A combined collaborative design platform for large-scale equipment installation

Author(s):  
Zhang Weihua ◽  
Tan Jianrong ◽  
Che Junhua
Author(s):  
Meisha Rosenberg ◽  
Judy M. Vance

Successful collaborative design requires in-depth communication between experts from different disciplines. Many design decisions are made based on a shared mental model and understanding of key features and functions before the first prototype is built. Large-Scale Immersive Computing Environments (LSICEs) provide the opportunity for teams of experts to view and interact with 3D CAD models using natural human motions to explore potential design configurations. This paper presents the results of a class exercise where student design teams used an LSICE to examine their design ideas and make decisions during the design process. The goal of this research is to gain an understanding of (1) whether the decisions made by the students are improved by full-scale visualizations of their designs in LSICEs, (2) how the use of LSICEs affect the communication of students with collaborators and clients, and (3) how the interaction methods provided in LSICEs affect the design process. The results of this research indicate that the use of LSICEs improves communication among design team members.


2009 ◽  
Vol 4 (1) ◽  
pp. 21-27 ◽  
Author(s):  
Anhu Li ◽  
Yongjian Zhu ◽  
Yongcheng Liang ◽  
Zhao Liu

2011 ◽  
Vol 20 (06) ◽  
pp. 1083-1106 ◽  
Author(s):  
ATE PENDERS ◽  
GREGOR PAVLIN ◽  
MICHIEL KAMERMANS

This paper introduces a new collaborative approach to construction of large scale service oriented systems supporting distributed reasoning. In particular, we assume systems in which complex situation assessment is carried out through composition of heterogeneous services, each specialized for a particular type of analysis. Different services are composed automatically by using service discovery and negotiation. One of the major challenges in such settings is efficient definition of a large number of different types of services. The presented solution supports efficient definition of services by using a combination of light weight service ontologies, efficient construction procedures and tools. In particular, machine-understandable descriptions of heterogeneous services with well defined syntax and semantics can be created by multiple designers, without complex coordination of collaborative design processes and without any knowledge of formal ontologies.


Author(s):  
Carlo Giovannella ◽  
Claudia Di Lorenzo ◽  
Simona Scarsella ◽  
Corrado Amedeo Presti

This paper reports and discusses the result of a survey focused on the perceptions and expectations on TEE applications, conducted among 500 Italian educators (university, high/middle/elementary schools and professionals) involved in on-line or blended learning practices. The expectations are quite basic ones, although may depend on the educational level: support to content sharing and production, communication, assessment and team working are at the top of rank; much less relevant appear to be items like: support to socialization, process design and personalization. Very similar results have been obtained also from a survey among schools’ teachers, novices for TEE, attending a Master in “e-learning: methods, techniques and applications”. The survey was conducted after the conclusion of the first part of the master carried on according to a very traditional distance learning process: content download, self-evaluation tests, tutor assistance upon request. However, after the participation to the second part of the Master, organized as a collaborative, design inspired P3BL (problem, project and process based learning) experience, their opinions on TEE changed in a considerable manner. This indicates how necessary a dissemination action on a large scale among educators with regard to both TEE potentialities and design literacy would be.


Author(s):  
Carlo Giovannella ◽  
Claudia Di Lorenzo ◽  
Simona Scarsella ◽  
Corrado Amedeo Presti

This paper reports and discusses the result of a survey focused on the perceptions and expectations on TEE applications, conducted among 500 Italian educators (university, high/middle/elementary schools and professionals) involved in on-line or blended learning practices. The expectations are quite basic ones, although may depend on the educational level: support to content sharing and production, communication, assessment and team working are at the top of rank; much less relevant appear to be items like: support to socialization, process design and personalization. Very similar results have been obtained also from a survey among schools’ teachers, novices for TEE, attending a Master in “e-learning: methods, techniques and applications”. The survey was conducted after the conclusion of the first part of the master carried on according to a very traditional distance learning process: content download, self-evaluation tests, tutor assistance upon request. However, after the participation to the second part of the Master, organized as a collaborative, design inspired P3BL (problem, project and process based learning) experience, their opinions on TEE changed in a considerable manner. This indicates how necessary a dissemination action on a large scale among educators with regard to both TEE potentialities and design literacy would be.


2014 ◽  
Vol 610 ◽  
pp. 381-384
Author(s):  
Jian Le ◽  
Shun Liang Mei ◽  
Yu Zhu

Using HLS to optimize C++ code,the feature of large-scale motion on the Optical Flow tracking algorithm has been implemented in the vision navigation system. Embedded coprocessor input and output image, FPAG unit exchange date with coprocessor. A complete embed design in Zedbaord that is include FPAG and ARM. The FPAG and ARM collaborative design of a processing system accelerated algorithm speed and restructured the hardware and software frame.


2004 ◽  
Vol 2 (6) ◽  
pp. 683-689 ◽  
Author(s):  
Scott Mahan ◽  
Kristin G. Ardlie ◽  
Kevin F. Krenitsky ◽  
Gary Walsh ◽  
Graham Clough

Author(s):  
E-P Hong ◽  
G-J Park

The complexity of engineering systems is rapidly increasing because the number of components has increased and various engineering disciplines are involved. According to this trend, large-scale engineering systems are designed by multiple design teams with many designers of various disciplines. Although the design process by the design teams is a great deal similar to the design process by an individual designer, there is an important difference between them. Designing a large-scale engineering system with design teams can cause potential conflict among the subsystems because each team may design a subsystem without considering the other team’s subsystems. In this article, a collaborative design process is proposed to design a large-scale engineering system efficiently without the conflict among the subsystems using the Independence Axiom of axiomatic design. The proposed process uses a zigzagging process between the functional domain and the physical domain, and the online electric vehicle (OLEV) is designed by the proposed process. The OLEV is an electric vehicle which uses electric power transmitted wirelessly from the power source buried in the road. The functional requirements (FRs) and constraints of the OLEV are specified to clarify the design objectives and specifications. The prototype, which is designed by the design teams based on the defined FRs, is evaluated using the proposed process. It is found that the proposed process can lead design teams to design a product more efficiently without unnecessary iterations.


Author(s):  
Feniosky Peña-Mora ◽  
Ram D. Sriram ◽  
Robert Logcher

AbstractLarge-scale engineering projects typically involve many different types of professionals who must interact and communicate with one another. This interaction produces conflicts that need to be resolved. A framework is presented in which the rationale used in a collaborative design environment for designing an artifact is also used for conflict mitigation. The framework contains mechanisms for checking interactions and prompting hypotheses about the reasons for the interactions. These hypotheses, once verified by the designers, improve conflict resolution by assisting them in coordinating and negotiating conflicts. This, in turn, enhances communication during the design process and consequently increases productivity in the engineering industry.


Author(s):  
Mark Fuge ◽  
Kevin Tee ◽  
Alice Agogino ◽  
Nathan Maton

This paper presents a large-scale empirical study of OpenIDEO, an online collaborative design community. Using network analysis techniques, we describe the properties of this collaborative design network and discuss how it differs from common models of network formation seen in other social or technological networks. One major finding is that in OpenIDEO's social network the highly connected members talk more to less connected members than each other—a behavior not commonly found in other social and collaborative networks. We discuss how some of the interventions and incentives inherent in OpenIDEO's platform might cause this unique structure, and what advantages and disadvantages this structure has for coordinating distributed design teams. Specifically, its core-periphery structure is robust to network changes, but is at risk of decreasing design exploration ability if the core becomes too heavily clustered or loses efficiency. We discuss possible interventions that can prevent this outcome: encouraging core members to collaborate with periphery nodes, and increasing the diversity of the user population.


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