Integrating a knowledge based tool selection system with commercial CAD systems

1994 ◽  
Author(s):  
Y. Zhao
Author(s):  
P G Maropoulos ◽  
B Alamin

This paper discusses the experimental results obtained by testing the knowledge-based module of the intelligent tool selection system (ITS_KBS). The main objectives of the testing programme were to check the essential functionality, verify the empirical rules and criteria and fine-tune the system. Although certain functions were tested on the computer, a large number of cutting tests were completed using steel components and the system's performance was assessed over a wide range of component geometries and cutting conditions. The cutting tests were successful since ITS_KBS selected tools and generated safe but efficient cutting data which worked on the machine tool the first time around in the large majority of instances. Overall, the results of the testing programme were very encouraging in that they verified the main research assumptions and fulfilled the expectations regarding functionality.


Author(s):  
Hyunmin Cheong ◽  
Wei Li ◽  
Francesco Iorio

This paper presents a novel application of gamification for collecting high-level design descriptions of objects. High-level design descriptions entail not only superficial characteristics of an object, but also function, behavior, and requirement information of the object. Such information is difficult to obtain with traditional data mining techniques. For acquisition of high-level design information, we investigated a multiplayer game, “Who is the Pretender?” in an offline context. Through a user study, we demonstrate that the game offers a more fun, enjoyable, and engaging experience for providing descriptions of objects than simply asking people to list them. We also show that the game elicits more high-level, problem-oriented requirement descriptions and less low-level, solution-oriented structure descriptions due to the unique game mechanics that encourage players to describe objects at an abstract level. Finally, we present how crowdsourcing can be used to generate game content that facilitates the gameplay. Our work contributes towards acquiring high-level design knowledge that is essential for developing knowledge-based CAD systems.


Author(s):  
Kun Sun ◽  
Boi Faltings

Abstract Knowledge-based CAD systems limit designers’ creativity by constraining them to work with the prototypes provided by the systems’ knowledge bases. We investigate knowledge-based CAD systems capable of supporting creative designs in the example domain of elementary mechanisms. We present a technique based on qualitative explanations which allows a designer to extend the knowledge base by demonstrating a structure which implements a function in a creative way. Structure is defined as the geometry of the parts, and function using a general logical language based on qualitative physics. We argue that the technique can accommodate any creative design in the example domain, and we demonstrate the technique using an example of a creative design. The use of qualitative physics as a tool for extensible knowledge-based systems points out a new and promising application area for qualitative physics.


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