ISS: Management of the Commercial Research and Development Process

Author(s):  
R. Moslener
2020 ◽  
Vol 5 (2) ◽  
pp. 151
Author(s):  
Buce Trias Hanggara ◽  
Noveria Anggraeni Fiaji ◽  
Prima Zulvarina

Research and development of AKSARA: interactive digital pocketbooks, focusing on the development of a mobile application based on ethics of politeness and academic corruption, introduced as a form of early learning for Brawijaya University students. This research method was a mixed-method type. The development of digital pocketbooks was using a Recursive, Reflective, Design and Development model or can be abbreviated as R2D2. In the development of digital pocketbooks, the focus was on the three development focuses of R2D2, namely (1) Focus on determination; (2) Focus on developing product design, as well as its trials, and; (3) Focus on dissemination in accordance with the context of the development’s environment and needs. The results from the research and development process was a pocketbook app using mobile platform, which makes the product more ubiquitous. Applying the concept of gamification, this application has several interesting functions that stimulate user interaction. AKSARA provides ethics of politeness and academic corruption materials which are divided into systematic chapters and subchapters, each of them contains a quiz to measure user's understanding of the material. The correctness of answers and speed in answering the question determined the points received by users which can decide the user’s level and its ranking in the leaderboard. Users can also share their profiles in social media such as Instagram and Facebook. 


Jurnal PenSil ◽  
2019 ◽  
Vol 8 (1) ◽  
pp. 24-30
Author(s):  
Gilang Mawardi ◽  
Tuti Iriani ◽  
Daryati Daryati

This research is a type of research and development that aims to produce products in the form of multimedia powerpoint-based learning media in Learning Competency courses. This development research is a Research and Development research method with the 4D (four-D) model. This research is basically done through four main stages, namely define process, design process, develop process, and disseminate process. However, the research only reaches the stage of the development process. This study uses a questionnaire as a tool to test the feasibility of the media through the validation of media experts and material experts. The results of development are multimedia powerpoint-based learning media products. Assessments by material expert lecturers get scores 4,27 categorized as "Very Good". An assessment by a media expert lecturer got a score of 3.31 which was categorized as "Quite Good". The results of the average assessment from material and media experts get the value "3,79" means that multimedia-based learning media is categorized as "Good.".


Author(s):  
Patrick Pennefather ◽  
Claudia Krebs ◽  
Julie-Anne Saroyan

The research and development of an augmented reality (AR) application for Vancouver-based dance company Small Stage challenged a team of students at a graduate digital media program to understand how AR might reinvent the audience-dancer relationship. This chapter will chronicle the AR and choreographic development process that occurred simultaneously. Based on the documentation of that process, a number of insights emerged that dance creators and AR developers may find useful when developing an AR experience as counterpart to a live dance production. These include (1) understanding the role of technology to support or disrupt the traditional use of a proscenium-based stage, (2) describing how AR can be used to augment an audience's experience of dance, (3) integrating a motion capture pipeline to accelerate AR development to support the before and after experience of a public dance production.


2017 ◽  
Vol 9 (3) ◽  
pp. 34-53 ◽  
Author(s):  
Ignacio Alvarez ◽  
Laura Rumbel

This paper describes the research and development process of an in-vehicle user experience using Skyline, an automotive prototyping platform created in Intel Labs to empower interaction designers and user experience researches to rapidly and iteratively develop and test in-vehicle user experience concepts. The paper describes the hardware and software components of Skyline in depth and how to configure them to suit individual researcher needs. The paper also presents a case study to exemplify the design making process that Skyline enables. From ideation to use-case creation, prototyping and validation through user assessment, the paper showcases the benefits of capturing early qualitative user feedback as support for rapid prototyping walking through a study titled Agency vs. Control and the associated interactions inside the cockpit. Ten defined use-cases are developed and integrated into a hero scenario in Skyline. High fidelity HMI concepts are tested and validated over the course of six months with feedback from a total of fifty users.


2017 ◽  
Vol 8 ◽  
pp. 204173141769792 ◽  
Author(s):  
Caitriona O’Rourke ◽  
Charlotte Lee-Reeves ◽  
Rosemary AL Drake ◽  
Grant WW Cameron ◽  
A Jane Loughlin ◽  
...  

Neurodegenerative conditions remain difficult to treat, with the continuing failure to see therapeutic research successfully advance to clinical trials. One of the obstacles that must be overcome is to develop enhanced models of disease. Tissue engineering techniques enable us to create organised artificial central nervous system tissue that has the potential to improve the drug development process. This study presents a replicable model of neurodegenerative pathology through the use of engineered neural tissue co-cultures that can incorporate cells from various sources and allow degeneration and protection of neurons to be observed easily and measured, following exposure to neurotoxic compounds – okadaic acid and 1-methyl-4-phenylpyridinium. Furthermore, the technology has been miniaturised through development of a mould with 6 mm length that recreates the advantageous features of engineered neural tissue co-cultures at a scale suitable for commercial research and development. Integration of human-derived induced pluripotent stem cells aids more accurate modelling of human diseases, creating new possibilities for engineered neural tissue co-cultures and their use in drug screening.


2020 ◽  
Vol 9 (3) ◽  
pp. 175
Author(s):  
Marcial Garbanzo-Salas ◽  
Diana Jimenez-Robles

An online program developed at the University of Costa Rica provides the professionals working in meteorology a new way to pursue graduate level degrees. The focus of this graduate program is Operational Meteorology and the students need to complete the research and development process of an operational product to graduate. The products created during the program are a solution to operational institutions in need of innovation and can later be incorporated into institutional activities including advisories, warnings and emergency management. A case study included here shows an example of the need that led to the product, the methodologies used for the development and the final operational product created.


Author(s):  
Herbert P. Ginsburg ◽  
Rachael Labrecque ◽  
Kara Carpenter ◽  
Dana Pagar

Mathematics instruction for young children should begin early, elaborate on and mathematize children’s everyday mathematics, promote a meaningful integration and synthesis of mathematics knowledge, and advance the development of conceptual understanding, procedural fluency, and use of effective strategies. The affordances provided by computer programs can be used to further these goals by involving children in activities that are not possible with traditional methods. Drawing on research and theory concerning the development of mathematical cognition, learning, and teaching, high quality mathematics software can provide a productive learning environment with several components: (1) useful instructions and demonstrations, scaffolds, and feedback; (2) mathematical tools (like a device that groups objects into tens); and (3) virtual objects, manipulatives and mathematical representations. We propose a five-stage iterative research and development process consisting of (1) coherent design; (2) formative research; (3) revision; (4) learning studies; and (5) summative research. A case study ofMathemAntics, software for children ranging from age 3 to grade 3, illustrates the research and development process. The chapter concludes with implications for early childhood educators, software designers, and researchers.


Author(s):  
R. A. Bryson

Economists since Adam Smith have recognized the contribution of innovation to profitability and growth. The relationship between corporate research and development and subsequent sales growth, both across and within industries, has been examined by many authors. Results have been varied showing at best no more than the suggestion of a causal relationship between research and development input and growth. These results are reviewed together with the various theories which have been developed in an attempt to explain the connection between technical innovation and growth. Starting with an examination of various national economies, the rate of commercial research and development expenditure has been compared to the rate of national growth. A number of industries in the United Kingdom, Germany, Japan and the United States of America were also examined, taking the automotive industry as a particular case. In addition to using published data a survey of smaller vehicle manufacturers in the United Kingdom was conducted. Although positive correlation was found at an international and industry level, no association between research and development expenditure and sales growth was found at a company or project level in the United Kingdom.


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