction Designs for Ubicomp Cultures

    Directory of Open Access Journals (Sweden)

    Ulrik Ekman

    2011-12-01

    Full Text Available This is a journal issue invested in remarking more than once upon the undecidability hovering today around our getting into contact with ‘ubiquity’ or ‘pervasiveness’ as a potential to be further actualized in the fields of human-computer interaction (HCI, interaction design, and the cultural life worlds of information societies more generally. Affirming this undecidability is a necessity – since both of these alternatives are currently at stake, and since ‘ubiquity’ and ubicomp remain potentialities of whose actualization we are not yet sure, whether this is matter of an explicit articulation of the principal ideas or of the concrete lines of development and research making of this so many hands-on facts inherent in the interactions in our contemporary life worlds. In other words, the focus and special merit of this issue is not least to enter into the set of questions surrounding the notion of ‘interaction designs for ubicomp cultures’ – as something partaking of that which Michel Foucault would have called ‘a history of the present.’ This introduction gives a comprehensive account of current thinking and practice in this contemporary field of research in order to make a difference that makes a difference while the cultural and technical developments at stake are still undecidable, multiple, and emergent – at a fast pace, too.

  9. Declarative language design for interactive visualization.

    Science.gov (United States)

    Heer, Jeffrey; Bostock, Michael

    2010-01-01

    We investigate the design of declarative, domain-specific languages for constructing interactive visualizations. By separating specification from execution, declarative languages can simplify development, enable unobtrusive optimization, and support retargeting across platforms. We describe the design of the Protovis specification language and its implementation within an object-oriented, statically-typed programming language (Java). We demonstrate how to support rich visualizations without requiring a toolkit-specific data model and extend Protovis to enable declarative specification of animated transitions. To support cross-platform deployment, we introduce rendering and event-handling infrastructures decoupled from the runtime platform, letting designers retarget visualization specifications (e.g., from desktop to mobile phone) with reduced effort. We also explore optimizations such as runtime compilation of visualization specifications, parallelized execution, and hardware-accelerated rendering. We present benchmark studies measuring the performance gains provided by these optimizations and compare performance to existing Java-based visualization tools, demonstrating scalability improvements exceeding an order of magnitude.

  10. Affective loop experiences: designing for interactional embodiment.

    Science.gov (United States)

    Höök, Kristina

    2009-12-12

    Involving our corporeal bodies in interaction can create strong affective experiences. Systems that both can be influenced by and influence users corporeally exhibit a use quality we name an affective loop experience. In an affective loop experience, (i) emotions are seen as processes, constructed in the interaction, starting from everyday bodily, cognitive or social experiences; (ii) the system responds in ways that pull the user into the interaction, touching upon end users' physical experiences; and (iii) throughout the interaction the user is an active, meaning-making individual choosing how to express themselves-the interpretation responsibility does not lie with the system. We have built several systems that attempt to create affective loop experiences with more or less successful results. For example, eMoto lets users send text messages between mobile phones, but in addition to text, the messages also have colourful and animated shapes in the background chosen through emotion-gestures with a sensor-enabled stylus pen. Affective Diary is a digital diary with which users can scribble their notes, but it also allows for bodily memorabilia to be recorded from body sensors mapping to users' movement and arousal and placed along a timeline. Users can see patterns in their bodily reactions and relate them to various events going on in their lives. The experiences of building and deploying these systems gave us insights into design requirements for addressing affective loop experiences, such as how to design for turn-taking between user and system, how to create for 'open' surfaces in the design that can carry users' own meaning-making processes, how to combine modalities to create for a 'unity' of expression, and the importance of mirroring user experience in familiar ways that touch upon their everyday social and corporeal experiences. But a more important lesson gained from deploying the systems is how emotion processes are co-constructed and experienced

  11. Interaction Design in a Context of Rehabilitation

    DEFF Research Database (Denmark)

    Høgn, Pia; Lykke, Marianne; Missel, Pernille

    2016-01-01

    Information and communication technology(ICT) mediated learning processes for people suffering from aphasia after an acquired brain injury are a relatively uncovered area of research. Helmer-Nielsen et al. (2014)[1] report about projects that study the effect of ICT-mediated speech therapists...... suffering from aphasia, with the purpose of increasing their possibilities for living independent and active lives. In the project, we design a digital environment for communication and learning for people with aphasia who require special learning processes for rebuilding language after a brain injury...... of a combination of learning theory, theories on the brain function and human-computer interaction. The user study showed the needs for collaborative learning processes with communication and social interaction as their focus, tools to support multimodality expressions and customised teaching materials...

  12. Interaction region design driven by energy deposition

    Science.gov (United States)

    Martin, Roman; Besana, Maria Ilaria; Cerutti, Francesco; Langner, Andy; Tomás, Rogelio; Cruz-Alaniz, Emilia; Dalena, Barbara

    2017-08-01

    The European Strategy Group for High Energy Physics recommends to study collider designs for the post-LHC era. Among the suggested projects there is the circular 100 TeV proton-proton collider FCC-hh. Starting from LHC and its proposed upgrade HL-LHC, this paper outlines the development of the interaction region design for FCC-hh. We identify energy deposition from debris of the collision events as a driving factor for the layout and draft the guiding principles to unify protection of the superconducting final focus magnets from radiation with a high luminosity performance. Furthermore, we offer a novel strategy to mitigate the lifetime limitation of the first final focus magnet due to radiation load, the Q1 split.

  13. Interaction region design driven by energy deposition

    Directory of Open Access Journals (Sweden)

    Roman Martin

    2017-08-01

    Full Text Available The European Strategy Group for High Energy Physics recommends to study collider designs for the post-LHC era. Among the suggested projects there is the circular 100 TeV proton-proton collider FCC-hh. Starting from LHC and its proposed upgrade HL-LHC, this paper outlines the development of the interaction region design for FCC-hh. We identify energy deposition from debris of the collision events as a driving factor for the layout and draft the guiding principles to unify protection of the superconducting final focus magnets from radiation with a high luminosity performance. Furthermore, we offer a novel strategy to mitigate the lifetime limitation of the first final focus magnet due to radiation load, the Q1 split.

  14. Android design patterns interaction design solutions for developers

    CERN Document Server

    Nudelman, Greg

    2013-01-01

    Master the challenges of Android user interface development with these sample patterns With Android 4, Google brings the full power of its Android OS to both smartphone and tablet computing. Designing effective user interfaces that work on multiple Android devices is extremely challenging. This book provides more than 75 patterns that you can use to create versatile user interfaces for both smartphones and tablets, saving countless hours of development time. Patterns cover the most common and yet difficult types of user interactions, and each is supported with richly illustrate

  15. A tabletop interactive storytelling system: designing for social interaction

    NARCIS (Netherlands)

    Alofs, Thijs; Theune, Mariet; Swartjes, I.M.T.

    This paper presents the Interactive Storyteller, a multi-user interface for AI-based interactive storytelling, where stories emerge from the interaction of human players with intelligent characters in a simulated story world. To support face-to-face contact and social interaction, we position users

  16. Integrating conceptualizations of experience into the interaction design process

    DEFF Research Database (Denmark)

    Dalsgaard, Peter

    2010-01-01

    From a design perspective, the increasing awareness of experiential aspects of interactive systems prompts the question of how conceptualizations of experience can inform and potentially be integrated into the interaction design process. This paper presents one approach to integrating theoretical...

  17. LHC interaction region quadrupole cryostat design

    International Nuclear Information System (INIS)

    Nicol, T.H.; Darve, Ch.; Huang, Y.; Page, T.M.

    2002-01-01

    The cryostat of a Large Hadron Collider (LHC) Interaction Region (IR) quadrupole magnet consists of all components of the inner triplet except the magnet assembly itself. It serves to support the magnet accurately and reliably within the vacuum vessel, to house all required cryogenic piping, and to insulate the cold mass from heat radiated and conducted from the environment. It must function reliably during storage, shipping and handling, normal magnet operation, quenches, and seismic excitations, and must be able to be manufactured at low cost. The major components of the cryostat are the vacuum vessel, thermal shield, multi-layer insulation system, cryogenic piping, and suspension system. The overall design of a cryostat for superconducting accelerator magnets requires consideration of fluid flow, proper selection of materials for their thermal and structural performance at both ambient and operating temperature, and knowledge of the environment to which the magnets will be subjected over the course of their expected operating lifetime. This paper describes the current LHC IR inner triplet quadrupole magnet cryostats being designed and manufactured at Fermilab as part of the US-LHC collaboration, and includes discussions on the structural and thermal considerations involved in the development of each of the major systems

  18. Interaction in Balanced Cross Nested Designs

    Science.gov (United States)

    Ramos, Paulo; Mexia, João T.; Carvalho, Francisco; Covas, Ricardo

    2011-09-01

    Commutative Jordan Algebras, CJA, are used in the study of mixed models obtained, through crossing and nesting, from simpler ones. In the study of cross nested models the interaction between nested factors have been systematically discarded. However this can constitutes an artificial simplification of the models. We point out that, when two crossed factors interact, such interaction is symmetric, both factors playing in it equivalent roles, while when two nested factors interact, the interaction is determined by the nesting factor. These interactions will be called interactions with nesting. In this work we present a coherent formulation of the algebraic structure of models enabling the choice of families of interactions between cross and nested factors using binary operations on CJA.

  19. Salt bridges: geometrically specific, designable interactions.

    Science.gov (United States)

    Donald, Jason E; Kulp, Daniel W; DeGrado, William F

    2011-03-01

    Salt bridges occur frequently in proteins, providing conformational specificity and contributing to molecular recognition and catalysis. We present a comprehensive analysis of these interactions in protein structures by surveying a large database of protein structures. Salt bridges between Asp or Glu and His, Arg, or Lys display extremely well-defined geometric preferences. Several previously observed preferences are confirmed, and others that were previously unrecognized are discovered. Salt bridges are explored for their preferences for different separations in sequence and in space, geometric preferences within proteins and at protein-protein interfaces, co-operativity in networked salt bridges, inclusion within metal-binding sites, preference for acidic electrons, apparent conformational side chain entropy reduction on formation, and degree of burial. Salt bridges occur far more frequently between residues at close than distant sequence separations, but, at close distances, there remain strong preferences for salt bridges at specific separations. Specific types of complex salt bridges, involving three or more members, are also discovered. As we observe a strong relationship between the propensity to form a salt bridge and the placement of salt-bridging residues in protein sequences, we discuss the role that salt bridges might play in kinetically influencing protein folding and thermodynamically stabilizing the native conformation. We also develop a quantitative method to select appropriate crystal structure resolution and B-factor cutoffs. Detailed knowledge of these geometric and sequence dependences should aid de novo design and prediction algorithms. Copyright © 2010 Wiley-Liss, Inc.

  20. Contextual Interaction Design Research: Enabling HCI

    OpenAIRE

    Murer , Martin; Meschtscherjakov , Alexander; Fuchsberger , Verena; Giuliani , Manuel; Neureiter , Katja; Moser , Christiane; Aslan , Ilhan; Tscheligi , Manfred

    2015-01-01

    International audience; Human-Computer Interaction (HCI) has always been about humans, their needs and desires. Contemporary HCI thinking investigates interactions in everyday life and puts an emphasis on the emotional and experiential qualities of interactions. At the Center for Human-Computer Interaction we seek to bridge meandering strands in the field by following a guiding metaphor that shifts focus to what has always been the core quality of our research field: Enabling HCI, as a leitmo...

  1. Use of interactive graphics in bridge analysis and design.

    Science.gov (United States)

    1983-01-01

    This study evaluated the role of computer-aided design (CAD), including interactive graphics, in engineering design applications, especially in the design activities of the Virginia Department of Highways and Transportation. A review of the hardware ...

  2. Towards Generic Interaction Styles for Product Design

    DEFF Research Database (Denmark)

    Buur, Jacob; Stienstra, Marcelle

    2008-01-01

    a wider range of interactive products. In this paper we report on five years of continued research into interaction styles for telephones, kitchen equipment, HiFi products and medical devices, and we show how it is indeed possible and beneficial to formulate a set of generic interaction styles....

  3. Interactive Storytelling: Opportunities for Online Course Design

    Science.gov (United States)

    Baldwin, Sally; Ching, Yu-Hui

    2017-01-01

    Compelling interactive stories can be used to get and keep learners' interest in online courses. Interactive storytelling presents information in a manner that involves learners by allowing them to connect with the content. Incorporating interactive storytelling into online education offers the potential to increase student interest and knowledge…

  4. Between Design and Anthropology: Improvising Embodied Interaction

    DEFF Research Database (Denmark)

    Halse, Joachim

    2013-01-01

    ). It is only against this background that the complex anthropological dimension of Design Culture can be understood, extending far beyond the horizon of a design science concept of design, industry-near design thinking and marketing, or a product-oriented concept of manufacture. «Design Anthropology...

  5. Evaluation of Interactive Website Design Indicators for e-Entrepreneurship

    OpenAIRE

    Chih-Chao Chung; Li-Chung Chao; Chin-Hui Chen; Shi-Jer Lou

    2016-01-01

    Using an analytic network process (ANP) as an analytical tool, this study aims to construct an ANP evaluation model of interactive website design indicators. Through a review of the literature, interactive website design of e-entrepreneurship is generalized to the following dimensions: (1) Design; (2) Checking; (3) Service; (4) Interactive; and (5) Promotion, including 19 design indicators. The research is conducted for a case company. According to the findings, the model helps the case compa...

  6. Interactive design for new media and the web

    CERN Document Server

    Iuppa, Nick

    2001-01-01

    In an age where digital technology makes just about anything possible, Interactive Design for New Media and the Web demonstrates how to realize that promise through the creation of outstanding interactive programs. This hands-on, practical book examines the ever-expanding capabilities of all forms of digital presentation for increasing interactivity, and the design principles and interface guidelines needed to deliver the required message or story with this technology.Interactive Design for New Media and the Web covers the technology as well as the tools and practices of interactive design, in

  7. Interactive urban design using integrated planning requirements control

    NARCIS (Netherlands)

    Vries, de B.; Tabak, V.; Achten, H.H.

    2005-01-01

    Urban planning and urban design are separated disciplines. As a consequence, there is hardly any feedback from the urban design process to the urban planning process. To improve interaction between these two, an interactive urban design (IUD) tool has been developed. The tool is implemented in a

  8. Quality and rules for mechanical aspects of tangible interaction design

    NARCIS (Netherlands)

    Broekhuijsen, M.J.; Delbressine, F.L.M.; Feijs, L.M.G.

    2011-01-01

    This paper describes the application of Exact Kinematic Constraint Design to designs meant for tangible interaction with users. The paper gives rules for generating high quality mechanical designs for tangible interactions. Each rule is explained using examples made in LEGO and real world examples.

  9. Interactive design computation : A case study on quantum design paradigm

    NARCIS (Netherlands)

    Feng, H.

    2013-01-01

    The ever-increasing complexity of design processes fosters novel design computation models to be employed in architectural research and design in order to facilitate accurate data processing and refined decision making. These computation models have enabled designers to work with complex geometry

  10. Short Paper: Design Tools, Hybridization Exploring Intuitive Interaction

    NARCIS (Netherlands)

    Wendrich, Robert E.; Kuhlen, Torsten; Coquillart, Sabine; Interrante, Victoria

    2010-01-01

    Design and Design Engineering is about making abstract representations often based on fuzzy notions, ideas or prerequisite requirements with the use of various design tools. This paper introduces an interactive hybrid design tool to assist and support singular design activity or multiple

  11. Competencies and Interactions in Design Management

    Directory of Open Access Journals (Sweden)

    Cláudia de Souza Libânio

    2016-01-01

    Full Text Available The inclusion of design in corporate strategies has been a recurring research theme, and organizations are using it as strategic element for gaining competitive advantage in the long term. Thus, it becomes evident the need to manage design activities, making use of concepts related to competencies, learning, dynamic capabilities and other aspects. Therefore, this paper aims at investigating what experts think about design management and competencies, joints and intervenient factors in Brazilian fashion industry. In addition, this ar ticle aimed at knowing how design teams are structured and the relationship of these with the organization. The methodology was exploratory, qualitative, through in - depth interviews with ten designers working in Brazilian firms in the fashion industry and four specialists in fashion design. We identify phases and activities of design professional, which are decisive for the design management occurrence in enterprises in apparel industry, identifying the coworkers at each stage of this process.

  12. CANDU fuel : design/manufacturing interaction

    International Nuclear Information System (INIS)

    Graham, N.A.

    1999-01-01

    The design of CANDU fuel has been the product of intense cooperation among fuel designers and fuel manufacturers. The developments of some of the novel processes in fuel manufacture are outlined. These include the brazed-split-spacer design, the resistance welded endcap and CANLUB coatings. (author)

  13. Evaluation of Interactive Website Design Indicators for e-Entrepreneurship

    Directory of Open Access Journals (Sweden)

    Chih-Chao Chung

    2016-04-01

    Full Text Available Using an analytic network process (ANP as an analytical tool, this study aims to construct an ANP evaluation model of interactive website design indicators. Through a review of the literature, interactive website design of e-entrepreneurship is generalized to the following dimensions: (1 Design; (2 Checking; (3 Service; (4 Interactive; and (5 Promotion, including 19 design indicators. The research is conducted for a case company. According to the findings, the model helps the case company review its current execution of interactive website design indicators and the experts’ opinions of the importance of interactive website design indicators. In addition, by comprehensive comparison, it confirms key design indicators and analyzes the managerial implications to help the case company set up precise strategic planning and resource distribution to enhance corporate operational performance and competitiveness.

  14. Toolkit Design for Interactive Structured Graphics

    National Research Council Canada - National Science Library

    Bederson, Benjamin B; Grosjean, Jesse; Meyer, Jon

    2003-01-01

    .... We describe Jazz (a polylithic toolkit) and Piccolo (a monolithic toolkit), each of which we built to support interactive 2D structured graphics applications in general, and Zoomable User Interface applications in particular...

  15. Interactive Room Support for Complex and Distributed Design Projects

    DEFF Research Database (Denmark)

    Grønbæk, Kaj; Gundersen, Kristian Kroyer; Mogensen, Preben Holst

    2001-01-01

    We are investigating the design of digital 3D interaction technology embedded in a physical environment. We take as point of departure cemplex, collaborative industrial design projects involving heterogeneous sets of documents, and physical as well as digital 3D models. The paper introduces our...... interaction devices being experimented with in the interactive room environment. The interactive room technologies have all been designed with the requirement that they must seamlessly integrate both into the physical and into the digital work environment while providing new affordances for industrial design...

  16. Animal computer interaction (ACI) & designing for animal interaction (AXD)

    DEFF Research Database (Denmark)

    Morrison, Ann Judith; Turner, Jane; Farley, Helen

    2017-01-01

    This workshop invites researchers and practitioners from HCI and related fields who work in some capacity with animals and who recognise the sentient nature of their being. We call for those who want to better understand how to work with animals and learn from them. We are a small team looking...... to build an Australian chapter of the Animal Computer Interaction Community. The workshop will elicit discussion, forge new partnerships and head up a new group on the state of the art within this field in Australia, including comparative international studies. For more information see http://www.ozaci.org/...

  17. Designing for social interaction through physical play

    NARCIS (Netherlands)

    Bekker, M.M.; Sturm, J.A.; Barakova, E.I.; Sturm, J.A.; Bekker, M.M.

    2008-01-01

    Nine very interesting position papers were submitted to our workshop on Design for Social Interactioll and Physical Play. The papers, present.ed in these proceedings, cover design concepts for very diverse user groups and eontexts of use. Creating novel concepts is often done using theories about

  18. Experimental designs for cross-cultural interactions

    DEFF Research Database (Denmark)

    Rehm, Matthias

    2012-01-01

    Culture is not the first aspect that comes to mind when discussing human robot interaction. But our cultural upbringing does to a large degree influence our patterns of behavior and interpretation. Thus, culture is present in the development of robotic systems right from the start, unconsciously...... influencing how robots look like, what we envision with them to do, and how they are programmed to interact with the user. In this paper we argue that is is beneficial to make this unconscious influence explicit and take it into account during the development (and evaluation). To this end we present...

  19. Designing Networked Adaptive Interactive Hybrid Systems

    NARCIS (Netherlands)

    Kester, L.J.H.M.

    2008-01-01

    Advances in network technologies enable distributed systems, operating in complex physical environments, to coordinate their activities over larger areas within shorter time intervals. In these systems humans and intelligent machines will, in close interaction, be able to reach their goals under

  20. Designing Engaging Interactions with Digital Products

    NARCIS (Netherlands)

    Rozendaal, M.C.

    2007-01-01

    This thesis aims to investigate how the experience of engagement in interaction can be explained by examining the experiences of richness and control and how these experiences are influenced by the features of a product, the expertise of a person and the type of task. This research is carried out

  1. Toolkit Design for Interactive Structured Graphics

    National Research Council Canada - National Science Library

    Bederson, Benjamin B; Grosjean, Jesse; Meyer, Jon

    2003-01-01

    .... We compare hand-crafted custom code to polylithic and monolithic toolkit-based solutions. Polylithic toolkits follow a design philosophy similar to 3D scene graphs supported by toolkits including Java3D and OpenInventor...

  2. How to design for transformation of behavior through interactive materiality

    NARCIS (Netherlands)

    Stienstra, J.T.; Bruns, M.; Wensveen, S.A.G.; Kuenen, C.D.

    2012-01-01

    This paper presents a design approach tackling the transformation of behavior through ‘interactive materiality’ from a phenomenological perspective. It builds upon the Interaction Frogger framework that couples action to reaction for intuitive mapping in intelligent product interaction. Through the

  3. Designing Interaction Spaces for Rich Internet Applications with UML

    DEFF Research Database (Denmark)

    Dolog, Peter; Stage, Jan

    2007-01-01

    In this paper, we propose a new method for designing rich internet applications. The design process uses results from an object-oriented analysis and employs interaction spaces as the basic abstraction mechanism. State diagrams are employed as refinements of interaction spaces and task models...

  4. Designing Learning Environments to Teach Interactive Quantum Physics

    Science.gov (United States)

    Puente, Sonia M. Gomez; Swagten, Henk J. M.

    2012-01-01

    This study aims at describing and analysing systematically an interactive learning environment designed to teach Quantum Physics, a second-year physics course. The instructional design of Quantum Physics is a combination of interactive lectures (using audience response systems), tutorials and self-study in unit blocks, carried out with small…

  5. Designing learning environments to teach interactive Quantum Physics

    NARCIS (Netherlands)

    Gómez Puente, S.M.; Swagten, H.J.M.

    2012-01-01

    This study aims at describing and analysing systematically an interactive learning environment designed to teach Quantum Physics, a second-year physics course. The instructional design of Quantum Physics is a combination of interactive lectures (using audience response systems), tutorials and

  6. Interdisciplinarity in Medialogy with applications to Sonic Interaction Design

    DEFF Research Database (Denmark)

    Nordahl, Rolf; Serafin, Stefania

    2009-01-01

    Medialogy is a novel education developed in Denmark since 2002, whose goal is to combine technology and creativity in the design, contextualization and evaluation of media technology. In this paper we describe the progression of the sonic interaction design curriculum in the Medialogy education, ......, stressing the importance of a transdisciplinary training for engineers working on interactive sound....

  7. Statistically designed experiments to screen chemical mixtures for possible interactions

    NARCIS (Netherlands)

    Groten, J.P.; Tajima, O.; Feron, V.J.; Schoen, E.D.

    1998-01-01

    For the accurate analysis of possible interactive effects of chemicals in a defined mixture, statistical designs are necessary to develop clear and manageable experiments. For instance, factorial designs have been successfully used to detect two-factor interactions. Particularly useful for this

  8. Theoretical Framework for Interaction Game Design

    Science.gov (United States)

    2016-05-19

    evaluation of a virtual basketball game, investigation of the effect of back imitation, a method for inducing intentional stance in HAI (Human-Agent...Interaction), using physiological indices for discriminating intrinsic and extrinsic stress, and SES (Synthetic Evidential Study). Project had to be...evaluation of a virtual basketball game, investigation of the effect of back imitation, a method for inducing intentional stance in HAI (Human-Agent

  9. Evil by design interaction design to lead us into temptation

    CERN Document Server

    Nodder, Chris

    2013-01-01

    How to make customers feel good about doing what you want Learn how companies make us feel good about doing what they want. Approaching persuasive design from the dark side, this book melds psychology, marketing, and design concepts to show why we're susceptible to certain persuasive techniques. Packed with examples from every nook and cranny of the web, it provides easily digestible and applicable patterns for putting these design techniques to work. Organized by the seven deadly sins, it includes: Pride - use social proof to position your product in line with your visitor

  10. Designing Interactive Electronic Module in Chemistry Lessons

    Science.gov (United States)

    Irwansyah, F. S.; Lubab, I.; Farida, I.; Ramdhani, M. A.

    2017-09-01

    This research aims to design electronic module (e-module) oriented to the development of students’ chemical literacy on the solution colligative properties material. This research undergoes some stages including concept analysis, discourse analysis, storyboard design, design development, product packaging, validation, and feasibility test. Overall, this research undertakes three main stages, namely, Define (in the form of preliminary studies); Design (designing e-module); Develop (including validation and model trial). The concept presentation and visualization used in this e-module is oriented to chemical literacy skills. The presentation order carries aspects of scientific context, process, content, and attitude. Chemists and multi media experts have done the validation to test the initial quality of the products and give a feedback for the product improvement. The feasibility test results stated that the content presentation and display are valid and feasible to be used with the value of 85.77% and 87.94%. These values indicate that this e-module oriented to students’ chemical literacy skills for the solution colligative properties material is feasible to be used.

  11. Developments of an Interactive Sail Design Method

    OpenAIRE

    S. M. Malpede; M. Vezza

    2000-01-01

    This paper presents a new tool for performing the integrated design and analysis of a sail. The features of the system are the geometrical definition of a sail shape, using the Bezier surface method, the creation of a finite element model for the non-linear structural analysis and a fluid-dynamic model for the aerodynamic analysis. The system has been developed using MATLAB(r). Recent sail design efforts have been focused on solving the aeroelastic behavior of the sail. The pressure dis...

  12. Designing Software-Based Interactive Installations

    DEFF Research Database (Denmark)

    Andreasen, Troels; Juul, Niels Christian; Rosendahl, Mads

    2014-01-01

    of the installation using tools like sketching or storyboarding. The design involves a clarification of available and appropriate building blocks, as well as the linking of these blocks to provide an architectural framework comprising the intended external behavior. The construction phase takes a component...

  13. Sound design and perception in walking interactions

    DEFF Research Database (Denmark)

    Visell, Yon; Fontana, Federico; Giordano, Bruno

    2009-01-01

    of walking, and the design, engineering, and evaluation of interfaces that utilize them. Much of this expertise has accumulated in recent years, although many questions remain to be explored. We highlight past work and current research directions in this multidisciplinary area of investigation, and point...

  14. Discriminative Chemical Patterns: Automatic and Interactive Design.

    Science.gov (United States)

    Bietz, Stefan; Schomburg, Karen T; Hilbig, Matthias; Rarey, Matthias

    2015-08-24

    The classification of molecules with respect to their inhibiting, activating, or toxicological potential constitutes a central aspect in the field of cheminformatics. Often, a discriminative feature is needed to distinguish two different molecule sets. Besides physicochemical properties, substructures and chemical patterns belong to the descriptors most frequently applied for this purpose. As a commonly used example of this descriptor class, SMARTS strings represent a powerful concept for the representation and processing of abstract chemical patterns. While their usage facilitates a convenient way to apply previously derived classification rules on new molecule sets, the manual generation of useful SMARTS patterns remains a complex and time-consuming process. Here, we introduce SMARTSminer, a new algorithm for the automatic derivation of discriminative SMARTS patterns from preclassified molecule sets. Based on a specially adapted subgraph mining algorithm, SMARTSminer identifies structural features that are frequent in only one of the given molecule classes. In comparison to elemental substructures, it also supports the consideration of general and specific SMARTS features. Furthermore, SMARTSminer is integrated into an interactive pattern editor named SMARTSeditor. This allows for an intuitive visualization on the basis of the SMARTSviewer concept as well as interactive adaption and further improvement of the generated patterns. Additionally, a new molecular matching feature provides an immediate feedback on a pattern's matching behavior across the molecule sets. We demonstrate the utility of the SMARTSminer functionality and its integration into the SMARTSeditor software in several different classification scenarios.

  15. Developments of an Interactive Sail Design Method

    Directory of Open Access Journals (Sweden)

    S. M. Malpede

    2000-01-01

    Full Text Available This paper presents a new tool for performing the integrated design and analysis of a sail. The features of the system are the geometrical definition of a sail shape, using the Bezier surface method, the creation of a finite element model for the non-linear structural analysis and a fluid-dynamic model for the aerodynamic analysis. The system has been developed using MATLAB(r. Recent sail design efforts have been focused on solving the aeroelastic behavior of the sail. The pressure distribution on a sail changes continuously, by virtue of cloth stretch and flexing. The sail shape determines the pressure distribution and, at the same time, the pressure distribution on the sail stretches and flexes the sail material determining its shape. This characteristic non-linear behavior requires iterative solution strategies to obtain the equilibrium configuration and evaluate the forces involved. The aeroelastic problem is tackled by combining structural with aerodynamic analysis. Firstly, pressure loads for a known sail-shape are computed (aerodynamic analysis. Secondly, the sail-shape is analyzed for the obtained external loads (structural analysis. The final solution is obtained by using an iterative analysis process, which involves both aerodynamic and the structural analysis. When the solution converges, it is possible to make design modifications.

  16. Interactive design of generic chemical patterns.

    Science.gov (United States)

    Schomburg, Karen T; Wetzer, Lars; Rarey, Matthias

    2013-07-01

    Every medicinal chemist has to create chemical patterns occasionally for querying databases, applying filters or describing functional groups. However, the representations of chemical patterns have been so far limited to languages with highly complex syntax, handicapping the application of patterns. Graphic pattern editors similar to chemical editors can facilitate the work with patterns. In this article, we review the interfaces of frequently used web search engines for chemical patterns. We take a look at pattern editing concepts of standalone chemical editors and finally present a completely new, unpublished graphical approach to pattern design, the SMARTSeditor. Copyright © 2013 Elsevier Ltd. All rights reserved.

  17. Designing behavior in interaction : using aesthetic experience as a mechanism for design

    NARCIS (Netherlands)

    Ross, P.R.; Wensveen, S.A.G.

    2010-01-01

    As design moves into the realm of intelligent products and systems, interactive product behavior becomes an ever more prominent aspect of design, raising the question of how to design the aesthetics of such interactive behavior. To address this challenge, we developed a conception of aesthetics

  18. Virtual teamwork - Panoptic or Interactive Work design

    DEFF Research Database (Denmark)

    Rasmussen, Lauge Baungaard

    2012-01-01

    The emergence of virtual teamwork represents a dynamic response to globalization, the growth of communication technologies and dismantling of industrial based organizational hierarchies. These developments pose new challenges as the completion of the distributed tasks must be integrated across th...... the barriers of cultural differences, and with fewer face-to-face clues, Virtual teamwork involves demands regarding communication, trust and knowledge. The implications for future work design are immense, and still open for clarification and discussion.......The emergence of virtual teamwork represents a dynamic response to globalization, the growth of communication technologies and dismantling of industrial based organizational hierarchies. These developments pose new challenges as the completion of the distributed tasks must be integrated across...

  19. An Abstract Interaction Concept for Designing Interaction Behaviour of Service Compositions

    NARCIS (Netherlands)

    Dirgahayu, T.; Quartel, Dick; van Sinderen, Marten J.; Mertins, Kai; Ruggaber, Rainer; Popplewell, Keith; Xu, Xiaofei

    2008-01-01

    In a service composition, interaction behaviour specifies an information exchange protocol that must be complied with in order to guarantee interoperability between services. Interaction behaviour can be designed using a top-down design approach utilising high abstraction levels to control its

  20. Designing interactive technology for crowd experiences - beyond sanitization

    DEFF Research Database (Denmark)

    Veerasawmy, Rune

    2014-01-01

    This dissertation concerns the topic on designing interactive technology for crowd expe- riences. It takes the outset in the experience-oriented design approach within interaction design, exploring the research question how can we conceptually understand and design interactive technology for crowd...... experiences? Through theoretical studies of sociological crowd theory and pragmatist perspectives on experience combined with design exper- iments at sporting events this dissertation establishes an conceptual understanding of crowd experience. The outcome of this work is furthermore synthesized...... in a conceptual model of social experiences that presents crowd experiences as a distinct type of social experience. This is different from what previously have been explored within experi- ence-oriented design. This dissertation is composed of four research papers framed by an overview that summarizes...

  1. Challenges in designing interactive systems for emergency response

    DEFF Research Database (Denmark)

    Kristensen, Margit; Kyng, Morten; Nielsen, Esben Toftdahl

    2007-01-01

    and visions as ways to bridge between fieldwork and literature studies on the one hand and the emerging computer based prototypes on the other. Our case concerns design of innovative interactive systems for support in emergency response, including patient identification and monitoring as well as construction......This paper presents research on participatory design of interactive systems for emergency response. We present the work by going through the design method with a focus on the new elements that we developed for the participatory design toolkit, in particular we emphasize the use of challenges...

  2. Interactive design of probability density functions for shape grammars

    KAUST Repository

    Dang, Minh; Lienhard, Stefan; Ceylan, Duygu; Neubert, Boris; Wonka, Peter; Pauly, Mark

    2015-01-01

    A shape grammar defines a procedural shape space containing a variety of models of the same class, e.g. buildings, trees, furniture, airplanes, bikes, etc. We present a framework that enables a user to interactively design a probability density

  3. Designing an Interactive Multimedia Environment for Learning and Aiding Troubleshooting

    National Research Council Canada - National Science Library

    Kolodner, Janet

    1997-01-01

    .... However troubleshooting is a complex process both to learn and perform. This report examines the prospects for designing an interactive learning environment that helps users acquire and engage in effective troubleshooting...

  4. Time, Interaction, and Design in Support of a Good Life

    DEFF Research Database (Denmark)

    Froes, Isabel Cristina G.; Laaksolahti, Jarmo Matti; Witzner Hansen, Dan

    development. Our ongoing investigation of Interaction Design for a Good Life (http://itu.dk/IxDLab/) has uncovered a broad diversity of perspectives on how to unpack ‘a good life’ through research and design, and indeed what constitutes a good life to begin with. Through our investigations, time has surfaced...... as pivotal to our budding understanding of elements of a good life and a useful framing for future investigations. Time is also an important topic for interaction design, because it is at the core of interaction, the practice of design, and, in many ways, our use and relationships with technological......This position paper outlines a research program for the IxD Research Group at the IT University of Copenhagen. As such, it presents a range of questions addressing different corners of the question of time in IxD from the point of view of HCI, social interaction, material expressions, and software...

  5. A SVM bases AI design for interactive gaming

    OpenAIRE

    Jiang, Yang; Jiang, Jianmin; Palmer, Ian

    2008-01-01

    Interactive gaming requires automatic processing on large volume of random data produced by players on spot, such as shooting, football kicking, boxing etc. In this paper, we describe an artificial intelligence approach in processing such random data for interactive gaming by using a one-class support vector machine (OC-SVM). In comparison with existing techniques, our OC-SVM based interactive gaming design has the features of: (i): high speed processing, providing instant response to the pla...

  6. Design of a decentralized detection of interacting LTI systems

    Directory of Open Access Journals (Sweden)

    Shamanth Shankar

    2002-01-01

    Full Text Available In this paper, the problem of designing a decentralized detection filter for a large homogeneous collection of LTI systems is considered. The collection of systems considered here draws inspiration from platoons of vehicles, and the considered interactions amongst systems in the collection are banded and lower triangular, mimicking the typical “look-ahead” nature of interactions in a platoon of vehicles. A fault in a system propagates to other systems in the collection via such interactions.

  7. Designing for social interaction in open-ended play environments

    NARCIS (Netherlands)

    de Valk, L.; Bekker, T.; Eggen, J.H.

    2015-01-01

    Interactive technology is becoming more strongly integrated in innovative play solutions. As play is often a social experience, understanding the dynamic social context in which such play takes place is an essential step in designing new interactive play environments. In this paper, we explore the

  8. Multimodal interaction design in collocated mobile phone use

    NARCIS (Netherlands)

    El-Ali, A.; Lucero, A.; Aaltonen, V.

    2011-01-01

    In the context of the Social and Spatial Interactions (SSI) platform, we explore how multimodal interaction design (input and output) can augment and improve the experience of collocated, collaborative activities using mobile phones. Based largely on our prototype evaluations, we reflect on and

  9. Design sensitivities for interactive sport-training games

    DEFF Research Database (Denmark)

    Jensen, Mads Møller; Rasmussen, Majken Kirkegård; Grønbæk, Kaj

    2014-01-01

    and reflected upon. Based on the experiences gained from the design and development process, as well as examples from the existing field and skill acquisition theory, we present three areas of interest to consider for interactive sport-training game designers: Context Characteristics, Movement Patterns...... and Perceptual Reaction. From a discussion of these areas, we derive eight design sensitivities that emphasize issues, challenges and opportunities, important for the design, development and analysis of interactive sport-training games in general.......This paper presents the design and development process of an interactive football-training game that aims to improve players' ball-handling skills, and their ability to simultaneously survey the playing field. A small-scale experiment was conducted to test the game, and the results are presented...

  10. Designing interaction, voice, and inclusion in AAC research.

    Science.gov (United States)

    Pullin, Graham; Treviranus, Jutta; Patel, Rupal; Higginbotham, Jeff

    2017-09-01

    The ISAAC 2016 Research Symposium included a Design Stream that examined timely issues across augmentative and alternative communication (AAC), framed in terms of designing interaction, designing voice, and designing inclusion. Each is a complex term with multiple meanings; together they represent challenging yet important frontiers of AAC research. The Design Stream was conceived by the four authors, researchers who have been exploring AAC and disability-related design throughout their careers, brought together by a shared conviction that designing for communication implies more than ensuring access to words and utterances. Each of these presenters came to AAC from a different background: interaction design, inclusive design, speech science, and social science. The resulting discussion among 24 symposium participants included controversies about the role of technology, tensions about independence and interdependence, and a provocation about taste. The paper concludes by proposing new directions for AAC research: (a) new interdisciplinary research could combine scientific and design research methods, as distant yet complementary as microanalysis and interaction design, (b) new research tools could seed accessible and engaging contextual research into voice within a social model of disability, and (c) new open research networks could support inclusive, international and interdisciplinary research.

  11. Interactive methods to involve users into workspace design process

    DEFF Research Database (Denmark)

    Souza da Conceição, Carolina; Broberg, Ole; Banke, Palle

    2013-01-01

    This paper addresses the question of whether the use of a combination of interactive methods involving workers can lead to a useful input to the (re)design of their workspace. The workbook and the layout design game methods were tested, and a comparison between their use and the ergonomic analysi...

  12. Teaching interaction design & children within diverse disciplinary curricula.

    NARCIS (Netherlands)

    Gilutz, S.; Bekker, M.M.; Fisch, S.; Blikstein, Paulo

    2011-01-01

    This one-day workshop will bring together instructors who teach Interaction Design & Children at a university level from a wide spectrum of disciplines and research communities (HCI, Engineering, Design, education, Psychology and Communications). Our goal is to explore the various current ways IDC

  13. GaussStudio: designing seamless tangible interactions on portable displays

    NARCIS (Netherlands)

    Liang, R.-H.; Kuo, H.-C.; Bruns Alonso, M.; Chen, B.-Y.

    2016-01-01

    The analog Hall-sensor grid, GaussSense, is a thin-form magnetic-field camera technology for designing expressive occlusion-free, near-surface tangible interactions on conventional portable displays. The studio will provide hands-on experiences that combine physical designs and the GaussSense

  14. Designing interaction behaviour in service-oriented enterprise application integration

    NARCIS (Netherlands)

    Dirgahayu, T.; Quartel, Dick; van Sinderen, Marten J.

    In this paper we present an approach for designing interaction behaviour in service-oriented enterprise application integration. The approach enables business analysts to actively participate in the design of an integration solution. In this way, we expect that the solution meets its integration

  15. CHI 2013 Human Work Interaction Design (HWID) SIG

    DEFF Research Database (Denmark)

    Clemmensen, Torkil; Campos, Pedro F.; Katre, Dinesh S.

    2013-01-01

    In this SIG we aim to introduce the IFIP 13.6 Human Work Interaction Design (HWID) approach to the CHI audience. The HWID working group aims at establishing relationships between extensive empirical work-domain studies and HCI design. We invite participants from industry and academia with an inte...

  16. Teaching Interaction Design and Children: Understanding the Relevance of Theory for Design

    Directory of Open Access Journals (Sweden)

    Tilde Bekker

    2014-08-01

    Full Text Available In this paper we address the challenge of teaching interaction design for children’s products especially pertaining to bridging the gap between child development theories and interaction design issues. We describe our experiences from developing a one-week course on interaction design and children, that is part of a competency based Masters program in design. We conclude that key elements in this course, to support learning how to incorporate theoretical knowledge in design, are a providing design tool that covers a child developmental model of four domains (cognitive, social, emotional and physical , such as the Developmentally Situated Design cards for creating child personas and design concepts b using a design exercise c giving students the possibility to work on several iterations d giving students more than one age-group to work with in the project, and e providing the students with an evaluation protocol.

  17. Using interactive model simulations in co-design : An experiment in urban design

    NARCIS (Netherlands)

    Steen, M.G.D.; Arendsen, J.; Cremers, A.H.M.; Vries, A. de; Jong, J.M.G. de; Koning, N.M. de

    2013-01-01

    This paper presents an experiment in which people performed a co-design task in urban design, using a multi-user touch table application with or without interactive model simulations. We hypothesised that using the interactive model simulations would improve communication and co-operation between

  18. Enhancing Human-Computer Interaction Design Education: Teaching Affordance Design for Emerging Mobile Devices

    Science.gov (United States)

    Faiola, Anthony; Matei, Sorin Adam

    2010-01-01

    The evolution of human-computer interaction design (HCID) over the last 20 years suggests that there is a growing need for educational scholars to consider new and more applicable theoretical models of interactive product design. The authors suggest that such paradigms would call for an approach that would equip HCID students with a better…

  19. Design of Feedback in Interactive Multimedia Language Learning Environments

    Directory of Open Access Journals (Sweden)

    Vehbi Türel

    2012-01-01

    Full Text Available In interactive multimedia environments, different digital elements (i. e. video, audio, visuals, text, animations, graphics and glossary can be combined and delivered on the same digital computer screen (TDM 1997: 151, CCED 1987, Brett 1998: 81, Stenton 1998: 11, Mangiafico 1996: 46. This also enables effectively provision and presentation of feedback in pedagogically more efficient ways, which meets not only the requirement of different teaching and learning theories, but also the needs of language learners who vary in their learning-style preferences (Robinson 1991: 156, Peter 1994: 157f.. This study aims to bring out the pedagogical and design principles that might help us to more effectively design and customise feedback in interactive multimedia language learning environments. While so doing, some examples of thought out and customized computerised feedback from an interactive multimedia language learning environment, which were designed and created by the author of this study and were also used for language learning purposes, will be shown.

  20. Embodied Cognition and the Magical Future of Interaction Design

    Directory of Open Access Journals (Sweden)

    David Kirsh

    2013-09-01

    Full Text Available The theory of embodied cognition can provide HCI practitioners and theorists with new ideas about interaction and new principles for better designs. I support this claim with four ideas about cognition: (1 interacting with tools changes the way we think and perceive – tools, when manipulated, are soon absorbed into the body schema, and this absorption leads to fundamental changes in the way we perceive and conceive of our environments; (2 we think with our bodies not just with our brains; (3 we know more by doing than 3by seeing – there are times when physically performing an activity is better than watching someone else perform the activity, even though our motor resonance system fires strongly during other person observa tion; (4 there are times when we literally think with things. These four ideas have major implications for interaction design, especially the design of tangible, physical, context aware, and telepresence systems.

  1. Software Design for Interactive Graphic Radiation Treatment Simulation Systems*

    Science.gov (United States)

    Kalet, Ira J.; Sweeney, Christine; Jacky, Jonathan

    1990-01-01

    We examine issues in the design of interactive computer graphic simulation programs for radiation treatment planning (RTP), as well as expert system programs that automate parts of the RTP process, in light of ten years of experience at designing, building and using such programs. An experiment in object-oriented design using standard Pascal shows that while some advantage is gained from the design, it is still difficult to achieve modularity and to integrate expert system components. A new design based on the Common LISP Object System (CLOS) is described. This series of designs for RTP software shows that this application benefits in specific ways from object-oriented design methods and appropriate languages and tools.

  2. Explore the interactive design of touch interface Webpage

    Directory of Open Access Journals (Sweden)

    JIANG Zhen

    2014-12-01

    Full Text Available With the arrival of the era of mobile touch,website HTML,CSS and JavaScript building have been changed.Especially the functional development of hypertext markup language HTML5 and touch interface not only enhances the speed of the Website,but also creates amazing user experiences.Therefore,now Webpage design focus on the transmission of information at the same time,more concerns itself about the personalized and interactive design of users,including visual experience,browsing expect and psychological interaction,etc.

  3. Workshop on cultural usability and human work interaction design

    DEFF Research Database (Denmark)

    Clemmensen, Torkil; Ørngreen, Rikke; Roese, Kerstin

    2008-01-01

    it into interaction design. The workshop will present current research into cultural usability and human work interaction design. Cultural usability is a comprehensive concept, which adheres to all kinds of contexts in which humans are involved (private family, work, public and private organizations, nature......, Workplace observation, Think-Aloud Usability Test, etc. These techniques often give - seemingly - similar results when applied in diverse cultural settings, but experience shows that we need a deep understanding of the cultural, social and organizational context to interpret the results, and to transform...

  4. General aviation design synthesis utilizing interactive computer graphics

    Science.gov (United States)

    Galloway, T. L.; Smith, M. R.

    1976-01-01

    Interactive computer graphics is a fast growing area of computer application, due to such factors as substantial cost reductions in hardware, general availability of software, and expanded data communication networks. In addition to allowing faster and more meaningful input/output, computer graphics permits the use of data in graphic form to carry out parametric studies for configuration selection and for assessing the impact of advanced technologies on general aviation designs. The incorporation of interactive computer graphics into a NASA developed general aviation synthesis program is described, and the potential uses of the synthesis program in preliminary design are demonstrated.

  5. Modeling, Designing, and Implementing an Avatar-based Interactive Map

    Directory of Open Access Journals (Sweden)

    Stefan Andrei

    2016-03-01

    Full Text Available Designing interactive maps has always been a challenge due to the geographical complexity of the earth’s landscape and the difficulty of resolving details to a high resolution. In the past decade or so, one of the most impressive map-based software application, the Global Positioning System (GPS, has probably the highest level of interaction with the user. This article describes an innovative technique for designing an avatar-based virtual interactive map for the Lamar University Campus, which will entail the buildings’ exterior as well as their interiors. Many universities provide 2D or 3D maps and even interactive maps. However, these maps do not provide a complete interaction with the user. To the best of our knowledge, this project is the first avatar-based interaction game that allows 100% interaction with the user. This work provides tremendous help to the freshman students and visitors of Lamar University. As an important marketing tool, the main objective is to get better visibility of the campus worldwide and to increase the number of students attending Lamar University.

  6. Designing Interactive Storytelling: A Virtual Environment for Personal Experience Narratives

    OpenAIRE

    Ladeira , Ilda; Marsden , Gary; Green , Lesley

    2011-01-01

    Part 1: Long and Short Papers; International audience; We describe an ongoing collaboration with the District Six Museum, in Cape Town, aimed at designing a storytelling prototype for preserving personal experience narratives. We detail the design of an interactive virtual environment (VE) which was inspired by a three month ethnography of real-life oral storytelling. The VE places the user as an audience member in a virtual group listening to two storytelling agents capable of two forms of i...

  7. Russian HyperTutor: Designing Interactive Multimedia for the Macintosh.

    Science.gov (United States)

    Mitrevski, George

    1995-01-01

    Describes an interactive, multimedia computer program designed to teach Russian grammar, and accompany a commercial textbook. Each of the 35 lessons integrates graphics, sound, and animation. A dictionary and extensive vocabulary exercises are also included. Tutorials provide simple but concise grammar explanations that the teacher can edit or…

  8. Design, testing, and delivery of an interactive graphics display subsystem

    Science.gov (United States)

    Holmes, B.

    1973-01-01

    An interactive graphics display system was designed to be used in locating components on a printed circuit card and outputting data concerning their thermal values. The manner in which this was accomplished in terms of both hardware and software is described. An analysis of the accuracy of this approach is also included.

  9. The ZAP Project: Designing Interactive Computer Tools for Learning Psychology

    Science.gov (United States)

    Hulshof, Casper; Eysink, Tessa; de Jong, Ton

    2006-01-01

    In the ZAP project, a set of interactive computer programs called "ZAPs" was developed. The programs were designed in such a way that first-year students experience psychological phenomena in a vivid and self-explanatory way. Students can either take the role of participant in a psychological experiment, they can experience phenomena themselves,…

  10. An Agenda for Designing Natural Interaction in a Museum Context

    DEFF Research Database (Denmark)

    Lund, Morten

    2012-01-01

    to the design of digitally based interaction. The digital nature of these technologies enables convergense and new combinations of existing objects and contexts, but also the establishment of new objects and contexts. This potential of digital technologies is very well illustrated by the Multiverse model...

  11. Design And Implementation Of An Interactive Website; A Case Study ...

    African Journals Online (AJOL)

    An interactive website has been designed for the Department of Physics, University of Uyo, using Hypertext Markup Language (HTML) involving structuring, coding, and testing. This will enable the Department to gather, process, store and disseminate an up- to- date information to the whole world on the academic ...

  12. The Design of Tools for Sketching Sensor-Based Interaction

    DEFF Research Database (Denmark)

    Brynskov, Martin; Lunding, Rasmus; Vestergaard, Lasse Steenbock

    2012-01-01

    , flexibility and cost, aimed at wearable and ultra-mobile prototyping where fast reaction is needed (e.g. in controlling sound), and we discuss the general issues facing this category of embodied interaction design tools. We then present the platform in more detail, both regarding hard- ware and software...

  13. Map-based mobile services design, interaction and usability

    CERN Document Server

    Meng, Liqiu; Winter, Stephan; Popovich, Vasily

    2008-01-01

    This book reports the newest research and technical achievements on the following theme blocks: Design of mobile map services and its constraints; Typology and usability of mobile map services; Visualization solutions on small displays for time-critical tasks; Mobile map users; Interaction and adaptation in mobile environments; and Applications of map-based mobile services.

  14. Conceptual design of pipe whip restraints using interactive computer analysis

    International Nuclear Information System (INIS)

    Rigamonti, G.; Dainora, J.

    1975-01-01

    Protection against pipe break effects necessitates a complex interaction between failure mode analysis, piping layout, and structural design. Many iterations are required to finalize structural designs and equipment arrangements. The magnitude of the pipe break loads transmitted by the pipe whip restraints to structural embedments precludes the application of conservative design margins. A simplified analytical formulation of the nonlinear dynamic problems associated with pipe whip has been developed and applied using interactive computer analysis techniques. In the dynamic analysis, the restraint and the associated portion of the piping system, are modeled using the finite element lumped mass approach to properly reflect the dynamic characteristics of the piping/restraint system. The analysis is performed as a series of piecewise linear increments. Each of these linear increments is terminated by either formation of plastic conditions or closing/opening of gaps. The stiffness matrix is modified to reflect the changed stiffness characteristics of the system and re-started using the previous boundary conditions. The formation of yield hinges are related to the plastic moment of the section and unloading paths are automatically considered. The conceptual design of the piping/restraint system is performed using interactive computer analysis. The application of the simplified analytical approach with interactive computer analysis results in an order of magnitude reduction in engineering time and computer cost. (Auth.)

  15. Designing Interactive Multimedia Instruction To Enable and Enhance Information Literacy.

    Science.gov (United States)

    Amidon, Leslie E.

    2001-01-01

    Addresses key strategies for the design and development of Interactive Multimedia Instruction (IMI) programs for adult learners, focusing on the removal of learning barriers and the incorporation of information literacy principles. Barriers include financial constraints, socio-economic and social class, communication skills, time constraints,…

  16. Design Requirements for Communication-Intensive Interactive Applications

    Science.gov (United States)

    Bolchini, Davide; Garzotto, Franca; Paolini, Paolo

    Online interactive applications call for new requirements paradigms to capture the growing complexity of computer-mediated communication. Crafting successful interactive applications (such as websites and multimedia) involves modeling the requirements for the user experience, including those leading to content design, usable information architecture and interaction, in profound coordination with the communication goals of all stakeholders involved, ranging from persuasion to social engagement, to call for action. To face this grand challenge, we propose a methodology for modeling communication requirements and provide a set of operational conceptual tools to be used in complex projects with multiple stakeholders. Through examples from real-life projects and lessons-learned from direct experience, we draw on the concepts of brand, value, communication goals, information and persuasion requirements to systematically guide analysts to master the multifaceted connections of these elements as drivers to inform successful communication designs.

  17. Designing learning environments to teach interactive Quantum Physics

    Science.gov (United States)

    Gómez Puente, Sonia M.; Swagten, Henk J. M.

    2012-10-01

    This study aims at describing and analysing systematically an interactive learning environment designed to teach Quantum Physics, a second-year physics course. The instructional design of Quantum Physics is a combination of interactive lectures (using audience response systems), tutorials and self-study in unit blocks, carried out with small groups. Individual formative feedback was introduced as a rapid assessment tool to provide an overview on progress and identify gaps by means of questioning students at three levels: conceptual; prior knowledge; homework exercises. The setup of Quantum Physics has been developed as a result of several loops of adjustments and improvements from a traditional-like type of teaching to an interactive classroom. Results of this particular instructional arrangement indicate significant gains in students' achievements in comparison with the traditional structure of this course, after recent optimisation steps such as the implementation of an individual feedback system.

  18. Mapping Cultural Frame Shifting in Interaction Design with Blending Theory

    DEFF Research Database (Denmark)

    Markussen, Thomas; Krogh, Peter Gall

    2008-01-01

    In this paper, we introduce Gilles Fauconnier & Mark Turner's blending theory as a new conceptual framework for explaining ‘cultural frame shifting' in interaction design. Cultural frame shifting is when people, through their explorative use of technology, are required imaginatively to reorganize...... their cultural background knowledge and expectations. In current HCI research it has occasionally been pointed out that a proper understanding of this phenomenon hinges on addressing the relationship between embodied interaction and cultural meaning construction as part of a larger interactive system. However...... the network model of mental spaces from Fauconnier & Turner's blending theory onto video material and interviews from initial qualitative use studies of a design case. In so doing we explore and argue for how meaning formation and embodied cognition coalesce in cultural frame shifting and provide a tool...

  19. The Design of Tools for Sketching Sensor-Based Interaction

    DEFF Research Database (Denmark)

    Brynskov, Martin; Lunding, Rasmus; Vestergaard, Lasse Steenbock

    2012-01-01

    In this paper we motivate, present, and give an initial evaluation of DUL Radio, a small wireless toolkit for sketching sensor-based interaction. In the motivation, we discuss the purpose of this specific platform, which aims to balance ease-of-use (learning, setup, initialization), size, speed......, flexibility and cost, aimed at wearable and ultra-mobile prototyping where fast reaction is needed (e.g. in controlling sound), and we discuss the general issues facing this category of embodied interaction design tools. We then present the platform in more detail, both regarding hard- ware and software....... In the brief evaluation, we present our initial experiences with the platform both in design projects and in teaching. We conclude that DUL Radio does seem to be a relatively easy-to-use tool for sketching sensor-based interaction compared to other solutions, but that there are many ways to improve it. Target...

  20. Anthropomorphic Robot Design and User Interaction Associated with Motion

    Science.gov (United States)

    Ellis, Stephen R.

    2016-01-01

    Though in its original concept a robot was conceived to have some human-like shape, most robots now in use have specific industrial purposes and do not closely resemble humans. Nevertheless, robots that resemble human form in some way have continued to be introduced. They are called anthropomorphic robots. The fact that the user interface to all robots is now highly mediated means that the form of the user interface is not necessarily connected to the robots form, human or otherwise. Consequently, the unique way the design of anthropomorphic robots affects their user interaction is through their general appearance and the way they move. These robots human-like appearance acts as a kind of generalized predictor that gives its operators, and those with whom they may directly work, the expectation that they will behave to some extent like a human. This expectation is especially prominent for interactions with social robots, which are built to enhance it. Often interaction with them may be mainly cognitive because they are not necessarily kinematically intricate enough for complex physical interaction. Their body movement, for example, may be limited to simple wheeled locomotion. An anthropomorphic robot with human form, however, can be kinematically complex and designed, for example, to reproduce the details of human limb, torso, and head movement. Because of the mediated nature of robot control, there remains in general no necessary connection between the specific form of user interface and the anthropomorphic form of the robot. But their anthropomorphic kinematics and dynamics imply that the impact of their design shows up in the way the robot moves. The central finding of this report is that the control of this motion is a basic design element through which the anthropomorphic form can affect user interaction. In particular, designers of anthropomorphic robots can take advantage of the inherent human-like movement to 1) improve the users direct manual control over

  1. Kinds of inspiration in interaction design

    DEFF Research Database (Denmark)

    Halskov, Kim

    2010-01-01

    In this paper, we explore the role of sources of inspiration in interaction design. We identify four strategies for relating sources of inspiration to emerging ideas: selection; adaptation; translation; and combination. As our starting point, we argue that sources of inspiration are a form...... of knowledge crucial to creativity. Our research is based on empirical findings arising from the use of Inspiration Card Workshops, which are collaborative design events in which domain and technology insight are combined to create design concepts. In addition to the systematically introduced sources...... of inspiration that form part of the workshop format, a number of spontaneous sources of inspiration emerged during these workshops....

  2. Fictional space in participatory design of engaging interactive environments

    DEFF Research Database (Denmark)

    Dindler, Christian

    2010-01-01

    practices of visitors and museum knowledge. The second and larger part of the contribution addresses the issue of shaping design inquiries. This part is summarized through the overarching notion of fictional space denoting a perspective on the creation of a design space where established norms...... spaces for museums and science centres. The dissertation is composed of seven research papers framed by a general overview that summarises the arguments made in the papers and outlines related work and research method. The contribution reflects a dual yet intertwined concern for understanding engagement...... in exhibition spaces and shaping design inquiries around the notion of engaging interactive environments. The first part of the contribution relates to conceptualising aspects of engagement in relation to interactive environments. The perspective of participatory engagement is presented as an overarching...

  3. Exploring sonic interaction design and presence: Natural Interactive Walking in Porto

    DEFF Research Database (Denmark)

    Nordahl, Rolf; Serafin, Stefania; Fontana, Frederico

    2009-01-01

    In this paper we report on the results of a three days workshop whose goal was to combine interactive sounds and soundscape design to simulate the sensation of walking in a specific location of Porto. We discuss advantages and disadvantages of the different solutions proposed in terms of the tech......In this paper we report on the results of a three days workshop whose goal was to combine interactive sounds and soundscape design to simulate the sensation of walking in a specific location of Porto. We discuss advantages and disadvantages of the different solutions proposed in terms...... of the technology used, and issues of how sonic interaction combined with soundscape design affects presence in virtual environments....

  4. Game Mechanics and Bodily Interactions: Designing Interactive Technologies for Sports Training

    DEFF Research Database (Denmark)

    Jensen, Mads Møller

    and enjoyment. Thus, despite being two coexisting research areas, they do not extend or contribute to one another per se. However, bridging this gap by combining skill acquisition knowledge from sports training technologies with motivational game mechanics from bodily games holds great potential for designing...... and developing relevant and engaging training experiences. I term this combination interactive sports training games. This dissertation bridges this gap by exploring how to design and develop bodily interactions that leverage the quality and engagement of sports training by using game mechanics, but also how...... to identify and avoid the pitfalls and challenges that emerge in the process. It further explores how competition can be facilitated in bodily games and how it affects players. These explorations are done by designing, developing and evaluating innovative interactive sports training games. The results...

  5. Combining ethnography and object-orientation for mobile interaction design

    DEFF Research Database (Denmark)

    Kjeldskov, Jesper; Stage, Jan

    2012-01-01

    There has been a lot of interest in ethnography within human–computer interaction over the last two decades, and its relevance within systems development is today beyond question. However, one of the challenges reported is that ethnography generates findings and knowledge with such contextual...... richness that it can be hard to transfer into system design. In the light of recent years' push for the use of ethnography within the area of mobile human–computer interaction, this challenge has resurfaced and is of renewed importance to the research field. In this article we describe an interdisciplinary...

  6. Human Work Interaction Design. Work Analysis and HCI

    DEFF Research Database (Denmark)

    Paasch, Kasper

    2013-01-01

    . The papers reflect many different areas and address many complex and diverse work domains, ranging from medical user interfaces, work and speech interactions at elderly care facilities, greenhouse climate control, navigating through large oil industry engineering models, crisis management, library usability......This book constitutes the thoroughly refereed post-conference proceedings of the Third IFIP WG 13.6 Working Conference on Human Work Interaction Design, HWID 2012, held in Copenhagen, Denmark, in December 2012. The 16 revised papers presented were carefully selected for inclusion in this volume...

  7. Using Social Media Sentiment Analysis for Interaction Design Choices

    DEFF Research Database (Denmark)

    McGuire, Mark; Kampf, Constance Elizabeth

    2015-01-01

    Social media analytics is an emerging skill for organizations. Currently, developers are exploring ways to create tools for simplifying social media analysis. These tools tend to focus on gathering data, and using systems to make it meaningful. However, we contend that making social media data...... meaningful is by nature a human-computer interaction problem. We examine this problem around the emerging field of sentiment analysis, exploring criteria for designing sentiment analysis systems based in Human Computer interaction, HCI. We contend that effective sentiment analysis affects audience analysis...

  8. Communicating Art through Interactive Technology: New Approaches for Interaction Design in Art Museums

    DEFF Research Database (Denmark)

    Kortbek, Karen Johanne; Grønbæk, Kaj

    2008-01-01

    This paper discusses new approaches to interaction design for communication of art in the physical museum space. In contrast to the widespread utilization of interactive tech­nologies in cultural heritage and natural science museums it is generally a challenge to introduce technology in art museums...... without disturbing the domain of the art works. To explore the possibilities of communicating art through the use of technology, and to minimize disturbance of the artworks, we apply four main approaches in the communication: 1) gentle audio augmentation of art works; 2) conceptual affinity of art works...... and remote interactive installations; 3) using the body as an interaction device; 4) consistent audio-visual cues for interaction opportunities. The paper describes the application of these approaches for communication of inspira­tional material for a Mariko Mori exhibition. The installations are described...

  9. Screen Design Guidelines for Motivation in Interactive Multimedia Instruction: A Survey and Framework for Designers.

    Science.gov (United States)

    Lee, Sung Heum; Boling, Elizabeth

    1999-01-01

    Identifies guidelines from the literature relating to screen design and design of interactive instructional materials. Describes two types of guidelines--those aimed at enhancing motivation and those aimed at preventing loss of motivation--for typography, graphics, color, and animation and audio. Proposes a framework for considering motivation in…

  10. Interactive Building Design Space Exploration Using Regionalized Sensitivity Analysis

    DEFF Research Database (Denmark)

    Østergård, Torben; Jensen, Rasmus Lund; Maagaard, Steffen

    2017-01-01

    simulation inputs are most important and which have negligible influence on the model output. Popular sensitivity methods include the Morris method, variance-based methods (e.g. Sobol’s), and regression methods (e.g. SRC). However, all these methods only address one output at a time, which makes it difficult...... in combination with the interactive parallel coordinate plot (PCP). The latter is an effective tool to explore stochastic simulations and to find high-performing building designs. The proposed methods help decision makers to focus their attention to the most important design parameters when exploring......Monte Carlo simulations combined with regionalized sensitivity analysis provide the means to explore a vast, multivariate design space in building design. Typically, sensitivity analysis shows how the variability of model output relates to the uncertainties in models inputs. This reveals which...

  11. Decisive Constraints as a Creative Resource in Interaction Design

    DEFF Research Database (Denmark)

    Biskjaer, Michael Mose; Halskov, Kim

    2014-01-01

    ‘decisive constraints’ based on a review of current, but dispersed, studies into creativity constraints. We build decisive constraints on two definitional conditions related to radical decision-making and creative turning points. To test our concept analytically and ensure its relevance to creative practice......, we apply the two definitional conditions to three media façade installation projects in which our interaction design research lab has been involved. In accord with insights from these case analyses, we argue that decisive constraints may inform current research into design processes and act......This article explores the observation that highly limiting, creative decisions of voluntary self-binding that radically prune the design solution space may in fact fuel and accelerate the process toward an innovative final design. To gain insight into this phenomenon, we propose the concept...

  12. Intelligent adaptive systems an interaction-centered design perspective

    CERN Document Server

    Hou, Ming; Burns, Catherine

    2014-01-01

    A synthesis of recent research and developments on intelligent adaptive systems from the HF (human factors) and HCI (human-computer interaction) domains, this book provides integrated design guidance and recommendations for researchers and system developers. It addresses a recognized lack of integration between the HF and HCI research communities, which has led to inconsistencies between the research approaches adopted, and a lack of exploitation of research from one field by the other. The book establishes design guidance through the review of conceptual frameworks, analytical methodologies,

  13. Helping Hands: Designing Video Games with Interpersonal Touch Interaction

    OpenAIRE

    Watts , Cody; Sharlin , Ehud; Woytiuk , Peter

    2010-01-01

    International audience; Increasingly, the movements of players' physical bodies are being used as a method of controlling and playing video games. This trend is evidenced by the recent development of interpersonal touch-based games; multiplayer games which players control by physically touching their partners. Although a small number of interpersonal touch-based games have recently been designed, the best practices for creating video games based on this unconventional interaction technique re...

  14. Design of the large hadron electron collider interaction region

    Science.gov (United States)

    Cruz-Alaniz, E.; Newton, D.; Tomás, R.; Korostelev, M.

    2015-11-01

    The large hadron electron collider (LHeC) is a proposed upgrade of the Large Hadron Collider (LHC) within the high luminosity LHC (HL-LHC) project, to provide electron-nucleon collisions and explore a new regime of energy and luminosity for deep inelastic scattering. The design of an interaction region for any collider is always a challenging task given that the beams are brought into crossing with the smallest beam sizes in a region where there are tight detector constraints. In this case integrating the LHeC into the existing HL-LHC lattice, to allow simultaneous proton-proton and electron-proton collisions, increases the difficulty of the task. A nominal design was presented in the the LHeC conceptual design report in 2012 featuring an optical configuration that focuses one of the proton beams of the LHC to β*=10 cm in the LHeC interaction point to reach the desired luminosity of L =1033 cm-2 s-1 . This value is achieved with the aid of a new inner triplet of quadrupoles at a distance L*=10 m from the interaction point. However the chromatic beta beating was found intolerable regarding machine protection issues. An advanced chromatic correction scheme was required. This paper explores the feasibility of the extension of a novel optical technique called the achromatic telescopic squeezing scheme and the flexibility of the interaction region design, in order to find the optimal solution that would produce the highest luminosity while controlling the chromaticity, minimizing the synchrotron radiation power and maintaining the dynamic aperture required for stability.

  15. Design of the large hadron electron collider interaction region

    Directory of Open Access Journals (Sweden)

    E. Cruz-Alaniz

    2015-11-01

    Full Text Available The large hadron electron collider (LHeC is a proposed upgrade of the Large Hadron Collider (LHC within the high luminosity LHC (HL-LHC project, to provide electron-nucleon collisions and explore a new regime of energy and luminosity for deep inelastic scattering. The design of an interaction region for any collider is always a challenging task given that the beams are brought into crossing with the smallest beam sizes in a region where there are tight detector constraints. In this case integrating the LHeC into the existing HL-LHC lattice, to allow simultaneous proton-proton and electron-proton collisions, increases the difficulty of the task. A nominal design was presented in the the LHeC conceptual design report in 2012 featuring an optical configuration that focuses one of the proton beams of the LHC to β^{*}=10  cm in the LHeC interaction point to reach the desired luminosity of L=10^{33}  cm^{-2} s^{-1}. This value is achieved with the aid of a new inner triplet of quadrupoles at a distance L^{*}=10  m from the interaction point. However the chromatic beta beating was found intolerable regarding machine protection issues. An advanced chromatic correction scheme was required. This paper explores the feasibility of the extension of a novel optical technique called the achromatic telescopic squeezing scheme and the flexibility of the interaction region design, in order to find the optimal solution that would produce the highest luminosity while controlling the chromaticity, minimizing the synchrotron radiation power and maintaining the dynamic aperture required for stability.

  16. Motivation, Participation, and Engagement in Human Work Interaction Design Literature

    DEFF Research Database (Denmark)

    Barricelli, Barbara Rita; Clemmensen, Torkil; Campos, Pedro

    2016-01-01

    This position paper is aimed at presenting as discussion material at the CoPDA 2016 Workshop the preliminary results of a short review of the literature published by the HWID community in the last 10 years in four books. Specifically, the attention is posed on understanding the importance of moti...... of motivation, participation, and engagement in Interaction Design projects for smart and pervasive workplaces...

  17. How Good is Your User Experience? Measuring and Designing Interactions

    Directory of Open Access Journals (Sweden)

    Wildner Raimund

    2015-11-01

    Full Text Available Form and function are important dimensions of consumer choice, but there is more in our increasingly digital world. It is not only products per se that need to be designed but the whole interaction between consumers and brands. The whole UX or user experience is more important than ever before. Digitalism nowadays is everywhere, and even mundane products are becoming more digital (e.g. ovens, while others evolve that are purely digital (e.g. PayPal.

  18. CADRIGS--computer aided design reliability interactive graphics system

    International Nuclear Information System (INIS)

    Kwik, R.J.; Polizzi, L.M.; Sticco, S.; Gerrard, P.B.; Yeater, M.L.; Hockenbury, R.W.; Phillips, M.A.

    1982-01-01

    An integrated reliability analysis program combining graphic representation of fault trees, automated data base loadings and reference, and automated construction of reliability code input files was developed. The functional specifications for CADRIGS, the computer aided design reliability interactive graphics system, are presented. Previously developed fault tree segments used in auxiliary feedwater system safety analysis were constructed on CADRIGS and, when combined, yielded results identical to those resulting from manual input to the same reliability codes

  19. Design of a decentralized detection of interacting LTI systems

    Directory of Open Access Journals (Sweden)

    Shankar Shamanth

    2002-01-01

    Full Text Available In this paper, the problem of designing a decentralized detection filter for a large homogeneous collection of LTI systems is considered. The collection of systems considered here draws inspiration from platoons of vehicles, and the considered interactions amongst systems in the collection are banded and lower triangular, mimicking the typical “look-ahead” nature of interactions in a platoon of vehicles. A fault in a system propagates to other systems in the collection via such interactions. The decentralized detection filter for the collection is composed of interacting detection filters, one for each system. The feasibility of communicating the state estimates to other systems in the collection is assumed here. An important concern is the propagation of state estimation errors. In order that the state estimation errors not amplify as they propagate, a ℋ ∞ constraint on the state estimation error propagation dynamics is imposed. A sufficient condition for constructing a decentralized detection filter for the collection is presented. An example is provided to illustrate the design procedure.

  20. Interactive Spacecraft Trajectory Design Strategies Featuring Poincare Map Topology

    Science.gov (United States)

    Schlei, Wayne R.

    Space exploration efforts are shifting towards inexpensive and more agile vehicles. Versatility regarding spacecraft trajectories refers to the agility to correct deviations from an intended path or even the ability to adapt the future path to a new destination--all with limited spaceflight resources (i.e., small DeltaV budgets). Trajectory design methods for such nimble vehicles incorporate equally versatile procedures that allow for rapid and interactive decision making while attempting to reduce Delta V budgets, leading to a versatile trajectory design platform. A versatile design paradigm requires the exploitation of Poincare map topology , or the interconnected web of dynamical structures, existing within the chaotic dynamics of multi-body gravitational models to outline low-Delta V transfer options residing nearby to a current path. This investigation details an autonomous procedure to extract the periodic orbits (topology nodes) and correlated asymptotic flow structures (or the invariant manifolds representing topology links). The autonomous process summarized in this investigation (termed PMATE) overcomes discontinuities on the Poincare section that arise in the applied multi-body model (the planar circular restricted three-body problem) and detects a wide variety of novel periodic orbits. New interactive capabilities deliver a visual analytics foundation for versatile spaceflight design, especially for initial guess generation and manipulation. Such interactive strategies include the selection of states and arcs from Poincare section visualizations and the capabilities to draw and drag trajectories to remove dependency on initial state input. Furthermore, immersive selection is expanded to cull invariant manifold structures, yielding low-DeltaV or even DeltaV-free transfers between periodic orbits. The application of interactive design strategies featuring a dense extraction of Poincare map topology is demonstrated for agile spaceflight with a simple

  1. Interactive augmented reality system for product design review

    Science.gov (United States)

    Caruso, Giandomenico; Re, Guido Maria

    2010-01-01

    The product development process, of industrial products, includes a phase dedicated to the design review that is a crucial phase where various experts cooperate in selecting the optimal product shape. Although computer graphics allows us to create very realistic virtual representations of the products, it is not uncommon that designers decide to build physical mock-ups of their newly conceived products because they need to physically interact with the prototype and also to evaluate the product within a plurality of real contexts. This paper describes the hardware and software development of our Augmented Reality design review system that allows to overcome some issues related to the 3D visualization and to the interaction with the virtual objects. Our system is composed by a Video See Through Head Mounted Display, which allows to improve the 3D visualization by controlling the convergence of the video cameras automatically, and a wireless control system, which allows us to create some metaphors to interact with the virtual objects. During the development of the system, in order to define and tune the algorithms, we have performed some testing sessions. Then, we have performed further tests in order to verify the effectiveness of the system and to collect additional data and comments about usability and ergonomic aspects.

  2. Interactive system design using the complementarity of axiomatic design and fault tree analysis

    International Nuclear Information System (INIS)

    Heo, Gyun Young; Do, Sung Hee; Lee, Tae Sik

    2007-01-01

    To efficiently design safety-critical systems such as nuclear power plants, with requirement of high reliability, methodologies allowing for rigorous interactions between the synthesis and analysis processes have been proposed. This paper attempts to develop a reliability-centered design framework through an interactive process between Axiomatic Design (AD) and Fault Tree Analysis (FTA). Integrating AD and FTA into a single framework appears to be a viable solution, as they compliment each other with their unique advantages. AD provides a systematic synthesis tool while FTA is commonly used as a safety analysis tool. These methodologies build a design process that is less subjective, and they enable designers to develop insights that lead to solutions with improved reliability. Due to the nature of the two methodologies, the information involved in each process is complementary: a success tree versus a fault tree. Thus, at each step a system using AD is synthesized, and its reliability is then quantified using the FT derived from the AD synthesis process. The converted FT provides an opportunity to examine the completeness of the outcome from the synthesis process. This study presents an example of the design of a Containment Heat Removal System (CHRS). A case study illustrates the process of designing the CHRS with an interactive design framework focusing on the conversion of the AD process to FTA

  3. Designing Learning Opportunities in Interaction Design: Interactionaries as a means to study and teach student design processes

    Directory of Open Access Journals (Sweden)

    Robert Ramberg

    2013-12-01

    Full Text Available Learning by practice, apprenticeship and paradigmatic examples have been prime paths for learning within interaction design. These have been criticized for being time-consuming and costly, of not being implementable in academic contexts. In this article we suggest and evaluate a pedagogical model to address these problems in design teaching and learning. Results from a time-constrained collaborative design exercise, a so-called “interactionary”, are presented. Student design work is analyzed using the framework of learning design sequences and analysis of the primary transformation unit shows that interactionaries reveal patterns in student design work. Materials are used mainly to document design ideas rather than as a design material to further investigate design ideas and aspects of interaction. In the critiquing sessions, regarded as the secondary transformation unit, many issues hardly addressed during the design work were brought up. Thus, the designers continued to develop their design proposal primed by critique presented by the reviewers. Based on the results, possible teacher interventions to coach student design work are suggested.

  4. User-Centered Design and Interactive Health Technologies for Patients

    Science.gov (United States)

    De Vito Dabbs, Annette; Myers, Brad A.; Mc Curry, Kenneth R.; Dunbar-Jacob, Jacqueline; Hawkins, Robert P.; Begey, Alex; Dew, Mary Amanda

    2010-01-01

    Despite recommendations that patients be involved in the design and testing of health technologies, few reports describe how to involve patients in systematic and meaningful ways to ensure that applications are customized to meet their needs. User-centered design (UCD) is an approach that involves end-users throughout the development process so that technology support tasks, are easy to operate, and are of value to users. In this paper we provide an overview of UCD and use the development of Pocket Personal Assistant for Tracking Health (Pocket PATH), to illustrate how these principles and techniques were applied to involve patients in the development of this interactive health technology. Involving patient-users in the design and testing ensured functionality and usability, therefore increasing the likelihood of promoting the intended health outcomes. PMID:19411947

  5. Computational design of protein interactions: designing proteins that neutralize influenza by inhibiting its hemagglutinin surface protein

    Science.gov (United States)

    Fleishman, Sarel

    2012-02-01

    Molecular recognition underlies all life processes. Design of interactions not seen in nature is a test of our understanding of molecular recognition and could unlock the vast potential of subtle control over molecular interaction networks, allowing the design of novel diagnostics and therapeutics for basic and applied research. We developed the first general method for designing protein interactions. The method starts by computing a region of high affinity interactions between dismembered amino acid residues and the target surface and then identifying proteins that can harbor these residues. Designs are tested experimentally for binding the target surface and successful ones are affinity matured using yeast cell surface display. Applied to the conserved stem region of influenza hemagglutinin we designed two unrelated proteins that, following affinity maturation, bound hemagglutinin at subnanomolar dissociation constants. Co-crystal structures of hemagglutinin bound to the two designed binders were within 1Angstrom RMSd of their models, validating the accuracy of the design strategy. One of the designed proteins inhibits the conformational changes that underlie hemagglutinin's cell-invasion functions and blocks virus infectivity in cell culture, suggesting that such proteins may in future serve as diagnostics and antivirals against a wide range of pathogenic influenza strains. We have used this method to obtain experimentally validated binders of several other target proteins, demonstrating the generality of the approach. We discuss the combination of modeling and high-throughput characterization of design variants which has been key to the success of this approach, as well as how we have used the data obtained in this project to enhance our understanding of molecular recognition. References: Science 332:816 JMB, in press Protein Sci 20:753

  6. Building interactive simulations in a Web page design program.

    Science.gov (United States)

    Kootsey, J Mailen; Siriphongs, Daniel; McAuley, Grant

    2004-01-01

    A new Web software architecture, NumberLinX (NLX), has been integrated into a commercial Web design program to produce a drag-and-drop environment for building interactive simulations. NLX is a library of reusable objects written in Java, including input, output, calculation, and control objects. The NLX objects were added to the palette of available objects in the Web design program to be selected and dropped on a page. Inserting an object in a Web page is accomplished by adding a template block of HTML code to the page file. HTML parameters in the block must be set to user-supplied values, so the HTML code is generated dynamically, based on user entries in a popup form. Implementing the object inspector for each object permits the user to edit object attributes in a form window. Except for model definition, the combination of the NLX architecture and the Web design program permits construction of interactive simulation pages without writing or inspecting code.

  7. The FCC-ee Interaction Region Magnet Design

    CERN Document Server

    Koratzinos, Michael; Blondel, Alain; Bogomyagkov, Anton; Holzer, Bernhard; Oide, Katsunobu; Sinyatkin, Sergey; Zimmermann, Frank; van Nugteren, Jeroen

    2016-01-01

    The design of the region close to the interaction point of the FCC-ee experiments is especially challenging. The beams collide at an angle (+-15 mrad) in the high-field region of the detector solenoid. Moreover, the very low vertical beta_y* of the machine necessitates that the final focusing quadrupoles have a distance from the IP (L*) of around 2 m and therefore are inside the main detector solenoid. The beams should be screened from the effect of the detector magnetic field, and the emittance blow-up due to vertical dispersion in the interaction region should be minimized, while leaving enough space for detector components. Crosstalk between the two final focus quadrupoles, only about 6 cm apart at the tip, should also be minimized.

  8. Improving the radiologist–CAD interaction: designing for appropriate trust

    International Nuclear Information System (INIS)

    Jorritsma, W.; Cnossen, F.; Ooijen, P.M.A. van

    2015-01-01

    Computer-aided diagnosis (CAD) has great potential to improve radiologists' diagnostic performance. However, the reported performance of the radiologist–CAD team is lower than what might be expected based on the performance of the radiologist and the CAD system in isolation. This indicates that the interaction between radiologists and the CAD system is not optimal. An important factor in the interaction between humans and automated aids (such as CAD) is trust. Suboptimal performance of the human–automation team is often caused by an inappropriate level of trust in the automation. In this review, we examine the role of trust in the radiologist–CAD interaction and suggest ways to improve the output of the CAD system so that it allows radiologists to calibrate their trust in the CAD system more effectively. Observer studies of the CAD systems show that radiologists often have an inappropriate level of trust in the CAD system. They sometimes under-trust CAD, thereby reducing its potential benefits, and sometimes over-trust it, leading to diagnostic errors they would not have made without CAD. Based on the literature on trust in human–automation interaction and the results of CAD observer studies, we have identified four ways to improve the output of CAD so that it allows radiologists to form a more appropriate level of trust in CAD. Designing CAD systems for appropriate trust is important and can improve the performance of the radiologist–CAD team. Future CAD research and development should acknowledge the importance of the radiologist–CAD interaction, and specifically the role of trust therein, in order to create the perfect artificial partner for the radiologist. This review focuses on the role of trust in the radiologist–CAD interaction. The aim of the review is to encourage CAD developers to design for appropriate trust and thereby improve the performance of the radiologist–CAD team. - Highlights: • Radiologists often have an inappropriate

  9. An interactive and flexible approach to stamping design and optimization

    International Nuclear Information System (INIS)

    Roy, Subir; Kunju, Ravi; Kirby, David

    2004-01-01

    This paper describes an efficient method that integrates finite element analysis (FEA), mesh morphing and response surface based optimization in order to implement an automated and flexible software tool to optimize stamping tool and process design. For FEA, a robust and extremely fast inverse solver is chosen. For morphing, a state of the art mesh morpher that interactively generates shape variables for optimization studies is used. The optimization algorithm utilized in this study enables a global search for a multitude of parameters and is highly flexible with regards to the choice of objective functions. A quality function that minimizes formability defects resulting from stretching and compression is implemented

  10. Large scale sodium interactions. Part 1. Test facility design

    International Nuclear Information System (INIS)

    King, D.L.; Smaardyk, J.E.; Sallach, R.A.

    1977-01-01

    During the design of the test facility for large scale sodium interaction testing, an attempt was made to keep the system as simple and yet versatile as possible; therefore, a once through design was employed as opposed to any type of conventional sodium ''loop.'' The initial series of tests conducted at the facility call for rapidly dropping from 20 kg to 225 kg of sodium at temperatures from 825 0 K to 1125 0 K into concrete crucibles. The basic system layout is described. A commercial drum heater is used to melt the sodium which is in 55 gallon drums and then a slight argon pressurization is used to force the liquid sodium through a metallic filter and into a dump tank. Then the sodium dump tank is heated to the desired temperature. A diaphragm is mechanically ruptured and the sodium is dumped into a crucible that is housed inside a large steel test chamber

  11. Human Work Interaction Design for Pervasive and Smart Workplaces

    DEFF Research Database (Denmark)

    Campos, Pedro F.; Lopes, Arminda; Clemmensen, Torkil

    2014-01-01

    ' experience and outputs? This workshop focuses on answering this question to support professionals, academia, national labs, and industry engaged in human work analysis and interaction design for the workplace. Conversely, tools, procedures, and professional competences for designing human......Pervasive and smart technologies have pushed workplace configuration beyond linear logic and physical boundaries. As a result, workers' experience of and access to technology is increasingly pervasive, and their agency constantly reconfigured. While this in certain areas of work is not new (e.......g., technology mediation and decision support in air traffic control), more recent developments in other domains such as healthcare (e.g., Augmented Reality in Computer Aided Surgery) have raised challenging issues for HCI researchers and practitioners. The question now is: how to improve the quality of workers...

  12. Status of the FCC-ee Interaction Region Design

    CERN Document Server

    Roman Martin; Medina, L

    2015-01-01

    The FCC-ee project is a high-luminosity circular electron-positron collider envisioned to operate at center-of-mass energies from 90 to 350 GeV, allowing high-precision measurements of the properties of the Z, W and Higgs boson as well as the top quark. It is considered to be a predecessor of a new 100 TeV proton-proton collider hosted in the same 80 to 100 km tunnel in the Geneva area. Currently two interaction region designs are being developed by CERN and BINP using different approaches to the definition of baseline parameters. Both preliminary designs are presentedwith the aimof highlighting the challenges the FCC-ee is facing.

  13. Investigating the role of aesthetics for interaction design

    DEFF Research Database (Denmark)

    Stavrakos, Stavros-Konstantinos; Ahmed-Kristensen, Saeema

    2013-01-01

    Two important aspects when designing products is to focus on comfort and to define the aesthetic and emotional value of the product. The main purpose of this research is to answer the question of how attractiveness perceived through the sensory inputs affects the assessment of comfort as well...... when the levels of attractiveness increase and vice versa. The findings further indicate that there are strong, significant correlations between scores of comfort and product adjectives commonly used to describe product attributes such as size, weight and surface material. Hence, there is an emotional...... dimension of comfort which is initiated by the visual input during a human – product interaction and is affected by the attractiveness towards the product. In their endeavor to develop successful and comfortable products designers should focus more on attractiveness....

  14. Interaction systems design and the protocol- and middleware-centred paradigms in distributed application development

    OpenAIRE

    Andrade Almeida, João; van Sinderen, Marten J.; Quartel, Dick; Ferreira Pires, Luis

    2003-01-01

    This paper aims at demonstrating the benefits and importance of interaction systems design in the development of distributed applications. We position interaction systems design with respect to two paradigms that have influenced the design of distributed applications: the middleware-centred and the protocol-centred paradigm. We argue that interaction systems that support application-level interactions should be explicitly designed, using the externally observable behaviour of the interaction ...

  15. Exergames for physical education: an overview about interaction design perspectives

    Directory of Open Access Journals (Sweden)

    Francesco Sgrò

    2013-08-01

    Full Text Available Exertion games represent an interesting, funny and innovative way to involve people in physical activities, fighting with troublesome phenomenon of obesity in children and young. In the educational context ICT technologies represent a basic instruments of the learning process. In literature several studies addressed the videogame’s implication in the learning process. In this work the interaction design aspects dealing with the use of exergames in physical activities educational process will be analysed using the same approach proposed by Mueller et al. (2011. In detail we will focus on the corporeal experience descended from the interaction procedure. An ideal graphical user interface for exergames is also presented. Moreover, an analysis of the most shared devices for exergames will be depictured. The paper infers the useful interaction elements that can improve the learning process of physical education, as well as transfer effect that may correlate with health and social outcomes. Furthermore, this work suggests the theoretical approach which has to guide the development of exergames for educational environment.

  16. Design of the SSC medium-beta Interaction Regions

    International Nuclear Information System (INIS)

    Nosochkov, Y.M.

    1993-06-01

    In the SSC design the 87.12 km long collider lattice consists of two 35.28 km identical arcs located on the North and South sides of the machine and two 8.28 km clusters placed on the West and on the East. Each cluster contains two Interaction Regions (IRs), the Utility section and the interconnect sections between them. According to present plans the goal for the optics in the East IRs is to provide for a high value of the luminosity and, hence, for a low β at the Interaction Point (IP). The West IRs are aimed at providing for a large space for detector which can be achieved at the cost of higher value of the β and lower luminosity. The optics of each IR are based on the same optical configuration which gives an opportunity to use mostly identical quadrupoles and dipoles in four IRs. Trivial modification of the central region in this basic configuration allows for a wide range of values for detector free space from L = 20 m to L = 90 m, suitable for the experiments in both clusters. L denotes here the distance between the IP and the nearest magnetic element of the machine. In this paper we briefly review the current design of the so-called medium-β IR optics with a large free space for detector of L = 90 m, which could be used in the West cluster

  17. A Learning and Interaction design framework, from a study on formulating principles for the design of engaging music learning games

    DEFF Research Database (Denmark)

    Weitze, Charlotte Lærke; Ørngreen, Rikke

    2012-01-01

    Based on a preliminary action research study investigating the design of digital music games and years of experiences from interaction design processes of learning resources, this extended abstract presents a framework that mixes designs for learning principles and game design with a process view...... using a simple interaction design lifecycle. Though the first outset was to design engaging music games, the resulting framework has a more generic character....

  18. A USABILITY OF GRAPHIC DESIGN WITH LOCAL CONTENT IN THE INTERACTIVE MULTIMEDIA DESIGN FOR INDONESIAN STORYTELLING

    Directory of Open Access Journals (Sweden)

    Listia Natadjaja

    2004-01-01

    Full Text Available As the computer becomes a trend%2C interactive multimedia design can be one media to communicate the cultural knowledge. A folktale can be a one of the powerful materials to show a country’s culture. The folktale content can be understood effectively by implementing some cultural information background. The main aim of using the local content is to give a vision of the richness culture through graphic design in interactive multimedia technology. By implementing local graphic design based on the cultural background%2C user can have different feeling about the graphic style and the Indonesian richness culture. This method can also help the user to understand the interactive multimedia content easily. Finally%2C graphic design with local content is very effective for a transferring the richness culture. In order to make a good interactive multimedia design content based on a cultural background%2C a designer should need to understand about users%2C culture%2C technology and the whole design process. Abstract in Bahasa Indonesia : Seiring dengan berkembangnya penggunaan komputer menjadi suatu trend%2C interaktif multimedia desain dapat menjadi suatu media untuk mengkomunikasikan suatu pengetahuan mengenai suatu kebudayaan. Cerita rakyat%2C dapat merupakan kekuatan untuk menunjukan budaya suatu negara. Isi dari suatu cerita rakyat dapat dimengerti secara efektif dengan implementasi beberapa latar belakang budaya. Tujuan utama dari penggunaan muatan lokal adalah untuk memberikan suatu visi tentang kekayaan budaya melalui desain grafis dalam teknologi interaktif multimedia. .Dengan mengimplementasikan desain grafis lokal berdasar pada latar belakang budaya%2C pengguna multimedia dapat mempunyai perasaan yang berbeda terhadap gaya desain dan kekayaan budaya Indonesia. Metode ini diharapkan juga dapat membantu pengguna untuk mengerti isi suatu interaktif multimedia secara mudah. Pada akhirnya%2C dapat dikatakan bahwa muatan lokal sangatlah bermanfaat

  19. Designing interactive systems to support and augment creativity - a roadmap for research and design

    DEFF Research Database (Denmark)

    Dalsgaard, Peter; Halskov, Kim; Frich Pedersen, Jonas

    2018-01-01

    and developments, exemplary cases, and future initiatives to study and design systems and tools to augment creative practices. Participation in the workshop requires participants to contribute with a position paper on one of the above topics, and to read and comment on co-participants contributions before......The aims of the workshop are to examine and discuss the current state of research in designing interactive systems to support and augment creative work, and to outline a roadmap for future research initiatives. The workshop will explore methodological issues and approaches, overarching trends...

  20. Sikorsky interactive graphics surface design/manufacturing system

    Science.gov (United States)

    Robbins, R.

    1975-01-01

    An interactive graphics system conceived to be used in the design, analysis, and manufacturing of aircraft components with free form surfaces was described. In addition to the basic surface definition and viewing capabilities inherent in such a system, numerous other features are present: surface editing, automated smoothing of control curves, variable milling patch boundary definitions, surface intersection definition and viewing, automatic creation of true offset surfaces, digitizer and drafting machine interfaces, and cutter path optimization. Documented costs and time savings of better than six to one are being realized with this system. The system was written in FORTRAN and GSP for use on IBM 2250 CRT's in conjunction with an IBM 370/158 computer.

  1. User involvement in the design of human-computer interactions: some similarities and differences between design approaches

    NARCIS (Netherlands)

    Bekker, M.M.; Long, J.B.

    1998-01-01

    This paper presents a general review of user involvement in the design of human-computer interactions, as advocated by a selection of different approaches to design. The selection comprises User-Centred Design, Participatory Design, Socio-Technical Design, Soft Systems Methodology, and Joint

  2. Interactive Design and Visualization of Branched Covering Spaces.

    Science.gov (United States)

    Roy, Lawrence; Kumar, Prashant; Golbabaei, Sanaz; Zhang, Yue; Zhang, Eugene

    2018-01-01

    Branched covering spaces are a mathematical concept which originates from complex analysis and topology and has applications in tensor field topology and geometry remeshing. Given a manifold surface and an -way rotational symmetry field, a branched covering space is a manifold surface that has an -to-1 map to the original surface except at the ramification points, which correspond to the singularities in the rotational symmetry field. Understanding the notion and mathematical properties of branched covering spaces is important to researchers in tensor field visualization and geometry processing, and their application areas. In this paper, we provide a framework to interactively design and visualize the branched covering space (BCS) of an input mesh surface and a rotational symmetry field defined on it. In our framework, the user can visualize not only the BCSs but also their construction process. In addition, our system allows the user to design the geometric realization of the BCS using mesh deformation techniques as well as connecting tubes. This enables the user to verify important facts about BCSs such as that they are manifold surfaces around singularities, as well as the Riemann-Hurwitz formula which relates the Euler characteristic of the BCS to that of the original mesh. Our system is evaluated by student researchers in scientific visualization and geometry processing as well as faculty members in mathematics at our university who teach topology. We include their evaluations and feedback in the paper.

  3. Interactive design of probability density functions for shape grammars

    KAUST Repository

    Dang, Minh

    2015-11-02

    A shape grammar defines a procedural shape space containing a variety of models of the same class, e.g. buildings, trees, furniture, airplanes, bikes, etc. We present a framework that enables a user to interactively design a probability density function (pdf) over such a shape space and to sample models according to the designed pdf. First, we propose a user interface that enables a user to quickly provide preference scores for selected shapes and suggest sampling strategies to decide which models to present to the user to evaluate. Second, we propose a novel kernel function to encode the similarity between two procedural models. Third, we propose a framework to interpolate user preference scores by combining multiple techniques: function factorization, Gaussian process regression, autorelevance detection, and l1 regularization. Fourth, we modify the original grammars to generate models with a pdf proportional to the user preference scores. Finally, we provide evaluations of our user interface and framework parameters and a comparison to other exploratory modeling techniques using modeling tasks in five example shape spaces: furniture, low-rise buildings, skyscrapers, airplanes, and vegetation.

  4. How Design-based Research, Action Research and Interaction Design Contributes to the Development of Designs for Learning

    DEFF Research Database (Denmark)

    Majgaard, Gunver; Misfeldt, Morten; Nielsen, Jacob

    2011-01-01

    This article explores how action research, design based research and interaction design can be combined and used in the development of educational robotic tools. Our case study is the development of Number Blocks and it combines physical interaction, learning, and immediate feedback. Number Blocks...... supports the children's understanding of place value in the sense that it allows them to experiment with creating large numbers. The development was done in collaboration with a class of 7-8 year old children and their mathematics teacher. The article argues that elements from different research methods...... allowed a structured approach to projects that combines educational research and innovation of new learning technologies. Key elements of this approach is acknowledging the users input, developing a theoretical pre-analysis and using an iterative approach....

  5. Designing an experiment to measure cellular interaction forces

    Science.gov (United States)

    McAlinden, Niall; Glass, David G.; Millington, Owain R.; Wright, Amanda J.

    2013-09-01

    Optical trapping is a powerful tool in Life Science research and is becoming common place in many microscopy laboratories and facilities. The force applied by the laser beam on the trapped object can be accurately determined allowing any external forces acting on the trapped object to be deduced. We aim to design a series of experiments that use an optical trap to measure and quantify the interaction force between immune cells. In order to cause minimum perturbation to the sample we plan to directly trap T cells and remove the need to introduce exogenous beads to the sample. This poses a series of challenges and raises questions that need to be answered in order to design a set of effect end-point experiments. A typical cell is large compared to the beads normally trapped and highly non-uniform - can we reliably trap such objects and prevent them from rolling and re-orientating? In this paper we show how a spatial light modulator can produce a triple-spot trap, as opposed to a single-spot trap, giving complete control over the object's orientation and preventing it from rolling due, for example, to Brownian motion. To use an optical trap as a force transducer to measure an external force you must first have a reliably calibrated system. The optical trapping force is typically measured using either the theory of equipartition and observing the Brownian motion of the trapped object or using an escape force method, e.g. the viscous drag force method. In this paper we examine the relationship between force and displacement, as well as measuring the maximum displacement from equilibrium position before an object falls out of the trap, hence determining the conditions under which the different calibration methods should be applied.

  6. Designing natural gesture interaction for archaeological data in immersive environments

    Directory of Open Access Journals (Sweden)

    Niccolò Albertini

    2017-05-01

    Full Text Available Archaeological data are heterogeneous, making it difficult to correlate and combine different types.  Datasheets  and pictures,  stratigraphic  data  and  3D  models,  time and  space  mixed  together: these are  only a few  of  the  categories  a researcher has to deal with. New technologies may be able to help in this process and trying to solve research related problems needs innovative solutions. In this paper, we describe the whole process for the design and development of a prototype application that uses an Immersive Virtual Reality system to acces archaeological excavation3Ddata through the Gesture Variation Follower (GVF algorithm. This makes it possible to recognise which gesture is being performed and how it is performed. Archaeologist shave participated actively in the design of the interface and the set of gestures used for triggering the different tasks. Interactive machine learning techniques have been used for the real time detection of the gestures. As a case  study  the  agora  of  Segesta  (Sicily,  Italy  has  been  selected.  Indeed,  due  to  the  complex architectural  features  and  the  still  ongoing  fieldwork  activities,  Segesta  represents  an  ideal  context  where  to  test  and develop a research approach integrating both traditional and more innovative tools and methods.

  7. Application Design Of Interactive Multimedia Development Based Motion Graphic On Making Fashion Design Learning In Digital Format

    OpenAIRE

    Winwin Wiana

    2017-01-01

    This study is a research and development aimed at developing multimedia interactive learning based animation as an effort to improve student learning motivation in learning Fashion Design Technology apart from this study also aims to design a learning program courses Fashion Design Technology with a focus on optimizing the use of interactive media in learning process. From this study showed 1 A preliminary study found that the problems faced by students when studying Fashion Design Technology...

  8. Communal space design as student interaction in polnep campus

    Science.gov (United States)

    Hasriyanti, N.; Zulestari, A.; Judhi, J.; Ikayanti, P.

    2018-03-01

    Communal space is a means to do for social interaction, from private to the public. The purpose of this study was conducted to explore the phenomenon of communal space setting of Pontianak State Polytechnic students from 8 departments of study both indoor and outdoor spaces. The research method used is a rationalistic study. The planned activities to be undertaken include the determination of communal places (indoor and outdoor), sample determination, data collection with surveys and interviews, presenting data and analysis and drawing conclusions as a basis for designing communal space for Polnep students. The research were analyzed of building and space character, analysis of space organization and circulation, space requirement analysis, material and color analysis, site analysis, and analysis of inner space elements and outer space elements. From the results of this study, it can be concluded that Polnep campus environment requires the addition of public space for students in conducting formal activities outside lectures. Some activity which to do some student such as activity to waiting lecturer, do some coursework, discussion, relaxation, extracurricular activities, and other informal activities still require adequate space infrastructure and are equipped with street furnitures such as garden lights, benches, outer space markers and shade vegetation.

  9. MAPA: an interactive accelerator design code with GUI

    Science.gov (United States)

    Bruhwiler, David L.; Cary, John R.; Shasharina, Svetlana G.

    1999-06-01

    The MAPA code is an interactive accelerator modeling and design tool with an X/Motif GUI. MAPA has been developed in C++ and makes full use of object-oriented features. We present an overview of its features and describe how users can independently extend the capabilities of the entire application, including the GUI. For example, a user can define a new model for a focusing or accelerating element. If the appropriate form is followed, and the new element is "registered" with a single line in the specified file, then the GUI will fully support this user-defined element type after it has been compiled and then linked to the existing application. In particular, the GUI will bring up windows for modifying any relevant parameters of the new element type. At present, one can use the GUI for phase space tracking, finding fixed points and generating line plots for the Twiss parameters, the dispersion and the accelerator geometry. The user can define new types of simulations which the GUI will automatically support by providing a menu option to execute the simulation and subsequently rendering line plots of the resulting data.

  10. MAPA: an interactive accelerator design code with GUI

    International Nuclear Information System (INIS)

    Bruhwiler, David L.; Cary, John R.; Shasharina, Svetlana G.

    1999-01-01

    The MAPA code is an interactive accelerator modeling and design tool with an X/Motif GUI. MAPA has been developed in C++ and makes full use of object-oriented features. We present an overview of its features and describe how users can independently extend the capabilities of the entire application, including the GUI. For example, a user can define a new model for a focusing or accelerating element. If the appropriate form is followed, and the new element is 'registered' with a single line in the specified file, then the GUI will fully support this user-defined element type after it has been compiled and then linked to the existing application. In particular, the GUI will bring up windows for modifying any relevant parameters of the new element type. At present, one can use the GUI for phase space tracking, finding fixed points and generating line plots for the Twiss parameters, the dispersion and the accelerator geometry. The user can define new types of simulations which the GUI will automatically support by providing a menu option to execute the simulation and subsequently rendering line plots of the resulting data

  11. Design of an inclusive & interactive educational textile toy

    Science.gov (United States)

    Pereira, C.; Cunha, J.

    2017-10-01

    The market for educational toys is scarce in products specifically developed for blind and low sighted children, aiming not only at their motor and cognitive development as well as to the non-stigmatization of these children. Considering the development of educational toys, and based in previous research work [1], we found that textile materials offer an enormous application capability in this regard due not only to their flexibility in use and maintenance of properties, but also because of our familiarity with these materials. The main goal of this project is the study of the emotional response to an interactive educational textile toy by children with visual impairments - blind or partially sighted. In this way the project is based on four main axes: knowing the user, identifying his specific needs; knowing the product-user relationship with a special focus on tactile and emotional perception; study textile structures to best fit the design; and, finally, evaluate the user’s response to the developed product by evaluating the product experience.

  12. Refining teacher design capacity: mathematics teachers' interactions with digital curriculum resources

    NARCIS (Netherlands)

    Pepin, B.; Gueudet, G.; Trouche, L.

    2017-01-01

    The goal of this conceptual paper is to develop enhanced understandings of mathematics teacher design and design capacity when interacting with digital curriculum resources. We argue that digital resources in particular offer incentives and increasing opportunities for mathematics teachers’ design,

  13. Development of Integrated Programs for Aerospace-vehicle Design (IPAD): Product manufacture interactions with the design process

    Science.gov (United States)

    Crowell, H. A.

    1979-01-01

    The product manufacturing interactions with the design process and the IPAD requirements to support the interactions are described. The data requirements supplied to manufacturing by design are identified and quantified. Trends in computer-aided manufacturing are discussed and the manufacturing process of the 1980's is anticipated.

  14. Designing Smart Artifacts for Adaptive Mediation of Social Viscosity: Triadic Actor-Network Enactments as a Basis for Interaction Design

    Science.gov (United States)

    Salamanca, Juan

    2012-01-01

    With the advent of ubiquitous computing, interaction design has broadened its object of inquiry into how smart computational artifacts inconspicuously act in people's everyday lives. Although user-centered design approaches remains useful for exploring how people cope with interactive systems, they cannot explain how this new breed of…

  15. Altering participation through interactions and reflections in design

    CSIR Research Space (South Africa)

    Winschiers-Theophilus, H

    2012-06-01

    Full Text Available In this paper, we illustrate through a set of examples how our own conceptualisation of participatory design (PD) and associated tools and techniques transforms within the design process itself. Co-designing with African rural communities has...

  16. Collective interaction by design collective controllers for social navigation on digital photos

    DEFF Research Database (Denmark)

    Petersen, Marianne Graves; Krogh, Peter; Mortensen, Morten Boye

    2010-01-01

    trial use serves to refine the collective interaction model and identify qualities and shortcommings of collective interaction applications. In this way we wish to point to a design space, which can lead to new interaction techniques and -designs supporting shared social experiences around digital...

  17. Giving form to computational things: developing a practice of interaction design

    DEFF Research Database (Denmark)

    Vallgårda, Anna K. A.

    2014-01-01

    between states. Thus, an interaction design practice needs to encompass this temporal form giving in combination with physical form giving and performances of the interaction gestalt. In this paper, I propose this trinity of forms as a framework to unfold the practice of interaction design. I further...

  18. Learner Centred Design for a Hybrid Interaction Application

    Science.gov (United States)

    Wood, Simon; Romero, Pablo

    2010-01-01

    Learner centred design methods highlight the importance of involving the stakeholders of the learning process (learners, teachers, educational researchers) at all stages of the design of educational applications and of refining the design through an iterative prototyping process. These methods have been used successfully when designing systems…

  19. Interaction systems design and the protocol- and middleware-centred paradigms in distributed application development

    NARCIS (Netherlands)

    Andrade Almeida, João; van Sinderen, Marten J.; Quartel, Dick; Ferreira Pires, Luis

    2003-01-01

    This paper aims at demonstrating the benefits and importance of interaction systems design in the development of distributed applications. We position interaction systems design with respect to two paradigms that have influenced the design of distributed applications: the middleware-centred and the

  20. Interaction design concepts for a mobile personal assistant

    NARCIS (Netherlands)

    Nagata, S.F.; Oostendorp, H. van; Neerincx, M.A.

    2004-01-01

    The Personal Assistant for onLine Services (PALS) project aims to develop an intelligent interface that facilitates efficient user interaction through personalization and context awareness with commerce web sites on a handheld device. The types of assistance services and interaction support

  1. Designing for tangible interaction : the BUILD-IT project

    NARCIS (Netherlands)

    Fjeld, M.; Rauterberg, G.W.M.

    2001-01-01

    O ne of the most challenging research questions in human-computer interaction is: what will be the next generation of user interfaces? How can we interact with computers without a keyboard, monitor, and mouse? To find possible answers to these questions, scientists at the Swiss Federal Institute of

  2. Analyzing opportunities for using interactive augmented prototyping in design practice

    NARCIS (Netherlands)

    Verlinden, J.C.; Horvath, I.

    2009-01-01

    The use of tangible objects is paramount in industrial design. Throughout the design process physical prototypes are used to enable exploration, simulation, communication, and specification of designs. Although much is known about prototyping skills and technologies, the reasons why and how such

  3. A study on the application of voice interaction in automotive human machine interface experience design

    Science.gov (United States)

    Huang, Zhaohui; Huang, Xiemin

    2018-04-01

    This paper, firstly, introduces the application trend of the integration of multi-channel interactions in automotive HMI ((Human Machine Interface) from complex information models faced by existing automotive HMI and describes various interaction modes. By comparing voice interaction and touch screen, gestures and other interaction modes, the potential and feasibility of voice interaction in automotive HMI experience design are concluded. Then, the related theories of voice interaction, identification technologies, human beings' cognitive models of voices and voice design methods are further explored. And the research priority of this paper is proposed, i.e. how to design voice interaction to create more humane task-oriented dialogue scenarios to enhance interactive experiences of automotive HMI. The specific scenarios in driving behaviors suitable for the use of voice interaction are studied and classified, and the usability principles and key elements for automotive HMI voice design are proposed according to the scenario features. Then, through the user participatory usability testing experiment, the dialogue processes of voice interaction in automotive HMI are defined. The logics and grammars in voice interaction are classified according to the experimental results, and the mental models in the interaction processes are analyzed. At last, the voice interaction design method to create the humane task-oriented dialogue scenarios in the driving environment is proposed.

  4. Designing Interactions for Learning: Physicality, Interactivity, and Interface Effects in Digital Environments

    Science.gov (United States)

    Hoffman, Daniel L.

    2013-01-01

    The purpose of the study is to better understand the role of physicality, interactivity, and interface effects in learning with digital content. Drawing on work in cognitive science, human-computer interaction, and multimedia learning, the study argues that interfaces that promote physical interaction can provide "conceptual leverage"…

  5. The design implications of social interaction in a workplace setting

    OpenAIRE

    A Backhouse; P Drew

    1992-01-01

    Space has been traditionally conceptualised as a passive host to its user activities. Increasingly, however, it is recognised that patterns of human interaction are derivative of the spatial configuration of which they are an integral part. This work is almost wholly confined to computational statistics of undifferentiated interactional encounters. In this paper specifically qualitative techniques will be used to extend and refine this model in order to demonstrate empirically that user behav...

  6. Equilibrium cluster fluids: Pair interactions via inverse design

    OpenAIRE

    Jadrich, Ryan B.; Bollinger, Jonathan A.; Lindquist, Beth A.; Truskett, Thomas M.

    2015-01-01

    Inverse methods of statistical mechanics are becoming productive tools in the design of materials with specific microstructures or properties. While initial studies have focused on solid-state design targets (e.g, assembly of colloidal superlattices), one can alternatively design fluid states with desired morphologies. This work addresses the latter and demonstrates how a simple iterative Boltzmann inversion strategy can be used to determine the isotropic pair potential that reproduces the ra...

  7. Design of an Interactive Game for Teaching War Ethics

    Science.gov (United States)

    Doukas, Nikolaos; Drigas, Athanasios; Bardis, Nikolaos G.

    This work focuses on the use of computer simulations and computer games for the training of prospective and serving Armed Forces officers. A study of the use of computer simulations and games for teaching and training in the context of both the Armed Forces and civilian applications is presented. The study leads to high level specifications for the design of the proposed training game. The functional design of the proposed game is then explained and its rules are listed. The design is shown to offer the flexibility required for the teaching courses it is meant to serve. Further research necessary for the development of optimization algorithms necessary for the design is described.

  8. Theoretical and Methodological Perspectives on Designing Video Studies of Interaction

    Directory of Open Access Journals (Sweden)

    Anna-Lena Rostvall

    2005-12-01

    Full Text Available In this article the authors discuss the theoretical basis for the methodological decisions made during the course of a Swedish research project on interaction and learning. The purpose is to discuss how different theories are applied at separate levels of the study. The study is structured on three levels, with separate sets of research questions and theoretical concepts. The levels reflect a close-up description, a systematic analysis, and an interpretation of how teachers and students act and interact. The data consist of 12 hours of video-recorded and transcribed music lessons from high school and college. Through a multidisciplinary theoretical framework, the general understanding of teaching and learning in terms of interaction can be widened. The authors also present a software tool developed to facilitate the processes of transcription and analysis of the video data.

  9. Embodied Interaction Design in Engineering Education using Asus Xtion Pro

    DEFF Research Database (Denmark)

    Majgaard, Gunver

    2013-01-01

    How does a design of emerging embodied technologies, such as Asus Xtion Pro, enrich the HCI learning processes in Engineering Education? The fifth semester engineering students used the motion sensing input device, Asus Xtion Pro (similar to Microsoft’s Kinect), for the design of an embodied...

  10. Redefining toys, games and entertainment products by designing playful interactions

    NARCIS (Netherlands)

    Bekker, M.M.; Hummels, C.C.M.; Nemeth, A.G.G.E.; Mendels, P.

    2010-01-01

    This paper describes how students are taught to design (computer) games and toys in a broad sense of the word at the Department of Industrial Design at the Eindhoven University of Technology. The curriculum is highly project driven, which means that students acquire a large amount of hands-on

  11. Social Interaction Design for Online Video and Television

    NARCIS (Netherlands)

    P.S. Cesar Garcia (Pablo Santiago); D. Geerts (David)

    2016-01-01

    textabstractIn recent years social networking and social interactions have challenged old conceptions in the media landscape. Web applications that offer video content, connected television sets and set-top boxes, tablets and smartphones as second screens, and online TV widgets have radically

  12. Dynamic design matter[s] : Practical considerations for interactive architecture

    NARCIS (Netherlands)

    Jaskiewicz, T.

    2008-01-01

    This paper explores the concept of interactive architecture. The first section begins by formulating a daring vision of a radically new kind of architecture. In the second chapter this vision is further elaborated upon, by proposing a generic approach towards practically accomplishing the originally

  13. Sensorimotor paradigms for design of movement and social interaction

    NARCIS (Netherlands)

    Barakova, E.I.; Feijs, L.; Kyffin, S.; Young, B.

    2006-01-01

    The human brain has evolved for governing motor activity by transforming sensory patterns to patterns of motor coordination. Movement, as a basic bodily expression of this governing function is shown to underlie higher cognitive processes and social interaction.There are three prevailing concepts of

  14. Beyond image quality : designing engaging interactions with digital products

    NARCIS (Netherlands)

    Ridder, de H.; Rozendaal, M.C.

    2008-01-01

    Ubiquitous computing (or Ambient Intelligence) promises a world in which information is available anytime anywhere and with which humans can interact in a natural, multimodal way. In such world, perceptual image quality remains an important criterion since most information will be displayed

  15. Beyond image quality : Designing engaging interactions with digital products

    NARCIS (Netherlands)

    De Ridder, H.; Rozendaal, M.C.

    2008-01-01

    Ubiquitous computing (or Ambient Intelligence) promises a world in which information is available anytime anywhere and with which humans can interact in a natural, multimodal way. In such world, perceptual image quality remains an important criterion since most information will be displayed

  16. Designing interactive ambient multimedia applications : requirements and implementation challenges

    NARCIS (Netherlands)

    Obrenovic, Z.; Nack, F.-M.; Hardman, H.L.

    2006-01-01

    Ambient intelligence opens new possibilities for interactive multimedia, leading towards applications where the selection, generation and playback of multimedia content can be directed and influenced by multiple users in an ambient sensor network. In this paper, we derive the basic requirements for

  17. Usability and Interaction Design - New Challenges for the Scandinavian Tradition

    DEFF Research Database (Denmark)

    Bødker, Susanne; Sundblad, Yngve

    2008-01-01

    Computer use and interaction possibilities are changing quickly, while use contexts and application types are radically broadening. Technology no longer consists of static tools belonging only to the workplace but permeates work on the move, homes and everyday lives. Pervasive technologies...

  18. Mood swings: design and evaluation of affective interactive art

    NARCIS (Netherlands)

    Bialoskorski, Leticia S.S.; Westerink, Joyce H.D.M.; van den Broek, Egon

    2009-01-01

    The field of affective computing is concerned with developing emphatic products, such as affective consumer products, affective games, and affective art. This paper describes Mood Swings, an affective interactive art system, which interprets and visualizes affect expressed by a person. Mood Swings

  19. Interaction and educational design of mobile equipment for crisis management training

    DEFF Research Database (Denmark)

    Ørngreen, Rikke

    2011-01-01

    As researchers and designers of crisis management training in mobile learning settings, we need to consider ways in which principles of educational design and interaction design can co-exist, in order to reach a higher quality of the analysis and design process. The paper is an input...

  20. Design of Mariner 9 Science Sequences using Interactive Graphics Software

    Science.gov (United States)

    Freeman, J. E.; Sturms, F. M, Jr.; Webb, W. A.

    1973-01-01

    This paper discusses the analyst/computer system used to design the daily science sequences required to carry out the desired Mariner 9 science plan. The Mariner 9 computer environment, the development and capabilities of the science sequence design software, and the techniques followed in the daily mission operations are discussed. Included is a discussion of the overall mission operations organization and the individual components which played an essential role in the sequence design process. A summary of actual sequences processed, a discussion of problems encountered, and recommendations for future applications are given.

  1. Designing a Situational Awareness Information Display: Adopting an Affordance-Based Framework to Amplify User Experience in Environmental Interaction Design

    Directory of Open Access Journals (Sweden)

    Yingjie Victor Chen

    2016-06-01

    Full Text Available User experience remains a crucial consideration when assessing the successfulness of information visualization systems. The theory of affordances provides a robust framework for user experience design. In this article, we demonstrate a design case that employs an affordance-based framework and evaluate the information visualization display design. SolarWheels is an interactive information visualization designed for large display walls in computer network control rooms to help cybersecurity analysts become aware of network status and emerging issues. Given the critical nature of this context, the status and performance of a computer network must be precisely monitored and remedied in real time. In this study, we consider various aspects of affordances in order to amplify the user experience via visualization and interaction design. SolarWheels visualizes the multilayer multidimensional computer network issues with a series of integrated circular visualizations inspired by the metaphor of the solar system. To amplify user interaction and experience, the system provides a three-zone physical interaction that allows multiple users to interact with the system. Users can read details at different levels depending on their distance from the display. An expert evaluation study, based on a four-layer affordance framework, was conducted to assess and improve the interactive visualization design.

  2. Interaction Region Design for a Ring-Ring LHeC

    CERN Document Server

    Thompson, L N S; Bernard, N R; Fitterer, M; Holzer, B; Klein, M; Kostka, P

    2011-01-01

    tively low energy and moderately high intensity provides high luminosity TeV-scale e-p collisions at one of the LHC interaction points, running simultaneously with existing experiments. Two designs are studied; an electron ring situated in the LHC tunnel, and an electron linac. The focus of this paper is on the ring design. Designing an e-p machine presents interesting accelerator physics and design challenges, particularly when considering the interaction region. These include coupled optics, beam separation and unconventional mini-beta focusing schemes. Designs are constrained by an array of interdependent factors, including beam-beam interaction, detector dimensions and acceptance, luminosity and synchrotron radiation. Methods of addressing these complex issues are discussed. The current designs for the LHeC Ring-Ring interaction region and long straight section are presented and discussed, in the context of the project goals and design challenges encountered. Future developments and work are also discusse...

  3. Audio-visual interactions in product sound design

    NARCIS (Netherlands)

    Özcan, E.; Van Egmond, R.

    2010-01-01

    Consistent product experience requires congruity between product properties such as visual appearance and sound. Therefore, for designing appropriate product sounds by manipulating their spectral-temporal structure, product sounds should preferably not be considered in isolation but as an integral

  4. Fostering Creativity & Effective Communication With Interaction Design Students

    DEFF Research Database (Denmark)

    Merritt, Timothy; Nørgaard, Mie

    2012-01-01

    This paper presents our experiences introducing, developing, and teaching master and bachelor level design courses at a Danish computer science faculty with the central aims of fostering creativity and maturing the students’ abilities to engage in professional discussions about design and design...... choices. Reflections on our efforts in previous courses provide examples of didactic choices we have made to facilitate the meeting of these goals including iterative experimentation, experience prototyping, and a host of sketching techniques. In the second part of the paper, we reflect on a new seven......-week master’s course focused on the design of shape changing interfaces in the form of a chronological journey description focused on the progress and challenges for teachers and students. Conclusions in the form of lessons learned and future refinements are provided, which may be of interest to others who...

  5. Interaction devices for hands-on desktop design

    Science.gov (United States)

    Ju, Wendy; Madsen, Sally; Fiene, Jonathan; Bolas, Mark T.; McDowall, Ian E.; Faste, Rolf

    2003-05-01

    Starting with a list of typical hand actions - such as touching or twisting - a collection of physical input device prototypes was created to study better ways of engaging the body and mind in the computer aided design process. These devices were interchangeably coupled with a graphics system to allow for rapid exploration of the interplay between the designer's intent, body motions, and the resulting on-screen design. User testing showed that a number of key considerations should influence the future development of such devices: coupling between the physical and virtual worlds, tactile feedback, and scale. It is hoped that these explorations contribute to the greater goal of creating user interface devices that increase the fluency, productivity and joy of computer-augmented design.

  6. A study of everyday repair: informing interaction design

    OpenAIRE

    Maestri, Leah Adriana

    2012-01-01

    Repair is typically seen in design as the restoration of broken objects to their original state. Repair by non-experts, or everyday repair, can often lead to novel forms of repair resulting in the creative repurposing of objects that are often unforeseen by designers. Using a grounded theory approach, this study describes key aspects of repair including: the techniques non-experts employ for repairing their objects; the motivations that prompt acts of repair; and the outcomes that result fr...

  7. An exploration in kitchen blender interactions aimed at designing for high levels of engagement

    NARCIS (Netherlands)

    van Rheden, V.; Hengeveld, B.J.

    2015-01-01

    This paper illustrates three novel kitchen blender interactions aimed at bringing about a higher level of engagement with interactive products, as a response to current, seemingly un-engaging interactions. We describe our starting points and approach after which we present the designed blender

  8. Designing for multi-user interaction in the home environment : Implementing social translucence

    NARCIS (Netherlands)

    Niemantsverdriet, K.; Broekhuijsen, M.J.; van Essen, H.A.; Eggen, J.H.

    2016-01-01

    Interfaces of interactive systems for domestic use are usually designed for individual interactions although these interactions influence multiple users. In order to prevent conflicts and unforeseen influences on others we propose to leverage the human ability to take each other into consideration

  9. Design of the PEP-II Interaction Region Septum Quadrupole

    Science.gov (United States)

    Osborn, J.; Tanabe, J.; Yee, D.; Younger, F.

    1997-05-01

    The PEP-II QF2 magnet is one of the final focus quadrupoles for the Low-Energy Ring (LER) and utilizes a septum aperture to accommodate the adjacent High-Energy Ring (HER) beamline. The LER lattice design specification calls for an extremely high field quality for this magnet. A conventional water-cooled copper coil and laminated steel core design was selected to allow adjustment in the excitation. The close proximity between the LER and HER beamlines and the required integrated quadrupole strength result in a moderately high current density septum design. The QF2 magnets are imbedded in a confined region at each end of the BaBar detector, thus requiring a small magnet core cross section. Pole face windings are included in the QF2 design to buck the skew octupole term induced by the solenoidal fringe field that leaks out of the detector. Back-leg windings are included to buck a small dipole component induced by the lack of perfect quadrupole symmetry in this septum design. 2D pole contour optimization and 3D end chamfers are used to minimize harmonic errors; a separate permanent-magnet Harmonic Corrector Ring compensates for remaining field errors. The design methods and approach, 2D and 3D analyses, and the resulting expected magnet performance are described in this paper.

  10. Multimodality and Design of Interactive Virtual Environments for Creative Collaboration

    DEFF Research Database (Denmark)

    Gürsimsek, Remzi Ates

    . The three-dimensional representation of space and the resources for non-verbal communication enable the users to interact with the digital content in more complex yet engaging ways. However, understanding the communicative resources in virtual spaces with the theoretical tools that are conventionally used...... perspective particularly emphasizes the role of audio-visual resources in co-creating representations for effective collaboration, and the socio-cultural factors in construction of meaningful virtual environments....

  11. Games as Actors - Interaction, Play, Design, and Actor Network Theory

    DEFF Research Database (Denmark)

    Jessen, Jari Due; Jessen, Carsten

    2014-01-01

    When interacting with computer games, users are forced to follow the rules of the game in return for the excitement, joy, fun, or other pursued experiences. In this paper, we investigate how games a chieve these experiences in the perspective of Actor Network Theory (ANT). Based on a qualitative......, and by doing so they create in humans what in modern play theory is known as a “state of play”...

  12. Interactive computer graphics and its role in control system design of large space structures

    Science.gov (United States)

    Reddy, A. S. S. R.

    1985-01-01

    This paper attempts to show the relevance of interactive computer graphics in the design of control systems to maintain attitude and shape of large space structures to accomplish the required mission objectives. The typical phases of control system design, starting from the physical model such as modeling the dynamics, modal analysis, and control system design methodology are reviewed and the need of the interactive computer graphics is demonstrated. Typical constituent parts of large space structures such as free-free beams and free-free plates are used to demonstrate the complexity of the control system design and the effectiveness of the interactive computer graphics.

  13. Interaction Design Beyond the Product : Creating Technology-Enhanced Activity Spaces

    DEFF Research Database (Denmark)

    Kaptelinin, Victor; Bannon, Liam J.

    2012-01-01

    The field of interaction design to date has been predominantly concerned with designing products, that is, devices, systems, and more recently services. A growing body of theoretical and empirical analyses suggests that the scope of interaction design needs to be expanded: An explicit concern...... of the field should include not only helping designers create better products but also helping people themselves create better environments for their work, learning, and leisure activities. In this article we argue that expanding the scope of interaction design beyond products requires a revision of some...... of the most central concepts in interaction design, including the notion of “the object of design” and our understanding of the impact of technologies on human practices. The aim of the article is to explore some of these conceptual challenges and discuss possible ways of dealing with them. We differentiate...

  14. Sliders Versus Storyboards - Investigating Interaction Design for Mobile Video Browsing

    NARCIS (Netherlands)

    Hürst, Wolfgang|info:eu-repo/dai/nl/313710589; Hoet, Miklas

    2015-01-01

    We present a comparative study of two different interfaces for mobile video browsing on tablet devices following two basic concepts - storyboard designs representing a video’s content in a grid-like arrangement of static images extracted from the file, and slider interfaces enabling users to

  15. Journalism Meets Interaction Design: An Interdisciplinary Undergraduate Teaching Initiative

    Science.gov (United States)

    Angus, Daniel; Doherty, Skye

    2015-01-01

    As the media industry moves to a post-industrial model, there is a need for journalists--current and future--to have a deeper understanding of the ways that technology impacts their work and how best to produce journalism for mobile and networked devices. This article examines a teaching initiative designed to introduce journalism students to…

  16. Designing Mobile Interactions: The continual convergence of form and context

    DEFF Research Database (Denmark)

    Kjeldskov, Jesper

    2013-01-01

    fremmes en design-orienteret måde at opnå konvergens mellem form og kontekst gennem en kontekstuelt forankret, helhedsorienteret, og kontinuerligt udfoldende designproces. “Fantasi er vigtigere end viden. For viden er begrænset, mens fantasien favner hele verden” sagde Albert Einstein i 1931. Inden...

  17. Interaction between periodic in-service inspection requirements and design

    International Nuclear Information System (INIS)

    Prot, A.C.; Saglio, R.

    1979-03-01

    After reviewing the requirements specific of periodic In-Service Inspection related to safety problems, especially for the pressure vessels, and taking into account the experience gained with several PWR reactors, the authors show these requirements could lead to modify the primary circuit design

  18. Musical Interaction Design with the CUI32Stem

    DEFF Research Database (Denmark)

    Overholt, Daniel

    2012-01-01

    The Create USB Interface is an open source microcontroller board that can be programmed in C, BASIC, or Arduino languages. The latest version is called the CUI32Stem, and it is designed to work ‘hand-in-hand’ with the GROVE prototyping system that includes a wide range of sensors and actuators...

  19. Improving aircraft conceptual design - A PHIGS interactive graphics interface for ACSYNT

    Science.gov (United States)

    Wampler, S. G.; Myklebust, A.; Jayaram, S.; Gelhausen, P.

    1988-01-01

    A CAD interface has been created for the 'ACSYNT' aircraft conceptual design code that permits the execution and control of the design process via interactive graphics menus. This CAD interface was coded entirely with the new three-dimensional graphics standard, the Programmer's Hierarchical Interactive Graphics System. The CAD/ACSYNT system is designed for use by state-of-the-art high-speed imaging work stations. Attention is given to the approaches employed in modeling, data storage, and rendering.

  20. The Study on Human-Computer Interaction Design Based on the Users’ Subconscious Behavior

    Science.gov (United States)

    Li, Lingyuan

    2017-09-01

    Human-computer interaction is human-centered. An excellent interaction design should focus on the study of user experience, which greatly comes from the consistence between design and human behavioral habit. However, users’ behavioral habits often result from subconsciousness. Therefore, it is smart to utilize users’ subconscious behavior to achieve design's intention and maximize the value of products’ functions, which gradually becomes a new trend in this field.

  1. The Impact of Social Interaction and Communications on Innovation in the Architectural Design Studio

    Directory of Open Access Journals (Sweden)

    Bhzad Sidawi

    2012-07-01

    Full Text Available Design is a social phenomenon and researchers suggest that social interaction, negotiations and communication between designers are essential to initiate creativity. Within the design studio environment, a number of factors affect the healthy social interaction and design negotiations, such as the teaching style of tutors and the culture that governs a design studio’s environment. This may in turn affect the utilization of the outcome of negotiations in the design project. Design studio students from the third to fifth years at the College of Architecture, University of Dammam (UD, the Kingdom of Saudi Arabia (KSA, were surveyed to find out how far the design studio’s culture and communication would impact the production of innovative design projects. The results show that frequent communication and the establishment’s shared grounds are essential to develop knowledge and positively influence the design outcome. On the other hand, the research found that negative qualities on a personal level and on that of a design studio environment would hinder a student’s creativity. However, to develop students’ design/innovative abilities, the researcher recommends that certain measures should be considered. These would include transforming the design studio into an interactive and friendly learning environment, adjusting the teaching methodology, and developing interactive communication abilities of students and tutors.

  2. Concept-Driven Interaction Design Research in the domain of attractive aging: the example of Walky

    DEFF Research Database (Denmark)

    Nazzi, Elena; Bagalkot, Naveen L.; Nagargoje, Arun

    2012-01-01

    In this paper we answer the call for “designing for an attractive ageing” by designing for social interaction of senior citizens within their local community. In this vein, we present Walky, a design exploration through which we explored if, and how, augmenting the rollator that senior citizens u...... the example of Walky and its compositional whole as a demonstration of how we explored abstract theoretical perspectives in particular design situations leading to three concrete designed artefacts....

  3. iDoRNA: An Interacting Domain-based Tool for Designing RNA-RNA Interaction Systems

    Directory of Open Access Journals (Sweden)

    Jittrawan Thaiprasit

    2016-03-01

    Full Text Available RNA-RNA interactions play a crucial role in gene regulation in living organisms. They have gained increasing interest in the field of synthetic biology because of their potential applications in medicine and biotechnology. However, few novel regulators based on RNA-RNA interactions with desired structures and functions have been developed due to the challenges of developing design tools. Recently, we proposed a novel tool, called iDoDe, for designing RNA-RNA interacting sequences by first decomposing RNA structures into interacting domains and then designing each domain using a stochastic algorithm. However, iDoDe did not provide an optimal solution because it still lacks a mechanism to optimize the design. In this work, we have further developed the tool by incorporating a genetic algorithm (GA to find an RNA solution with maximized structural similarity and minimized hybridized RNA energy, and renamed the tool iDoRNA. A set of suitable parameters for the genetic algorithm were determined and found to be a weighting factor of 0.7, a crossover rate of 0.9, a mutation rate of 0.1, and the number of individuals per population set to 8. We demonstrated the performance of iDoRNA in comparison with iDoDe by using six RNA-RNA interaction models. It was found that iDoRNA could efficiently generate all models of interacting RNAs with far more accuracy and required far less computational time than iDoDe. Moreover, we compared the design performance of our tool against existing design tools using forty-four RNA-RNA interaction models. The results showed that the performance of iDoRNA is better than RiboMaker when considering the ensemble defect, the fitness score and computation time usage. However, it appears that iDoRNA is outperformed by NUPACK and RNAiFold 2.0 when considering the ensemble defect. Nevertheless, iDoRNA can still be an useful alternative tool for designing novel RNA-RNA interactions in synthetic biology research. The source code of i

  4. A Toolset for Supporting Iterative Human Automation: Interaction in Design

    Science.gov (United States)

    Feary, Michael S.

    2010-01-01

    The addition of automation has greatly extended humans' capability to accomplish tasks, including those that are difficult, complex and safety critical. The majority of Human - Automation Interacton (HAl) results in more efficient and safe operations, ho,,:,ever ertain unpected atomatlon behaviors or "automation surprises" can be frustrating and, In certain safety critical operations (e.g. transporttion, manufacturing control, medicine), may result in injuries or. the loss of life.. (Mellor, 1994; Leveson, 1995; FAA, 1995; BASI, 1998; Sheridan, 2002). This papr describes he development of a design tool that enables on the rapid development and evaluation. of automaton prototypes. The ultimate goal of the work is to provide a design platform upon which automation surprise vulnerability analyses can be integrated.

  5. Dynamic Socio-technical System Design based on Stakeholder Interaction

    Directory of Open Access Journals (Sweden)

    Albert Fleischmann

    2015-07-01

    Full Text Available In order to directly involve stakeholders in socio-technical system design, we argue for streamlining executable process specifications with business process modeling. Due to current agility requirements of organizations, socio-technical system development is considered one of the key activities of members of the organizations. Dynamic process adaptation enable handling the volatility of business operation and IT infrastructure. Subject-oriented process representations are key enablers to dynamic adaptation due to their capability for stakeholders to create directly executable models. In this way stakeholder can be involved in change management pro-actively. Subject-oriented models (i represent all relevant features required for system control and decision making, and (ii are executable on demand. This effectiveness enables organizational change in a creative and efficient way, while establishing innovative design and change management tools. Subject-oriented Business Process Management capabilities are reflected in this realm revealing benefits and potential for further research.

  6. A Strategy for Material-specific e-Textile Interaction Design

    DEFF Research Database (Denmark)

    Gowrishankar, Ramyah; Bredies, Katharina; Ylirisku, Salu

    2017-01-01

    The interaction design of e-Textile products are often characterized by conventions adopted from electronic devices rather than developing interactions that can be specific to e-Textiles. We argue that textile materials feature a vast potential for the design of novel digital interactions....... Especially the shape-reformation capabilities of textiles may inform the design of expressive and aesthetically rewarding applications. In this chapter, we propose ways in which the textileness of e-Textiles can be better harnessed. We outline an e-Textile Interaction Design strategy that is based...... on defining the material-specificity of e-Textiles as its ability to deform in ways that match the expectations we have of textile materials. It embraces an open-ended exploration of textile-related interactions (for e.g. stretching, folding, turning-inside-out etc.) and their potential for electronic...

  7. TIMLOGORO - AN INTERACTIVE PLATFORM DESIGN FOR SPEECH THERAPY

    Directory of Open Access Journals (Sweden)

    Georgeta PÂNIȘOARĂ

    2016-12-01

    Full Text Available This article presents some tehnical and pedagogical features of an interactive platforme used for language therapy. Timlogoro project demonstrates that technology is an effective tool in learning and, in particular, a viable solution for improving speech disorders present in different stages of age. A digital platform for different categories of users with speech impairments (children and adults has a good support in pedagogical principles. In speech therapy, the computer was originally used to assess deficiencies. Nowadays it has become a useful tool in language rehabilitation. A few Romanian speech therapists create digital applications that will be used in therapy for recovery.This work was supported by a grant of the Romanian National Authority for Scientific UEFISCDI.

  8. Emotional Engagement, Social Interactions, and the Development of an Afterschool Game Design Curriculum

    Science.gov (United States)

    Kwah, Helen; Milne, Catherine; Tsai, Tzuchi; Goldman, Ricki; Plass, Jan L.

    2016-01-01

    This formative design study examines how a program curriculum and implementation was emergently (re)designed in dynamic relation to the expressed emotions of teachers and students. The context was a yearlong afterschool game design program for STEM learning at an urban and public all-girls middle school. Using Randall Collins' (Interaction ritual…

  9. Application Design Of Interactive Multimedia Development Based Motion Graphic On Making Fashion Design Learning In Digital Format

    Directory of Open Access Journals (Sweden)

    Winwin Wiana

    2017-05-01

    Full Text Available This study is a research and development aimed at developing multimedia interactive learning based animation as an effort to improve student learning motivation in learning Fashion Design Technology apart from this study also aims to design a learning program courses Fashion Design Technology with a focus on optimizing the use of interactive media in learning process. From this study showed 1 A preliminary study found that the problems faced by students when studying Fashion Design Technology is the student is not optimal when learning designing clothes based computer technology both in terms of learning content learning mechanisms that still uses a linear media and limitations of highly structured learning time. 2 Animation multimedia has the following characteristics a media of learning is convergent interactive self-contained in the sense of giving convenience to users without the guidance of others as multimedia applications can present the material to see more interesting and informative. 3 Design of multimedia learning software developed include the creation of flowcharts storyboards and drafting manuscript of interactive multimedia based animation. 4 Based on the results of validation by multimedia experts obtained an average percentage of 85.55 viability of the material experts obtained an average percentage of 90.84 viability and by students as users gained an average percentage of 96.38 eligibility so it can be said that the standard of the feasibility of interactive multimedia based animation developed is included in the category of Very High or Very Good. Furthermore experts agree that the development of interactive multimedia based animation on learning Fashion Design Technology can be used with some aspects that need to be improved to obtain higher levels of feasibility more optimal.

  10. An Interactive Computer-Based Circulation System: Design and Development

    Directory of Open Access Journals (Sweden)

    James S. Aagaard

    1972-03-01

    Full Text Available An on-line computer-based circulation control system has been installed at the Northwestern University library. Features of the system include self-service book charge, remote terminal inquiry and update, and automatic production of notices for call-ins and books available. Fine notices are also prepared daily and overdue notices weekly. Important considerations in the design of the system were to minimize costs of operation and to include technical services functions eventually. The system operates on a relatively small computer in a multiprogrammed mode.

  11. Robust Unconventional Interaction Design and Hybrid Tool Environments for Design and Engineering Processes

    NARCIS (Netherlands)

    Wendrich, Robert E.; Kruiper, Ruben

    2017-01-01

    This paper investigates how and whether existing or current design tools, assist and support designers and engineers in the early-phases of ideation and conceptualization stages of design and engineering processes. The research explores how fluidly and/or congruously technology affords cognitive,

  12. Interactive Multimodal Molecular Set – Designing Ludic Engaging Science Learning Content

    DEFF Research Database (Denmark)

    Thorsen, Tine Pinholt; Christiansen, Kasper Holm Bonde; Jakobsen Sillesen, Kristian

    2014-01-01

    This paper reports on an exploratory study investigating 10 primary school students’ interaction with an interactive multimodal molecular set fostering ludic engaging science learning content in primary schools (8th and 9th grade). The concept of the prototype design was to bridge the physical...... and virtual worlds with electronic tags and, through this, blend the familiarity of the computer and toys, to create a tool that provided a ludic approach to learning about atoms and molecules. The study was inspired by the participatory design and informant design methodologies and included design...

  13. A Human Work Interaction Design (HWID) Case Study in E-Government and Public Information Systems

    DEFF Research Database (Denmark)

    Clemmensen, Torkil

    2011-01-01

    This paper first outlines a revised version of the general HWID framework, with a focus on what connects empirical work analysis and interaction design, and then presents a case study of the Danish government one-for-all authentication system NemID. The case is briefly analyzed, using ethnomethod...... in studying how human work analysis and interaction design in concrete cases are related and connected.......This paper first outlines a revised version of the general HWID framework, with a focus on what connects empirical work analysis and interaction design, and then presents a case study of the Danish government one-for-all authentication system NemID. The case is briefly analyzed, using...... ethnomethodology, work domain/task analysis, and the HWID approach, and comparing the results. Compared to the traditional approaches, the HWID focus on case-specific connections between human work and interaction design, gives different and supplementary answers. The conclusion is that there are benefits...

  14. Conversational interfaces for task-oriented spoken dialogues: design aspects influencing interaction quality

    NARCIS (Netherlands)

    Niculescu, A.I.

    2011-01-01

    This dissertation focuses on the design and evaluation of speech-based conversational interfaces for task-oriented dialogues. Conversational interfaces are software programs enabling interaction with computer devices through natural language dialogue. Even though processing conversational speech is

  15. Collaborative design support : workshops to stimulate interaction and knowledge exchange between practitioners

    NARCIS (Netherlands)

    Quanjel, E.M.C.J.

    2013-01-01

    The focus of this research project is on the effectiveness of Collaborative Design activities of practitioners. More specifically, the research project focuses to interaction and knowledge exchange between two specific practitioners, Architects and Contractors, with a different educational

  16. Research-practice interactions as reported in recent design studies: Still promising, still hazy

    NARCIS (Netherlands)

    Ormel, Bart; Pareja Roblin, Natalie; McKenney, Susan

    2012-01-01

    Ormel, B., Pareja, N., & McKenney, S. (2011, 8-10 June). Research-practice interactions as reported in recent design studies: Still promising, still hazy. Paper presentation at the ORD annual meeting, Maastricht.

  17. An overview of interactive computer graphics and its application to computer-aided engineering and design

    International Nuclear Information System (INIS)

    Van Dam, A.

    1983-01-01

    The purpose of this brief birds-eye view of interactive graphics is to list the key ideas, and to show how one of the most important application areas, Computer Aided Engineering/Design takes advantage of it. (orig.)

  18. The Bipolar Interactive Psychoeducation (BIPED study: trial design and protocol

    Directory of Open Access Journals (Sweden)

    Jones Ian

    2009-08-01

    Full Text Available Abstract Background Bipolar disorders affect between 3–5% of the population and are associated with considerable lifelong impairment. Since much of the morbidity associated with bipolar disorder is caused by recurrent depressive symptoms, which are often only poorly responsive to antidepressants, there is a need to develop alternative, non-pharmacological interventions. Psychoeducational interventions have emerged as promising long-term therapeutic options for bipolar disorder. Methods/design The study is an exploratory, individually randomised controlled trial. The intervention known as 'Beating Bipolar' is a psychoeducational programme which is delivered via a novel web-based system. We will recruit 100 patients with a diagnosis of DSM-IV bipolar disorder (including type I and type II currently in clinical remission. The primary outcome is quality of life. This will be compared for those patients who have participated in the psychoeducational programme with those who received treatment as usual. Quality of life will be assessed immediately following the intervention as well as 10 months after randomisation. Secondary outcomes include current depressive and manic symptoms, number of episodes of depression and mania/hypomania experienced during the follow-up period, global functioning, functional impairment and insight. An assessment of costs and a process evaluation will also be conducted which will explore the feasibility and acceptability of the intervention as well as potential barriers to effectiveness. Discussion Bipolar disorder is common, under-recognised and often poorly managed. It is a chronic, life-long, relapsing condition which has an enormous impact on the individual and the economy. This trial will be the first to explore the effectiveness of a novel web-based psychoeducational intervention for patients with bipolar disorder which has potential to be easily rolled out to patients. Trial registration Current Controlled Trials

  19. Interactive Genetic Algorithm - An Adaptive and Interactive Decision Support Framework for Design of Optimal Groundwater Monitoring Plans

    Science.gov (United States)

    Babbar-Sebens, M.; Minsker, B. S.

    2006-12-01

    In the water resources management field, decision making encompasses many kinds of engineering, social, and economic constraints and objectives. Representing all of these problem dependant criteria through models (analytical or numerical) and various formulations (e.g., objectives, constraints, etc.) within an optimization- simulation system can be a very non-trivial issue. Most models and formulations utilized for discerning desirable traits in a solution can only approximate the decision maker's (DM) true preference criteria, and they often fail to consider important qualitative and incomputable phenomena related to the management problem. In our research, we have proposed novel decision support frameworks that allow DMs to actively participate in the optimization process. The DMs explicitly indicate their true preferences based on their subjective criteria and the results of various simulation models and formulations. The feedback from the DMs is then used to guide the search process towards solutions that are "all-rounders" from the perspective of the DM. The two main research questions explored in this work are: a) Does interaction between the optimization algorithm and a DM assist the system in searching for groundwater monitoring designs that are robust from the DM's perspective?, and b) How can an interactive search process be made more effective when human factors, such as human fatigue and cognitive learning processes, affect the performance of the algorithm? The application of these frameworks on a real-world groundwater long-term monitoring (LTM) case study in Michigan highlighted the following salient advantages: a) in contrast to the non-interactive optimization methodology, the proposed interactive frameworks were able to identify low cost monitoring designs whose interpolation maps respected the expected spatial distribution of the contaminants, b) for many same-cost designs, the interactive methodologies were able to propose multiple alternatives

  20. Interactive design for self-study and developing students’ critical thinking skills in electromagnetic radiation topic

    Science.gov (United States)

    Ambarwati, D.; Suyatna, A.

    2018-01-01

    The purpose of this research are to create interactive electronic school books (ESB) for electromagnetic radiation topic that can be used for self-study and increasing students’ critical thinking skills. The research method was based on the design of research and development (R&D) model of ADDIE. The research procedure is used limited the design of the product has been validated. Data source at interactive requirement analysis phase of ESB is student and high school teacher of class XII in Lampung province. The validation of interactive ESB designs is performed by experts in science education. The data of ESB interactive needs were collected using questionnaires and analyzed using quantitative descriptive. The results of the questionnaire obtained by 97% of books that are often used in the form of printed books from schools have not been interactive and foster critical thinking of students, and 55% of students stating physics books are used not meet expectations. Expectations of students in physics learning, teachers must use interactive electronic books. The results of the validation experts pointed out, the design of ESB produced is interactive, can be used for self-study, and increasing students’ critical thinking skills, which contains instruction manuals, learning objectives, learning materials, sample questions and discussion, video illustrations, animations, summaries, as well as interactive quizzes incorporating feedback exam practice and preparation for college entrance.

  1. Using Tablet PCs and Interactive Software in IC Design Courses to Improve Learning

    Science.gov (United States)

    Simoni, M.

    2011-01-01

    This paper describes an initial study of using tablet PCs and interactive course software in integrated circuit (IC) design courses. A rapidly growing community is demonstrating how this technology can improve learning and retention of material by facilitating interaction between faculty and students via cognitive exercises during lectures. While…

  2. Brush and learn : transforming tooth brushing behavior through interactive materiality, a design exploration

    NARCIS (Netherlands)

    Bruns, M.; Stienstra, J.T.; Dijkstra, R.

    2014-01-01

    To counteract the increased tendency in skill learning addressing our cognitive abilities we discuss an opportunity on how performance skills can be trained by means of inherent feed forward through interactive materiality. We address this approach in the context of designing an interactive

  3. Two-Level Designs to Estimate All Main Effects and Two-Factor Interactions

    NARCIS (Netherlands)

    Eendebak, P.T.; Schoen, E.D.

    2017-01-01

    We study the design of two-level experiments with N runs and n factors large enough to estimate the interaction model, which contains all the main effects and all the two-factor interactions. Yet, an effect hierarchy assumption suggests that main effect estimation should be given more prominence

  4. Discourse with Visual Health Data: Design of Human-Data Interaction

    Directory of Open Access Journals (Sweden)

    Oluwakemi Ola

    2018-03-01

    Full Text Available Previous work has suggested that large repositories of data can revolutionize healthcare activities; however, there remains a disconnection between data collection and its effective usage. The way in which users interact with data strongly impacts their ability to not only complete tasks but also capitalize on the purported benefits of such data. Interactive visualizations can provide a means by which many data-driven tasks can be performed. Recent surveys, however, suggest that many visualizations mostly enable users to perform simple manipulations, thus limiting their ability to complete tasks. Researchers have called for tools that allow for richer discourse with data. Nonetheless, systematic design of human-data interaction for visualization tools is a non-trivial task. It requires taking into consideration a myriad of issues. Creation of visualization tools that incorporate rich human-data discourse would benefit from the use of design frameworks. In this paper, we examine and present a design process that is based on a conceptual human-data interaction framework. We discuss and describe the design of interaction for a visualization tool intended for sensemaking of public health data. We demonstrate the utility of systematic interaction design in two ways. First, we use scenarios to highlight how our design approach supports a rich and meaningful discourse with data. Second, we present results from a study that details how users were able to perform various tasks with health data and learn about global health trends.

  5. Interactive tool that empowers structural understanding and enables FEM analysis in a parametric design environment

    DEFF Research Database (Denmark)

    Christensen, Jesper Thøger; Parigi, Dario; Kirkegaard, Poul Henning

    2014-01-01

    This paper introduces an interactive tool developed to integrate structural analysis in the architectural design environment from the early conceptual design stage. The tool improves exchange of data between the design environment of Rhino Grasshopper and the FEM analysis of Autodesk Robot...... Structural Analysis. Further the tool provides intuitive setup and visual aids in order to facilitate the process. Enabling students and professionals to quickly analyze and evaluate multiple design variations. The tool has been developed inside the Performance Aided Design course at the Master...... of Architecture and Design at Aalborg University...

  6. Empowering Older Patients to Engage in Self Care: Designing an Interactive Robotic Device

    Science.gov (United States)

    Tiwari, Priyadarshi; Warren, Jim; Day, Karen

    2011-01-01

    Objectives: To develop and test an interactive robot mounted computing device to support medication management as an example of a complex self-care task in older adults. Method: A Grounded Theory (GT), Participatory Design (PD) approach was used within three Action Research (AR) cycles to understand design requirements and test the design configuration addressing the unique task requirements. Results: At the end of the first cycle a conceptual framework was evolved. The second cycle informed architecture and interface design. By the end of third cycle residents successfully interacted with the dialogue system and were generally satisfied with the robot. The results informed further refinement of the prototype. Conclusion: An interactive, touch screen based, robot-mounted information tool can be developed to support healthcare needs of older people. Qualitative methods such as the hybrid GT-PD-AR approach may be particularly helpful for innovating and articulating design requirements in challenging situations. PMID:22195203

  7. QUICK - AN INTERACTIVE SOFTWARE ENVIRONMENT FOR ENGINEERING DESIGN

    Science.gov (United States)

    Schlaifer, R. S.

    1994-01-01

    QUICK provides the computer user with the facilities of a sophisticated desk calculator which can perform scalar, vector and matrix arithmetic, propagate conic orbits, determine planetary and satellite coordinates and perform other related astrodynamic calculations within a Fortran-like environment. QUICK is an interpreter, therefore eliminating the need to use a compiler or a linker to run QUICK code. QUICK capabilities include options for automated printing of results, the ability to submit operating system commands on some systems, and access to a plotting package (MASL)and a text editor without leaving QUICK. Mathematical and programming features of QUICK include the ability to handle arbitrary algebraic expressions, the capability to define user functions in terms of other functions, built-in constants such as pi, direct access to useful COMMON areas, matrix capabilities, extensive use of double precision calculations, and the ability to automatically load user functions from a standard library. The MASL (The Multi-mission Analysis Software Library) plotting package, included in the QUICK package, is a set of FORTRAN 77 compatible subroutines designed to facilitate the plotting of engineering data by allowing programmers to write plotting device independent applications. Its universality lies in the number of plotting devices it puts at the user's disposal. The MASL package of routines has proved very useful and easy to work with, yielding good plots for most new users on the first or second try. The functions provided include routines for creating histograms, "wire mesh" surface plots and contour plots as well as normal graphs with a large variety of axis types. The library has routines for plotting on cartesian, polar, log, mercator, cyclic, calendar, and stereographic axes, and for performing automatic or explicit scaling. The lengths of the axes of a plot are completely under the control of the program using the library. Programs written to use the MASL

  8. A new approach in the design of an interactive environment for teaching Hamiltonian digraphs

    International Nuclear Information System (INIS)

    Iordan, A E; Panoiu, M

    2014-01-01

    In this article the authors present the necessary steps in object orientated design of an interactive environment that is dedicated to the process of acquaintances assimilation in Hamiltonian graphs theory domain, especially for the simulation of algorithms which determine the Hamiltonian trails and circuits. The modelling of the interactive environment is achieved through specific UML diagrams representing the steps of analysis, design and implementation. This interactive environment is very useful for both students and professors, because computer programming domain, especially digraphs theory domain is comprehended and assimilated with difficulty by students

  9. On Cooperative Behavior in Distributed Teams: The Influence of Organizational Design, Media Richness, Social Interaction, and Interaction Adaptation

    OpenAIRE

    H?konsson, Dorthe D.; Obel, B?rge; Eskildsen, Jacob K.; Burton, Richard M.

    2016-01-01

    Self-interest vs. cooperation is a fundamental dilemma in animal behavior as well as in human and organizational behavior. In organizations, how to get people to cooperate despite or in conjunction with their self-interest is fundamental to the achievement of a common goal. While both organizational designs and social interactions have been found to further cooperation in organizations, some of the literature has received contradictory support, just as very little research, if any, has examin...

  10. Instructional Design to Measure the Efficacy of Interactive E-Books in a High School Setting

    Science.gov (United States)

    Pabrua Batoon, Maria Victoria; Glasserman Morales, Leonardo David; Yanez Figueroa, Jose Antonio

    2018-01-01

    This article describes a qualitative research analysis on the implementation of interactive ebooks in high school courses using a case study approach. The subjects of the study included seven professors and 16 freshmen who were surveyed and interviewed with a questionnaire designed according to the Kemp Model of Instructional Design. The study…

  11. Visualisation and research strategy for computational spatial and structural design interaction

    NARCIS (Netherlands)

    Peeten, D.; Hofmeyer, H.; Thabet, W

    2010-01-01

    A research engine is under development for studying the interaction of spatial and structural design processes. The design processes are being implemented as two separate configurable transformation steps; a conversion step and an optimisation step. A significant part of the spatial-to-structural

  12. An Evaluation-Driven Design Approach to Develop Learning Environments Based on Full-Body Interaction

    Science.gov (United States)

    Malinverni, Laura; Schaper, Marie-Monique; Pares, Narcís

    2016-01-01

    The development of learning environments based on full-body interaction has become an increasingly important field of research in recent years. However, the design and evaluation strategies currently used present some significant limitations. Two major shortcomings are: the inadequate involvement of children in the design process and a lack of…

  13. It's All Part of the Game: Video Game Interaction Design and Business Performance.

    Science.gov (United States)

    Shirinian, Ara

    2001-01-01

    Discusses the importance of positive video game experiences and designs that can create them, including immediacy of feedback, allowing graceful recovery from mistakes, high-quality feedback, and input device mappings. Examines interface complexity. Concludes game designers must treat the interaction between human and video game as a formal…

  14. An intelligent and interactive carpet role of design in a textile innovation project

    NARCIS (Netherlands)

    Deckers, E.J.L.; Stouw, van der B.; Peutz, J.

    2012-01-01

    This paper presents an ongoing innovation project on the development of an intelligent and interactive carpet called PeR+, short for Perception Rug Plus. This design-research project is a collaboration between an international flooring company, DESSO, and the Department of Industrial Design at the

  15. Design activism as a new method for inquiring into mixed emotions in uncomfortable social interaction

    DEFF Research Database (Denmark)

    Markussen, Thomas; Knutz, Eva; Ulv Lenskjold, Tau

    2016-01-01

    for probing into the role of mixed emotions in interpersonal interaction. To set the scene, we critically examine recent sources on design activism in order provide a general characterisation of what constitute the approach. Next, we argue for how social game can be seen as an instantiation of design activism...

  16. Distance Education for the Gifted and Talented: An Interactive Design Model.

    Science.gov (United States)

    McKinnon, David H.; Nolan, C. J. Patrick

    1999-01-01

    Discusses development of an Australian distance-education cosmology course that employs an interactive design model and an extensive communication system. The way the model is used to organized, sequence, and deliver the course is explained. Discussion addresses how the model might be used to design other courses. (Author/CR)

  17. Overview of design development of FCC-hh Experimental Interaction Regions

    CERN Document Server

    AUTHOR|(CDS)2082479; Abelleira, Jose; Cruz Alaniz, Emilia; Van Riesen-Haupt, Leon; Benedikt, Michael; Besana, Maria Ilaria; Buffat, Xavier; Burkhardt, Helmut; Cerutti, Francesco; Langner, Andy Sven; Martin, Roman; Riegler, Werner; Schulte, Daniel; Tomas Garcia, Rogelio; Appleby, Robert Barrie; Rafique, Haroon; Barranco Garcia, Javier; Pieloni, Tatiana; Boscolo, Manuela; Collamati, Francesco; Nevay, Laurence James; Hofer, Michael

    2017-01-01

    The experimental interaction region (EIR) is one of the key areas that define the performance of the Future Circular Collider. In this overview we will describe the status and the evolution of the design of EIR of FCC-hh, focusing on design of the optics, energy deposition in EIR elements, beam-beam effects and machine detector interface issues.

  18. Growing grass: a smart material interactive display, design and construction history

    NARCIS (Netherlands)

    Minuto, A.; Nijholt, Antinus

    2012-01-01

    In this paper we will present the design process and development of "Follow the Grass", our smart material interactive pervasive display, with related technical detailed explanation. We will present the design steps and prototypes with instructions for the use of smart materials (NiTiNOL) to create

  19. Design and Use of Interactive Social Stories for Children with Autism Spectrum Disorder (ASD)

    Science.gov (United States)

    Sani-Bozkurt, Sunagul; Vuran, Sezgin; Akbulut, Yavuz

    2017-01-01

    The current study aimed to design technology-supported interactive social stories to teach social skills to children with autism spectrum disorder (ASD). A design-based research was implemented with children with ASD along with the participation of their mothers, teachers, peers and field experts. An iterative remediation process was followed…

  20. Reclaiming public space: designing for public interaction with private devices

    DEFF Research Database (Denmark)

    Eriksson, Eva; Hansen, Thomas Riisgaard; Lykke-Olesen, Andreas

    2007-01-01

    . In this paper we explore the implications of interacting in public space and how technology can be rethought to not only act as personal devices, but be the tool to reclaim the right and possibility to interact in public spaces. We introduce information exchange, social support and regulation as three central......Public spaces are changing from being ungoverned places for interaction to be more formalized, controlled, less interactive, and designed places aimed at fulfilling a purpose. Simultaneously, new personal mobile technology aims at providing private individual spaces in the public domain...... aspects for reclaiming public space. The PhotoSwapper application is presented as an example of a system designed to integrate pervasive technology in a public setting. The system is strongly inspired by the activities at a traditional market place. Based on the design of the application we discuss four...

  1. Design Interactive: A Nonlinear, Multimedia Approach to Teaching Introduction to Visual Communication and Principles of Design

    Science.gov (United States)

    Palilonis, Jennifer; Butler, Darrell; Leidig-Farmen, Pamela

    2013-01-01

    As online teaching techniques continue to evolve, new opportunities surface for research and insight regarding best practices for the development and implementation of interactive, multimedia teaching and learning tools. These tools are particularly attractive for courses that lend themselves to a rich media approach. Such is the case for visual…

  2. Applying systemic-structural activity theory to design of human-computer interaction systems

    CERN Document Server

    Bedny, Gregory Z; Bedny, Inna

    2015-01-01

    Human-Computer Interaction (HCI) is an interdisciplinary field that has gained recognition as an important field in ergonomics. HCI draws on ideas and theoretical concepts from computer science, psychology, industrial design, and other fields. Human-Computer Interaction is no longer limited to trained software users. Today people interact with various devices such as mobile phones, tablets, and laptops. How can you make such interaction user friendly, even when user proficiency levels vary? This book explores methods for assessing the psychological complexity of computer-based tasks. It also p

  3. Cross-cultural human-computer interaction and user experience design a semiotic perspective

    CERN Document Server

    Brejcha, Jan

    2015-01-01

    This book describes patterns of language and culture in human-computer interaction (HCI). Through numerous examples, it shows why these patterns matter and how to exploit them to design a better user experience (UX) with computer systems. It provides scientific information on the theoretical and practical areas of the interaction and communication design for research experts and industry practitioners and covers the latest research in semiotics and cultural studies, bringing a set of tools and methods to benefit the process of designing with the cultural background in mind.

  4. Teachers’ Pedagogic Design of Digital Interactive Whiteboard Materials in the UK Secondary School

    Directory of Open Access Journals (Sweden)

    Carey Jewitt

    2008-03-01

    Full Text Available Teachers have always made texts for use in the classroom. The wide spread introduction of Interactive whiteboard (IWB technology into UK classrooms, and the screen more generally, makes the multimodal resources of color, image, dynamic movement, and sound newly available for pedagogic design in newly connectable ways. These facilities present teachers with new questions about how to design and use teaching materials, new possibilites and constraints. This presentation will examine teachers' design of digital multimodal resources for IWBs and the influence of prevalent policy discourses of interactivity, multimodality and fast pace influence on teacher’s digital materials for the IWB.

  5. An application of interactive computer graphics technology to the design of dispersal mechanisms

    Science.gov (United States)

    Richter, B. J.; Welch, B. H.

    1977-01-01

    Interactive computer graphics technology is combined with a general purpose mechanisms computer code to study the operational behavior of three guided bomb dispersal mechanism designs. These studies illustrate the use of computer graphics techniques to discover operational anomalies, to assess the effectiveness of design improvements, to reduce the time and cost of the modeling effort, and to provide the mechanism designer with a visual understanding of the physical operation of such systems.

  6. Dalla disciplina del progetto, le ragioni di un percorso magistrale di studi in interaction design

    Directory of Open Access Journals (Sweden)

    Alessandra Bosco

    2014-04-01

    Full Text Available ITLa trasformazione del ruolo e della professione del designer nella condizione socio-economica culturale contemporanea, contraddistinta da una molteplicità di stimoli visivi, dal sovraffollamento dei prodotti, dall’uso di nuove tecnologie e dalla pervasività dei device, orienta la scelta di indirizzare un percorso di studi magistrale nell’ambito multidisciplinare dell’interaction design. La formazione specifica che si articola in maniera sinergica tra laboratori e corsi teorici trova fondamento nelle discipline dello human factors, delle teorie dell’interazione e della critica del design. Il paper argomenta le ragioni, i metodi e le scelte effettuate dal gruppo di docenti che tra il 2010 e il 2014 ha progettato tale percorso didattico all’Università degli Studi della Repubblica di San Marino.ENThe transformation of the designer’s role in the contemporary social, economic and cultural context, characterized by a growing overload of visual stimuli, new technological products, and a multitude of pervasive mobile devices, led the decision to steer the graduate degree programme in design towards the multidisciplinary field of interaction design. This specific branch of learning builds its fundamentals in the synergetic teaching of theoretical and studio courses focusing on human factors, theories of interaction and design criticism. This paper investigates the motivations, the methods and the choices made by a group of professors of the University of the Republic of San Marino to create a new graduate programme in interaction design.

  7. Learning from the Trenches of Embodiment Design : The Designing, Prototyping, and Fabricating a Large Interactive Display

    NARCIS (Netherlands)

    Verlinden, J.C.; Saakes, D.; Luxen, R.F.

    2015-01-01

    Background The advent of ubiquitous computing requires us to reconsider all aspects of industrial design engineering – to invent, package and optimize such products, services and experiences to society. This project was devised to bridge these in a compelling and magical prototype, called the

  8. Magic-Mirror-Spiral: Looking into the role of 'design ideal' in interaction design research projects

    DEFF Research Database (Denmark)

    Bagalkot, Naveen L.; Nazzi, Elena; Sokoler, Tomas

    2011-01-01

    the dialectic during a research practice are missing. In order to embrace this dialectic, in this paper we suggest the formulation of a Design Ideal as the interface between theoretical concept and situation. We support our suggestion by a retrospection of our ongoing exploration of MagicMirrorSpiral...

  9. A VR Based Interactive Genetic Algorithm Framework For Design of Support Schemes to Deep Excavations

    International Nuclear Information System (INIS)

    Wei, Riyu; Wu, Heng

    2002-01-01

    An interactive genetic algorithm (IGA) framework for the design of support schemes to deep excavations is proposed in this paper, in which virtual reality (VR) is used as an aid to the evaluation of design schemes that is performed interactively. The fitness of a scheme individual is evaluated by two steps. Firstly a fitness value is automatically assigned to a scheme individual according to the the estimated construction cost of the individual. And the human evaluation is introduced to modify the fitness value by taking into account other factors, such as the feasibility factor. The design scheme is composed of four basic categories, i. e., cantilever walls, reinforced soil walls, tieback systems and bracing systems, each of which is encoded by a binary string. To assist human evaluation, 3D models of design schemes are created and visualized in a virtual reality environment, providing designers with a reality sense of various schemes

  10. The design and testing of interactive hospital spaces to meet the needs of waiting children.

    Science.gov (United States)

    Biddiss, Elaine; McPherson, Amy; Shea, Geoffrey; McKeever, Patricia

    2013-01-01

    To design an innovative interactive media display in a pediatric hospital clinic waiting space that addresses the growing demand for accessible, contact-surface-free options for play. In healthcare settings, waiting can be anxiety provoking for children and their accompanying family members. Opportunities for positive distraction have been shown to reduce waiting anxiety, leading to positive health outcomes. An interactive media display, ScreenPlay, was created and evaluated using a participatory design approach and a combination of techniques including quality function deployment and mixed data elicitation methods (questionnaires, focus groups, and observations). The user and organizational design requirements were established and used to review contemporary strategies for positive distraction in healthcare waiting spaces and to conceptualize and test ScreenPlay. Ten staff members, 11 children/youths, and 6 parents participated in the design and evaluation of ScreenPlay. ScreenPlay provided a positive, engaging experience without the use of contact surfaces through which infections can be spread. It was accessible to children, youth, and adults of all motor abilities. All participants strongly agreed that the interactive media display would improve the healthcare waiting experience. ScreenPlay is an interactive display that is the result of a successful model for the design of healthcare waiting spaces that is collaborative, interdisciplinary, and responsive to the needs of its community. Design process, healing environments, hospital, interdisciplinary, pediatric.

  11. Designing products as an integral part of choreography of interaction : the product's form as an integral part of movement

    NARCIS (Netherlands)

    Klooster, S.; Overbeeke, C.J.; Feijs, L.; Kyffin, S.; Young, B.

    2005-01-01

    Recent developments in design research concentrate on two themes (1) the unity of form, function and interaction and (2) the semantics of movement. The Design Movement approach incorporates unity of form, function and interaction through movement. Design Movement introduces the design of products as

  12. On Cooperative Behavior in Distributed Teams: The Influence of Organizational Design, Media Richness, Social Interaction, and Interaction Adaptation

    Science.gov (United States)

    Håkonsson, Dorthe D.; Obel, Børge; Eskildsen, Jacob K.; Burton, Richard M.

    2016-01-01

    Self-interest vs. cooperation is a fundamental dilemma in animal behavior as well as in human and organizational behavior. In organizations, how to get people to cooperate despite or in conjunction with their self-interest is fundamental to the achievement of a common goal. While both organizational designs and social interactions have been found to further cooperation in organizations, some of the literature has received contradictory support, just as very little research, if any, has examined their joint effects in distributed organizations, where communication is usually achieved via different communication media. This paper reviews the extant literature and offers a set of hypotheses to integrate current theories and explanations. Further, it discusses how future research should examine the joint effects of media, incentives, and social interactions. PMID:27242605

  13. On Cooperative Behavior in Distributed Teams: The Influence of Organizational Design, Media Richness, Social Interaction, and Interaction Adaptation.

    Science.gov (United States)

    Håkonsson, Dorthe D; Obel, Børge; Eskildsen, Jacob K; Burton, Richard M

    2016-01-01

    Self-interest vs. cooperation is a fundamental dilemma in animal behavior as well as in human and organizational behavior. In organizations, how to get people to cooperate despite or in conjunction with their self-interest is fundamental to the achievement of a common goal. While both organizational designs and social interactions have been found to further cooperation in organizations, some of the literature has received contradictory support, just as very little research, if any, has examined their joint effects in distributed organizations, where communication is usually achieved via different communication media. This paper reviews the extant literature and offers a set of hypotheses to integrate current theories and explanations. Further, it discusses how future research should examine the joint effects of media, incentives, and social interactions.

  14. Towards for Analyzing Alternatives of Interaction Design Based on Verbal Decision Analysis of User Experience

    Directory of Open Access Journals (Sweden)

    Marília Soares Mendes

    2010-04-01

    Full Text Available In domains (as digital TV, smart home, and tangible interfaces that represent a new paradigm of interactivity, the decision of the most appropriate interaction design solution is a challenge. HCI researchers have promoted in their works the validation of design alternative solutions with users before producing the final solution. User experience with technology is a subject that has also gained ground in these works in order to analyze the appropriate solution(s. Following this concept, a study was accomplished under the objective of finding a better interaction solution for an application of mobile TV. Three executable applications of mobile TV prototypes were built. A Verbal Decision Analysis model was applied on the investigations for the favorite characteristics in each prototype based on the user’s experience and their intentions of use. This model led a performance of a qualitative analysis which objectified the design of a new prototype.

  15. Interactive Universal Design Kiosks: Explanations About Social Inclusion Features in Architectural Design.

    Science.gov (United States)

    Guimarães, Marcelo Pinto; Picceli, Angélica Fátima Baldin; Sabino, Paulo Roberto

    2016-01-01

    This paper details a set of self-supporting and illuminated panels that work together but independently in order to emphasize the explanation of building features and activities that are based on Universal Design guidelines. The exhibition is based on two structures that are arranged in semi-circles (A and B). They are integrated to form a carpeted path where the visitor will be gradually exposed to the concepts related to the principles of Universal Design. Following the sequence of three-dimensional objects and swivelling box elements that support the tactile information on the subject, it is expected that visitors become familiar with each of the principles being demonstrated. Operated by a control system consisting of keys with colour signage, textures and high relief, the panel on the control table allows the user to choose information about paired relationships between some of seven principles contained in printed images about the architectural design on the set of panels. The effectiveness of the composition can be verified by the time people remain enough to hear, see and touch the kiosks for all the information, or by successive visits users make to the setting.

  16. Exploring Interaction Space as Abstraction Mechanism for Task-Based User Interface Design

    DEFF Research Database (Denmark)

    Nielsen, C. M.; Overgaard, M.; Pedersen, M. B.

    2007-01-01

    Designing a user interface is often a complex undertaking. Model-based user interface design is an approach where models and mappings between them form the basis for creating and specifying the design of a user interface. Such models usually include descriptions of the tasks of the prospective user......, but there is considerable variation in the other models that are employed. This paper explores the extent to which the notion of interaction space is useful as an abstraction mechanism to reduce the complexity of creating and specifying a user interface design. We present how we designed a specific user interface through...... mechanism that can help user interface designers exploit object-oriented analysis results and reduce the complexity of designing a user interface....

  17. User-Centered Design for Interactive Maps: A Case Study in Crime Analysis

    Directory of Open Access Journals (Sweden)

    Robert E. Roth

    2015-02-01

    Full Text Available In this paper, we address the topic of user-centered design (UCD for cartography, GIScience, and visual analytics. Interactive maps are ubiquitous in modern society, yet they often fail to “work” as they could or should. UCD describes the process of ensuring interface success—map-based or otherwise—by gathering input and feedback from target users throughout the design and development of the interface. We contribute to the expanding literature on UCD for interactive maps in two ways. First, we synthesize core concepts on UCD from cartography and related fields, as well as offer new ideas, in order to organize existing frameworks and recommendations regarding the UCD of interactive maps. Second, we report on a case study UCD process for GeoVISTA CrimeViz, an interactive and web-based mapping application supporting visual analytics of criminal activity in space and time. The GeoVISTA CrimeViz concept and interface were improved iteratively by working through a series of user→utility→usability loops in which target users provided input and feedback on needs and designs (user, prompting revisions to the conceptualization and functional requirements of the interface (utility, and ultimately leading to new mockups and prototypes of the interface (usability for additional evaluation by target users (user… and so on. Together, the background review and case study offer guidance for applying UCD to interactive mapping projects, and demonstrate the benefit of including target users throughout design and development.

  18. Designing Playful Interactive Installations for Urban Environments - The SwingScape Experience

    DEFF Research Database (Denmark)

    Grønbæk, Kaj; Kortbek, Karen Johanne; Christensen, Claus Møller

    2012-01-01

    . The design issues include: creating playful and collective interaction, making a familiar swing interaction simulate the experience of a music mixing board, providing gentle integration of multimedia (light and sound) in the atmosphere of an urban space, and finally making installations robust and safe...... at an urban playground. The objectives of SwingScape are to encourage physical activity as well as creating a playful and social experience in an urban space. The interaction techniques include movement sensors built into swings, LED lights, and an ambient loudspeaker system covering approx. 180 square meters...

  19. Interaction Design for and with the Lived Body: Some Implications of Merleau-Ponty’s Phenomenology

    DEFF Research Database (Denmark)

    Svanæs, Dag

    2013-01-01

    : the active and embodied nature of perception, including the body’s ability to extent its sensory apparatus through digital technology; and (2) kinaesthetic creativity: the body’s ability to relate in a direct and creative fashion with the “feel” dimension of interactive products during the design process....... for his discussion of the bodily nature of embodied interaction. This article extends Dourish’s work to introduce the human-computer interaction community to ideas related to Merleau-Ponty’s concept of the lived body. It also provides a detailed analysis of two related topics: (1) embodied perception...

  20. Interaction between core analysis methodology and nuclear design: some PWR examples

    International Nuclear Information System (INIS)

    Rothleder, B.M.; Eich, W.J.

    1982-01-01

    The interaction between core analysis methodology and nuclear design is exemplified by PSEUDAX, a major improvement related to the Advanced Recycle methodology program (ARMP) computer code system, still undergoing development by the Electric Power Research Institute. The mechanism of this interaction is explored by relating several specific nulcear design changes to the demands placed by these changes on the ARMP system, and by examining the meeting of these demands, first within the standard ARMP methodology and then through augmentation of the standard methodology by development of PSEUDAX

  1. An object-oriented feature-based design system face-based detection of feature interactions

    International Nuclear Information System (INIS)

    Ariffin Abdul Razak

    1999-01-01

    This paper presents an object-oriented, feature-based design system which supports the integration of design and manufacture by ensuring that part descriptions fully account for any feature interactions. Manufacturing information is extracted from the feature descriptions in the form of volumes and Tool Access Directions, TADs. When features interact, both volumes and TADs are updated. This methodology has been demonstrated by developing a prototype system in which ACIS attributes are used to record feature information within the data structure of the solid model. The system implemented in the C++ programming language and embedded in a menu-driven X-windows user interface to the ACIS 3D Toolkit. (author)

  2. The Influence of Neonatal Nursery Design on Mothers' Interactions in the Nursery.

    Science.gov (United States)

    Jones, Liz; Peters, Kathryn; Rowe, Jennifer; Sheeran, Nicola

    2016-01-01

    This study examined the influence of neonatal nursery design on interactions between nurses and mothers of infants in the nursery. We used a natural quasi-experimental design, using semi-structured interviews and a structured measure of mothers' and nurses' perceptions of nursing care, to compare mothers (n=26 and n=40) and nurses (n=22 and n=29) in an open-bay (OB) nursery and a single family room (SFR) nursery. Thematic analysis was used to generate key themes from the interviews. Mothers and nurses in both nursery designs talked about Valuing interactions; the importance of interactions between mothers and nurses. Mothers and nurses described SFRs as providing a space, My/their room, which enhanced mothers' sense of control and connection with the infant. SFRs were also associated with Changing the norms of interactions with nurses and other mothers, which created challenges in the desired quantity and quality of interactions for mothers and nurses. Nurses in the SFR nursery also reported Enhanced interactions, including improved confidentiality and personalized communication. Mothers in the OB nursery reported more supportive mothering actions from nurses than mothers in the SFR nursery. Both mothers and nurses in the OB nursery also talked about Our nursery community, which captured the value of having other nurses and mothers in the rooms. Mothers and nurses perceived that the SFR nursery enhanced privacy and maternal closeness for mothers compared to the OB nursery. However, the SFR nursery design presented challenges to some interactions of value to nurses and mothers. Copyright © 2016 Elsevier Inc. All rights reserved.

  3. Design for interaction between humans and intelligent systems during real-time fault management

    Science.gov (United States)

    Malin, Jane T.; Schreckenghost, Debra L.; Thronesbery, Carroll G.

    1992-01-01

    Initial results are reported to provide guidance and assistance for designers of intelligent systems and their human interfaces. The objective is to achieve more effective human-computer interaction (HCI) for real time fault management support systems. Studies of the development of intelligent fault management systems within NASA have resulted in a new perspective of the user. If the user is viewed as one of the subsystems in a heterogeneous, distributed system, system design becomes the design of a flexible architecture for accomplishing system tasks with both human and computer agents. HCI requirements and design should be distinguished from user interface (displays and controls) requirements and design. Effective HCI design for multi-agent systems requires explicit identification of activities and information that support coordination and communication between agents. The effects are characterized of HCI design on overall system design and approaches are identified to addressing HCI requirements in system design. The results include definition of (1) guidance based on information level requirements analysis of HCI, (2) high level requirements for a design methodology that integrates the HCI perspective into system design, and (3) requirements for embedding HCI design tools into intelligent system development environments.

  4. Optical design for increased interaction length in a high gradient dielectric laser accelerator

    OpenAIRE

    Cesar, D.; Maxson, J.; Musumeci, P.; Shen, X.; England, R. J.; Wootton, K. P.

    2018-01-01

    We present a methodology for designing and measuring pulse front tilt in an ultrafast laser for use in dielectric laser acceleration. Previous research into dielectric laser accelerating modules has focused on measuring high accelerating gradients in novel structures, but has done so only for short electron-laser coupling lengths. Here we demonstrate an optical design to extend the laser-electron interaction to 1mm.

  5. Game Design Narrative for Learning: Appropriating Adventure Game Design Narrative Devices and Techniques for the Design of Interactive Learning Environments

    Science.gov (United States)

    Dickey, Michele D.

    2006-01-01

    The purpose of this conceptual analysis is to investigate how contemporary video and computer games might inform instructional design by looking at how narrative devices and techniques support problem solving within complex, multimodal environments. Specifically, this analysis presents a brief overview of game genres and the role of narrative in…

  6. Interaction of impeller and guide vane in a series-designed axial-flow pump

    International Nuclear Information System (INIS)

    Kim, S; Choi, Y S; Lee, K Y; Kim, J H

    2012-01-01

    In this paper, the interaction of the impeller and guide vane in a series-designed axial-flow pump was examined through the implementation of a commercial CFD code. The impeller series design refers to the general design procedure of the base impeller shape which must satisfy the various flow rate and head requirements by changing the impeller setting angle and number of blades of the base impeller. An arc type meridional shape was used to keep the meridional shape of the hub and shroud with various impeller setting angles. The blade angle and the thickness distribution of the impeller were designed as an NACA airfoil type. In the design of the guide vane, it was necessary to consider the outlet flow condition of the impeller with the given setting angle. The meridional shape of the guide vane were designed taking into consideration the setting angle of the impeller, and the blade angle distribution of the guide vane was determined with a traditional design method using vane plane development. In order to achieve the optimum impeller design and guide vane, three-dimensional computational fluid dynamics and the DOE method were applied. The interaction between the impeller and guide vane with different combination set of impeller setting angles and number of impeller blades was addressed by analyzing the flow field of the computational results.

  7. Interactive design optimization of magnetorheological-brake actuators using the Taguchi method

    Science.gov (United States)

    Erol, Ozan; Gurocak, Hakan

    2011-10-01

    This research explored an optimization method that would automate the process of designing a magnetorheological (MR)-brake but still keep the designer in the loop. MR-brakes apply resistive torque by increasing the viscosity of an MR fluid inside the brake. This electronically controllable brake can provide a very large torque-to-volume ratio, which is very desirable for an actuator. However, the design process is quite complex and time consuming due to many parameters. In this paper, we adapted the popular Taguchi method, widely used in manufacturing, to the problem of designing a complex MR-brake. Unlike other existing methods, this approach can automatically identify the dominant parameters of the design, which reduces the search space and the time it takes to find the best possible design. While automating the search for a solution, it also lets the designer see the dominant parameters and make choices to investigate only their interactions with the design output. The new method was applied for re-designing MR-brakes. It reduced the design time from a week or two down to a few minutes. Also, usability experiments indicated significantly better brake designs by novice users.

  8. Interactive design optimization of magnetorheological-brake actuators using the Taguchi method

    International Nuclear Information System (INIS)

    Erol, Ozan; Gurocak, Hakan

    2011-01-01

    This research explored an optimization method that would automate the process of designing a magnetorheological (MR)-brake but still keep the designer in the loop. MR-brakes apply resistive torque by increasing the viscosity of an MR fluid inside the brake. This electronically controllable brake can provide a very large torque-to-volume ratio, which is very desirable for an actuator. However, the design process is quite complex and time consuming due to many parameters. In this paper, we adapted the popular Taguchi method, widely used in manufacturing, to the problem of designing a complex MR-brake. Unlike other existing methods, this approach can automatically identify the dominant parameters of the design, which reduces the search space and the time it takes to find the best possible design. While automating the search for a solution, it also lets the designer see the dominant parameters and make choices to investigate only their interactions with the design output. The new method was applied for re-designing MR-brakes. It reduced the design time from a week or two down to a few minutes. Also, usability experiments indicated significantly better brake designs by novice users

  9. Instructional Design to Measure the Efficacy of Interactive E-Books in A High School Setting

    Directory of Open Access Journals (Sweden)

    Maria Victoria PABRUA BATOON

    2018-04-01

    Full Text Available This article describes a qualitative research analysis on the implementation of interactive e-books in high school courses using a case study approach. The subjects of the study included seven professors and 16 freshmen who were surveyed and interviewed with a questionnaire designed according to the Kemp Model of Instructional Design. The study revealed that participants use interactive e-books as a technological educational resource. The professors pointed out that the design of the interactive e-books helped students develop essential learning skills: technological ability, reading and writing skills, as well as cognition and metacognition abilities. Furthermore, the students noted that the use of interactive e-books has a positive effect on their grades due to its high audio and visual contents. However, the students indicated that they were allured to chat, to play or to navigate in their mobile device while they were using it. Finally, this study can contribute to the relative knowledge about the use of mobile technology in education, as well as, it aids the professor to make a reflection about the Instructional Design of the educational technological resources used in the classroom to promote better result in the process of learning.

  10. Investigating the benefits of a secondary education interaction design thinking course inside and outside the classroom

    NARCIS (Netherlands)

    Aflatoony, L.; Wakkary, R.L.; Neustaedter, C.

    In this study we investigated how an interaction design-thinking course benefited secondary school students in grades 9 and 10. This study investigated the benefits for students within the classroom and unlike previous studies, it also articulated the potential for students to utilize their skills

  11. A perspective on multi-user interaction design based on an understanding of domestic lighting conflict

    NARCIS (Netherlands)

    Niemantsverdriet, K.; van Essen, H.A.; Eggen, J.H.

    2017-01-01

    More and more connected systems are entering the social and shared home environment. Interaction with these systems is often rather individual and based on personal preferences, leading to conflicts in multi-user situations. In this paper, we aim to develop a perspective on how to design for

  12. The Design of an Interactive Data Retrieval System for Casual Users.

    Science.gov (United States)

    Radhakrishnan, T.; And Others

    1982-01-01

    Describes an interactive data retrieval system which was designed and implemented for casual users and which incorporates a user-friendly interface, aids to train beginners in use of the system, versatility in output, and error recovery protocols. A 14-item reference list and two figures illustrating system operation and output are included. (JL)

  13. A Survey of Educational Games as Interaction Design Tools for Affective Learning: Thematic Analysis Taxonomy

    Science.gov (United States)

    Yusoff, Zarwina; Kamsin, Amirrudin; Shamshirband, Shahaboddin; Chronopoulos, Anthony T.

    2018-01-01

    A Computer game is the new platform in generating learning experiences for educational purposes. There are many educational games that have been used as an interaction design tool in a learning environment to enhance students learning outcomes. However, research also claims that playing video games can have a negative impact on student behavior,…

  14. Bridge-in-a-Backpack(TM) task 3.1: investigating soil - structure interaction - experimental design.

    Science.gov (United States)

    2015-07-01

    This report includes fulfillment of Task 3.1 of a multi-task contract to further enhance concrete filled FRP tubes, or : the Bridge in a Backpack. Task 3 is an investigation of soil-structure interaction for the FRP tubes. Task 3.1 is the : design of...

  15. Research-practice interactions as reported in recent design research studies: Still promising, still hazy

    NARCIS (Netherlands)

    Ormel, Bart; Pareja Roblin, Natalie; McKenney, Susan; Voogt, Joke; Pieters, Jules

    2012-01-01

    Ormel, B., Pareja Roblin, N., McKenney, S., Voogt, J., & Pieters, J. (2012). Research-practice interactions as reported in recent design research studies: Still promising, still hazy. Educational Technology Research & Development, 60(6), 967-986. doi:10.1007/s11423-012-9261-6

  16. Remixing to Design Learning: Social Media and Peer-to-Peer Interaction

    Science.gov (United States)

    Casey, Gail; Wells, Muriel

    2015-01-01

    Social and participatory media offer opportunities to interact and share user-generated content. After some investigation and research, the authors are in their initial stages of using such media to provide a pathway for thinking about learning design in higher education. Using the concept of remixing, the authors aim to creatively blend and…

  17. Design challenges for long-term interaction with a robot in a science classroom

    NARCIS (Netherlands)

    Davison, Daniel Patrick; Charisi, Vasiliki; Wijnen, Frances Martine; Papenmeier, Andrea; van der Meij, Jan; Reidsma, Dennis; Evers, Vanessa

    This paper aims to present the main challenges that emerged during the process of the research design of a longitudinal study on child-robot interaction for science education and to discuss relevant suggestions in the context. The theoretical rationale is based on aspects of the theory of social

  18. Interactive jewellery as memory cue : designing a sound locket for individual reminiscence

    NARCIS (Netherlands)

    Niemantsverdriet, K.; Versteeg, M.F.

    2016-01-01

    In this paper we describe the design of Memento: an interactive sound locket for individual reminiscence that triggers a similar sense of intimacy and values as its non-technological predecessor. Jewellery often forms a cue for autobiographical memory. In this work we investigate the role that

  19. PDS Label Assistant for Interactive Design (PLAID): Simplifying PDS4 Label Template Building

    Science.gov (United States)

    Algermissen, S. S.; Padams, J. H.; Radulescu, C.

    2017-06-01

    The PDS Label Assistant for Interactive Design (PLAID) tool seeks to simplify and expedite the process of building a PDS4 label template with a simple step-by-step interface that does not require experience with XML or PDS4 Schemas and Schematrons.

  20. Enabling through design : explorations of aesthetic interaction in therapy and care

    NARCIS (Netherlands)

    Marti, P.

    2012-01-01

    Digital products generally place demands on our cognitive abilities, and deny us the opportunity of building bodily skills (Djajadiningrat et al, 2007). We have a body, we have our senses to dialogue with the environment around us. Why does interaction design not use these skills in a more

  1. Optimal design method to minimize users' thinking mapping load in human-machine interactions.

    Science.gov (United States)

    Huang, Yanqun; Li, Xu; Zhang, Jie

    2015-01-01

    The discrepancy between human cognition and machine requirements/behaviors usually results in serious mental thinking mapping loads or even disasters in product operating. It is important to help people avoid human-machine interaction confusions and difficulties in today's mental work mastered society. Improving the usability of a product and minimizing user's thinking mapping and interpreting load in human-machine interactions. An optimal human-machine interface design method is introduced, which is based on the purpose of minimizing the mental load in thinking mapping process between users' intentions and affordance of product interface states. By analyzing the users' thinking mapping problem, an operating action model is constructed. According to human natural instincts and acquired knowledge, an expected ideal design with minimized thinking loads is uniquely determined at first. Then, creative alternatives, in terms of the way human obtains operational information, are provided as digital interface states datasets. In the last, using the cluster analysis method, an optimum solution is picked out from alternatives, by calculating the distances between two datasets. Considering multiple factors to minimize users' thinking mapping loads, a solution nearest to the ideal value is found in the human-car interaction design case. The clustering results show its effectiveness in finding an optimum solution to the mental load minimizing problems in human-machine interaction design.

  2. Design and Implementation of an Interactive System for Teaching the Islamic Prayer

    Science.gov (United States)

    Farsi, Mohammed; Munro, Malcolm

    2016-01-01

    Background: The Islamic Prayer is central to the Islam religion and is a requirement for all Muslims to learn and perform properly. Teaching the Islamic Prayer had traditionally been through the use of textbooks. Aims: This paper describes the design and implementation of the iIP (interactive Islamic Prayer) system to teach the Islamic prayer…

  3. HyperCell : A Bio-inspired Design Framework for Real-time Interactive Architectures

    NARCIS (Netherlands)

    Chang, J.R.

    2018-01-01

    This pioneering research focuses on Biomimetic Interactive Architecture using “Computation”, “Embodiment”, and “Biology” to generate an intimate embodied convergence to propose a novel rule-based design framework for creating organic architectures composed of swarm-based intelligent components.

  4. Design and Application of Interactive Simulations in Problem-Solving in University-Level Physics Education

    Science.gov (United States)

    Ceberio, Mikel; Almudí, José Manuel; Franco, Ángel

    2016-01-01

    In recent years, interactive computer simulations have been progressively integrated in the teaching of the sciences and have contributed significant improvements in the teaching-learning process. Practicing problem-solving is a key factor in science and engineering education. The aim of this study was to design simulation-based problem-solving…

  5. Literature Survey on Interaction Design and Existing Software Applications for Dyslectic Users

    DEFF Research Database (Denmark)

    Vangeli, Panagiota; Stage, Jan

    2017-01-01

    their reading skills. For the purpose of this research, we initially collected 175 studies, from which we selected, reviewed and made an overview table of 71 studies organized by areas of attention. The literature research on interaction design of systems for dyslectic users resulted in a presentation...

  6. Advances in Human-Computer Interaction: Graphics and Animation Components for Interface Design

    Science.gov (United States)

    Cipolla Ficarra, Francisco V.; Nicol, Emma; Cipolla-Ficarra, Miguel; Richardson, Lucy

    We present an analysis of communicability methodology in graphics and animation components for interface design, called CAN (Communicability, Acceptability and Novelty). This methodology has been under development between 2005 and 2010, obtaining excellent results in cultural heritage, education and microcomputing contexts. In studies where there is a bi-directional interrelation between ergonomics, usability, user-centered design, software quality and the human-computer interaction. We also present the heuristic results about iconography and layout design in blogs and websites of the following countries: Spain, Italy, Portugal and France.

  7. Control system design and analysis using the INteractive Controls Analysis (INCA) program

    Science.gov (United States)

    Bauer, Frank H.; Downing, John P.

    1987-01-01

    The INteractive Controls Analysis (INCA) program was developed at the Goddard Space Flight Center to provide a user friendly efficient environment for the design and analysis of linear control systems. Since its inception, INCA has found extensive use in the design, development, and analysis of control systems for spacecraft, instruments, robotics, and pointing systems. Moreover, the results of the analytic tools imbedded in INCA have been flight proven with at least three currently orbiting spacecraft. This paper describes the INCA program and illustrates, using a flight proven example, how the package can perform complex design analyses with relative ease.

  8. Design of a High Gradient Quadrupole for the LHC Interaction Regions

    International Nuclear Information System (INIS)

    Bossert, R.; Gourlay, S.A.; Heger, T.; Huang, Y.; Kerby, J.; Lamm, M.J.; Limon, P.J.; Mazur, P.O.; Nobrega, F.; Ozelis, J.P.; Sabbi, G.; Strait, J.; Zlobin, A.V.; Caspi, S.; Dell'orco, D.; McInturff, A.D.; Scanlan, R.M.; Van Oort, J.M.; Gupta, R.C.

    1997-03-01

    A collaboration of Fermilab, Lawrence Berkeley National Laboratory and Brookhaven National Laboratory is currently engaged in the design of a high gradient quadrupole suitable for use in the LHC interaction regions. The cold iron design incorporates a two-shell, cos2θ coil geometry with a 70 mm aperture. This paper summarizes the progress on a magnetic and mechanical design that meets the requirements of maximum gradient ≥250 T/m, operation at 1.8K, high field quality and provision for adequate cooling in a high radiation environment

  9. Design, synthesis, and evaluation of an alpha-helix mimetic library targeting protein-protein interactions.

    Science.gov (United States)

    Shaginian, Alex; Whitby, Landon R; Hong, Sukwon; Hwang, Inkyu; Farooqi, Bilal; Searcey, Mark; Chen, Jiandong; Vogt, Peter K; Boger, Dale L

    2009-04-22

    The design and solution-phase synthesis of an alpha-helix mimetic library as an integral component of a small-molecule library targeting protein-protein interactions are described. The iterative design, synthesis, and evaluation of the candidate alpha-helix mimetic was initiated from a precedented triaryl template and refined by screening the designs for inhibition of MDM2/p53 binding. Upon identifying a chemically and biologically satisfactory design and consistent with the screening capabilities of academic collaborators, the corresponding complete library was assembled as 400 mixtures of 20 compounds (20 x 20 x 20-mix), where the added subunits are designed to mimic all possible permutations of the naturally occurring i, i + 4, i + 7 amino acid side chains of an alpha-helix. The library (8000 compounds) was prepared using a solution-phase synthetic protocol enlisting acid/base liquid-liquid extractions for purification on a scale that insures its long-term availability for screening campaigns. Screening of the library for inhibition of MDM2/p53 binding not only identified the lead alpha-helix mimetic upon which the library was based, but also suggests that a digestion of the initial screening results that accompany the use of such a comprehensive library can provide insights into the nature of the interaction (e.g., an alpha-helix mediated protein-protein interaction) and define the key residues and their characteristics responsible for recognition.

  10. Molecular interactions in biomineralized hydroxyapatite amino acid modified nanoclay: In silico design of bone biomaterials

    International Nuclear Information System (INIS)

    Katti, Dinesh R.; Sharma, Anurag; Ambre, Avinash H.; Katti, Kalpana S.

    2015-01-01

    A simulations driven approach to design of a novel biomaterial nanocomposite system is described in this study. Nanoclays modified with amino acids (OMMT) were used to mineralize hydroxyapatite (HAP), mimicking biomineralization. Representative models of organically modified montmorillonite clay (OMMT) and OMMT-hydroxyapatite (OMMT-HAP) were constructed using molecular dynamics and validated using X-ray Diffraction (XRD), Fourier Transforms Infrared (FTIR) spectroscopy and Transmission Electron Microscopy (TEM). Attractive interactions exist between Ca atoms of HAP and C=O group of aminovaleric acid, indicating chelate formation in OMMT-HAP. Interaction energy maps describe molecular interactions among different constituents and their quantitative contributions in the OMMT and OMMT-HAP systems at both parallel and perpendicular orientations. High attractive and high repulsive interactions were found between PO 4 3− and MMT clay as well as aminovaleric molecules in OMMT-HAP perpendicular and parallel models. Large non-bonded interactions in OMMT-HAP indicate influence of neighboring environment on PO 4 3− in in situ HAPclay. Extensive hydrogen bonds were observed between functional hydrogen atoms of modifier and MMT clay in OMMT-HAP as compared to OMMT. Thus, HAP interacts with clay through the aminovaleric acid. This computational study provides a framework for materials design and selection for biomaterials used in tissue engineering and other areas of regenerative medicine. - Highlights: • Representative models of a hybrid nanoclay-hydroxyapatite biomaterial are built. • Interaction energy maps are constructed using a molecular dynamics. • Quantitative interactions between the three components of the biomaterial are found. • The modeling and experimental approach provides insight into the complex nanomaterial

  11. Interactive Multimedia-Based Animation: A Study of Effectiveness on Fashion Design Technology Learning

    Science.gov (United States)

    Wiana, W.

    2018-01-01

    The learning process is believed will reach optimal results if facilitated by diversity of learning’s device from aspects of the approach, method, media or it’s evaluation system, in individually, groups, or as well as classical. One of the learning’s Device can be developed in an attempt to improve the results of the study is Computer Based Learning (CBL). CBL was developed aim to help students to understand the concepts of the learning material which presented interactively by the system and able to provide information and learning process better. This research is closely related to efforts to improve the quality of Fashion design in digital format learning, with specific targets to generate interactive multimedia-based animation as effective media and learning resources for fashion design learning. Applications that are generated may be an option for delivering learning material as well as to engender interest in learning as well as understanding with students against the subject matter so that it can improve the learning achievements of students. The instruments used to collect data is a test sheet of mastering the concept which developed on the basis of indicators understanding the concept of fashion design, the material elements and principles of fashion design as well as application on making fashion design. As for the skills test is done through test performance to making fashion design in digital format. The results of testing against the mastery of concepts and skills of fashion designing in digital formatted shows that experimental group obtained significantly higher qualifications compared to the control group. That means that the use of interactive multimedia-based animation, effective to increased mastery of concepts and skills on making fashion design in digital format.

  12. Informing the Design of Direct-to-Consumer Interactive Personal Genomics Reports.

    Science.gov (United States)

    Shaer, Orit; Nov, Oded; Okerlund, Johanna; Balestra, Martina; Stowell, Elizabeth; Ascher, Laura; Bi, Joanna; Schlenker, Claire; Ball, Madeleine

    2015-06-12

    In recent years, people who sought direct-to-consumer genetic testing services have been increasingly confronted with an unprecedented amount of personal genomic information, which influences their decisions, emotional state, and well-being. However, these users of direct-to-consumer genetic services, who vary in their education and interests, frequently have little relevant experience or tools for understanding, reasoning about, and interacting with their personal genomic data. Online interactive techniques can play a central role in making personal genomic data useful for these users. We sought to (1) identify the needs of diverse users as they make sense of their personal genomic data, (2) consequently develop effective interactive visualizations of genomic trait data to address these users' needs, and (3) evaluate the effectiveness of the developed visualizations in facilitating comprehension. The first two user studies, conducted with 63 volunteers in the Personal Genome Project and with 36 personal genomic users who participated in a design workshop, respectively, employed surveys and interviews to identify the needs and expectations of diverse users. Building on the two initial studies, the third study was conducted with 730 Amazon Mechanical Turk users and employed a controlled experimental design to examine the effectiveness of different design interventions on user comprehension. The first two studies identified searching, comparing, sharing, and organizing data as fundamental to users' understanding of personal genomic data. The third study demonstrated that interactive and visual design interventions could improve the understandability of personal genomic reports for consumers. In particular, results showed that a new interactive bubble chart visualization designed for the study resulted in the highest comprehension scores, as well as the highest perceived comprehension scores. These scores were significantly higher than scores received using the

  13. The cognitive impact of interactive design features for learning complex materials in medical education.

    Science.gov (United States)

    Song, Hyuksoon S; Pusic, Martin; Nick, Michael W; Sarpel, Umut; Plass, Jan L; Kalet, Adina L

    2014-02-01

    To identify the most effective way for medical students to interact with a browser-based learning module on the symptoms and neurological underpinnings of stroke syndromes, this study manipulated the way in which subjects interacted with a graphical model of the brain and examined the impact of functional changes on learning outcomes. It was hypothesized that behavioral interactions that were behaviorally more engaging and which required deeper consideration of the model would result in heightened cognitive interaction and better learning than those whose manipulation required less deliberate behavioral and cognitive processing. One hundred forty four students were randomly assigned to four conditions whose model controls incorporated features that required different levels of behavioral and cognitive interaction: Movie (low behavioral/low cognitive, n = 40), Slider (high behavioral/low cognitive, n = 36), Click (low behavioral/high cognitive, n = 30), and Drag (high behavioral/high cognitive, n = 38). Analysis of Covariates (ANCOVA) showed that students who received the treatments associated with lower cognitive interactivity (Movie and Slider) performed better on a transfer task than those receiving the module associated with high cognitive interactivity (Click and Drag, partial eta squared = .03). In addition, the students in the high cognitive interactivity conditions spent significantly more time on the stroke locator activity than other conditions (partial eta squared = .36). The results suggest that interaction with controls that were tightly coupled with the model and whose manipulation required deliberate consideration of the model's features may have overtaxed subjects' cognitive resources. Cognitive effort that facilitated manipulation of content, though directed at the model, may have resulted in extraneous cognitive load, impeding subjects in recognizing the deeper, global relationships in the materials. Instructional designers must, therefore, keep in

  14. Interaction design challenges and solutions for ALMA operations monitoring and control

    Science.gov (United States)

    Pietriga, Emmanuel; Cubaud, Pierre; Schwarz, Joseph; Primet, Romain; Schilling, Marcus; Barkats, Denis; Barrios, Emilio; Vila Vilaro, Baltasar

    2012-09-01

    The ALMA radio-telescope, currently under construction in northern Chile, is a very advanced instrument that presents numerous challenges. From a software perspective, one critical issue is the design of graphical user interfaces for operations monitoring and control that scale to the complexity of the system and to the massive amounts of data users are faced with. Early experience operating the telescope with only a few antennas has shown that conventional user interface technologies are not adequate in this context. They consume too much screen real-estate, require many unnecessary interactions to access relevant information, and fail to provide operators and astronomers with a clear mental map of the instrument. They increase extraneous cognitive load, impeding tasks that call for quick diagnosis and action. To address this challenge, the ALMA software division adopted a user-centered design approach. For the last two years, astronomers, operators, software engineers and human-computer interaction researchers have been involved in participatory design workshops, with the aim of designing better user interfaces based on state-of-the-art visualization techniques. This paper describes the process that led to the development of those interface components and to a proposal for the science and operations console setup: brainstorming sessions, rapid prototyping, joint implementation work involving software engineers and human-computer interaction researchers, feedback collection from a broader range of users, further iterations and testing.

  15. Enculturating science: Community-centric design of behavior change interactions for accelerating health impact.

    Science.gov (United States)

    Kumar, Vishwajeet; Kumar, Aarti; Ghosh, Amit Kumar; Samphel, Rigzin; Yadav, Ranjanaa; Yeung, Diana; Darmstadt, Gary L

    2015-08-01

    Despite significant advancements in the scientific evidence base of interventions to improve newborn survival, we have not yet been able to "bend the curve" to markedly accelerate global rates of reduction in newborn mortality. The ever-widening gap between discovery of scientific best practices and their mass adoption by families (the evidence-practice gap) is not just a matter of improving the coverage of health worker-community interactions. The design of the interactions themselves must be guided by sound behavioral science approaches such that they lead to mass adoption and impact at a large scale. The main barrier to the application of scientific approaches to behavior change is our inability to "unbox" the "black box" of family health behaviors in community settings. The authors argue that these are not black boxes, but in fact thoughtfully designed community systems that have been designed and upheld, and have evolved over many years keeping in mind a certain worldview and a common social purpose. An empathetic understanding of these community systems allows us to deconstruct the causal pathways of existing behaviors, and re-engineer them to achieve desired outcomes. One of the key reasons for the failure of interactions to translate into behavior change is our failure to recognize that the content, context, and process of interactions need to be designed keeping in mind an organized community system with a very different worldview and beliefs. In order to improve the adoption of scientific best practices by communities, we need to adapt them to their culture by leveraging existing beliefs, practices, people, context, and skills. The authors present a systems approach for community-centric design of interactions, highlighting key principles for achieving intrinsically motivated, sustained change in social norms and family health behaviors, elucidated with progressive theories from systems thinking, management sciences, cross-cultural psychology, learning

  16. A Novel Design for Drug-Drug Interaction Alerts Improves Prescribing Efficiency.

    Science.gov (United States)

    Russ, Alissa L; Chen, Siying; Melton, Brittany L; Johnson, Elizabette G; Spina, Jeffrey R; Weiner, Michael; Zillich, Alan J

    2015-09-01

    Drug-drug interactions (DDIs) are common in clinical care and pose serious risks for patients. Electronic health records display DDI alerts that can influence prescribers, but the interface design of DDI alerts has largely been unstudied. In this study, the objective was to apply human factors engineering principles to alert design. It was hypothesized that redesigned DDI alerts would significantly improve prescribers' efficiency and reduce prescribing errors. In a counterbalanced, crossover study with prescribers, two DDI alert designs were evaluated. Department of Veterans Affairs (VA) prescribers were video recorded as they completed fictitious patient scenarios, which included DDI alerts of varying severity. Efficiency was measured from time-stamped recordings. Prescribing errors were evaluated against predefined criteria. Efficiency and prescribing errors were analyzed with the Wilcoxon signed-rank test. Other usability data were collected on the adequacy of alert content, prescribers' use of the DDI monograph, and alert navigation. Twenty prescribers completed patient scenarios for both designs. Prescribers resolved redesigned alerts in about half the time (redesign: 52 seconds versus original design: 97 seconds; p<.001). Prescribing errors were not significantly different between the two designs. Usability results indicate that DDI alerts might be enhanced by facilitating easier access to laboratory data and dosing information and by allowing prescribers to cancel either interacting medication directly from the alert. Results also suggest that neither design provided adequate information for decision making via the primary interface. Applying human factors principles to DDI alerts improved overall efficiency. Aspects of DDI alert design that could be further enhanced prior to implementation were also identified.

  17. Designing Online Interaction to Address Disciplinary Competencies: A Cross-Country Comparison of Faculty Perspectives

    Directory of Open Access Journals (Sweden)

    Elena Barberà

    2014-04-01

    Full Text Available This study was conducted at colleges in three countries (United States, Venezuela, and Spain and across three academic disciplines (engineering, education, and business, to examine how experienced faculty define competencies for their discipline, and design instructional interaction for online courses. A qualitative research design employing in-depth interviews was selected. Results show that disciplinary knowledge takes precedence when faculty members select competencies to be developed in online courses for their respective professions. In all three disciplines, the design of interaction to correspond with disciplinary competencies was often influenced by contextual factors that modify faculty intention. Therefore, instructional design will vary across countries in the same discipline to address the local context, such as the needs and expectations of the learners, faculty perspectives, beliefs and values, and the needs of the institution, the community, and country. The three disciplines from the three countries agreed on the importance of the following competencies: knowledge of the field, higher order cognitive processes such as critical thinking, analysis, problem solving, transfer of knowledge, oral and written communication skills, team work, decision making, leadership and management skills, indicating far more similarities in competencies than differences between the three different applied disciplines. We found a lack of correspondence between faculty’s intent to develop collaborative learning skills and the actual development of them. Contextual factors such as faculty prior experience in design, student reluctance to engage in collaborative learning, and institutional assessment systems that focus on individual performance were some of these reasons.

  18. Pharmaceutical cocrystals, salts and multicomponent systems; intermolecular interactions and property based design.

    Science.gov (United States)

    Berry, David J; Steed, Jonathan W

    2017-08-01

    As small molecule drugs become harder to develop and less cost effective for patient use, efficient strategies for their property improvement become increasingly important to global health initiatives. Improvements in the physical properties of Active Pharmaceutical Ingredients (APIs), without changes in the covalent chemistry, have long been possible through the application of binary component solids. This was first achieved through the use of pharmaceutical salts, within the last 10-15years with cocrystals and more recently coamorphous systems have also been consciously applied to this problem. In order to rationally discover the best multicomponent phase for drug development, intermolecular interactions need to be considered at all stages of the process. This review highlights the current thinking in this area and the state of the art in: pharmaceutical multicomponent phase design, the intermolecular interactions in these phases, the implications of these interactions on the material properties and the pharmacokinetics in a patient. Copyright © 2017 Elsevier B.V. All rights reserved.

  19. Implications and control of fuel-cladding chemical interaction for LMFBR fuel pin design

    International Nuclear Information System (INIS)

    Roake, W.E.

    1977-01-01

    Fuel-cladding-chemical-interaction (FCCI) is typically incorporated into the design of an LMFBR fuel pin as a wastage allowance. Several interrelated factors are considered during the evolution of an LMFBR fuel pin design. Those which are indirectly affected by FCCI include: allowable pin power, fuel restructuring, fission gas migration and release from the fuel, fuel cracking, fuel swelling, in-reactor cladding creep, cladding swelling, and the cladding mechanical strain. Chemical activity of oxygen is the most readily controlled factor in FCCI. Two methods are being investigated: control of total oxygen inventory by limiting fuel O/M, and control of oxygen activity with buffer metals

  20. canvasDesigner: A versatile interactive high-resolution scientific multi-panel visualization toolkit.

    Science.gov (United States)

    Zhang, Baohong; Zhao, Shanrong; Neuhaus, Isaac

    2018-05-03

    We present a bioinformatics and systems biology visualization toolkit harmonizing real time interactive exploring and analyzing of big data, full-fledged customizing of look-n-feel, and producing multi-panel publication-ready figures in PDF format simultaneously. Source code and detailed user guides are available at http://canvasxpress.org, https://baohongz.github.io/canvasDesigner, and https://baohongz.github.io/canvasDesigner/demo_video.html. isaac.neuhaus@bms.com, baohong.zhang@pfizer.com, shanrong.zhao@pfizer.com. Supplementary materials are available at https://goo.gl/1uQygs.

  1. Implications and control of fuel-cladding chemical interaction for LMFBR fuel pin design

    Energy Technology Data Exchange (ETDEWEB)

    Roake, W E [Westinghouse-Hanford Co., Richland, WA (United States)

    1977-04-01

    Fuel-cladding-chemical-interaction (FCCI) is typically incorporated into the design of an LMFBR fuel pin as a wastage allowance. Several interrelated factors are considered during the evolution of an LMFBR fuel pin design. Those which are indirectly affected by FCCI include: allowable pin power, fuel restructuring, fission gas migration and release from the fuel, fuel cracking, fuel swelling, in-reactor cladding creep, cladding swelling, and the cladding mechanical strain. Chemical activity of oxygen is the most readily controlled factor in FCCI. Two methods are being investigated: control of total oxygen inventory by limiting fuel O/M, and control of oxygen activity with buffer metals.

  2. Computer-assisted Biology Learning Materials: Designing and Developing an Interactive CD on Spermatogenesis

    Science.gov (United States)

    Haviz, M.

    2018-04-01

    The purpose of this article is to design and develop an interactive CD on spermatogenesis. This is a research and development. Procedure of development is making an outline of media program, making flowchart, making story board, gathering of materials, programming and finishing. The quantitative data obtained were analyzed by descriptive statistics. Qualitative data obtained were analyzed with Miles and Huberman techniques. The instrument used is a validation sheet. The result of CD design with a Macro flash MX program shows there are 17 slides generated. This prototype obtained a valid value after a self-review technique with many revisions, especially on sound and programming. This finding suggests that process-oriented spermatogenesis can be audio-visualized into a more comprehensive form of learning media. But this interactive CD product needs further testing to determine consistency and resistance to revisions.

  3. Cultural ergonomics in interactional and experiential design: conceptual framework and case study of the Taiwanese twin cup.

    Science.gov (United States)

    Lin, Chih-Long; Chen, Si-Jing; Hsiao, Wen-Hsin; Lin, Rungtai

    2016-01-01

    Cultural ergonomics is an approach that considers interaction- and experience-based variations among cultures. Designers need to develop a better understanding of cultural ergonomics not just to participate in cultural contexts but also to develop interactive experiences for users. Cultural ergonomics extends our understanding of cultural meaning and our ability to utilize such understanding for design and evaluate everyday products. This study aims to combine cultural ergonomics and interactive design to explore human-culture interaction in user experiences. The linnak is a typical Taiwanese aboriginal cultural object. This study examined the cultural meaning and operational interface of the linnak, as well as the scenarios in which it is used in interaction and user experiences. The results produced a cultural ergonomics interface for examining the manner in which designers communicate across cultures as well as the interweaving of design and culture in the design process. Copyright © 2015 Elsevier Ltd and The Ergonomics Society. All rights reserved.

  4. Design of absorber assemblies with intentional pellet-cladding mechanical interaction

    International Nuclear Information System (INIS)

    Hollenberg, G.W.; Birney, K.R.; Pitner, A.L.; Basmajian, J.A.

    1980-04-01

    A number of improvements in absorber assembly performance characteristics can be achieved through implementation of absorber cladding mechanical interaction (ACMI). Benefits include lower operating temperatures, less potential for material relocation, longer lifetime, and increased reactivity worth. Analyses indicate that substantial cladding strains may be attainable without significant risk of breach. However, actual in-reactor testing of ACMI in absorber elements will be required before design criteria can be revised to accept ACMI

  5. Seven-step problem-based learning in an interaction design course

    DEFF Research Database (Denmark)

    Schultz, Nette; Christensen, Hans Peter

    2004-01-01

    The objective in this paper is the implementation of the highly structured seven-step PBL procedure as part of the learning process in a human-computer interaction design course at the Technical University of Denmark, taking into account the common learning processes in PBL and the interaction de...... others in a single course. The evaluation results showed that the students definitely took a deep approach to learning, and indicated clearly that the students had obtained competences not only within the traditional HCI curriculum but also in terms of team-work skills.......The objective in this paper is the implementation of the highly structured seven-step PBL procedure as part of the learning process in a human-computer interaction design course at the Technical University of Denmark, taking into account the common learning processes in PBL and the interaction...... individual reports after each case in the PBL-process in order to explore the students’ inter- and intra-personal team skills development in the learning process. Different qualitative and quantitative evaluation methods have been used to obtain a thorough evaluation of PBL used as a learning method among...

  6. Interactions between the Design and Operation of Shale Gas Networks, Including CO2 Sequestration

    Directory of Open Access Journals (Sweden)

    Sharifzadeh Mahdi

    2017-04-01

    Full Text Available As the demand for energy continues to increase, shale gas, as an unconventional source of methane (CH4, shows great potential for commercialization. However, due to the ultra-low permeability of shale gas reservoirs, special procedures such as horizontal drilling, hydraulic fracturing, periodic well shut-in, and carbon dioxide (CO2 injection may be required in order to boost gas production, maximize economic benefits, and ensure safe and environmentally sound operation. Although intensive research is devoted to this emerging technology, many researchers have studied shale gas design and operational decisions only in isolation. In fact, these decisions are highly interactive and should be considered simultaneously. Therefore, the research question addressed in this study includes interactions between design and operational decisions. In this paper, we first establish a full-physics model for a shale gas reservoir. Next, we conduct a sensitivity analysis of important design and operational decisions such as well length, well arrangement, number of fractures, fracture distance, CO2 injection rate, and shut-in scheduling in order to gain in-depth insights into the complex behavior of shale gas networks. The results suggest that the case with the highest shale gas production may not necessarily be the most profitable design; and that drilling, fracturing, and CO2 injection have great impacts on the economic viability of this technology. In particular, due to the high costs, enhanced gas recovery (EGR using CO2 does not appear to be commercially competitive, unless tax abatements or subsidies are available for CO2 sequestration. It was also found that the interactions between design and operational decisions are significant and that these decisions should be optimized simultaneously.

  7. Organizational Influences on Interdisciplinary Interactions during Research and Design of Large-Scale Complex Engineered Systems

    Science.gov (United States)

    McGowan, Anna-Maria R.; Seifert, Colleen M.; Papalambros, Panos Y.

    2012-01-01

    The design of large-scale complex engineered systems (LaCES) such as an aircraft is inherently interdisciplinary. Multiple engineering disciplines, drawing from a team of hundreds to thousands of engineers and scientists, are woven together throughout the research, development, and systems engineering processes to realize one system. Though research and development (R&D) is typically focused in single disciplines, the interdependencies involved in LaCES require interdisciplinary R&D efforts. This study investigates the interdisciplinary interactions that take place during the R&D and early conceptual design phases in the design of LaCES. Our theoretical framework is informed by both engineering practices and social science research on complex organizations. This paper provides preliminary perspective on some of the organizational influences on interdisciplinary interactions based on organization theory (specifically sensemaking), data from a survey of LaCES experts, and the authors experience in the research and design. The analysis reveals couplings between the engineered system and the organization that creates it. Survey respondents noted the importance of interdisciplinary interactions and their significant benefit to the engineered system, such as innovation and problem mitigation. Substantial obstacles to interdisciplinarity are uncovered beyond engineering that include communication and organizational challenges. Addressing these challenges may ultimately foster greater efficiencies in the design and development of LaCES and improved system performance by assisting with the collective integration of interdependent knowledge bases early in the R&D effort. This research suggests that organizational and human dynamics heavily influence and even constrain the engineering effort for large-scale complex systems.

  8. Interface, information, interaction: a narrative review of design and functional requirements for clinical decision support.

    Science.gov (United States)

    Miller, Kristen; Mosby, Danielle; Capan, Muge; Kowalski, Rebecca; Ratwani, Raj; Noaiseh, Yaman; Kraft, Rachel; Schwartz, Sanford; Weintraub, William S; Arnold, Ryan

    2018-05-01

    Provider acceptance and associated patient outcomes are widely discussed in the evaluation of clinical decision support systems (CDSSs), but critical design criteria for tools have generally been overlooked. The objective of this work is to inform electronic health record alert optimization and clinical practice workflow by identifying, compiling, and reporting design recommendations for CDSS to support the efficient, effective, and timely delivery of high-quality care. A narrative review was conducted from 2000 to 2016 in PubMed and The Journal of Human Factors and Ergonomics Society to identify papers that discussed/recommended design features of CDSSs that are associated with the success of these systems. Fourteen papers were included as meeting the criteria and were found to have a total of 42 unique recommendations; 11 were classified as interface features, 10 as information features, and 21 as interaction features. Features are defined and described, providing actionable guidance that can be applied to CDSS development and policy. To our knowledge, no reviews have been completed that discuss/recommend design features of CDSS at this scale, and thus we found that this was important for the body of literature. The recommendations identified in this narrative review will help to optimize design, organization, management, presentation, and utilization of information through presentation, content, and function. The designation of 3 categories (interface, information, and interaction) should be further evaluated to determine the critical importance of the categories. Future work will determine how to prioritize them with limited resources for designers and developers in order to maximize the clinical utility of CDSS. This review will expand the field of knowledge and provide a novel organization structure to identify key recommendations for CDSS.

  9. ISS-studio: a prototype for a user-friendly tool for designing interactive experiments in problem solving environments

    NARCIS (Netherlands)

    Zhao, Z.; van Albada, G.D.; Tirado-Ramos, A.; Zajac, K.; Sloot, P.M.A.

    2003-01-01

    In Problem Solving Environments (PSE), Interactive Simulation Systems (ISS) are an important interactive mode for studying complex scientific problems. But efficient and user-friendly tools for designing interactive experiments lack in many PSEs. Mechanisms, such as data flow and control flow

  10. 77 FR 9946 - Draft Guidance for Industry on Drug Interaction Studies-Study Design, Data Analysis, Implications...

    Science.gov (United States)

    2012-02-21

    ... industry entitled ``Drug Interaction Studies--Study Design, Data Analysis, Implications for Dosing, and... data analysis in the context of identifying potential drug interactions. The guidance also addresses... Studies--Study Design, Data Analysis, and Implications for Dosing and Labeling.'' Comments were received...

  11. Design of an interactive digital nutritional education package for elderly people.

    Science.gov (United States)

    Ali, Nazlena Mohamad; Shahar, Suzana; Kee, You Lee; Norizan, Azir Rezha; Noah, Shahrul Azman Mohd

    2012-12-01

    Designing a system for the elderly is crucial, as aging is associated with physiological changes that may impair perception, cognition and other social aspects; therefore, many aspects need consideration, especially in interface design. This study was conducted to develop a digital nutritional education package (WE Sihat) by following appropriate guidelines for elderly people to achieve better design interface and interaction. Touch-screen technology was used as a platform for user interaction. The nutritional content was based on previous nutrition studies and a lifestyle education package on healthy aging, which contains four modules. The questionnaires were distributed to 31 Malay subjects aged 60-76 years old, containing an evaluation about the overall content, graphics, design layout, colour, font size, audio/video, user-perceived satisfaction and acceptance levels. The findings showed positive feedback and acceptance. Most subjects agreed that the digital nutritional education package can increase their nutritional knowledge for a healthy lifestyle and is easy to use. The touch-screen technology was also well accepted by elderly people and can be used as a kiosk for disseminating nutrition education for healthy aging.

  12. An Interactive Method of Characteristics Java Applet to Design and Analyze Supersonic Aircraft Nozzles

    Science.gov (United States)

    Benson, Thomas J.

    2014-01-01

    The Method of Characteristics (MOC) is a classic technique for designing supersonic nozzles. An interactive computer program using MOC has been developed to allow engineers to design and analyze supersonic nozzle flow fields. The program calculates the internal flow for many classic designs, such as a supersonic wind tunnel nozzle, an ideal 2D or axisymmetric nozzle, or a variety of plug nozzles. The program also calculates the plume flow produced by the nozzle and the external flow leading to the nozzle exit. The program can be used to assess the interactions between the internal, external and plume flows. By proper design and operation of the nozzle, it may be possible to lessen the strength of the sonic boom produced at the rear of supersonic aircraft. The program can also calculate non-ideal nozzles, such as simple cone flows, to determine flow divergence and nonuniformities at the exit, and its effect on the plume shape. The computer program is written in Java and is provided as free-ware from the NASA Glenn central software server.

  13. Emotional engagement, social interactions, and the development of an afterschool game design curriculum

    Science.gov (United States)

    Kwah, Helen; Milne, Catherine; Tsai, Tzuchi; Goldman, Ricki; Plass, Jan L.

    2016-09-01

    This formative design study examines how a program curriculum and implementation was emergently (re)designed in dynamic relation to the expressed emotions of teachers and students. The context was a yearlong afterschool game design program for STEM learning at an urban and public all-girls middle school. Using Randall Collins' (Interaction ritual chains, Princeton University Press, Princeton, 2004) sociology of emotions framework, our analysis of field notes and video data reveal how the original intended curriculum hindered the generation of positive emotions, mutual foci of attention, and feelings of group solidarity—factors important in the generation of successful group interactions. In response to teacher and student expressed emotions, we took these factors as a guide for redesigning the program curriculum and implementation in order to foster a more positive emotional climate and redirect students' positive emotions toward engagement in learning goals. This study's implications point to the possibilities for designing curricula and program implementations to engender more emotionally responsive environments for STEM learning.

  14. HyperCell: A Bio-inspired Design Framework for Real-time Interactive Architectures

    Directory of Open Access Journals (Sweden)

    Jia-Rey Chang

    2018-01-01

    Full Text Available This pioneering research focuses on Biomimetic Interactive Architecture using “Computation”, “Embodiment”, and “Biology” to generate an intimate embodied convergence to propose a novel rule-based design framework for creating organic architectures composed of swarm-based intelligent components. Furthermore, the research boldly claims that Interactive Architecture should emerge as the next truly Organic Architecture. As the world and society are dynamically changing, especially in this digital era, the research dares to challenge the Utilitas, Firmitas, and Venustas of the traditional architectural Weltanschauung, and rejects them by adopting the novel notion that architecture should be dynamic, fluid, and interactive. This project reflects a trajectory from the 1960’s with the advent of the avant-garde architectural design group, Archigram, and its numerous intriguing and pioneering visionary projects. Archigram’s non-standard, mobile, and interactive projects profoundly influenced a new generation of architects to explore the connection between technology and their architectural projects. This research continues this trend of exploring novel design thinking and the framework of Interactive Architecture by discovering the interrelationship amongst three major topics: “Computation”, “Embodiment”, and “Biology”. The project aims to elucidate pioneering research combining these three topics in one discourse: “Bio-inspired digital architectural design”. These three major topics will be introduced in this Summary.   “Computation”, is any type of calculation that includes both arithmetical and nonarithmetical steps and follows a well-defined model understood and described as, for example, an algorithm. But, in this research, refers to the use of data storage, parametric design application, and physical computing for developing informed architectural designs. “Form” has always been the most critical focus in

  15. Design and field measurement of the BEPC-II interaction region dual-aperture quadrupoles

    International Nuclear Information System (INIS)

    Yin, Z.S.; Wu, Y.Z.; Zhang, J.F.; Chen, W.; Li, Y.J.; Li, L.; Hou, R.; Yin, B.G.; Sun, X.J.; Ren, F.L.; Wang, F.A.; Chen, F.S.; Yu, C.H.; Chen, C.

    2007-01-01

    With the Beijing Electron Positron Collider upgrade project (BEPC-II), two dual-aperture septum-style quadrupole magnets are used in the interaction region for the final focusing of the electron and positron beams. The BEPC-II lattice design calls for the same high quality integral quadrupole field and large good field region in both apertures for each magnet. Two-dimensional contour optimization and pole-end chamfer iteration are used to minimize the systematic harmonic errors. Unexpected non-systematic errors induced by the unsymmetrical structure and the manufacturing errors are compensated with the pole-end shimming. Magnet measurements with rotating coils are performed to guide and confirm the magnet design. This paper discusses the design consideration, optimizing procedure and measurement results of these dual-aperture magnets

  16. Hot spot-based design of small-molecule inhibitors for protein-protein interactions.

    Science.gov (United States)

    Guo, Wenxing; Wisniewski, John A; Ji, Haitao

    2014-06-01

    Protein-protein interactions (PPIs) are important targets for the development of chemical probes and therapeutic agents. From the initial discovery of the existence of hot spots at PPI interfaces, it has been proposed that hot spots might provide the key for developing small-molecule PPI inhibitors. However, there has been no review on the ways in which the knowledge of hot spots can be used to achieve inhibitor design, nor critical examination of successful examples. This Digest discusses the characteristics of hot spots and the identification of druggable hot spot pockets. An analysis of four examples of hot spot-based design reveals the importance of this strategy in discovering potent and selective PPI inhibitors. A general procedure for hot spot-based design of PPI inhibitors is outlined. Copyright © 2014 Elsevier Ltd. All rights reserved.

  17. Designing a Safer Interactive Healthcare System - The Impact of Authentic User Participation

    Science.gov (United States)

    Went, Kathryn L.; Gregor, Peter; Ricketts, Ian W.

    Information technology has been widely promoted in the healthcare sector to improve current practice and patient safety. However, end users are seldom involved extensively in the design and development of healthcare systems, with lip service often paid to the idea of true user involvement. In this case study the impact of sustained authentic user participation was explored using an interdisciplinary team, consisting of experts both in interaction and healthcare design and consultant anaesthetists, nurses, and pharmacists, to create an electronic prescribing and administration system. This paper details the interface that was created and provides examples of the way in which the design evolved in response to the sustained authentic user participation methods. The working prototype both reduced the opportunity for user error and was preferred by its users to the existing manual system.

  18. Blogging in a biostatistics and research design graduate dental course: for learning or interaction?

    Science.gov (United States)

    El Tantawi, Maha M A

    2010-04-01

    The use of the Internet in health professions education has markedly increased in recent years. There is a need to understand the methods used by students to benefit from Internet-based teaching methods, especially those initially designed to promote social interaction such as blogs. This study describes how students used a blog in a biostatistics and research design graduate dental course. The aims of the blog were to offer exercises to train students for the exam and to enhance interaction among students and between students and instructor. Some features of the blog were modified to suit the course. Posts and comments were counted and classified by type, and their time statistics were analyzed. Students filled out a questionnaire to indicate whether and how exactly they used the blog or reasons for not using it. The relation between final exam scores and different methods of using the blog was assessed. Most of the posts were by the instructor offering exercises and model answers, whereas most of the comments were by students answering the exercises. Students were significantly more satisfied with blog uses related to interaction than with uses related to exercises (9.15+/-1.19, 8.73+/-1.34, P=0.001). The most frequently cited reason for not using the blog was lack of time. The most frequently reported method of using the blog was reading exercises and answers without actively contributing to the blog. Methods of using the blog significantly associated with higher scores in the final exam were actively contributing to the blog by posts or comments and interacting with colleagues. The main advantage of using the blog was promoting interaction between students and instructor, which is essential for the success of online learning in particular and adult learning in general.

  19. Interdisciplinary Interactions During R&D and Early Design of Large Engineered Systems

    Science.gov (United States)

    McGowan, Anna-Maria Rivas

    2014-01-01

    Designing Large-Scale Complex Engineered Systems (LaCES) such as aircraft and submarines requires the input of thousands of engineers and scientists whose work is proximate in neither time nor space. Comprehensive knowledge of the system is dispersed among specialists whose expertise is in typically one system component or discipline. This study examined the interactive work practices among such specialists seeking to improve engineering practice through a rigorous and theoretical understanding of current practice. This research explored current interdisciplinary practices and perspectives during R&D and early LaCES design and identified why these practices and perspectives prevail and persist. The research design consisted of a three-fold, integrative approach that combined an open-ended survey, semi-structured interviews, and ethnography. Significant empirical data from experienced engineers and scientists in a large engineering organization were obtained and integrated with theories from organization science and engineering. Qualitative analysis was used to obtain a holistic, contextualized understanding. The over-arching finding is that issues related to cognition, organization, and social interrelations mostly dominate interactions across disciplines. Engineering issues, such as the integration of hardware or physics-based models, are not as significant. For example, organization culture is an important underlying factor that guided researchers more toward individual sovereignty over cross-disciplinarity. The organization structure and the engineered system architecture also serve as constraints to the engineering work. Many differences in work practices were observed, including frequency and depth of interactions, definition or co-construction of requirements, clarity or creation of the system architecture, work group proximity, and cognitive challenges. Practitioners are often unaware of these differences resulting in confusion and incorrect assumptions

  20. LOADS INTERACTION DOMAINS METHODOLOGY FOR THE DESIGN OF STEEL GREENHOUSE STRUCTURES

    Directory of Open Access Journals (Sweden)

    Sergio Castellano

    2007-03-01

    Full Text Available Aim of this research is to develop a design methodology which correlates main structural design parameters, whose production is characterised by high levels of standardization, such as the height of gutter or the distance between frames, with actions on the greenhouse. The methodology, based on the use of charts and abacus, permits a clear and a direct interpretation of the structural response to design load combinations and allows the design of structural improvements with the aim of the optimization of the ratio benefits (structural strength/costs. The study of structural interaction domains allowed a clear and a direct interpretation of the structural response to design load combinations. The diagrams highlight not only if the structure fulfils the standard requirements but also the safety levels with respect to design load combinations and allow the structural designer how to operate in order to optimize the structural response with standard requirements achieving the best ratio benefits (structural safety/ costs. The methodology was developed basing on criteria assigned by EN13031 on two different kinds of greenhouse structures: an arched greenhouse with a film plastic covering and a duo pitched roof greenhouse cover with rigid plastic membranes. Structural interaction domains for arched greenhouse showed a better capability of the structure to resist to vertical loads then to horizontal one. Moreover, the climatic load distribution on the structure assigned by EN13031 is such that the combination of climatic actions is less dangerous for the structure then their individual application. Whilst, duo pitched roof steel greenhouse interaction domains, showed a better capability of the structure to resist to vertical loads then to horizontal one and that, in any case, the serviceability limit states analysis is more strict then the ULS one. The shape of structural domains highlighted that the combination of actions is more dangerous for the

  1. Participatory Design With Seniors: Design of Future Services and Iterative Refinements of Interactive eHealth Services for Old Citizens.

    Science.gov (United States)

    Scandurra, Isabella; Sjölinder, Marie

    2013-01-01

    There is an increasing social isolation among the elderly today. This will be an even larger issue in the future with growing numbers of elderly and less resources, for example, in terms of economy and staff. Loneliness and social isolation can, however, be addressed in several ways using different interactive eHealth services. This case study investigated novel eHealth services for the elderly, and their usage of a social interactive device designed especially for them. In this work, we used an innovative mobile communication device connected to the television (TV), which worked as a remotely controlled large interactive screen. The device was tested by 8 volunteers who visited a senior center. They were between 65 and 80 years of age and lived in their own homes. Throughout the 1.5 year-long project, 7 design workshops were held with the seniors and the staff at the center. During these workshops, demands and preferences regarding existing and new services were gathered. At the end of the project the participants' experience of the device and of the services was elaborated in 3 workshops to get ideas for improved or new meaningful services. During the data analyses and development process, what seniors thought would be useful in relation to what was feasible was prioritized by the development company. Regarding daily usage, the seniors reported that they mainly used the service for receiving information from the senior center and for communication with other participants in the group or with younger relatives. They also read information about events at the senior center and they liked to perform a weekly sent out workout exercise. Further, they played games such as Memory and Sudoku using the device. The service development focused on three categories of services: cognitive activities, social activities, and physical activities. A cognitive activity service that would be meaningful to develop was a game for practicing working memory. In the social activities

  2. Evaluation for the design of experience in virtual environments: modeling breakdown of interaction and illusion.

    Science.gov (United States)

    Marsh, T; Wright, P; Smith, S

    2001-04-01

    New and emerging media technologies have the potential to induce a variety of experiences in users. In this paper, it is argued that the inducement of experience presupposes that users are absorbed in the illusion created by these media. Looking to another successful visual medium, film, this paper borrows from the techniques used in "shaping experience" to hold spectators' attention in the illusion of film, and identifies what breaks the illusion/experience for spectators. This paper focuses on one medium, virtual reality (VR), and advocates a transparent or "invisible style" of interaction. We argue that transparency keeps users in the "flow" of their activities and consequently enhances experience in users. Breakdown in activities breaks the experience and subsequently provides opportunities to identify and analyze potential causes of usability problems. Adopting activity theory, we devise a model of interaction with VR--through consciousness and activity--and introduce the concept of breakdown in illusion. From this, a model of effective interaction with VR is devised and the occurrence of breakdown in interaction and illusion is identified along a continuum of engagement. Evaluation guidelines for the design of experience are proposed and applied to usability problems detected in an empirical study of a head-mounted display (HMD) VR system. This study shows that the guidelines are effective in the evaluation of VR. Finally, we look at the potential experiences that may be induced in users and propose a way to evaluate user experience in virtual environments (VEs) and other new and emerging media.

  3. Tinkering self-efficacy and team interaction on freshman engineering design teams

    Science.gov (United States)

    Richardson, Arlisa Labrie

    This study utilizes Bandura's theory of self-efficacy as a framework to examine the development of tinkering skills white working on a freshman engineering design team. The four sources of self-efficacy were analyzed in the context of tinkering within the design team. The research question, 'Does tinkering self-efficacy change for female students during the Freshman Engineering Design class while working on mixed sex teams?', was addressed using quantitative data collection and field observations. Approximately 41 students enrolled in a freshman engineering design class at a public university in the southwest participated by providing self-reports about their tinkering involvement during each design project. In addition, three mixed-sex student teams were observed while working to complete the course design projects. An observation protocol based on Bandura's sources of self efficacy, was used to document tinkering interactions within the three observed teams. The results revealed that Bandura's sources of self-efficacy influenced tinkering involvement. The self-efficacy source, performance accomplishment measured through prior tinkering experience, was the most influential on tinkering involvement. Unlike Bandura's ranking of influence, verbal persuasion was shown to correlate with more tinkering behaviors than the observation of others. The number of females on a team had no impact on tinkering involvement. Tinkering involvement did not change as students progressed from one project to another. However, the competitive nature of the design project appeared to have a negative impact on tinkering involvement and the division of tasks within the team. In addition, a difference was found in the female students' perception of their tinkering involvement and observation of their tinkering involvement. The findings suggest that effective implementation of teamwork including teamwork preparation, more emphasis on the design process and the elimination of competition

  4. Development of MCAERO wing design panel method with interactive graphics module

    Science.gov (United States)

    Hawk, J. D.; Bristow, D. R.

    1984-01-01

    A reliable and efficient iterative method has been developed for designing wing section contours corresponding to a prescribed subcritical pressure distribution. The design process is initialized by using MCAERO (MCAIR 3-D Subsonic Potential Flow Analysis Code) to analyze a baseline configuration. A second program DMCAERO is then used to calculate a matrix containing the partial derivative of potential at each control point with respect to each unknown geometry parameter by applying a first-order expansion to the baseline equations in MCAERO. This matrix is calculated only once but is used in each iteration cycle to calculate the geometry perturbation and to analyze the perturbed geometry. The potential on the new geometry is calculated by linear extrapolation from the baseline solution. This extrapolated potential is converted to velocity by numerical differentiation, and velocity is converted to pressure by using Bernoulli's equation. There is an interactive graphics option which allows the user to graphically display the results of the design process and to interactively change either the geometry or the prescribed pressure distribution.

  5. DEFENSE-ATTACK INTERACTION OVER OPTIMALLY DESIGNED DEFENSE SYSTEMS VIA GAMES AND RELIABILITY

    Directory of Open Access Journals (Sweden)

    Isis Didier Lins

    2014-05-01

    Full Text Available This paper analyzes defense systems taking into account the strategic interactions between two rational agents; one of them is interested in designing a defense system against purposeful attacks of the other. The interaction is characterized by a sequential game with perfect and complete information. Reliability plays a fundamental role in both defining agents' actions and in measuring performance of the defense system for which a series-parallel configuration is set up by the defender. The attacker, in turn, focuses on only one defense subsystem in order to maximize her efficiency in attacking. An algorithm involving backward induction is developed to determine the equilibrium paths of the game. Application examples are also provided.

  6. Modelling of human-machine interaction in equipment design of manufacturing cells

    Science.gov (United States)

    Cochran, David S.; Arinez, Jorge F.; Collins, Micah T.; Bi, Zhuming

    2017-08-01

    This paper proposes a systematic approach to model human-machine interactions (HMIs) in supervisory control of machining operations; it characterises the coexistence of machines and humans for an enterprise to balance the goals of automation/productivity and flexibility/agility. In the proposed HMI model, an operator is associated with a set of behavioural roles as a supervisor for multiple, semi-automated manufacturing processes. The model is innovative in the sense that (1) it represents an HMI based on its functions for process control but provides the flexibility for ongoing improvements in the execution of manufacturing processes; (2) it provides a computational tool to define functional requirements for an operator in HMIs. The proposed model can be used to design production systems at different levels of an enterprise architecture, particularly at the machine level in a production system where operators interact with semi-automation to accomplish the goal of 'autonomation' - automation that augments the capabilities of human beings.

  7. Impact of sensor-scene interaction on the design of an IR security surveillance system

    International Nuclear Information System (INIS)

    Claassen, J.P.; Phipps, G.S.

    1982-01-01

    Recent encouraging developments in infrared staring arrays with CCD readouts and in real time image processors working on and off the focal plane have suggested that technologies suitable for infrared security surveillance may be available in a two-to-five year time frame. In anticipation of these emerging technologies, an investigation has been undertaken to establish the design potential of a passive IR perimeter security system incorporating both detection and verification capabilities. To establish the design potential, it is necessary to characterize the interactions between the scene ad the sensor. To this end, theoretical and experimental findings were employed to document (1) the emission properties of scenes to include an intruder, (2) the propagation and emission characteristics of the intervening atmosphere, and (3) the reception properties of the imaging sensor. The impact of these findings are summarized in the light of the application constraints. Optimal wavelengths, intruder and background emission characteristics, weather limitations, and basic sensor design considerations are treated. Although many system design features have been identified to this date, continued efforts are required to complete a detailed system design to include the identifying processing requirements. A program to accomplish these objectives is presented

  8. Molten Core - Concrete interactions in nuclear accidents. Theory and design of an experimental facility

    International Nuclear Information System (INIS)

    Sevon, T.

    2005-11-01

    In a hypothetical severe accident in a nuclear power plant, the molten core of the reactor may flow onto the concrete floor of containment building. This would cause a molten core . concrete interaction (MCCI), in which the heat transfer from the hot melt to the concrete would cause melting of the concrete. In assessing the safety of nuclear reactors, it is important to know the consequences of such an interaction. As background to the subject, this publication includes a description of the core melt stabilization concept of the European Pressurized water Reactor (EPR), which is being built in Olkiluoto in Finland. The publication includes a description of the basic theory of the interaction and the process of spalling or cracking of concrete when it is heated rapidly. A literature survey and some calculations of the physical properties of concrete and corium. concrete mixtures at high temperatures have been conducted. In addition, an equation is derived for conservative calculation of the maximum possible concrete ablation depth. The publication also includes a literature survey of experimental research on the subject of the MCCI and discussion of the results and deficiencies of the experiments. The main result of this work is the general design of an experimental facility to examine the interaction of molten metals and concrete. The main objective of the experiments is to assess the probability of spalling, or cracking, of concrete under pouring of molten material. A program of five experiments has been designed, and pre-test calculations of the experiments have been conducted with MELCOR 1.8.5 accident analysis program and conservative analytic calculations. (orig.)

  9. Correlation between safety assessments in the driver-car interaction design process.

    Science.gov (United States)

    Broström, Robert; Bengtsson, Peter; Axelsson, Jakob

    2011-05-01

    With the functional revolution in modern cars, evaluation methods to be used in all phases of driver-car interaction design have gained importance. It is crucial for car manufacturers to discover and solve safety issues early in the interaction design process. A current problem is thus to find a correlation between the formative methods that are used during development and the summative methods that are used when the product has reached the customer. This paper investigates the correlation between efficiency metrics from summative and formative evaluations, where the results of two studies on sound and navigation system tasks are compared. The first, an analysis of the J.D. Power and Associates APEAL survey, consists of answers given by about two thousand customers. The second, an expert evaluation study, was done by six evaluators who assessed the layouts by task completion time, TLX and Nielsen heuristics. The results show a high degree of correlation between the studies in terms of task efficiency, i.e. between customer ratings and task completion time, and customer ratings and TLX. However, no correlation was observed between Nielsen heuristics and customer ratings, task completion time or TLX. The results of the studies introduce a possibility to develop a usability evaluation framework that includes both formative and summative approaches, as the results show a high degree of consistency between the different methodologies. Hence, combining a quantitative approach with the expert evaluation method, such as task completion time, should be more useful for driver-car interaction design. Copyright © 2010 Elsevier Ltd and The Ergonomics Society. All rights reserved.

  10. Design and simulation of a sub-terahertz folded-waveguide extended interaction oscillator

    Science.gov (United States)

    Liu, Wenxin; Zhang, Zhaochuan; Zhao, Chao; Guo, Xin; Liao, Suying

    2017-06-01

    In this paper, an interesting type of a two-section folded wave-guide (TSFW) slow wave structure (SWS) for the development of sub-Terahertz (sub-THz) extended interaction oscillator (EIO) is proposed. In this sub-THz device, the prebunching electron beam is produced by the TSFW SWS, which results in the enhancement of the output power. To verify this concept, the TSFW for sub-THz EIO is developed, which includes the design, simulation, and some fabrications. A small size of electron optics system (EOS), the TSFW SWS for beam-wave interactions, and the output structure are studied with simulations. Through the codes Egun and Superfish, the EOS is designed and optimized. With a help of CST studio and 3D particle-in-cell (PIC) simulation CHIPIC, the characteristics of beam-wave interaction generated by the TSFW are studied. The results of PIC simulation show that the output power is remarkably enhanced by a factor of 3, which exceeds 200 W at the frequency of 108 GHz. Based on the optimum parameters, the TSFW is manufactured with a high speed numerical mill, and the test transmission characteristic |S21| is 13 dB. At last, the output structure with a pill-box window is optimized, fabricated, integrated, and tested, and the result shows that the voltage standing-wave ratio of the window is about 2.2 at an operating frequency of 108 GHz. This design and simulation can provide an effective method to develop high power THz sources.

  11. Designing Decision Support System to Detect Drug Interactions Type 2 Diabetes.

    Science.gov (United States)

    Rasoolimoghadam, Mehdi; Safdari, Reza; Ghazisaeidi, Marjan; Maharanitehrani, MohammadReza; Tahmasebiyan, Shahram

    2015-12-01

    Type II Diabetes is the most common diseases of metabolic disorders and the treatment of oral anti-diabetic drug use takes place But The problem of using multi-drug and interactions at the same time is an issue that has always been a major challenge And diagnosis of drug interactions, particularly in Diabetic patients due to the problem with the disease is very important. The purpose of this studying is, to design a clinical assistant decided to use this approach to determine the type II diabetes drug interactions this makes it easy for those who are active in the field. Study is Developmental that to determine the content of the system a self-made checklist was used. Checklist Validity and reliability has been confirmed by four professors. The Research community to determine the content of the system was country endocrine that are 124 people. The sample size was calculated using Cochran that was 57 people. The Score of checklist was calculated in SPSS version 20 .finally, the checklist was approved by at least 70% points. The system by using Microsoft SQL server 2008 and visual Studio 2012 development environment was designed in C#.net. In the end, In order to evaluate the software to determine the level of satisfaction, usability and ease of use, designed systems sharing with all Medical Informatics students of Tehran University of Medical Sciences. For this purpose a self-made questionnaire was used. Questionnaire Validity has been confirmed by four professors and reliability was assessed by Cronbach method. The results of the survey are showing that the majority of students found out and believed the software is useful and easy to use and generally expressed their satisfaction software. The methodology provides a suitable approach for analysis and modeling of data in the medical field and the performance is good.

  12. Materials Design via Optimized Intramolecular Noncovalent Interactions for High-Performance Organic Semiconductors

    Energy Technology Data Exchange (ETDEWEB)

    Guo, Xiaojie; Liao, Qiaogan; Manley, Eric F.; Wu, Zishan; Wang, Yulun; Wang, Weida; Yang, Tingbin; Shin, Young-Eun; Cheng, Xing; Liang, Yongye; Chen, Lin X.; Baeg, Kang-Jun; Marks, Tobin J.; Guo, Xugang

    2016-03-15

    We report the design, synthesis, and implemention in semiconducting polymers of a novel head-to-head linkage containing the TRTOR (3-alkyl-3'-alkoxy-2,2'-bithiophene) donor subunit having a single strategically optimized, planarizing noncovalent S···O interaction. Diverse complementary thermal, optical, electrochemical, X-ray scattering, electrical, photovoltaic, and electron microscopic characterization techniques are applied to establish structure-property correlations in a TRTOR-based polymer series. In comparison to monomers having double S···O interactions, replacing one alkoxy substituent with a less electron-donating alkyl one yields TRTOR-based polymers with significantly depressed (0.2-0.3 eV) HOMOs. Furthermore, the weaker single S···O interaction and greater TRTOR steric encumberance enhances materials processability without sacrificing backbone planarity. From another perspective, TRTOR has comparable electronic properties to ring-fused 5Hdithieno[ 3,2-b:2',3'-d]pyran (DTP) subunits, but a centrosymmetric geometry which promotes a more compact and ordered structure than bulkier, axisymmetric DTP. Compared to monosubstituted TTOR (3-alkoxy-2,2'-bithiophene), alkylation at the TRTOR bithiophene 3-position enhances conjugation and polymer crystallinity with contracted π-π stacking. Grazing incidence wide-angle X-ray scattering (GIWAXS) data reveal that the greater steric hindrance and the weaker single S···O interaction are not detrimental to close packing and high crystallinity. As a proof of materials design, copolymerizing TRTOR with phthalimides yields copolymers with promising thin-film transistor mobility as high as 0.42 cm2/(V·s) and 6.3% power conversion efficiency in polymer solar cells, the highest of any phthalimide copolymers reported to date. The depressed TRTOR HOMOs imbue these polymers with substantially increased Ion/Ioff ratios and Voc’s versus analogous subunits with multiple electron donating

  13. Materials Design via Optimized Intramolecular Noncovalent Interactions for High-Performance Organic Semiconductors

    Energy Technology Data Exchange (ETDEWEB)

    Guo, Xiaojie [Shenzhen Key Laboratory; Liao, Qiaogan [Shenzhen Key Laboratory; Manley, Eric F. [Department; Chemical; Wu, Zishan [Shenzhen Key Laboratory; Wang, Yulun [Shenzhen Key Laboratory; Wang, Weida [Shenzhen Key Laboratory; Yang, Tingbin [Shenzhen Key Laboratory; Shin, Young-Eun [Department; Cheng, Xing [Shenzhen Key Laboratory; Liang, Yongye [Shenzhen Key Laboratory; Chen, Lin X. [Department; Chemical; Baeg, Kang-Jun [Department; Marks, Tobin J. [Department; Guo, Xugang [Shenzhen Key Laboratory

    2016-03-15

    We report the design, synthesis, and implemention in semiconducting polymers of a novel head-to-head linkage containing the TRTOR (3-alkyl-3'-alkoxy-2,2'-bithiophene) donor subunit having a single strategically optimized, planarizing noncovalent S···O interaction. Diverse complementary thermal, optical, electrochemical, X-ray scattering, electrical, photovoltaic, and electron microscopic characterization techniques are applied to establish structure–property correlations in a TRTOR-based polymer series. In comparison to monomers having double S···O interactions, replacing one alkoxy substituent with a less electron-donating alkyl one yields TRTOR-based polymers with significantly depressed (0.2–0.3 eV) HOMOs. Furthermore, the weaker single S···O interaction and greater TRTOR steric encumberance enhances materials processability without sacrificing backbone planarity. From another perspective, TRTOR has comparable electronic properties to ring-fused 5H-dithieno[3,2-b:2',3'-d]pyran (DTP) subunits, but a centrosymmetric geometry which promotes a more compact and ordered structure than bulkier, axisymmetric DTP. Compared to monosubstituted TTOR (3-alkoxy-2,2'-bithiophene), alkylation at the TRTOR bithiophene 3-position enhances conjugation and polymer crystallinity with contracted π–π stacking. Grazing incidence wide-angle X-ray scattering (GIWAXS) data reveal that the greater steric hindrance and the weaker single S···O interaction are not detrimental to close packing and high crystallinity. As a proof of materials design, copolymerizing TRTOR with phthalimides yields copolymers with promising thin-film transistor mobility as high as 0.42 cm2/(V·s) and 6.3% power conversion efficiency in polymer solar cells, the highest of any phthalimide copolymers reported to date. The depressed TRTOR HOMOs imbue these polymers with substantially increased Ion/Ioff ratios and Voc’s versus analogous subunits with multiple electron

  14. Socio-technical systems and interaction design - 21st century relevance.

    Science.gov (United States)

    Maguire, Martin

    2014-03-01

    This paper focuses on the relationship between the socio-technical system and the user-technology interface. It looks at specific aspects of the organisational context such as multiple user roles, job change, work processes and workflows, technical infrastructure, and the challenges they present for the interaction designer. The implications of trends such as more mobile and flexible working, the use of social media, and the growth of the virtual organisation, are also considered. The paper also reviews rapidly evolving technologies such as pervasive systems and artificial intelligence, and the skills that workers will need to engage with them. Copyright © 2013 Elsevier Ltd and The Ergonomics Society. All rights reserved.

  15. Towards a new LHC interaction region design for a luminosity upgrade

    International Nuclear Information System (INIS)

    James Strait et al.

    2003-01-01

    After the LHC operates for several years at nominal parameters, it will be necessary to upgrade it for higher luminosity. Replacing the low-β insertions with a higher performance design based on advanced superconducting magnets is one of the most straightforward steps in this direction. Preliminary studies show that, with magnet technology that is expected to be developed by early in the next decade, a factor of 2 to 5 reduction in β* could be achieved with new insertions, as part of an upgrade aimed at a factor of 10 luminosity increase. In this paper we survey several possible second generation LHC interaction regions designs, which address the expected limitations on LHC performance imposed by the baseline insertions

  16. New Exoskeleton Arm Concept Design And Actuation For Haptic Interaction With Virtual Objects

    Science.gov (United States)

    Chakarov, D.; Veneva, I.; Tsveov, M.; Tiankov, T.

    2014-12-01

    In the work presented in this paper the conceptual design and actuation of one new exoskeleton of the upper limb is presented. The device is designed for application where both motion tracking and force feedback are required, such as human interaction with virtual environment or rehabilitation tasks. The choice is presented of mechanical structure kinematical equivalent to the structure of the human arm. An actuation system is selected based on braided pneumatic muscle actuators. Antagonistic drive system for each joint is shown, using pulley and cable transmissions. Force/displacement diagrams are presented of two antagonistic acting muscles. Kinematics and dynamic estimations are performed of the system exoskeleton and upper limb. Selected parameters ensure in the antagonistic scheme joint torque regulation and human arm range of motion.

  17. Towards a new LHC Interaction Region design for a luminosity upgrade

    CERN Document Server

    Strait, J; Limon, P; Mokhov, N V; Sen, T; Zlobin, A V; Brüning, Oliver Sim; Ostojic, R; Rossi, L; Ruggiero, F; Taylor, T; ten Kate, H; Devred, A; Gupta, R; Harrison, M; Peggs, S; Pilat, F; Caspi, S; Gourlay, S; Sabbi, G

    2003-01-01

    After the LHC operates for several years at nominal parameters, it will be necessary to upgrade it for higher luminosity. Replacing the low-beta insertions with a higher performance design based on advanced superconducting magnets is one of the most straightforward steps in this direction. Preliminary studies show that, with magnet technology that is expected to be developed by early in the next decade, a factor of 2 to 5 reduction in beta* could be achieved with new insertions, as part of an upgrade aimed at a factor of 10 luminosity increase. In this paper we survey several possible second generation LHC interaction regions designs, which address the expected limitations on LHC performance imposed by the baseline insertions.

  18. The Tactile Ethics of Soft Robotics: Designing Wisely for Human-Robot Interaction.

    Science.gov (United States)

    Arnold, Thomas; Scheutz, Matthias

    2017-06-01

    Soft robots promise an exciting design trajectory in the field of robotics and human-robot interaction (HRI), promising more adaptive, resilient movement within environments as well as a safer, more sensitive interface for the objects or agents the robot encounters. In particular, tactile HRI is a critical dimension for designers to consider, especially given the onrush of assistive and companion robots into our society. In this article, we propose to surface an important set of ethical challenges for the field of soft robotics to meet. Tactile HRI strongly suggests that soft-bodied robots balance tactile engagement against emotional manipulation, model intimacy on the bonding with a tool not with a person, and deflect users from personally and socially destructive behavior the soft bodies and surfaces could normally entice.

  19. Initial Development and Pilot Study Design of Interactive Lecture Demonstrations for ASTRO 101

    Science.gov (United States)

    Schwortz, Andria C.; French, D. A; Gutierrez, Joseph V; Sanchez, Richard L; Slater, Timothy F.; Tatge, Coty

    2014-06-01

    Interactive lecture demonstrations (ILDs) have repeatedly shown to be effective tools for improving student achievement in the context of learning physics. As a first step toward systematic development of interactive lecture demonstrations in ASTRO 101, the introductory astronomy survey course, a systematic review of education research, describing educational computer simulations (ECSs) reveals that initial development requires a targeted study of how ASTRO 101 students respond to ECSs in the non-science majoring undergraduate lecture setting. In this project we have adopted the process by which ILDs were designed, pilot-tested, and successfully implemented in the context of physics teaching (Sokoloff & Thornton, 1997; Sokoloff & Thornton, 2004). We have designed the initial pilot-test set of ASTRO 101 ILD instructional materials relying heavily on ECSs. Both an instructor’s manual and a preliminary classroom-ready student workbook have been developed, and we are implementing a pilot study to explore their effectiveness in communicating scientific content, and the extent to which they might enhance students’ knowledge of and perception about astronomy and science in general. The study design uses a pre-/post-test quasi-experimental study design measuring students’ normalized gain scores, calculated as per Hake (1998) and Prather (2009), using a slightly modified version of S. Slater’s (2011) Test Of Astronomy STandards TOAST combined with other instruments. The results of this initial study will guide the iterative development of ASTRO 101 ILDs that are intended to both be effective at enhancing student achievement and easy for instructors to successfully implement.

  20. Influence of the Soil-Structure Interaction on the Design of Steel-Braced Building Foundation

    International Nuclear Information System (INIS)

    Azarbakht, Alireza; Ashtiany, Mohsen Ghafory

    2008-01-01

    The modeling and analysis of the superstructure and the foundation for the seismic lateral loads are traditionally done separately. This assumption is an important issue in the design/rehabilitate procedures especially for the short period structures, i.e. steel braced or shear wall systems, which may result to a conservative design. By using more advance procedures, i.e. nonlinear static method, and the incorporation of the soil-structure interaction (SSI), the seismic demand in the lateral resisting system decreases and the design will become more economic. This paper includes an investigation about the influence of the SSI effect on the design of the steel-braced building foundation. The presented example is a three-bay three-storey steel braced frame. Three design methods based on the FEMA 356 guideline and the UBC 97 code are taken in to consideration. The three methods are: (1) linear static analysis based on the UBC 97 code assuming the fixed based condition; (2) linear static analysis based on the FEMA 356 guideline assuming the fixed based condition; and (3) nonlinear static analysis assuming both fixed and flexible based assumptions. The results show that the influence of the SSI on the input demand of the short period building foundations is significant and the foundation design based on the linear static method with the fixed base assumption is so conservative. A simple method is proposed to take the SSI effect in to consideration in the linear static procedure with the fixed base assumption, which is a common method for the engineers. The advantage of this proposed method is the simplicity and the applicability for the engineering purposes

  1. Biomembrane models and drug-biomembrane interaction studies: Involvement in drug design and development

    Directory of Open Access Journals (Sweden)

    R Pignatello

    2011-01-01

    Full Text Available Contact with many different biological membranes goes along the destiny of a drug after its systemic administration. From the circulating macrophage cells to the vessel endothelium, to more complex absorption barriers, the interaction of a biomolecule with these membranes largely affects its rate and time of biodistribution in the body and at the target sites. Therefore, investigating the phenomena occurring on the cell membranes, as well as their different interaction with drugs in the physiological or pathological conditions, is important to exploit the molecular basis of many diseases and to identify new potential therapeutic strategies. Of course, the complexity of the structure and functions of biological and cell membranes, has pushed researchers toward the proposition and validation of simpler two- and three-dimensional membrane models, whose utility and drawbacks will be discussed. This review also describes the analytical methods used to look at the interactions among bioactive compounds with biological membrane models, with a particular accent on the calorimetric techniques. These studies can be considered as a powerful tool for medicinal chemistry and pharmaceutical technology, in the steps of designing new drugs and optimizing the activity and safety profile of compounds already used in the therapy.

  2. A Study of Interaction Patterns and Awareness Design Elements in a Massively Multiplayer Online Game

    Directory of Open Access Journals (Sweden)

    Tiffany Y. Tang

    2008-01-01

    Full Text Available Massively multiplayer online games (MMOGs have been known to create rich and versatile social worlds for thousands of millions of players to participate. As such, various game elements and advance technologies such as artificial intelligence have been applied to encourage and facilitate social interactions in these online communities, the key to the success of MMOGs. However, there is a lack of studies addressing the usability of these elements in games. In this paper, we look into interaction patterns and awareness design elements that support the awareness in LastWorld and FairyLand. Experimental results obtained through both in-game experiences and player interviews reveal that not all awareness tools (e.g., an in-game map have been fully exploited by players. In addition, those players who are aware of these tools are not satisfied with them. Our findings suggest that awareness-oriented tools/channels should be easy to interpret and rich in conveying “knowledge” so as to reduce players-cognitive overload. These findings of this research recommend considerations of early stage MMOG design.

  3. How Differences in Interactions Affect Learning and Development of Design Expertise in the Context of Biomedical Engineering Design

    Science.gov (United States)

    Svihla, Vanessa Lynn

    2009-01-01

    Authentic design commonly involves teams of designers collaborating on ill-structured problems over extended time periods. Nonetheless, design has been studied extensively in sequestered settings, limiting our understanding of design as process and especially of learning design process. This study addresses potential shortcomings of such studies…

  4. Salt-bridge networks within globular and disordered proteins: characterizing trends for designable interactions.

    Science.gov (United States)

    Basu, Sankar; Mukharjee, Debasish

    2017-07-01

    There has been considerable debate about the contribution of salt bridges to the stabilization of protein folds, in spite of their participation in crucial protein functions. Salt bridges appear to contribute to the activity-stability trade-off within proteins by bringing high-entropy charged amino acids into close contacts during the course of their functions. The current study analyzes the modes of association of salt bridges (in terms of networks) within globular proteins and at protein-protein interfaces. While the most common and trivial type of salt bridge is the isolated salt bridge, bifurcated salt bridge appears to be a distinct salt-bridge motif having a special topology and geometry. Bifurcated salt bridges are found ubiquitously in proteins and interprotein complexes. Interesting and attractive examples presenting different modes of interaction are highlighted. Bifurcated salt bridges appear to function as molecular clips that are used to stitch together large surface contours at interacting protein interfaces. The present work also emphasizes the key role of salt-bridge-mediated interactions in the partial folding of proteins containing long stretches of disordered regions. Salt-bridge-mediated interactions seem to be pivotal to the promotion of "disorder-to-order" transitions in small disordered protein fragments and their stabilization upon binding. The results obtained in this work should help to guide efforts to elucidate the modus operandi of these partially disordered proteins, and to conceptualize how these proteins manage to maintain the required amount of disorder even in their bound forms. This work could also potentially facilitate explorations of geometrically specific designable salt bridges through the characterization of composite salt-bridge networks. Graphical abstract ᅟ.

  5. Subnanomolar Inhibitor of Cytochrome bc1 Complex Designed via Optimizing Interaction with Conformationally Flexible Residues

    Science.gov (United States)

    Zhao, Pei-Liang; Wang, Le; Zhu, Xiao-Lei; Huang, Xiaoqin; Zhan, Chang-Guo; Wu, Jia-Wei; Yang, Guang-Fu

    2009-01-01

    Cytochrome bc1 complex (EC 1.10.2.2, bc1), an essential component of the cellular respiratory chain and the photosynthetic apparatus in photosynthetic bacteria, has been identified as a promising target for new drugs and agricultural fungicides. X-ray diffraction structures of the free bc1 complex and its complexes with various inhibitors revealed that the phenyl group of Phe274 in the binding pocket exhibited significant conformational flexibility upon different inhibitors binding to optimize respective π-π interactions, whereas the side chains of other hydrophobic residues showed conformational stability. Therefore, in the present study, a strategy of optimizing the π-π interaction with conformationally flexible residues was proposed to design and discover new bc1 inhibitors with a higher potency. Eight new compounds were designed and synthesized, among which compound 5c with a Ki value of 570 pM was identified as the most promising drug or fungicide candidate, significantly more potent than the commercially available bc1 inhibitors including azoxystrobin (AZ), kresoxim-methyl (KM), and pyraclostrobin (PY). To our knowledge, this is the first bc1 inhibitor discovered from structure-based design with a potency of subnanomolar Ki value. For all of the compounds synthesized and assayed, the calculated binding free energies correlated reasonably well with the binding free energies derived from the experimental Ki values with a correlation coefficient of r2 = 0.89. The further inhibitory kinetics studies revealed that compound 5c is a non-competitive inhibitor with respect to substrate cytochrome c, but is a competitive inhibitor with respect to substrate ubiquinol. Due to its subnanomolar Ki potency and slow dissociation rate constant (k−0 = 0.00358 s−1), compound 5c could be used as a specific probe for further elucidation of the mechanism of bc1 function and as a new lead compound for future drug discovery. PMID:19928849

  6. A GOAL QUESTION METRIC (GQM APPROACH FOR EVALUATING INTERACTION DESIGN PATTERNS IN DRAWING GAMES FOR PRESCHOOL CHILDREN

    Directory of Open Access Journals (Sweden)

    Dana Sulistiyo Kusumo

    2017-06-01

    Full Text Available In recent years, there has been an increasing interest to use smart devices’ drawing games for educational benefit. In Indonesia, our government classifies children age four to six years old as preschool children. Not all preschool children can use drawing games easily. Further, drawing games may not fulfill all Indonesia's preschool children’s drawing competencies. This research proposes to use Goal-Question Metric (GQM to investigate and evaluate interaction design patterns of preschool children in order to achieve the drawing competencies for preschool children in two drawing Android-based games: Belajar Menggambar (in English: Learn to Draw and Coret: Belajar Menggambar (in English: Scratch: Learn to Draw. We collected data from nine students of a preschool children education in a user research. The results show that GQM can assist to evaluate interaction design patterns in achieving the drawing competencies. Our approach can also yield interaction design patterns by comparing interaction design patterns in two drawing games used.

  7. Interactive design of farm conversion : linking agricultural research and farmer learning for sustainable small scale horticulture production in Colombia

    NARCIS (Netherlands)

    Lee, R.A.

    2002-01-01

    Key words: interactive conversion design / vegetable production / small farms / sustainable farming / Colombia / learning processes / facilitation / agricultural research methods

  8. ERGO-DESIGN AND CONTENT DEVELOPMENT CONSIDERATIONS FOR AN INTERACTIVE MULTIMEDIA KIOSK

    Directory of Open Access Journals (Sweden)

    Agus Windharto

    2006-01-01

    Full Text Available Basic aspects of user interface design related to human cognitive system have been considered into most computer software applications recently especially those applications using the standard of Graphical User Interface (GUI. But different from the most software applications designed intentionally for user that assumed had been familiar to any computer application before, The User Interface for Public Kiosk System should be designed for users those could be possibly anyone totally unfamiliar with any computer interface system. Computer Illiterate User should be taken into interface design consideration, hence the basic aspects of human cognitive system should be considered as one of the most important factor in designing more intuitive and user friendly interface system model.This paper is a part of our research in the National Research Competition: Riset Andalan Perguruan Tinggi dan Industri (RAPID programme 2004-2006 Sponsored by Ditjen DIKTI (General Directorate of Higher Education. The title of the research is : "Design & Engineering Multimedia Kiosk for Public Information Services". In this paper we will review several basic aspects of human cognitive system related to human perception of visual information, the basic of visual communication design concepts for Kiosk, and will be concluded into several guidelines and recommendations of designing successful user interface system for public Information Kiosk. Abstract in Bahasa Indonesia : Aspek-aspek dasar perancangan User Interface yang berhubungan dengan sistem kognitif manusia akhir-akhir ini telah menjadi salah satu dasar pertimbangan utama dalam merancang aplikasi yang berbasiskan software komputer, terutama pada aplikasi yang telah menerapkan standard Graphical User Interface (GUI. Berbeda dengan aplikasi software komputer yang kebanyakan dirancang untuk pengguna yang diasumsikan telah familiar dengan sistem aplikasi komputer sebelumnya, User Interface yang diperuntukkan untuk Public

  9. Sequence Design for a Test Tube of Interacting Nucleic Acid Strands.

    Science.gov (United States)

    Wolfe, Brian R; Pierce, Niles A

    2015-10-16

    We describe an algorithm for designing the equilibrium base-pairing properties of a test tube of interacting nucleic acid strands. A target test tube is specified as a set of desired "on-target" complexes, each with a target secondary structure and target concentration, and a set of undesired "off-target" complexes, each with vanishing target concentration. Sequence design is performed by optimizing the test tube ensemble defect, corresponding to the concentration of incorrectly paired nucleotides at equilibrium evaluated over the ensemble of the test tube. To reduce the computational cost of accepting or rejecting mutations to a random initial sequence, the structural ensemble of each on-target complex is hierarchically decomposed into a tree of conditional subensembles, yielding a forest of decomposition trees. Candidate sequences are evaluated efficiently at the leaf level of the decomposition forest by estimating the test tube ensemble defect from conditional physical properties calculated over the leaf subensembles. As optimized subsequences are merged toward the root level of the forest, any emergent defects are eliminated via ensemble redecomposition and sequence reoptimization. After successfully merging subsequences to the root level, the exact test tube ensemble defect is calculated for the first time, explicitly checking for the effect of the previously neglected off-target complexes. Any off-target complexes that form at appreciable concentration are hierarchically decomposed, added to the decomposition forest, and actively destabilized during subsequent forest reoptimization. For target test tubes representative of design challenges in the molecular programming and synthetic biology communities, our test tube design algorithm typically succeeds in achieving a normalized test tube ensemble defect ≤1% at a design cost within an order of magnitude of the cost of test tube analysis.

  10. Layout Design of Human-Machine Interaction Interface of Cabin Based on Cognitive Ergonomics and GA-ACA

    OpenAIRE

    Deng, Li; Wang, Guohua; Yu, Suihuai

    2016-01-01

    In order to consider the psychological cognitive characteristics affecting operating comfort and realize the automatic layout design, cognitive ergonomics and GA-ACA (genetic algorithm and ant colony algorithm) were introduced into the layout design of human-machine interaction interface. First, from the perspective of cognitive psychology, according to the information processing process, the cognitive model of human-machine interaction interface was established. Then, the human cognitive cha...

  11. Cognitive engineering models: A prerequisite to the design of human-computer interaction in complex dynamic systems

    Science.gov (United States)

    Mitchell, Christine M.

    1993-01-01

    This chapter examines a class of human-computer interaction applications, specifically the design of human-computer interaction for the operators of complex systems. Such systems include space systems (e.g., manned systems such as the Shuttle or space station, and unmanned systems such as NASA scientific satellites), aviation systems (e.g., the flight deck of 'glass cockpit' airplanes or air traffic control) and industrial systems (e.g., power plants, telephone networks, and sophisticated, e.g., 'lights out,' manufacturing facilities). The main body of human-computer interaction (HCI) research complements but does not directly address the primary issues involved in human-computer interaction design for operators of complex systems. Interfaces to complex systems are somewhat special. The 'user' in such systems - i.e., the human operator responsible for safe and effective system operation - is highly skilled, someone who in human-machine systems engineering is sometimes characterized as 'well trained, well motivated'. The 'job' or task context is paramount and, thus, human-computer interaction is subordinate to human job interaction. The design of human interaction with complex systems, i.e., the design of human job interaction, is sometimes called cognitive engineering.

  12. Design and Assessment of Online, Interactive Tutorials That Teach Science Process Skills.

    Science.gov (United States)

    Kramer, Maxwell; Olson, Dalay; Walker, J D

    2018-06-01

    Explicit emphasis on teaching science process skills leads to both gains in the skills themselves and, strikingly, deeper understanding of content. Here, we created and tested a series of online, interactive tutorials with the goal of helping undergraduate students develop science process skills. We designed the tutorials in accordance with evidence-based multimedia design principles and student feedback from usability testing. We then tested the efficacy of the tutorials in an introductory undergraduate biology class. On the basis of a multivariate ordinary least-squares regression model, students who received the tutorials are predicted to score 0.82 points higher on a 15-point science process skill assessment than their peers who received traditional textbook instruction on the same topic. This moderate but significant impact indicates that well-designed online tutorials can be more effective than traditional ways of teaching science process skills to undergraduate students. We also found trends that suggest the tutorials are especially effective for nonnative English-speaking students. However, due to a limited sample size, we were unable to confirm that these trends occurred due to more than just variation in the student group sampled.

  13. Design of an Experiment to Observe Laser-Plasma Interactions on NIKE

    Science.gov (United States)

    Phillips, L.; Weaver, J.; Manheimer, W.; Zalesak, S.; Schmitt, A.; Fyfe, D.; Afeyan, B.; Charbonneau-Lefort, M.

    2007-11-01

    Recent proposed designs (Obenschain et al., Phys. Plasmas 13 056320 (2006)) for direct-drive ICF targets for energy applications involve high implosion velocities combined with higher laser irradiances. The use of high irradiances increases the likelihood of deleterious laser plasma instabilities (LPI) that may lead, for example, to the generation of fast electrons. The proposed use of a 248 nm KrF laser to drive these targets is expected to minimize LPI; this is being studied by experiments at NRL's NIKE facility. We used a modification of the FAST code that models laser pulses with arbitrary spatial and temporal profiles to assist in designing these experiments. The goal is to design targets and pulseshapes to create plasma conditions that will produce sufficient growth of LPI to be observable on NIKE. Using, for example, a cryogenic DT target that is heated by a brief pulse and allowed to expand freely before interacting with a second, high-intensity pulse, allows the development of long scalelengths at low electron temperatures and leads to a predicted 20-efold growth in two-plasmon amplitude.

  14. Can understanding the packing of side chains improve the design of protein-protein interactions?

    Science.gov (United States)

    Zhou, Alice; O'Hern, Corey; Regan, Lynne

    2011-03-01

    With the long-term goal to improve the design of protein-protein interactions, we have begun extensive computational studies to understand how side-chains of key residues of binding partners geometrically fit together at protein-peptide interfaces, e.g. the tetratrico-peptide repeat protein and its cognate peptide). We describe simple atomic-scale models of hydrophobic dipeptides, which include hard-core repulsion, bond length and angle constraints, and Van der Waals attraction. By completely enumerating all minimal energy structures in these systems, we are able to reproduce important features of the probability distributions of side chain dihedral angles of hydrophic residues in the protein data bank. These results are the crucial first step in developing computational models that can predict the side chain conformations of residues at protein-peptide interfaces. CSO acknowledges support from NSF grant no. CMMT-1006527.

  15. A hyper elasticity method for interactive virtual design of hearing aids

    DEFF Research Database (Denmark)

    Darkner, Sune; Erleben, Kenny

    2011-01-01

    We present a computational efficient method for isotropic hyper elasticity based on functional analysis. By selecting a class of shape functions, we arrive at a computational scheme which yields very sparse tensors. This enables fast computations of the hyper elastic energy potential and its...... derivatives. We achieve efficiency and performance through the use of shape functions that are linear in their parameters and through rotation into the eigenspace of the right Cauchy–Green strain tensor. This makes near real time evaluation of hyper elasticity of complex meshes on CPU relatively easy...... to implement. The approach does not rely on a specific shape function or material model but offers a general framework for isotropic hyper elasticity. The method is aimed at interactive and accurate non-linear hyper elastic modeling for a wide range of industrial virtual design applications, which we exemplify...

  16. GENOME-BASED MODELING AND DESIGN OF METABOLIC INTERACTIONS IN MICROBIAL COMMUNITIES

    Directory of Open Access Journals (Sweden)

    Radhakrishnan Mahadevan

    2012-10-01

    With the advent of genome sequencing, omics technologies, bioinformatics and genome-scale modeling, researchers now have unprecedented capabilities to analyze and engineer the metabolism of microbial communities. The goal of this review is to summarize recent applications of genome-scale metabolic modeling to microbial communities. A brief introduction to lumped community models is used to motivate the need for genome-level descriptions of individual species and their metabolic interactions. The review of genome-scale models begins with static modeling approaches, which are appropriate for communities where the extracellular environment can be assumed to be time invariant or slowly varying. Dynamic extensions of the static modeling approach are described, and then applications of genome-scale models for design of synthetic microbial communities are reviewed. The review concludes with a summary of metagenomic tools for analyzing community metabolism and an outlook for future research.

  17. X based interactive computer graphics applications for aerodynamic design and education

    Science.gov (United States)

    Benson, Thomas J.; Higgs, C. Fred, III

    1995-01-01

    Six computer applications packages have been developed to solve a variety of aerodynamic problems in an interactive environment on a single workstation. The packages perform classical one dimensional analysis under the control of a graphical user interface and can be used for preliminary design or educational purposes. The programs were originally developed on a Silicon Graphics workstation and used the GL version of the FORMS library as the graphical user interface. These programs have recently been converted to the XFORMS library of X based graphics widgets and have been tested on SGI, IBM, Sun, HP and PC-Lunix computers. The paper will show results from the new VU-DUCT program as a prime example. VU-DUCT has been developed as an educational package for the study of subsonic open and closed loop wind tunnels.

  18. Designing Multimodal Mobile Interaction for a Text Messaging Application for Visually Impaired Users

    Directory of Open Access Journals (Sweden)

    Carlos Duarte

    2017-12-01

    Full Text Available While mobile devices have experienced important accessibility advances in the past years, people with visual impairments still face important barriers, especially in specific contexts when both their hands are not free to hold the mobile device, like when walking outside. By resorting to a multimodal combination of body based gestures and voice, we aim to achieve full hands and vision free interaction with mobile devices. In this article, we describe this vision and present the design of a prototype, inspired by that vision, of a text messaging application. The article also presents a user study where the suitability of the proposed approach was assessed, and a performance comparison between our prototype and existing SMS applications was conducted. Study participants received positively the prototype, which also supported better performance in tasks that involved text editing.

  19. Interactive Design and Development of Real Arm Movements for Application in Rehabilitation

    Science.gov (United States)

    Rosman, Rafidah; Hadi, Muhammad Zaidan Abdul; Abu Bakar, Nurulliyana

    2018-03-01

    An interactive real arm movements for application in rehabilitation is designed and developed. The aim is to encourage hand paralysis patients performing their physical therapy by introducing games application in replacing conventional hand therapy module and methods. In this project, the accelerometer is used for tracking the orientation of the arm. As the arm moves, the values from x, y and z axis from the accelerometer changes and are being read by the Analog Inputs of the Arduino Board. After being read by the Analog Inputs of the Arduino Board, the 3D model moves as well. Solidworks software was used to modeled the hand in which the data is then transferred to Matlab/Simulink using SimMechanicalLink from Mathworks. Lastly, the sensor glove was programmed to work as a controller of games application in hand rehabilitation thus makes it an enjoyable therapy process.

  20. Harnessing fluid-structure interactions to design self-regulating acoustic metamaterials

    Science.gov (United States)

    Casadei, Filippo; Bertoldi, Katia

    2014-01-01

    The design of phononic crystals and acoustic metamaterials with tunable and adaptive wave properties remains one of the outstanding challenges for the development of next generation acoustic devices. We report on the numerical and experimental demonstration of a locally resonant acoustic metamaterial with dispersion characteristics, which autonomously adapt in response to changes of an incident aerodynamic flow. The metamaterial consists of a slender beam featuring a periodic array or airfoil-shaped masses supported by a linear and torsional springs. The resonance characteristics of the airfoils lead to strong attenuation at frequencies defined by the properties of the airfoils and the speed on the incident fluid. The proposed concept expands the ability of existing acoustic bandgap materials to autonomously adapt their dispersion properties through fluid-structure interactions, and has the potential to dramatically impact a variety of applications, such as robotics, civil infrastructures, and defense systems.

  1. Harnessing fluid-structure interactions to design self-regulating acoustic metamaterials

    International Nuclear Information System (INIS)

    Casadei, Filippo; Bertoldi, Katia

    2014-01-01

    The design of phononic crystals and acoustic metamaterials with tunable and adaptive wave properties remains one of the outstanding challenges for the development of next generation acoustic devices. We report on the numerical and experimental demonstration of a locally resonant acoustic metamaterial with dispersion characteristics, which autonomously adapt in response to changes of an incident aerodynamic flow. The metamaterial consists of a slender beam featuring a periodic array or airfoil-shaped masses supported by a linear and torsional springs. The resonance characteristics of the airfoils lead to strong attenuation at frequencies defined by the properties of the airfoils and the speed on the incident fluid. The proposed concept expands the ability of existing acoustic bandgap materials to autonomously adapt their dispersion properties through fluid-structure interactions, and has the potential to dramatically impact a variety of applications, such as robotics, civil infrastructures, and defense systems

  2. Conceptual Design of the LHC Interaction Region Upgrade Phase-I

    CERN Document Server

    Ostojic, R; Baglin, V; Ballarino, A; Cerutti, F; Denz, R; Fartoukh, S; Fessia, P; Foraz, K; Fürstner, M; Herr, Werner; Karppinen, M; Kos, N; Mainaud-Durand, H; Mereghetti, A; Muttoni, Y; Nisbet, D; Prin, H; Tock, J P; Van Weelderen, R; Wildner, E

    2008-01-01

    The LHC is starting operation with beam. The primary goal of CERN and the LHC community is to ensure that the collider is operated efficiently and that it achieves nominal performance in the shortest term. Since several years the community has been discussing the directions for maximizing the physics reach of the LHC by upgrading the experiments, in particular ATLAS and CMS, the LHC machine and the CERN proton injector complex, in a phased approach. The first phase of the LHC interaction region upgrade was approved by Council in December 2007. This phase relies on the mature Nb-Ti superconducting magnet technology with the target of increasing the LHC luminosity to 2 to 3 10^34 cm^-2s^-1, while maximising the use of the existing infrastructure. In this report, we present the goals and the proposed conceptual solutions for the LHC IR Upgrade Phase-I which include the recommendations of the conceptual design review.

  3. Harnessing fluid-structure interactions to design self-regulating acoustic metamaterials

    Energy Technology Data Exchange (ETDEWEB)

    Casadei, Filippo [School of Engineering and Applied Sciences, Harvard University, Cambridge, Massachusetts 02138 (United States); Bertoldi, Katia [School of Engineering and Applied Sciences, Harvard University, Cambridge, Massachusetts 02138 (United States); Kavli Institute for Bionano Science, Harvard University, Cambridge, Massachusetts 02138 (United States)

    2014-01-21

    The design of phononic crystals and acoustic metamaterials with tunable and adaptive wave properties remains one of the outstanding challenges for the development of next generation acoustic devices. We report on the numerical and experimental demonstration of a locally resonant acoustic metamaterial with dispersion characteristics, which autonomously adapt in response to changes of an incident aerodynamic flow. The metamaterial consists of a slender beam featuring a periodic array or airfoil-shaped masses supported by a linear and torsional springs. The resonance characteristics of the airfoils lead to strong attenuation at frequencies defined by the properties of the airfoils and the speed on the incident fluid. The proposed concept expands the ability of existing acoustic bandgap materials to autonomously adapt their dispersion properties through fluid-structure interactions, and has the potential to dramatically impact a variety of applications, such as robotics, civil infrastructures, and defense systems.

  4. Rational Design and Tuning of Functional RNA Switch to Control an Allosteric Intermolecular Interaction.

    Science.gov (United States)

    Endoh, Tamaki; Sugimoto, Naoki

    2015-08-04

    Conformational transitions of biomolecules in response to specific stimuli control many biological processes. In natural functional RNA switches, often called riboswitches, a particular RNA structure that has a suppressive or facilitative effect on gene expression transitions to an alternative structure with the opposite effect upon binding of a specific metabolite to the aptamer region. Stability of RNA secondary structure (-ΔG°) can be predicted based on thermodynamic parameters and is easily tuned by changes in nucleobases. We envisioned that tuning of a functional RNA switch that causes an allosteric interaction between an RNA and a peptide would be possible based on a predicted switching energy (ΔΔG°) that corresponds to the energy difference between the RNA secondary structure before (-ΔG°before) and after (-ΔG°after) the RNA conformational transition. We first selected functional RNA switches responsive to neomycin with predicted ΔΔG° values ranging from 5.6 to 12.2 kcal mol(-1). We then demonstrated a simple strategy to rationally convert the functional RNA switch to switches responsive to natural metabolites thiamine pyrophosphate, S-adenosyl methionine, and adenine based on the predicted ΔΔG° values. The ΔΔG° values of the designed RNA switches proportionally correlated with interaction energy (ΔG°interaction) between the RNA and peptide, and we were able to tune the sensitivity of the RNA switches for the trigger molecule. The strategy demonstrated here will be generally applicable for construction of functional RNA switches and biosensors in which mechanisms are based on conformational transition of nucleic acids.

  5. Examining the role of policy design and policy interaction in EU automotive emissions performance gaps

    International Nuclear Information System (INIS)

    Skeete, Jean-Paul

    2017-01-01

    In the wake of the 2015 ‘Dieselgate’ scandal, the US and European governments publicly confronted automakers about their behaviour, which raised concerns about the integrity of the current emissions legislation regimes. In this article, I argue that ‘flexibilities’ within the EU's emissions legislative framework afforded automakers the opportunity to legally sidestep strict performance standards laid out in the law and resulted in a significant performance gap in real world driving emissions. This article provides a timely examination of EU emission legislation policy design and policy interaction within the European Union with the aim of explaining why the EU policy framework failed to regulate the regional automotive industry. Current research is mostly concerned with the typology and effectiveness of individual environmental policy instruments, be it regulatory or economic incentives, that aim to influence industry behaviour. This article approaches the current EU policy regime in a more holistic manner and focuses on the exploitation of weaknesses in the regulatory framework by private firms, which has received little academic attention in the innovation and transition literature. A major contribution of this article therefore is a body of primary qualitative interview data from industry elites concerning relevant emissions policies. - Highlights: • Significant performance gaps exist between stated and real-world car emissions. • Real-world performance gaps exist due to exploitation of flawed EU policy design. • Diesels have the widest performance gaps and are most harmful to air quality. • Policy interaction compounds EU air quality problems and promotes path-dependency. • Closing performance gaps requires policy revisions and more enforcement autonomy.

  6. Game Design to Measure Reflexes and Attention Based on Biofeedback Multi-Sensor Interaction

    Directory of Open Access Journals (Sweden)

    Inigo de Loyola Ortiz-Vigon Uriarte

    2015-03-01

    Full Text Available This paper presents a multi-sensor system for implementing biofeedback as a human-computer interaction technique in a game involving driving cars in risky situations. The sensors used are: Eye Tracker, Kinect, pulsometer, respirometer, electromiography (EMG and galvanic skin resistance (GSR. An algorithm has been designed which gives rise to an interaction logic with the game according to the set of physiological constants obtained from the sensors. The results reflect a 72.333 response to the System Usability Scale (SUS, a significant difference of p = 0.026 in GSR values in terms of the difference between the start and end of the game, and an r = 0.659 and p = 0.008 correlation while playing with the Kinect between the breathing level and the energy and joy factor. All the sensors used had an impact on the end results, whereby none of them should be disregarded in future lines of research, even though it would be interesting to obtain separate breathing values from that of the cardio.

  7. Design of robotic leg and physiotherapy (ROLEP) assist with interactive game

    Science.gov (United States)

    Hasan, A. F.; Husin, M. F. Che; Hashim, M. N.; Rosli, K. A.; Roslim, F. R. A.; Abidin, A. F. Z.

    2017-09-01

    Injuries in certain parts of the feet can cause a person to have difficulty in walking or running if it is not treated through physiotherapy. In Malaysia, therapy centers only provide a service or the use of basic tools that are not efficient as more sophisticated equipment requires a high cost. In fact, exercise requiring close monitoring physiotherapist are also at a high cost. Therefore, using robot therapy is a new technology that can provide an alternative way to solve this problem. The implementation of this project has produced a robotic physiotherapy which has one degree of freedom, portable and inexpensive way to help the movement of the patient's leg. It covers basic electrical circuits, mechanical components, programming and has been combined with an interactive game as the main driver. ROLEP (Robotic-Leg-Physiotherapy) is able to help patients through the therapy process. It was built using CT-UNO as its microprocessor connected to MD10-C which acted as the motor driver. The interactive game produced by using Unity game software is a key driver in getting rid of boredom and reduce pain. As a result, ROLEP designed can operate well within its range of the patient's weight. It has the advantage of portability and easy to use by the patients. ROLEP expected to help patients undergoing therapy process more efficient and interesting in the process of recovery.

  8. Design, development, and evaluation of an interactive simulator for engineering ethics education (SEEE).

    Science.gov (United States)

    Chung, Christopher A; Alfred, Michael

    2009-06-01

    Societal pressures, accreditation organizations, and licensing agencies are emphasizing the importance of ethics in the engineering curriculum. Traditionally, this subject has been taught using dogma, heuristics, and case study approaches. Most recently a number of organizations have sought to increase the utility of these approaches by utilizing the Internet. Resources from these organizations include on-line courses and tests, videos, and DVDs. While these individual approaches provide a foundation on which to base engineering ethics, they may be limited in developing a student's ability to identify, analyze, and respond to engineering ethics situations outside of the classroom environment. More effective approaches utilize a combination of these types of approaches. This paper describes the design and development of an internet based interactive Simulator for Engineering Ethics Education. The simulator places students in first person perspective scenarios involving different types of ethical situations. Students must gather data, assess the situation, and make decisions. This requires students to develop their own ability to identify and respond to ethical engineering situations. A limited comparison between the internet based interactive simulator and conventional internet web based instruction indicates a statistically significant improvement of 32% in instructional effectiveness. The simulator is currently being used at the University of Houston to help fulfill ABET requirements.

  9. A large-scale soil-structure interaction experiment: Design and construction

    International Nuclear Information System (INIS)

    Tang, H.T.; Tang, Y.K.; Stepp, J.C.; Wall, I.B.; Lin, E.; Cheng, S.C.; Lee, S.K.

    1989-01-01

    This paper describes the design and construction phase of the Large-Scale Soil-Structure Interaction Experiment project jointly sponsored by EPRI and Taipower. The project has two objectives: 1. to obtain an earthquake database which can be used to substantiate soil-structure interaction (SSI) models and analysis methods; and 2. to quantify nuclear power plant reactor containment and internal components seismic margin based on earthquake experience data. These objectives were accomplished by recording and analyzing data from two instrumented, scaled down, reinforced concrete containment structures during seismic events. The two model structures are sited in a high seismic region in Taiwan (SMART-1). A strong-motion seismic array network is located at the site. The containment models (1/4- and 1/12-scale) were constructed and instrumented specially for this experiment. Construction was completed and data recording began in September 1985. By November 1986, 18 strong motion earthquakes ranging from Richter magnitude 4.5 to 7.0 were recorded. (orig./HP)

  10. Activation loop targeting strategy for design of receptor-interacting protein kinase 2 (RIPK2) inhibitors.

    Science.gov (United States)

    Suebsuwong, Chalada; Pinkas, Daniel M; Ray, Soumya S; Bufton, Joshua C; Dai, Bing; Bullock, Alex N; Degterev, Alexei; Cuny, Gregory D

    2018-02-15

    Development of selective kinase inhibitors remains a challenge due to considerable amino acid sequence similarity among family members particularly in the ATP binding site. Targeting the activation loop might offer improved inhibitor selectivity since this region of kinases is less conserved. However, the strategy presents difficulties due to activation loop flexibility. Herein, we report the design of receptor-interacting protein kinase 2 (RIPK2) inhibitors based on pan-kinase inhibitor regorafenib that aim to engage basic activation loop residues Lys169 or Arg171. We report development of CSR35 that displayed >10-fold selective inhibition of RIPK2 versus VEGFR2, the target of regorafenib. A co-crystal structure of CSR35 with RIPK2 revealed a resolved activation loop with an ionic interaction between the carboxylic acid installed in the inhibitor and the side-chain of Lys169. Our data provides principle feasibility of developing activation loop targeting type II inhibitors as a complementary strategy for achieving improved selectivity. Copyright © 2018 The Author(s). Published by Elsevier Ltd.. All rights reserved.

  11. When biomolecules meet graphene: from molecular level interactions to material design and applications.

    Science.gov (United States)

    Li, Dapeng; Zhang, Wensi; Yu, Xiaoqing; Wang, Zhenping; Su, Zhiqiang; Wei, Gang

    2016-12-01

    Graphene-based materials have attracted increasing attention due to their atomically-thick two-dimensional structures, high conductivity, excellent mechanical properties, and large specific surface areas. The combination of biomolecules with graphene-based materials offers a promising method to fabricate novel graphene-biomolecule hybrid nanomaterials with unique functions in biology, medicine, nanotechnology, and materials science. In this review, we focus on a summarization of the recent studies in functionalizing graphene-based materials using different biomolecules, such as DNA, peptides, proteins, enzymes, carbohydrates, and viruses. The different interactions between graphene and biomolecules at the molecular level are demonstrated and discussed in detail. In addition, the potential applications of the created graphene-biomolecule nanohybrids in drug delivery, cancer treatment, tissue engineering, biosensors, bioimaging, energy materials, and other nanotechnological applications are presented. This review will be helpful to know the modification of graphene with biomolecules, understand the interactions between graphene and biomolecules at the molecular level, and design functional graphene-based nanomaterials with unique properties for various applications.

  12. Game Design to Measure Reflexes and Attention Based on Biofeedback Multi-Sensor Interaction

    Science.gov (United States)

    Ortiz-Vigon Uriarte, Inigo de Loyola; Garcia-Zapirain, Begonya; Garcia-Chimeno, Yolanda

    2015-01-01

    This paper presents a multi-sensor system for implementing biofeedback as a human-computer interaction technique in a game involving driving cars in risky situations. The sensors used are: Eye Tracker, Kinect, pulsometer, respirometer, electromiography (EMG) and galvanic skin resistance (GSR). An algorithm has been designed which gives rise to an interaction logic with the game according to the set of physiological constants obtained from the sensors. The results reflect a 72.333 response to the System Usability Scale (SUS), a significant difference of p = 0.026 in GSR values in terms of the difference between the start and end of the game, and an r = 0.659 and p = 0.008 correlation while playing with the Kinect between the breathing level and the energy and joy factor. All the sensors used had an impact on the end results, whereby none of them should be disregarded in future lines of research, even though it would be interesting to obtain separate breathing values from that of the cardio. PMID:25789493

  13. The Effectiveness of Using Interactive Multimedia in Improving the Concept of Fashion Design and Its Application in The Making of Digital Fashion Design

    Science.gov (United States)

    Wiana, W.

    2018-02-01

    This research is related to the effort to design a more representative learning system to improve the learning result of digital fashion design, through the development of interactive multimedia based on motion graphic. This research is aimed to know the effect of interactive multimedia application based on motion graphic to increase the mastery of the concept and skill of the students to making fashion designing in digital format. The research method used is quasi experiment with research design of Non-equivalent Control Group Design. The lectures are conducted in two different classes, namely class A as the Experimental Class and class B as the Control Class. From the calculation result after interpreted using Normalize Gain, there is an increase of higher learning result in student with interactive learning based on motion graphic, compared with student achievement on conventional learning. In this research, interactive multimedia learning based on motion graphic is effective toward the improvement of student learning in concept mastering indicator and on the aspect of making fashion design in digital format.

  14. Exploring the value of parent-tracked baby data in interactions with healthcare professionals : A data-enabled design exploration

    NARCIS (Netherlands)

    van Kollenburg, J.W.M.; Bogers, S.J.A.; Rutjes, H.; Deckers, E.J.L.; Frens, J.W.; Hummels, C.C.M.

    2018-01-01

    This paper presents a designerly exploration of the potential values of parent-tracked baby data in interactions between parents and healthcare professionals (HCPs). Where previous work has used parent-tracked data as part of the solution to a problem, we contribute by starting our design

  15. A Randomized Trial Comparing Classical Participatory Design to VandAID, an Interactive CrowdSourcing Platform to Facilitate User-centered Design.

    Science.gov (United States)

    Dufendach, Kevin R; Koch, Sabine; Unertl, Kim M; Lehmann, Christoph U

    2017-10-26

    Early involvement of stakeholders in the design of medical software is particularly important due to the need to incorporate complex knowledge and actions associated with clinical work. Standard user-centered design methods include focus groups and participatory design sessions with individual stakeholders, which generally limit user involvement to a small number of individuals due to the significant time investments from designers and end users. The goal of this project was to reduce the effort for end users to participate in co-design of a software user interface by developing an interactive web-based crowdsourcing platform. In a randomized trial, we compared a new web-based crowdsourcing platform to standard participatory design sessions. We developed an interactive, modular platform that allows responsive remote customization and design feedback on a visual user interface based on user preferences. The responsive canvas is a dynamic HTML template that responds in real time to user preference selections. Upon completion, the design team can view the user's interface creations through an administrator portal and download the structured selections through a REDCap interface. We have created a software platform that allows users to customize a user interface and see the results of that customization in real time, receiving immediate feedback on the impact of their design choices. Neonatal clinicians used the new platform to successfully design and customize a neonatal handoff tool. They received no specific instruction and yet were able to use the software easily and reported high usability. VandAID, a new web-based crowdsourcing platform, can involve multiple users in user-centered design simultaneously and provides means of obtaining design feedback remotely. The software can provide design feedback at any stage in the design process, but it will be of greatest utility for specifying user requirements and evaluating iterative designs with multiple options.

  16. Empowerment of disability benefit claimants through an interactive website: design of a randomized controlled trial

    Directory of Open Access Journals (Sweden)

    Bruinvels David J

    2009-05-01

    Full Text Available Abstract Background Individuals claiming a disability benefit after long-term sickness absence, have to undergo medical disability assessments. These assessments, often carried out by specialized physicians, can be complicated by wrong expectations or defensive attitudes of disability benefit claimants. It is hypothesized that empowerment of these claimants will enhance the physician-patient relationship by shifting claimants from a passive role to a more active and constructive role during disability assessments. Furthermore, empowerment of claimants may lead to a more realistic expectation and acceptance of the assessment outcome among claimants and may lead to a more accurate assessment by the physician. Methods/Design In a two-armed randomized controlled trial (RCT, 230 claimants will be randomized to either the intervention or control group. For the intervention group, an interactive website was designed http://www.wiagesprek.nl using an Intervention Mapping procedure. This website was tested during a pilot study among 51 claimants. The final version of the website consists of five interactive modules, in which claimants will be prepared and empowered step-by-step, prior to their upcoming disability assessment. Other website components are a forum, a personal health record, a personal diary, and information on disability assessment procedures, return to work, and coping with disease and work disability. Subjects from the control group will be directed to a website with commonly available information only. Approximately two weeks prior to their disability assessment, disability claimants will be recruited through the Dutch Workers Insurance Authority (UWV. Outcomes will be assessed at five occasions: directly after recruitment (baseline, prior to disability assessment, directly after disability assessment as well as 6 and 16 weeks after the assessment. The study's primary outcome is empowerment, measured with the Vrijbaan questionnaire

  17. Designability of Aromatic Interaction Networks at E. coli Bacterioferritin B-Type Channels

    Directory of Open Access Journals (Sweden)

    Yu Zhang

    2017-12-01

    Full Text Available The bacterioferritin from E. coli (BFR, a maxi-ferritin made of 24 subunits, has been utilized as a model to study the fundamentals of protein folding and self-assembly. Through structural and computational analyses, two amino acid residues at the B-site interface of BFR were chosen to investigate the role they play in the self-assembly of nano-cage formation, and the possibility of building aromatic interaction networks at B-type protein–protein interfaces. Three mutants were designed, expressed, purified, and characterized using transmission electron microscopy, size exclusion chromatography, native gel electrophoresis, and temperature-dependent circular dichroism spectroscopy. All of the mutants fold into α-helical structures and possess lowered thermostability. The double mutant D132W/N34W was 12 °C less stable than the wild type, and was also the only mutant for which cage-like nanostructures could not be detected in the dried, surface-immobilized conditions of transmission electron microscopy. Two mutants—N34W and D132W/N34W—only formed dimers in solution, while mutant D132W favored the 24-mer even more robustly than the wild type, suggesting that we were successful in designing proteins with enhanced assembly properties. This investigation into the structure of this important class of proteins could help to understand the self-assembly of proteins in general.

  18. Instructional design strategies for developing an interactive video educational program for pregnant teens: a pilot study.

    Science.gov (United States)

    Levenson, P M; Morrow, J R; Smith, P

    1984-01-01

    One hundred forty-six teens attending an urban maternity hospital's prenatal clinic completed a questionnaire designed to assist in the development of educational programs utilizing computer-assisted television instruction or interactive video. Ninety-five percent of the teens agreed that additional information about desirable health behaviors during pregnancy would be helpful. Forty-six percent preferred obtaining information from a health professional at the hospital. Although 90% said that the race of the narrator for a film show was unimportant, responses regarding racial preference corresponded to the racial distribution of participants. Seventy-six percent of the teens preferred the narrator to be younger than 35 years of age, and 54% preferred a female narrator. Race was associated with video game experiences, preferences about the narrator's age and race, and favorite television shows. Age was not associated with responses to any of the questions. Although only 19% had ever used a computer, 98% stated they would like to try a computer with assistance. More than half (55%) knew how to type and 83% had played video games; of those who had played video games, 93% said they enjoyed doing so. Eighty-three percent of the respondents always or sometimes enjoyed cartoons. Favorite television shows and cartoon characters were identified. The design implications of the teens' preferences to the development of instruction using computers coupled with other emerging technologies are discussed.

  19. Human-Automation Interaction Design for Adaptive Cruise Control Systems of Ground Vehicles

    Directory of Open Access Journals (Sweden)

    Hwisoo Eom

    2015-06-01

    Full Text Available A majority of recently developed advanced vehicles have been equipped with various automated driver assistance systems, such as adaptive cruise control (ACC and lane keeping assistance systems. ACC systems have several operational modes, and drivers can be unaware of the mode in which they are operating. Because mode confusion is a significant human error factor that contributes to traffic accidents, it is necessary to develop user interfaces for ACC systems that can reduce mode confusion. To meet this requirement, this paper presents a new human-automation interaction design methodology in which the compatibility of the machine and interface models is determined using the proposed criteria, and if the models are incompatible, one or both of the models is/are modified to make them compatible. To investigate the effectiveness of our methodology, we designed two new interfaces by separately modifying the machine model and the interface model and then performed driver-in-the-loop experiments. The results showed that modifying the machine model provides a more compact, acceptable, effective, and safe interface than modifying the interface model.

  20. Human-Automation Interaction Design for Adaptive Cruise Control Systems of Ground Vehicles.

    Science.gov (United States)

    Eom, Hwisoo; Lee, Sang Hun

    2015-06-12

    A majority of recently developed advanced vehicles have been equipped with various automated driver assistance systems, such as adaptive cruise control (ACC) and lane keeping assistance systems. ACC systems have several operational modes, and drivers can be unaware of the mode in which they are operating. Because mode confusion is a significant human error factor that contributes to traffic accidents, it is necessary to develop user interfaces for ACC systems that can reduce mode confusion. To meet this requirement, this paper presents a new human-automation interaction design methodology in which the compatibility of the machine and interface models is determined using the proposed criteria, and if the models are incompatible, one or both of the models is/are modified to make them compatible. To investigate the effectiveness of our methodology, we designed two new interfaces by separately modifying the machine model and the interface model and then performed driver-in-the-loop experiments. The results showed that modifying the machine model provides a more compact, acceptable, effective, and safe interface than modifying the interface model.

  1. A Preliminary Interaction Region Design for a Super B-Factory

    CERN Document Server

    Sullivan, Michael K; Donald, Martin; Ecklund, Stanley; Novokhatski, Alexander; Seeman, John; Wienands, Ulrich

    2005-01-01

    The success of the two B-Factories (PEP-II and KEKB) has encouraged us to look at design parameters for a B-Factory with a 30-50 times increase in the luminosity of the present machines (L~1e36). In order to achieve this high luminosity, the beta y* values are reduced to 3-2 mm, the bunch spacing is minimized (0.6-0.3 m) and the bunch currents are increased. Total beam currents range from 5-25 A. The interaction region (IR) of these "SuperB" designs presents special challenges. Synchrotron radiation fans from local bending in shared magnets and from upstream sources pose difficulties due to the high power levels in these fans. High-order-mode(HOM)heating, effects that have been seen in the present B-factories, will become much more pronounced with the very short bunches and high beam currents. Masking the detector beam pipe from synchrotron radiation must take into account effects of HOM power generation. Backgrounds that are a function of the luminosity will become very important. We presen...

  2. Layout Design of Human-Machine Interaction Interface of Cabin Based on Cognitive Ergonomics and GA-ACA

    Directory of Open Access Journals (Sweden)

    Li Deng

    2016-01-01

    Full Text Available In order to consider the psychological cognitive characteristics affecting operating comfort and realize the automatic layout design, cognitive ergonomics and GA-ACA (genetic algorithm and ant colony algorithm were introduced into the layout design of human-machine interaction interface. First, from the perspective of cognitive psychology, according to the information processing process, the cognitive model of human-machine interaction interface was established. Then, the human cognitive characteristics were analyzed, and the layout principles of human-machine interaction interface were summarized as the constraints in layout design. Again, the expression form of fitness function, pheromone, and heuristic information for the layout optimization of cabin was studied. The layout design model of human-machine interaction interface was established based on GA-ACA. At last, a layout design system was developed based on this model. For validation, the human-machine interaction interface layout design of drilling rig control room was taken as an example, and the optimization result showed the feasibility and effectiveness of the proposed method.

  3. Layout Design of Human-Machine Interaction Interface of Cabin Based on Cognitive Ergonomics and GA-ACA.

    Science.gov (United States)

    Deng, Li; Wang, Guohua; Yu, Suihuai

    2016-01-01

    In order to consider the psychological cognitive characteristics affecting operating comfort and realize the automatic layout design, cognitive ergonomics and GA-ACA (genetic algorithm and ant colony algorithm) were introduced into the layout design of human-machine interaction interface. First, from the perspective of cognitive psychology, according to the information processing process, the cognitive model of human-machine interaction interface was established. Then, the human cognitive characteristics were analyzed, and the layout principles of human-machine interaction interface were summarized as the constraints in layout design. Again, the expression form of fitness function, pheromone, and heuristic information for the layout optimization of cabin was studied. The layout design model of human-machine interaction interface was established based on GA-ACA. At last, a layout design system was developed based on this model. For validation, the human-machine interaction interface layout design of drilling rig control room was taken as an example, and the optimization result showed the feasibility and effectiveness of the proposed method.

  4. Design and implementation of an interactive website to support long-term maintenance of weight loss.

    Science.gov (United States)

    Stevens, Victor J; Funk, Kristine L; Brantley, Phillip J; Erlinger, Thomas P; Myers, Valerie H; Champagne, Catherine M; Bauck, Alan; Samuel-Hodge, Carmen D; Hollis, Jack F

    2008-01-25

    For most individuals, long-term maintenance of weight loss requires long-term, supportive intervention. Internet-based weight loss maintenance programs offer considerable potential for meeting this need. Careful design processes are required to maximize adherence and minimize attrition. This paper describes the development, implementation and use of a Web-based intervention program designed to help those who have recently lost weight sustain their weight loss over 1 year. The weight loss maintenance website was developed over a 1-year period by an interdisciplinary team of public health researchers, behavior change intervention experts, applications developers, and interface designers. Key interactive features of the final site include social support, self-monitoring, written guidelines for diet and physical activity, links to appropriate websites, supportive tools for behavior change, check-in accountability, tailored reinforcement messages, and problem solving and relapse prevention training. The weight loss maintenance program included a reminder system (automated email and telephone messages) that prompted participants to return to the website if they missed their check-in date. If there was no log-in response to the email and telephone automated prompts, a staff member called the participant. We tracked the proportion of participants with at least one log-in per month, and analyzed log-ins as a result of automated prompts. The mean age of the 348 participants enrolled in an ongoing randomized trial and assigned to use the website was 56 years; 63% were female, and 38% were African American. While weight loss data will not be available until mid-2008, website use remained high during the first year with over 80% of the participants still using the website during month 12. During the first 52 weeks, participants averaged 35 weeks with at least one log-in. Email and telephone prompts appear to be very effective at helping participants sustain ongoing website use

  5. Jet-Surface Interaction: High Aspect Ratio Nozzle Test, Nozzle Design and Preliminary Data

    Science.gov (United States)

    Brown, Clifford; Dippold, Vance

    2015-01-01

    The Jet-Surface Interaction High Aspect Ratio (JSI-HAR) nozzle test is part of an ongoing effort to measure and predict the noise created when an aircraft engine exhausts close to an airframe surface. The JSI-HAR test is focused on parameters derived from the Turbo-electric Distributed Propulsion (TeDP) concept aircraft which include a high-aspect ratio mailslot exhaust nozzle, internal septa, and an aft deck. The size and mass flow rate limits of the test rig also limited the test nozzle to a 16:1 aspect ratio, half the approximately 32:1 on the TeDP concept. Also, unlike the aircraft, the test nozzle must transition from a single round duct on the High Flow Jet Exit Rig, located in the AeroAcoustic Propulsion Laboratory at the NASA Glenn Research Center, to the rectangular shape at the nozzle exit. A parametric nozzle design method was developed to design three low noise round-to-rectangular transitions, with 8:1, 12:1, and 16: aspect ratios, that minimizes flow separations and shocks while providing a flat flow profile at the nozzle exit. These designs validated using the WIND-US CFD code. A preliminary analysis of the test data shows that the actual flow profile is close to that predicted and that the noise results appear consistent with data from previous, smaller scale, tests. The JSI-HAR test is ongoing through October 2015. The results shown in the presentation are intended to provide an overview of the test and a first look at the preliminary results.

  6. Design and optimization of G-band extended interaction klystron with high output power

    Science.gov (United States)

    Li, Renjie; Ruan, Cunjun; Zhang, Huafeng

    2018-03-01

    A ladder-type Extended Interaction Klystron (EIK) with unequal-length slots in the G-band is proposed and designed. The key parameters of resonance cavities working in the π mode are obtained based on the theoretical analysis and 3D simulation. The influence of the device fabrication tolerance on the high-frequency performance is analyzed in detail, and it is found that at least 5 μm of machining precision is required. Thus, the dynamic tuning is required to compensate for the frequency shift and increase the bandwidth. The input and output coupling hole dimensions are carefully designed to achieve high output power along with a broad bandwidth. The effect of surface roughness of the metallic material on the output power has been investigated, and it is proposed that lower surface roughness leads to higher output power. The focusing magnetic field is also optimized to 0.75 T in order to maintain the beam transportation and achieve high output power. With 16.5 kV operating voltage and 0.30 A beam current, the output power of 360 W, the efficiency of 7.27%, the gain of 38.6 dB, and the 3 dB bandwidth of 500 MHz are predicted. The output properties of the EIK show great stability with the effective suppression of oscillation and mode competition. Moreover, small-signal theory analysis and 1D code AJDISK calculations are carried out to verify the results of 3D PIC simulations. A close agreement among the three methods proves the relative validity and the reliability of the designed EIK. Thus, it is indicated that the EIK with unequal-length slots has potential for power improvement and bandwidth extension.

  7. LCT-coil design: Mechanical interaction between composite winding and steel casing under various test conditions

    International Nuclear Information System (INIS)

    Dolensky, B.; Messemer, G.; Zehlein, H.; Erb, J.

    1981-01-01

    Finite element computations for the structural design of the large superconducting toroidal field coil contributed by EURATOM to the Large Coil Test Facility (LCTF) at ORNL, USA were performed at KfK, using the ASKA code. The layout of the coil must consider different types of requirements: firstly, an optimal D-shaped contour minimizing circumferential stress gradients under normal operation in the toroidal arrangement must be defined. Secondly, the three-dimensional real design effects due to the actual support conditions, manufacturing tolerances etc. must be mastered for different basic operational and failure load cases. And, thirdly, the design must stand a single coil qualification test in the TOSKA-facility at KfK, Karlsruhe, FRG, before it is plugged into the LCTF. The emphasis of the paper is three-pronged according to these requirements: i) the 3D magnetic body forces as well as the underlying magnetic fields as computed by the HEDO-code are described. ii) The mechanical interaction between casing and winding as given elsewhere in terms of high stress regions, gaps, slide movements and contact forces for various load cases representing the LCTF test conditions is illustrated here by a juxtaposition of the operational deformations and stresses within the LCTF and the TOSKA. iii) Particular effects like the restraint imposed by a corset-type reinforcement of the coil in the TOSKA test facility to limit the breathing deformation are parametrically studied. Moreover, the possibilities to derive scaling laws which make essential results transferable to larger coils by extracting a 1D mechanical response from the 3D finite element model is also demonstrated. (orig./GG)

  8. INTERACT

    DEFF Research Database (Denmark)

    Jochum, Elizabeth; Borggreen, Gunhild; Murphey, TD

    This paper considers the impact of visual art and performance on robotics and human-computer interaction and outlines a research project that combines puppetry and live performance with robotics. Kinesics—communication through movement—is the foundation of many theatre and performance traditions ...

  9. Design and Implementation of Demand Response Information Interactive Service Platform Based on “Internet Plus” Smart Energy

    Science.gov (United States)

    Cui, Gaoying; Fan, Jie; Qin, Yuchen; Wang, Dong; Chen, Guangyan

    2017-05-01

    In order to promote the effective use of demand response load side resources, promote the interaction between supply and demand, enhance the level of customer service and achieve the overall utilization of energy, this paper briefly explain the background significance of design demand response information platform and current situation of domestic and foreign development; Analyse the new demand of electricity demand response combined with the application of Internet and big data technology; Design demand response information platform architecture, construct demand responsive system, analyse process of demand response strategy formulate and intelligent execution implement; study application which combined with the big data, Internet and demand response technology; Finally, from information interaction architecture, control architecture and function design perspective design implementation of demand response information platform, illustrate the feasibility of the proposed platform design scheme implemented in a certain extent.

  10. Empowerment of disability benefit claimants through an interactive website: design of a randomized controlled trial.

    Science.gov (United States)

    Samoocha, David; Bruinvels, David J; Anema, Johannes R; Steenbeek, Romy; van der Beek, Allard J

    2009-05-10

    Individuals claiming a disability benefit after long-term sickness absence, have to undergo medical disability assessments. These assessments, often carried out by specialized physicians, can be complicated by wrong expectations or defensive attitudes of disability benefit claimants. It is hypothesized that empowerment of these claimants will enhance the physician-patient relationship by shifting claimants from a passive role to a more active and constructive role during disability assessments. Furthermore, empowerment of claimants may lead to a more realistic expectation and acceptance of the assessment outcome among claimants and may lead to a more accurate assessment by the physician. In a two-armed randomized controlled trial (RCT), 230 claimants will be randomized to either the intervention or control group. For the intervention group, an interactive website was designed http://www.wiagesprek.nl using an Intervention Mapping procedure. This website was tested during a pilot study among 51 claimants. The final version of the website consists of five interactive modules, in which claimants will be prepared and empowered step-by-step, prior to their upcoming disability assessment. Other website components are a forum, a personal health record, a personal diary, and information on disability assessment procedures, return to work, and coping with disease and work disability. Subjects from the control group will be directed to a website with commonly available information only. Approximately two weeks prior to their disability assessment, disability claimants will be recruited through the Dutch Workers Insurance Authority (UWV). Outcomes will be assessed at five occasions: directly after recruitment (baseline), prior to disability assessment, directly after disability assessment as well as 6 and 16 weeks after the assessment. The study's primary outcome is empowerment, measured with the Vrijbaan questionnaire. Secondary outcomes include claimants' satisfaction

  11. Designing Focused Chemical Libraries Enriched in Protein-Protein Interaction Inhibitors using Machine-Learning Methods

    Science.gov (United States)

    Reynès, Christelle; Host, Hélène; Camproux, Anne-Claude; Laconde, Guillaume; Leroux, Florence; Mazars, Anne; Deprez, Benoit; Fahraeus, Robin; Villoutreix, Bruno O.; Sperandio, Olivier

    2010-01-01

    Protein-protein interactions (PPIs) may represent one of the next major classes of therapeutic targets. So far, only a minute fraction of the estimated 650,000 PPIs that comprise the human interactome are known with a tiny number of complexes being drugged. Such intricate biological systems cannot be cost-efficiently tackled using conventional high-throughput screening methods. Rather, time has come for designing new strategies that will maximize the chance for hit identification through a rationalization of the PPI inhibitor chemical space and the design of PPI-focused compound libraries (global or target-specific). Here, we train machine-learning-based models, mainly decision trees, using a dataset of known PPI inhibitors and of regular drugs in order to determine a global physico-chemical profile for putative PPI inhibitors. This statistical analysis unravels two important molecular descriptors for PPI inhibitors characterizing specific molecular shapes and the presence of a privileged number of aromatic bonds. The best model has been transposed into a computer program, PPI-HitProfiler, that can output from any drug-like compound collection a focused chemical library enriched in putative PPI inhibitors. Our PPI inhibitor profiler is challenged on the experimental screening results of 11 different PPIs among which the p53/MDM2 interaction screened within our own CDithem platform, that in addition to the validation of our concept led to the identification of 4 novel p53/MDM2 inhibitors. Collectively, our tool shows a robust behavior on the 11 experimental datasets by correctly profiling 70% of the experimentally identified hits while removing 52% of the inactive compounds from the initial compound collections. We strongly believe that this new tool can be used as a global PPI inhibitor profiler prior to screening assays to reduce the size of the compound collections to be experimentally screened while keeping most of the true PPI inhibitors. PPI-HitProfiler is

  12. Designing focused chemical libraries enriched in protein-protein interaction inhibitors using machine-learning methods.

    Directory of Open Access Journals (Sweden)

    Christelle Reynès

    2010-03-01

    Full Text Available Protein-protein interactions (PPIs may represent one of the next major classes of therapeutic targets. So far, only a minute fraction of the estimated 650,000 PPIs that comprise the human interactome are known with a tiny number of complexes being drugged. Such intricate biological systems cannot be cost-efficiently tackled using conventional high-throughput screening methods. Rather, time has come for designing new strategies that will maximize the chance for hit identification through a rationalization of the PPI inhibitor chemical space and the design of PPI-focused compound libraries (global or target-specific. Here, we train machine-learning-based models, mainly decision trees, using a dataset of known PPI inhibitors and of regular drugs in order to determine a global physico-chemical profile for putative PPI inhibitors. This statistical analysis unravels two important molecular descriptors for PPI inhibitors characterizing specific molecular shapes and the presence of a privileged number of aromatic bonds. The best model has been transposed into a computer program, PPI-HitProfiler, that can output from any drug-like compound collection a focused chemical library enriched in putative PPI inhibitors. Our PPI inhibitor profiler is challenged on the experimental screening results of 11 different PPIs among which the p53/MDM2 interaction screened within our own CDithem platform, that in addition to the validation of our concept led to the identification of 4 novel p53/MDM2 inhibitors. Collectively, our tool shows a robust behavior on the 11 experimental datasets by correctly profiling 70% of the experimentally identified hits while removing 52% of the inactive compounds from the initial compound collections. We strongly believe that this new tool can be used as a global PPI inhibitor profiler prior to screening assays to reduce the size of the compound collections to be experimentally screened while keeping most of the true PPI inhibitors. PPI

  13. Designing focused chemical libraries enriched in protein-protein interaction inhibitors using machine-learning methods.

    Science.gov (United States)

    Reynès, Christelle; Host, Hélène; Camproux, Anne-Claude; Laconde, Guillaume; Leroux, Florence; Mazars, Anne; Deprez, Benoit; Fahraeus, Robin; Villoutreix, Bruno O; Sperandio, Olivier

    2010-03-05

    Protein-protein interactions (PPIs) may represent one of the next major classes of therapeutic targets. So far, only a minute fraction of the estimated 650,000 PPIs that comprise the human interactome are known with a tiny number of complexes being drugged. Such intricate biological systems cannot be cost-efficiently tackled using conventional high-throughput screening methods. Rather, time has come for designing new strategies that will maximize the chance for hit identification through a rationalization of the PPI inhibitor chemical space and the design of PPI-focused compound libraries (global or target-specific). Here, we train machine-learning-based models, mainly decision trees, using a dataset of known PPI inhibitors and of regular drugs in order to determine a global physico-chemical profile for putative PPI inhibitors. This statistical analysis unravels two important molecular descriptors for PPI inhibitors characterizing specific molecular shapes and the presence of a privileged number of aromatic bonds. The best model has been transposed into a computer program, PPI-HitProfiler, that can output from any drug-like compound collection a focused chemical library enriched in putative PPI inhibitors. Our PPI inhibitor profiler is challenged on the experimental screening results of 11 different PPIs among which the p53/MDM2 interaction screened within our own CDithem platform, that in addition to the validation of our concept led to the identification of 4 novel p53/MDM2 inhibitors. Collectively, our tool shows a robust behavior on the 11 experimental datasets by correctly profiling 70% of the experimentally identified hits while removing 52% of the inactive compounds from the initial compound collections. We strongly believe that this new tool can be used as a global PPI inhibitor profiler prior to screening assays to reduce the size of the compound collections to be experimentally screened while keeping most of the true PPI inhibitors. PPI-HitProfiler is

  14. Evaluating interactive computer-based scenarios designed for learning medical technology.

    Science.gov (United States)

    Persson, Johanna; Dalholm, Elisabeth Hornyánszky; Wallergård, Mattias; Johansson, Gerd

    2014-11-01

    The use of medical equipment is growing in healthcare, resulting in an increased need for resources to educate users in how to manage the various devices. Learning the practical operation of a device is one thing, but learning how to work with the device in the actual clinical context is more challenging. This paper presents a computer-based simulation prototype for learning medical technology in the context of critical care. Properties from simulation and computer games have been adopted to create a visualization-based, interactive and contextually bound tool for learning. A participatory design process, including three researchers and three practitioners from a clinic for infectious diseases, was adopted to adjust the form and content of the prototype to the needs of the clinical practice and to create a situated learning experience. An evaluation with 18 practitioners showed that practitioners were positive to this type of tool for learning and that it served as a good platform for eliciting and sharing knowledge. Our conclusion is that this type of tools can be a complement to traditional learning resources to situate the learning in a context without requiring advanced technology or being resource-demanding. Copyright © 2014 Elsevier Ltd. All rights reserved.

  15. Design of a compact low-power human-computer interaction equipment for hand motion

    Science.gov (United States)

    Wu, Xianwei; Jin, Wenguang

    2017-01-01

    Human-Computer Interaction (HCI) raises demand of convenience, endurance, responsiveness and naturalness. This paper describes a design of a compact wearable low-power HCI equipment applied to gesture recognition. System combines multi-mode sense signals: the vision sense signal and the motion sense signal, and the equipment is equipped with the depth camera and the motion sensor. The dimension (40 mm × 30 mm) and structure is compact and portable after tight integration. System is built on a module layered framework, which contributes to real-time collection (60 fps), process and transmission via synchronous confusion with asynchronous concurrent collection and wireless Blue 4.0 transmission. To minimize equipment's energy consumption, system makes use of low-power components, managing peripheral state dynamically, switching into idle mode intelligently, pulse-width modulation (PWM) of the NIR LEDs of the depth camera and algorithm optimization by the motion sensor. To test this equipment's function and performance, a gesture recognition algorithm is applied to system. As the result presents, general energy consumption could be as low as 0.5 W.

  16. A large-scale soil-structure interaction experiment: Part I design and construction

    International Nuclear Information System (INIS)

    Tang, H.T.; Tang, Y.K.; Wall, I.B.; Lin, E.

    1987-01-01

    In the simulated earthquake experiments (SIMQUAKE) sponsored by EPRI, the detonation of vertical arrays of explosives propagated wave motions through the ground to the model structures. Although such a simulation can provide information about dynamic soil-structure interaction (SSI) characteristics in a strong motion environment, it lacks seismic wave scattering characteristics for studying seismic input to the soil-structure system and the effect of different kinds of wave composition to the soil-structure response. To supplement the inadequacy of the simulated earthquake SSI experiment, the Electric Power Research Institute (EPRI) and the Taiwan Power Company (Taipower) jointly sponsored a large scale SSI experiment in the field. The objectives of the experiment are: (1) to obtain actual strong motion earthquakes induced database in a soft-soil environment which will substantiate predictive and design SSI models;and (2) to assess nuclear power plant reactor containment internal components dynamic response and margins relating to actual earthquake-induced excitation. These objectives are accomplished by recording and analyzing data from two instrumented, scaled down, (1/4- and 1/12-scale) reinforced concrete containments sited in a high seismic region in Taiwan where a strong-motion seismic array network is located

  17. An interactive program for computer-aided map design, display, and query: EMAPKGS2

    Science.gov (United States)

    Pouch, G.W.

    1997-01-01

    EMAPKGS2 is a user-friendly, PC-based electronic mapping tool for use in hydrogeologic exploration and appraisal. EMAPKGS2 allows the analyst to construct maps interactively from data stored in a relational database, perform point-oriented spatial queries such as locating all wells within a specified radius, perform geographic overlays, and export the data to other programs for further analysis. EMAPKGS2 runs under Microsoft?? Windows??? 3.1 and compatible operating systems. EMAPKGS2 is a public domain program available from the Kansas Geological Survey. EMAPKGS2 is the centerpiece of WHEAT, the Windows-based Hydrogeologic Exploration and Appraisal Toolkit, a suite of user-friendly Microsoft?? Windows??? programs for natural resource exploration and management. The principal goals in development of WHEAT have been ease of use, hardware independence, low cost, and end-user extensibility. WHEAT'S native data format is a Microsoft?? Access?? database. WHEAT stores a feature's geographic coordinates as attributes so they can be accessed easily by the user. The WHEAT programs are designed to be used in conjunction with other Microsoft?? Windows??? software to allow the natural resource scientist to perform work easily and effectively. WHEAT and EMAPKGS have been used at several of Kansas' Groundwater Management Districts and the Kansas Geological Survey on groundwater management operations, groundwater modeling projects, and geologic exploration projects. ?? 1997 Elsevier Science Ltd.

  18. Combining Interactive Infrastructure Modeling and Evolutionary Algorithm Optimization for Sustainable Water Resources Design

    Science.gov (United States)

    Smith, R.; Kasprzyk, J. R.; Zagona, E. A.

    2013-12-01

    Population growth and climate change, combined with difficulties in building new infrastructure, motivate portfolio-based solutions to ensuring sufficient water supply. Powerful simulation models with graphical user interfaces (GUI) are often used to evaluate infrastructure portfolios; these GUI based models require manual modification of the system parameters, such as reservoir operation rules, water transfer schemes, or system capacities. Multiobjective evolutionary algorithm (MOEA) based optimization can be employed to balance multiple objectives and automatically suggest designs for infrastructure systems, but MOEA based decision support typically uses a fixed problem formulation (i.e., a single set of objectives, decisions, and constraints). This presentation suggests a dynamic framework for linking GUI-based infrastructure models with MOEA search. The framework begins with an initial formulation which is solved using a MOEA. Then, stakeholders can interact with candidate solutions, viewing their properties in the GUI model. This is followed by changes in the formulation which represent users' evolving understanding of exigent system properties. Our case study is built using RiverWare, an object-oriented, data-centered model that facilitates the representation of a diverse array of water resources systems. Results suggest that assumptions within the initial MOEA search are violated after investigating tradeoffs and reveal how formulations should be modified to better capture stakeholders' preferences.

  19. Gravel admix, vegetation, and soil water interactions in protective barriers: Experimental design, construction, and initial conditions

    International Nuclear Information System (INIS)

    Waugh, W.J.

    1989-05-01

    The purpose of this study is to measure the interactive effects of gravel admix and greater precipitation on soil water storage and plant abundance. The study is one of many tasks in the Protective Barrier Development Program for the disposal of Hanford defense waste. A factorial field-plot experiment was set up at the site selected as the borrow area for barrier topsoil. Gravel admix, vegetation, and enhanced precipitation treatments were randomly assigned to the plots using a split-split plot design structure. Changes in soil water storage and plant cover were monitored using neutron probe and point intercept methods, respectively. The first-year results suggest that water extraction by plants will offset gravel-caused increases in soil water storage. Near-surface soil water contents were much lower in graveled plots with plants than in nongraveled plots without plants. Large inherent variability in deep soil water storage masked any effects gravel may have had on water content below the root zone. In the future, this source of variation will be removed by differencing monthly data series and testing for changes in soil water storage. Tests of the effects of greater precipitation on soil water storage were inconclusive. A telling test will be possible in the spring of 1988, following the first wet season during which normal precipitation is doubled. 26 refs., 9 figs., 9 tabs

  20. LAIX-score : a design framework for live audience interaction management systems

    OpenAIRE

    Kuikkaniemi, Kai

    2017-01-01

    This study focuses on computer-supported live audience interaction. In conventional lectures audience interacts explicitly with the performer for example by waving hand and asking question directly or clapping hands. For decades, non digital audience response systems have enabled simple multiple option audience interaction patterns. Modern mobile personal computing devices, digital projectors, wireless networks and real time software platforms enable creation of new kinds of interaction patte...

  1. [Theory of elementary particles studies in weak interaction and grand unification and studies in accelerator design

    International Nuclear Information System (INIS)

    1991-01-01

    This report discusses research in high energy physics on the following topics: rare b decays; flavor changing top decays;neutrino physics; standard model; cp violation; heavy ion collisions; electron-positron interactions; electron-hadron interactions; hadron-hadron interactions; deep inelastic scattering; and grand unified models

  2. Considerations of fluid-structure interaction effects in the design of high-level waste storage tanks

    International Nuclear Information System (INIS)

    Stuart, R.J.; Shipley, L.E.; Ghose, A.; Hiremath, M.S.

    1994-01-01

    For the seismic evaluation and design of the large number of underground high-level waste storage tanks (HLWST) at DOE sites, an important consideration is the adequate estimation of the fluid-structure interaction effects on the design forces. The DOE Tanks Seismic Experts Panel (TSEP) has developed seismic design and evaluation guidelines which include simplified methods for estimating hydrodynamic effects on tanks. For the practical analysis and design of HLWSTs, however, more sophisticated methods are often needed. The research presented in this paper demonstrates the effectiveness and reliability of finite element method based techniques, developed and utilized by ARES, to evaluate the fluid-structure interaction effects on underground HLWSTs. Analysis results for simple cylindrical tank configurations are first compared with previously published data, to benchmark the techniques. Next, for an actual HLWST configuration, correlations are established between these techniques and the TSEP guidelines, for the design parameters affected by fluid-structure interaction. Finally, practical design situations which may require a level of analysis sophistication that goes beyond the simplified TSEP guidelines are presented. This level of sophistication is frequently required when attempting to validate or upgrade the design qualifications of existing tanks

  3. Structuring Design and Evaluation of an Interactive Installation Through Swarms of Light Rays with Human-Artifact Model

    DEFF Research Database (Denmark)

    Erkut, Cumhur; Fehr, Jonas

    2016-01-01

    We present the design and evaluation of an interactive installation to be explored by movement and sound under Human-Activity Model. In the installation, movement qualities that are extracted from the motion tracking data excite a dynamical system (a synthetic flock of agents), which responds...... out a questionnaire afterwards. In this paper, we report our preliminary work on the analysis of the tensions of interaction with the installation under the Human-Artifact Model. Our results indicate exploration and discovery as the main motives of the interaction. This is different than utilitarian...

  4. Communities of everyday practice and situated elderliness as an approach to co-design for senior interaction

    DEFF Research Database (Denmark)

    Brandt, Eva; Binder, Thomas; Malmborg, Lone

    2010-01-01

    In the co-design project Senior Interaction a public care unit, university researchers, industrial partners, and senior citizens are working together to design living labs applying digital concepts that can strengthen social networks and interaction among seniors. When approaching people who we...... envisioned to be the future users we realized that almost nobody among the people between 55and 75 years old identified themselves as ‘elderly’ or ‘senior citizens’, we realized that users are never just ‘out there’. Instead they tend to refer to ‘the others’ or even to their own parents. Rather than using...

  5. Optimal design of impeller for centrifugal compressor under the influence of one-way fluid-structure interaction

    Energy Technology Data Exchange (ETDEWEB)

    Kang, Hyun Soo; Kim, Youn Jae [Sungkyunkwan University, Suwon (Korea, Republic of)

    2016-09-15

    In this study, a method for optimal design of impeller for centrifugal compressor under the influence of Fluid-structure interaction (FSI) and Response surface method (RSM) was studied. Numerical simulation was conducted using ANSYS Multi-physics with various configurations of impeller geometry. Each of the design parameters was divided into 3 levels. Total 45 design points were planned by Central composite design (CCD) method, which is one of the Design of experiment (DOE) techniques. Response surfaces generated based on the DOE results were used to find the optimal shape of impeller for high aerodynamic performance. The whole process of optimization was conducted using ANSYS Design xplorer (DX). Through the optimization, structural safety and aerodynamic performance of centrifugal compressor were improved.

  6. Optimal design of impeller for centrifugal compressor under the influence of one-way fluid-structure interaction

    International Nuclear Information System (INIS)

    Kang, Hyun Soo; Kim, Youn Jae

    2016-01-01

    In this study, a method for optimal design of impeller for centrifugal compressor under the influence of Fluid-structure interaction (FSI) and Response surface method (RSM) was studied. Numerical simulation was conducted using ANSYS Multi-physics with various configurations of impeller geometry. Each of the design parameters was divided into 3 levels. Total 45 design points were planned by Central composite design (CCD) method, which is one of the Design of experiment (DOE) techniques. Response surfaces generated based on the DOE results were used to find the optimal shape of impeller for high aerodynamic performance. The whole process of optimization was conducted using ANSYS Design xplorer (DX). Through the optimization, structural safety and aerodynamic performance of centrifugal compressor were improved

  7. Design and synthesis of an amphiphilic graft hydrogel having a hydrophobic domain formed by multiple interactions

    Energy Technology Data Exchange (ETDEWEB)

    Nitta, Kyohei [Department of Life and Functional Material Science, Graduate School of Natural Science, Konan University, 8-9-1 Okamoto, Higashinada, Kobe 658-8501 (Japan); Japan Society for the Promotion of Science (DC1), Ichibancho, Chiyoda, Tokyo 102-8471 (Japan); Kimoto, Atsushi [Department of Chemistry of Functional Molecules, Faculty of Science and Engineering, Konan University, 8-9-1 Okamoto, Higashinada, Kobe 658-8501 (Japan); Watanabe, Junji, E-mail: junjiknd@konan-u.ac.jp [Department of Chemistry of Functional Molecules, Faculty of Science and Engineering, Konan University, 8-9-1 Okamoto, Higashinada, Kobe 658-8501 (Japan)

    2016-11-01

    A novel hydrogel having hydrophobic oligo segments and hydrophilic poly(acrylamidoglycolic acid) (PAGA) as pH responsive polymer segments was designed and synthesized to be used as a soft biomaterial. Poly(trimethylene carbonate) (PTMC) as the side chain, for which the degrees of polymerization were 9, 19, and 49, and the composition ratios were 1, 5, and 10 mol%, was used as the oligo segment in the hydrogel. The swelling ratio of the hydrogel was investigated under various changes in conditions such as pH, temperature, and hydrogen bonding upon urea addition. Under pH 2–11 conditions, the graft gel reversibly swelled and shrank due to the effect of PAGA main chain. The interior morphology and skin layer of the hydrogel was observed by a scanning electron microscope. The hydrogel composed of PAGA as the hydrophilic polymer backbone had a sponge-like structure, with a pore size of approximately 100 μm. On the other hand, upon increasing the ratio of trimethylene carbonate (TMC) units in the hydrogel, the pores became smaller or disappeared. Moreover, thickness of the skin layer significantly increased with the swelling ratio depended on the incorporation ratios of the PTMC macromonomer. Molecular incorporation in the hydrogel was evaluated using a dye as a model drug molecule. These features would play an important role in drug loading. Increasing the ratio of TMC units favored the adsorption of the dye and activation of the incorporation behavior. - Highlights: • Hydrogen bonding and hydrophobic interaction are dominant factor for forming hydrogels. • Hydrogel properties were tuned by changing in graft length and macromonomer content in feed. • The resulting graft gel could encapsulate and retain organic dye in the hydrogel. • Poly(trimethylene carbonate) segment in the hydrogel was dominant unit for hydrogel.

  8. Design and Application of Interactive Simulations in Problem-Solving in University-Level Physics Education

    Science.gov (United States)

    Ceberio, Mikel; Almudí, José Manuel; Franco, Ángel

    2016-08-01

    In recent years, interactive computer simulations have been progressively integrated in the teaching of the sciences and have contributed significant improvements in the teaching-learning process. Practicing problem-solving is a key factor in science and engineering education. The aim of this study was to design simulation-based problem-solving teaching materials and assess their effectiveness in improving students' ability to solve problems in university-level physics. Firstly, we analyze the effect of using simulation-based materials in the development of students' skills in employing procedures that are typically used in the scientific method of problem-solving. We found that a significant percentage of the experimental students used expert-type scientific procedures such as qualitative analysis of the problem, making hypotheses, and analysis of results. At the end of the course, only a minority of the students persisted with habits based solely on mathematical equations. Secondly, we compare the effectiveness in terms of problem-solving of the experimental group students with the students who are taught conventionally. We found that the implementation of the problem-solving strategy improved experimental students' results regarding obtaining a correct solution from the academic point of view, in standard textbook problems. Thirdly, we explore students' satisfaction with simulation-based problem-solving teaching materials and we found that the majority appear to be satisfied with the methodology proposed and took on a favorable attitude to learning problem-solving. The research was carried out among first-year Engineering Degree students.

  9. Genome-based Modeling and Design of Metabolic Interactions in Microbial Communities.

    Science.gov (United States)

    Mahadevan, Radhakrishnan; Henson, Michael A

    2012-01-01

    Biotechnology research is traditionally focused on individual microbial strains that are perceived to have the necessary metabolic functions, or the capability to have these functions introduced, to achieve a particular task. For many important applications, the development of such omnipotent microbes is an extremely challenging if not impossible task. By contrast, nature employs a radically different strategy based on synergistic combinations of different microbial species that collectively achieve the desired task. These natural communities have evolved to exploit the native metabolic capabilities of each species and are highly adaptive to changes in their environments. However, microbial communities have proven difficult to study due to a lack of suitable experimental and computational tools. With the advent of genome sequencing, omics technologies, bioinformatics and genome-scale modeling, researchers now have unprecedented capabilities to analyze and engineer the metabolism of microbial communities. The goal of this review is to summarize recent applications of genome-scale metabolic modeling to microbial communities. A brief introduction to lumped community models is used to motivate the need for genome-level descriptions of individual species and their metabolic interactions. The review of genome-scale models begins with static modeling approaches, which are appropriate for communities where the extracellular environment can be assumed to be time invariant or slowly varying. Dynamic extensions of the static modeling approach are described, and then applications of genome-scale models for design of synthetic microbial communities are reviewed. The review concludes with a summary of metagenomic tools for analyzing community metabolism and an outlook for future research.

  10. Design and synthesis of an amphiphilic graft hydrogel having a hydrophobic domain formed by multiple interactions

    International Nuclear Information System (INIS)

    Nitta, Kyohei; Kimoto, Atsushi; Watanabe, Junji

    2016-01-01

    A novel hydrogel having hydrophobic oligo segments and hydrophilic poly(acrylamidoglycolic acid) (PAGA) as pH responsive polymer segments was designed and synthesized to be used as a soft biomaterial. Poly(trimethylene carbonate) (PTMC) as the side chain, for which the degrees of polymerization were 9, 19, and 49, and the composition ratios were 1, 5, and 10 mol%, was used as the oligo segment in the hydrogel. The swelling ratio of the hydrogel was investigated under various changes in conditions such as pH, temperature, and hydrogen bonding upon urea addition. Under pH 2–11 conditions, the graft gel reversibly swelled and shrank due to the effect of PAGA main chain. The interior morphology and skin layer of the hydrogel was observed by a scanning electron microscope. The hydrogel composed of PAGA as the hydrophilic polymer backbone had a sponge-like structure, with a pore size of approximately 100 μm. On the other hand, upon increasing the ratio of trimethylene carbonate (TMC) units in the hydrogel, the pores became smaller or disappeared. Moreover, thickness of the skin layer significantly increased with the swelling ratio depended on the incorporation ratios of the PTMC macromonomer. Molecular incorporation in the hydrogel was evaluated using a dye as a model drug molecule. These features would play an important role in drug loading. Increasing the ratio of TMC units favored the adsorption of the dye and activation of the incorporation behavior. - Highlights: • Hydrogen bonding and hydrophobic interaction are dominant factor for forming hydrogels. • Hydrogel properties were tuned by changing in graft length and macromonomer content in feed. • The resulting graft gel could encapsulate and retain organic dye in the hydrogel. • Poly(trimethylene carbonate) segment in the hydrogel was dominant unit for hydrogel.

  11. Encoding Theory of Mind in Character Design for Pedagogical Interactive Narrative

    Directory of Open Access Journals (Sweden)

    Mei Si

    2014-01-01

    Full Text Available Computer aided interactive narrative allows people to participate actively in a dynamically unfolding story, by playing a character or by exerting directorial control. Because of its potential for providing interesting stories as well as allowing user interaction, interactive narrative has been recognized as a promising tool for providing both education and entertainment. This paper discusses the challenges in creating interactive narratives for pedagogical applications and how the challenges can be addressed by using agent-based technologies. We argue that a rich model of characters and in particular a Theory of Mind capacity are needed. The character architect in the Thespian framework for interactive narrative is presented as an example of how decision-theoretic agents can be used for encoding Theory of Mind and for creating pedagogical interactive narratives.

  12. Starting research in interaction design with visuals for low-functioning children in the autistic spectrum: a protocol.

    Science.gov (United States)

    Parés, Narcís; Carreras, Anna; Durany, Jaume; Ferrer, Jaume; Freixa, Pere; Gómez, David; Kruglanski, Orit; Parés, Roc; Ribas, J Ignasi; Soler, Miquel; Sanjurjo, Alex

    2006-04-01

    On starting to think about interaction design for low-functioning persons in the autistic spectrum (PAS), especially children, one finds a number of questions that are difficult to answer: Can we typify the PAS user? Can we engage the user in interactive communication without generating frustrating or obsessive situations? What sort of visual stimuli can we provide? Will they prefer representational or abstract visual stimuli? Will they understand three-dimensional (3D) graphic representation? What sort of interfaces will they accept? Can we set ambitious goals such as education or therapy? Unfortunately, most of these questions have no answer yet. Hence, we decided to set an apparently simple goal: to design a "fun application," with no intention to reach the level of education or therapy. The goal was to be attained by giving the users a sense of agency--by providing first a sense of control in the interaction dialogue. Our approach to visual stimuli design has been based on the use of geometric, abstract, two-dimensional (2D), real-time computer graphics in a full-body, non-invasive, interactive space. The results obtained within the European-funded project MultiSensory Environment Design for an Interface between Autistic and Typical Expressiveness (MEDIATE) have been extremely encouraging.

  13. Designing and Evaluating Tutoring Feedback Strategies for Digital Learning Environments on the Basis of the Interactive Tutoring Feedback Model

    Science.gov (United States)

    Narciss, Susanne

    2013-01-01

    This paper describes the interactive tutoring feedback model (ITF-model; Narciss, 2006; 2008), and how it can be applied to the design and evaluation of feedback strategies for digital learning environments. The ITF-model conceptualizes formative tutoring feedback as a multidimensional instructional activity that aims at contributing to the…

  14. Evaluation of an Interactive Workshop Designed to Teach Practical Welfare Techniques to Beef Cattle Caretakers and Decision Makers

    Science.gov (United States)

    Dewell, Reneé; Hanthorn, Christy; Danielson, Jared; Burzette, Rebecca; Coetzee, Johann; Griffin, D. Dee; Ramirez, Alejandro; Dewell, Grant

    2015-01-01

    The purpose of the project was to evaluate the use of an interactive workshop designed to teach novel practical welfare techniques to beef cattle caretakers and decision makers. Following training, respondents reported being more likely to use or recommend use of local anesthesia for dehorning and castration and were more inclined to use meloxicam…

  15. The Design, Implementation, and Evaluation of a Digital Interactive Globe System Integrated into an Earth Science Course

    Science.gov (United States)

    Liou, Wei-Kai; Bhagat, Kaushal Kumar; Chang, Chun-Yen

    2018-01-01

    The aim of this study is to design and implement a digital interactive globe system (DIGS), by integrating low-cost equipment to make DIGS cost-effective. DIGS includes a data processing unit, a wireless control unit, an image-capturing unit, a laser emission unit, and a three-dimensional hemispheric body-imaging screen. A quasi-experimental study…

  16. Analysing the interactions between renewable energy promotion and energy efficiency support schemes: The impact of different instruments and design elements

    International Nuclear Information System (INIS)

    Rio, Pablo del

    2010-01-01

    CO 2 emissions reduction, renewable energy deployment and energy efficiency are three main energy/environmental goals, particularly in Europe. Their relevance has led to the implementation of support schemes in these realms. Their coexistence may lead to overlaps, synergies and conflicts between them. The aim of this paper is to analyse the interactions between energy efficiency measures and renewable energy promotion, whereas previous analyses have focused on the interactions between emissions trading schemes (ETS) and energy efficiency measures and ETS and renewable energy promotion schemes. Furthermore, the analysis in this paper transcends the 'certificate' debate (i.e., tradable green and white certificates) and considers other instruments, particularly feed-in tariffs for renewable electricity. The goal is to identify positive and negative interactions between energy efficiency and renewable electricity promotion and to assess whether the choice of specific instruments and design elements within those instruments affects the results of the interactions.

  17. Analysing the interactions between renewable energy promotion and energy efficiency support schemes: The impact of different instruments and design elements

    Energy Technology Data Exchange (ETDEWEB)

    Rio, Pablo del, E-mail: pablo.delrio@cchs.csic.e [Instituto de Politicas y Bienes Publicos, Consejo Superior de Investigaciones Cientificas (CSIC), C/Albasanz 26-28, 28037 Madrid (Spain)

    2010-09-15

    CO{sub 2} emissions reduction, renewable energy deployment and energy efficiency are three main energy/environmental goals, particularly in Europe. Their relevance has led to the implementation of support schemes in these realms. Their coexistence may lead to overlaps, synergies and conflicts between them. The aim of this paper is to analyse the interactions between energy efficiency measures and renewable energy promotion, whereas previous analyses have focused on the interactions between emissions trading schemes (ETS) and energy efficiency measures and ETS and renewable energy promotion schemes. Furthermore, the analysis in this paper transcends the 'certificate' debate (i.e., tradable green and white certificates) and considers other instruments, particularly feed-in tariffs for renewable electricity. The goal is to identify positive and negative interactions between energy efficiency and renewable electricity promotion and to assess whether the choice of specific instruments and design elements within those instruments affects the results of the interactions.

  18. Analysing the interactions between renewable energy promotion and energy efficiency support schemes. The impact of different instruments and design elements

    Energy Technology Data Exchange (ETDEWEB)

    Del Rio, Pablo [Instituto de Politicas y Bienes Publicos, Consejo Superior de Investigaciones Cientificas (CSIC), C/Albasanz 26-28, 28037 Madrid (Spain)

    2010-09-15

    CO{sub 2} emissions reduction, renewable energy deployment and energy efficiency are three main energy/environmental goals, particularly in Europe. Their relevance has led to the implementation of support schemes in these realms. Their coexistence may lead to overlaps, synergies and conflicts between them. The aim of this paper is to analyse the interactions between energy efficiency measures and renewable energy promotion, whereas previous analyses have focused on the interactions between emissions trading schemes (ETS) and energy efficiency measures and ETS and renewable energy promotion schemes. Furthermore, the analysis in this paper transcends the certificate debate (i.e., tradable green and white certificates) and considers other instruments, particularly feed-in tariffs for renewable electricity. The goal is to identify positive and negative interactions between energy efficiency and renewable electricity promotion and to assess whether the choice of specific instruments and design elements within those instruments affects the results of the interactions. (author)

  19. Gene-Lifestyle Interactions in Complex Diseases: Design and Description of the GLACIER and VIKING Studies.

    Science.gov (United States)

    Kurbasic, Azra; Poveda, Alaitz; Chen, Yan; Agren, Asa; Engberg, Elisabeth; Hu, Frank B; Johansson, Ingegerd; Barroso, Ines; Brändström, Anders; Hallmans, Göran; Renström, Frida; Franks, Paul W

    2014-12-01

    Most complex diseases have well-established genetic and non-genetic risk factors. In some instances, these risk factors are likely to interact, whereby their joint effects convey a level of risk that is either significantly more or less than the sum of these risks. Characterizing these gene-environment interactions may help elucidate the biology of complex diseases, as well as to guide strategies for their targeted prevention. In most cases, the detection of gene-environment interactions will require sample sizes in excess of those needed to detect the marginal effects of the genetic and environmental risk factors. Although many consortia have been formed, comprising multiple diverse cohorts to detect gene-environment interactions, few robust examples of such interactions have been discovered. This may be because combining data across studies, usually through meta-analysis of summary data from the contributing cohorts, is often a statistically inefficient approach for the detection of gene-environment interactions. Ideally, single, very large and well-genotyped prospective cohorts, with validated measures of environmental risk factor and disease outcomes should be used to study interactions. The presence of strong founder effects within those cohorts might further strengthen the capacity to detect novel genetic effects and gene-environment interactions. Access to accurate genealogical data would also aid in studying the diploid nature of the human genome, such as genomic imprinting (parent-of-origin effects). Here we describe two studies from northern Sweden (the GLACIER and VIKING studies) that fulfill these characteristics.

  20. Collaboration by Design: Using Robotics to Foster Social Interaction in Kindergarten

    Science.gov (United States)

    Lee, Kenneth T. H.; Sullivan, Amanda; Bers, Marina U.

    2013-01-01

    Research shows the importance of social interaction between peers in child development. Although technology can foster peer interactions, teachers often struggle with teaching with technology. This study examined a sample of (n = 19) children participating in a kindergarten robotics summer workshop to determine the effect of teaching using a…

  1. Information base for waste repository design. Volume 3. Waste/rock interactions

    International Nuclear Information System (INIS)

    Koplick, C.M.; Pentz, D.L.; Oston, S.G.; Talbot, R.

    1979-01-01

    This report describes the important effects resulting from interaction between radioactive waste and the rock in a nuclear waste repository. The state of the art in predicting waste/rock interactions is summarized. Where possible, independent numerical calculations have been performed. Recommendations are made pointing out areas which require additional research

  2. Data Analysis Tools and Methods for Improving the Interaction Design in E-Learning

    Science.gov (United States)

    Popescu, Paul Stefan

    2015-01-01

    In this digital era, learning from data gathered from different software systems may have a great impact on the quality of the interaction experience. There are two main directions that come to enhance this emerging research domain, Intelligent Data Analysis (IDA) and Human Computer Interaction (HCI). HCI specific research methodologies can be…

  3. Some Technical Implications of Distributed Cognition on the Design on Interactive Learning Environments.

    Science.gov (United States)

    Dillenbourg, Pierre

    1996-01-01

    Maintains that diagnosis, explanation, and tutoring, the functions of an interactive learning environment, are collaborative processes. Examines how human-computer interaction can be improved using a distributed cognition framework. Discusses situational and distributed knowledge theories and provides a model on how they can be used to redesign…

  4. Key issues for the successful design of an intelligent, interactive playground

    NARCIS (Netherlands)

    Sturm, J.A.; Bekker, M.M.; Groenendaal, B.; Wesselink, R.; Eggen, J.H.

    2008-01-01

    An Intelligent Playground is an environment with interactive objects that, using advanced technology such as sensors and actuators, react to the interaction with the children and actively encourage children to play. Thus, an intelligent playground stimulates children to move and play together. In

  5. Animal-Computer Interaction: Animal-Centred, Participatory, and Playful Design

    NARCIS (Netherlands)

    Pons, Patricia; Hirskyj-Douglas, Ilyena; Nijholt, Antinus; Cheok, Adrian D.; Spink, Andrew; Riedel, Gernot; Zhou, Liting; Teekens, Lisanne; Albatal, Rami; Gurrin, Cathal

    In recent years there has been growing interest in developing technology to improve animal's wellbeing and to support the interaction of animals within the digital world. The field of Animal-Computer Interaction (ACI) considers animals as the end-users of the technology being developed, orienting

  6. On the application of motivation theory to human factors/ergonomics: motivational design principles for human-technology interaction.

    Science.gov (United States)

    Szalma, James L

    2014-12-01

    Motivation is a driving force in human-technology interaction. This paper represents an effort to (a) describe a theoretical model of motivation in human technology interaction, (b) provide design principles and guidelines based on this theory, and (c) describe a sequence of steps for the. evaluation of motivational factors in human-technology interaction. Motivation theory has been relatively neglected in human factors/ergonomics (HF/E). In both research and practice, the (implicit) assumption has been that the operator is already motivated or that motivation is an organizational concern and beyond the purview of HF/E. However, technology can induce task-related boredom (e.g., automation) that can be stressful and also increase system vulnerability to performance failures. A theoretical model of motivation in human-technology interaction is proposed, based on extension of the self-determination theory of motivation to HF/E. This model provides the basis for both future research and for development of practical recommendations for design. General principles and guidelines for motivational design are described as well as a sequence of steps for the design process. Human motivation is an important concern for HF/E research and practice. Procedures in the design of both simple and complex technologies can, and should, include the evaluation of motivational characteristics of the task, interface, or system. In addition, researchers should investigate these factors in specific human-technology domains. The theory, principles, and guidelines described here can be incorporated into existing techniques for task analysis and for interface and system design.

  7. Comparative Study Between the Two Experimental Design Approaches Taguchi and Traditional in Presence of Control by Control Interactions

    Directory of Open Access Journals (Sweden)

    Arias-Nava Elías Heriberto

    2015-03-01

    Full Text Available Design of experiments plays an important role in the field of creating and innovating process and products directly in manufacturing and improving areas. There are several areas into designs of experiments; robust design is one of them. Robust parameter design is a principle that emphasize in products creation through a correct selection of values called “control” which make a product robust to the variability by the noise introducing by another factors known as “noise” factors. This article aims for a comparative study between two well-known robust design methodologies, making a special emphasis in the control by control interaction effects over optimal operating conditions. The results showed that Taguchi´s crossed arrays are unable to estimate all significant terms in a model. The optimizations result concludes that the Taguchi´s approach is less efficient than the traditional approach in both; maximization and minimization.

  8. Load and resistance factor design of bridge foundations accounting for pile group-soil interaction.

    Science.gov (United States)

    2015-11-01

    Pile group foundations are used in most foundation solutions for transportation structures. Rigorous and reliable pile design methods are : required to produce designs whose level of safety (probability of failure) is known. By utilizing recently dev...

  9. Interactive Effects of Environmental Experience and Innovative Cognitive Style on Student Creativity in Product Design

    Science.gov (United States)

    Lu, Chia-Chen

    2017-01-01

    Environmental experience can enhance the ideas of design students. Thus, this type of experience may interfere with the influence of design students' cognitive style on creativity. The aim of this study was to examine the influence of environmental experience on the relationship between innovative cognitive style and industrial design students'…

  10. Designing Interactions in Tourism Mediascape: Identification of Patterns for Mobile 2.0 Platform

    DEFF Research Database (Denmark)

    Tussyadiah, Iis; Fesenmaier, Daniel R.; Yoo, Youngjin

    2008-01-01

    This study uses pattern language theory in order to identify patterns of tourists’ interactions within their social networks while they are experiencing tourism destinations. The patterns were conceptualized from sequences of tourists’ stories and observers’ field notes through narrative analysis....... The identified patterns were then organized into a typical scenario of tourism experiences. The Mobile 2.0 platform is then characterized as an interactive mediascape that mediates tourists in situ.......This study uses pattern language theory in order to identify patterns of tourists’ interactions within their social networks while they are experiencing tourism destinations. The patterns were conceptualized from sequences of tourists’ stories and observers’ field notes through narrative analysis...

  11. Cell-matrix mechanical interaction in electrospun polymeric scaffolds for tissue engineering: Implications for scaffold design and performance.

    Science.gov (United States)

    Kennedy, Kelsey M; Bhaw-Luximon, Archana; Jhurry, Dhanjay

    2017-03-01

    Engineered scaffolds produced by electrospinning of biodegradable polymers offer a 3D, nanofibrous environment with controllable structural, chemical, and mechanical properties that mimic the extracellular matrix of native tissues and have shown promise for a number of tissue engineering applications. The microscale mechanical interactions between cells and electrospun matrices drive cell behaviors including migration and differentiation that are critical to promote tissue regeneration. Recent developments in understanding these mechanical interactions in electrospun environments are reviewed, with emphasis on how fiber geometry and polymer structure impact on the local mechanical properties of scaffolds, how altering the micromechanics cues cell behaviors, and how, in turn, cellular and extrinsic forces exerted on the matrix mechanically remodel an electrospun scaffold throughout tissue development. Techniques used to measure and visualize these mechanical interactions are described. We provide a critical outlook on technological gaps that must be overcome to advance the ability to design, assess, and manipulate the mechanical environment in electrospun scaffolds toward constructs that may be successfully applied in tissue engineering and regenerative medicine. Tissue engineering requires design of scaffolds that interact with cells to promote tissue development. Electrospinning is a promising technique for fabricating fibrous, biomimetic scaffolds. Effects of electrospun matrix microstructure and biochemical properties on cell behavior have been extensively reviewed previously; here, we consider cell-matrix interaction from a mechanical perspective. Micromechanical properties as a driver of cell behavior has been well established in planar substrates, but more recently, many studies have provided new insights into mechanical interaction in fibrillar, electrospun environments. This review provides readers with an overview of how electrospun scaffold mechanics and

  12. Cognitive engineering in the design of human-computer interaction and expert systems

    International Nuclear Information System (INIS)

    Salvendy, G.

    1987-01-01

    The 68 papers contributing to this book cover the following areas: Theories of Interface Design; Methodologies of Interface Design; Applications of Interface Design; Software Design; Human Factors in Speech Technology and Telecommunications; Design of Graphic Dialogues; Knowledge Acquisition for Knowledge-Based Systems; Design, Evaluation and Use of Expert Systems. This demonstrates the dual role of cognitive engineering. On the one hand cognitive engineering is utilized to design computing systems which are compatible with human cognition and can be effectively and be easily utilized by all individuals. On the other hand, cognitive engineering is utilized to transfer human cognition into the computer for the purpose of building expert systems. Two papers are of interest to INIS

  13. Preliminary design and optimization of a G-band extended interaction oscillator based on a pseudospark-sourced electron beam

    Energy Technology Data Exchange (ETDEWEB)

    Yin, Y., E-mail: yong.yin@strath.ac.uk, E-mail: yinyong@uestc.edu.cn [School of Physical Electronics, University of Electronic Science and Technology of China, Chengdu 610054 (China); Department of Physics, Scottish Universities Physics Alliance, University of Strathclyde, Glasgow G4 0NG (United Kingdom); He, W.; Zhang, L.; Yin, H.; Cross, A. W. [Department of Physics, Scottish Universities Physics Alliance, University of Strathclyde, Glasgow G4 0NG (United Kingdom)

    2015-07-15

    The design and simulation of a G-band extended interaction oscillator (EIO) driven by a pseudospark-sourced electron beam is presented. The characteristic of the EIO and the pseudospark-based electron beam were studied to enhance the performance of the newly proposed device. The beam-wave interaction of the EIO can be optimized by choosing a suitable pseudospark discharging voltage and by widening the operating voltage region of the EIO circuit. Simulation results show that a peak power of over 240 W can be achieved at G-band using a pseudospark discharge voltage of 41 kV.

  14. Design, Utility, and History of the Colorado Adoption Project: Examples Involving Adjustment Interactions1

    OpenAIRE

    Rhea, Sally Ann; Bricker, Josh B.; Corley, Robin P.; DeFries, John C.; Wadsworth, Sally J.

    2013-01-01

    This paper describes the Colorado Adoption Project (CAP), a longitudinal study in behavioral development, and discusses how adoption studies may be used to assess genetic and environmental etiologies of individual differences for important developmental outcomes. Previous CAP research on adjustment outcomes in childhood and adolescence which found significant interactions, including gene-environment interactions, is reviewed. New research suggests mediating effects of menarche and religiosity...

  15. Design of an Effective WSN-Based Interactive u-Learning Model

    OpenAIRE

    Kim, Hye-jin; Caytiles, Ronnie D.; Kim, Tai-hoon

    2012-01-01

    Wireless sensor networks include a wide range of potential applications to improve the quality of teaching and learning in a ubiquitous environment. WSNs become an evolving technology that acts as the ultimate interface between the learners and the context, enhancing the interactivity and improving the acquisition or collection of learner's contextual information in ubiquitous learning. This paper presents a model of an effective and interactive ubiquitous learning environment system based on...

  16. Holistic Approach to Partial Covalent Interactions in Protein Structure Prediction and Design with Rosetta.

    Science.gov (United States)

    Combs, Steven A; Mueller, Benjamin K; Meiler, Jens

    2018-05-29

    Partial covalent interactions (PCIs) in proteins, which include hydrogen bonds, salt bridges, cation-π, and π-π interactions, contribute to thermodynamic stability and facilitate interactions with other biomolecules. Several score functions have been developed within the Rosetta protein modeling framework that identify and evaluate these PCIs through analyzing the geometry between participating atoms. However, we hypothesize that PCIs can be unified through a simplified electron orbital representation. To test this hypothesis, we have introduced orbital based chemical descriptors for PCIs into Rosetta, called the PCI score function. Optimal geometries for the PCIs are derived from a statistical analysis of high-quality protein structures obtained from the Protein Data Bank (PDB), and the relative orientation of electron deficient hydrogen atoms and electron-rich lone pair or π orbitals are evaluated. We demonstrate that nativelike geometries of hydrogen bonds, salt bridges, cation-π, and π-π interactions are recapitulated during minimization of protein conformation. The packing density of tested protein structures increased from the standard score function from 0.62 to 0.64, closer to the native value of 0.70. Overall, rotamer recovery improved when using the PCI score function (75%) as compared to the standard Rosetta score function (74%). The PCI score function represents an improvement over the standard Rosetta score function for protein model scoring; in addition, it provides a platform for future directions in the analysis of small molecule to protein interactions, which depend on partial covalent interactions.

  17. Design

    DEFF Research Database (Denmark)

    Jensen, Ole B.; Pettiway, Keon

    2017-01-01

    In this chapter, Ole B. Jensen takes a situational approach to mobilities to examine how ordinary life activities are structured by technology and design. Using “staging mobilities” as a theoretical approach, Jensen considers mobilities as overlapping, actions, interactions and decisions by desig...... by providing ideas about future research for investigating mobilities in situ as a kind of “staging,” which he notes is influenced by the “material turn” in social sciences....... with a brief description of how movement is studied within social sciences after the “mobilities turn” versus the idea of physical movement in transport geography and engineering. He then explains how “mobilities design” was derived from connections between traffic and architecture. Jensen concludes...

  18. The interactions of design, control and operability in reactive distillation systems

    DEFF Research Database (Denmark)

    Georgiadis, M.C.; Schenk, Myrian Andrea; Pistikopoulos, Stratos

    2002-01-01

    is a strong function of the process design and potential operability bottlenecks are identified. In the second approach, the process design and the control system are optimized simultaneously leading to a more economically beneficial and better controlled system than that obtained using the sequential......In this work the design and control of a reactive distillation column, described by a rigorous dynamic model, is tackled via two different optimization approaches. In the first, the steady-state process design and the control system are optimized sequentially. It is shown that operability...

  19. Towards intelligent automation of power plant design and operations: The role of interactive simulations and distributed expert systems

    International Nuclear Information System (INIS)

    Otaduy, P.J.

    1992-01-01

    The design process of a power plant can be viewed as machine- chromosome engineering: When the final layout is implemented, the lifetime operating characteristics, constraints, strengths, and weaknesses of the resulting power-plant-specimen are durably determined. Hence, the safety, operability, maneuverability, availability, maintenance requirements, and costs of a power plant are directly related to the goodness of its electromechanical-genes. This paper addresses the desirability of incorporating distributed computing, distributed object management, and multimedia technologies to power plant engineering, in particular, to design and operations. The promise these technologies have for enhancing the quality and amount of engineering knowledge available, concurrently, online, to plant designers, maintenance crews, and operators is put into perspective. The role that advanced interactive simulations and expert systems will play in the intelligent automation of power plant design and operations is discussed

  20. Complete Neuron-Astrocyte Interaction Model: Digital Multiplierless Design and Networking Mechanism.

    Science.gov (United States)

    Haghiri, Saeed; Ahmadi, Arash; Saif, Mehrdad

    2017-02-01

    Glial cells, also known as neuroglia or glia, are non-neuronal cells providing support and protection for neurons in the central nervous system (CNS). They also act as supportive cells in the brain. Among a variety of glial cells, the star-shaped glial cells, i.e., astrocytes, are the largest cell population in the brain. The important role of astrocyte such as neuronal synchronization, synaptic information regulation, feedback to neural activity and extracellular regulation make the astrocytes play a vital role in brain disease. This paper presents a modified complete neuron-astrocyte interaction model that is more suitable for efficient and large scale biological neural network realization on digital platforms. Simulation results show that the modified complete interaction model can reproduce biological-like behavior of the original neuron-astrocyte mechanism. The modified interaction model is investigated in terms of digital realization feasibility and cost targeting a low cost hardware implementation. Networking behavior of this interaction is investigated and compared between two cases: i) the neuron spiking mechanism without astrocyte effects, and ii) the effect of astrocyte in regulating the neurons behavior and synaptic transmission via controlling the LTP and LTD processes. Hardware implementation on FPGA shows that the modified model mimics the main mechanism of neuron-astrocyte communication with higher performance and considerably lower hardware overhead cost compared with the original interaction model.