Development of a highly automated mobile rig for the Australian CSG market

2020 ◽  
Vol 60 (2) ◽  
pp. 620
Author(s):  
Arthur de Mul

In Q2 2020, a fully automated rig will enter the coal seam gas fields of Queensland, to work for a major operator. It is expected to be 20–30% faster than current operations. This document describes the upfront iterative design process with local potential users. Following discussions with various contractors and operators it became evident that there was a gap to bridge between operator and contractor targets and in what current operations have to offer. Both strive for the highest safety levels and operational efficiency, reducing the overall time per well, completed by minimising environmental impact. The above fits in the overall industry trend of transformation from mechanised rigs towards fully automated hands-free operated rigs. It was with these ingredients that the basis of a new iterative design process was formed, in which input from the operator field lieutenants, contractor rig crews and the supporting office was translated into a technical design. The target was set to reduce 20–30% of time per well. Key elements were the choice for road legal trailerised loads with no loose items, which resulted in rig moves of 4–6 h. Fully automated sequenced pipe tripping and casing running contributed to big improvements in efficiency and safety level (no people on the floor during standard operations). Performance can be real-time evaluated and optimised by collecting all rig and downhole data on the OPC server. The server also controls the mud system, downhole data and other important systems. This enables through-life time optimisation.


2021 ◽  
Vol 12 (01) ◽  
pp. 164-169
Author(s):  
Laurie Lovett Novak ◽  
Jonathan Wanderer ◽  
David A. Owens ◽  
Daniel Fabbri ◽  
Julian Z. Genkins ◽  
...  

Abstract Background The data visualization literature asserts that the details of the optimal data display must be tailored to the specific task, the background of the user, and the characteristics of the data. The general organizing principle of a concept-oriented display is known to be useful for many tasks and data types. Objectives In this project, we used general principles of data visualization and a co-design process to produce a clinical display tailored to a specific cognitive task, chosen from the anesthesia domain, but with clear generalizability to other clinical tasks. To support the work of the anesthesia-in-charge (AIC) our task was, for a given day, to depict the acuity level and complexity of each patient in the collection of those that will be operated on the following day. The AIC uses this information to optimally allocate anesthesia staff and providers across operating rooms. Methods We used a co-design process to collaborate with participants who work in the AIC role. We conducted two in-depth interviews with AICs and engaged them in subsequent input on iterative design solutions. Results Through a co-design process, we found (1) the need to carefully match the level of detail in the display to the level required by the clinical task, (2) the impedance caused by irrelevant information on the screen such as icons relevant only to other tasks, and (3) the desire for a specific but optional trajectory of increasingly detailed textual summaries. Conclusion This study reports a real-world clinical informatics development project that engaged users as co-designers. Our process led to the user-preferred design of a single binary flag to identify the subset of patients needing further investigation, and then a trajectory of increasingly detailed, text-based abstractions for each patient that can be displayed when more information is needed.



Author(s):  
Andrew P. Sabelhaus ◽  
Hao Ji ◽  
Patrick Hylton ◽  
Yakshu Madaan ◽  
ChanWoo Yang ◽  
...  

The Underactuated Lightweight Tensegrity Robotic Assistive Spine (ULTRA Spine) project is an ongoing effort to create a compliant, cable-driven, 3-degree-of-freedom, underactuated tensegrity core for quadruped robots. This work presents simulations and preliminary mechanism designs of that robot. Design goals and the iterative design process for an ULTRA Spine prototype are discussed. Inverse kinematics simulations are used to develop engineering characteristics for the robot, and forward kinematics simulations are used to verify these parameters. Then, multiple novel mechanism designs are presented that address challenges for this structure, in the context of design for prototyping and assembly. These include the spine robot’s multiple-gear-ratio actuators, spine link structure, spine link assembly locks, and the multiple-spring cable compliance system.



Author(s):  
Margaret Wong ◽  
Akudasuo Ezenyilimba ◽  
Alexandra Wolff ◽  
Tyrell Anderson ◽  
Erin Chiou ◽  
...  

Urban Search and Rescue (USAR) missions often involve a need to complete tasks in hazardous environments. In such situations, human-robot teams (HRT) may be essential tools for future USAR missions. Transparency and explanation are two information exchange processes where transparency is real-time information exchange and explanation is not. For effective HRTs, certain levels of transparency and explanation must be met, but how can these modes of team communication be operationalized? During the COVID-19 pandemic, our approach to answering this question involved an iterative design process that factored in our research objectives as inputs and pilot studies with remote participants. Our final research testbed design resulted in converting an in-person task environment to a completely remote study and task environment. Changes to the study environment included: utilizing user-friendly video conferencing tools such as Zoom and a custom-built application for research administration tasks and improved modes of HRT communication that helped us avoid confounding our performance measures.



2021 ◽  
Author(s):  
Jeonghwan Hwang ◽  
Taeheon Lee ◽  
Honggu Lee ◽  
Seonjeong Byun

BACKGROUND Despite the unprecedented performances of deep learning algorithms in clinical domains, full reviews of algorithmic predictions by human experts remain mandatory. Under these circumstances, artificial intelligence (AI) models are primarily designed as clinical decision support systems (CDSSs). However, from the perspective of clinical practitioners, the lack of clinical interpretability and user-centered interfaces block the adoption of these AI systems in practice. OBJECTIVE The aim of this study was to develop an AI-based CDSS for assisting polysomnographic technicians in reviewing AI-predicted sleep staging results. This study proposed and evaluated a CDSS that provides clinically sound explanations for AI predictions in a user-centered fashion. METHODS User needs for the system were identified during interviews with polysomnographic technicians. User observation sessions were conducted to understand the workflow of the practitioners during sleep scoring. Iterative design process was performed to ensure easy integration of the tool into clinical workflows. Then, we evaluated the system with polysomnographic technicians. We measured the improvements in sleep staging accuracies after adopting our tool and assessed qualitatively how the participants perceived and used the tool. RESULTS The user study revealed that technicians desire explanations relevant to key electroencephalogram (EEG) patterns for sleep staging when assessing the correctness of the AI predictions. Here, technicians could evaluate whether AI models properly locate and use those patterns during prediction. Based on this, information in AI models that is closely related to sleep EEG patterns was formulated and visualized during the iterative design process. Furthermore, we developed a different visualization strategy for each pattern based on the way the technicians interpreted the EEG recordings with these patterns during their workflows. Generally, the tool evaluation results from the nine polysomnographic technicians were positive. Quantitatively, technicians achieved better classification performances after reviewing the AI-generated predictions with the proposed system; classification accuracies measured with Macro-F1 scores improved from 60.20 to 62.71. Qualitatively, participants reported that the provided information from the tool effectively supported them, and they were able to develop notable adoption strategies for the tool. CONCLUSIONS Our findings indicate that formulating clinical explanations for automated predictions using the information in the AI with a user-centered design process is an effective strategy for developing a CDSS for sleep staging.



2021 ◽  
Vol 21 (13) ◽  
pp. 10527-10555
Author(s):  
Xinyi Lu ◽  
Stephen J. Harris ◽  
Rebecca E. Fisher ◽  
James L. France ◽  
Euan G. Nisbet ◽  
...  

Abstract. In regions where there are multiple sources of methane (CH4) in close proximity, it can be difficult to apportion the CH4 measured in the atmosphere to the appropriate sources. In the Surat Basin, Queensland, Australia, coal seam gas (CSG) developments are surrounded by cattle feedlots, grazing cattle, piggeries, coal mines, urban centres and natural sources of CH4. The characterization of carbon (δ13C) and hydrogen (δD) stable isotopic composition of CH4 can help distinguish between specific emitters of CH4. However, in Australia there is a paucity of data on the various isotopic signatures of the different source types. This research examines whether dual isotopic signatures of CH4 can be used to distinguish between sources of CH4 in the Surat Basin. We also highlight the benefits of sampling at nighttime. During two campaigns in 2018 and 2019, a mobile CH4 monitoring system was used to detect CH4 plumes. Sixteen plumes immediately downwind from known CH4 sources (or individual facilities) were sampled and analysed for their CH4 mole fraction and δ13CCH4 and δDCH4 signatures. The isotopic signatures of the CH4 sources were determined using the Keeling plot method. These new source signatures were then compared to values documented in reports and peer-reviewed journal articles. In the Surat Basin, CSG sources have δ13CCH4 signatures between −55.6 ‰ and −50.9 ‰ and δDCH4 signatures between −207.1 ‰ and −193.8 ‰. Emissions from an open-cut coal mine have δ13CCH4 and δDCH4 signatures of -60.0±0.6 ‰ and -209.7±1.8 ‰ respectively. Emissions from two ground seeps (abandoned coal exploration wells) have δ13CCH4 signatures of -59.9±0.3 ‰ and -60.5±0.2 ‰ and δDCH4 signatures of -185.0±3.1 ‰ and -190.2±1.4 ‰. A river seep had a δ13CCH4 signature of -61.2±1.4 ‰ and a δDCH4 signature of -225.1±2.9 ‰. Three dominant agricultural sources were analysed. The δ13CCH4 and δDCH4 signatures of a cattle feedlot are -62.9±1.3 ‰ and -310.5±4.6 ‰ respectively, grazing (pasture) cattle have δ13CCH4 and δDCH4 signatures of -59.7±1.0 ‰ and -290.5±3.1 ‰ respectively, and a piggery sampled had δ13CCH4 and δDCH4 signatures of -47.6±0.2 ‰ and -300.1±2.6 ‰ respectively, which reflects emissions from animal waste. An export abattoir (meat works and processing) had δ13CCH4 and δDCH4 signatures of -44.5±0.2 ‰ and -314.6±1.8 ‰ respectively. A plume from a wastewater treatment plant had δ13CCH4 and δDCH4 signatures of -47.6±0.2 ‰ and -177.3±2.3 ‰ respectively. In the Surat Basin, source attribution is possible when both δ13CCH4 and δDCH4 are measured for the key categories of CSG, cattle, waste from feedlots and piggeries, and water treatment plants. Under most field situations using δ13CCH4 alone will not enable clear source attribution. It is common in the Surat Basin for CSG and feedlot facilities to be co-located. Measurement of both δ13CCH4 and δDCH4 will assist in source apportionment where the plumes from two such sources are mixed.



2011 ◽  
Vol 12 (2) ◽  
pp. 322-332 ◽  
Author(s):  
Jinyuan Li ◽  
Shuming Tang ◽  
Xiqin Wang ◽  
Wei Duan ◽  
Fei-Yue Wang


Author(s):  
Jeong-Soo Ahn ◽  
Kyihwan Park ◽  
Richard H. Crawford

Abstract Design activities consists not only of product design, but also of development of the process by which the product will be designed. However, development and documentation of computational design processes are largely unsupported by commercial CAD systems. This paper proposes a new computational architecture for procedural representation of embodiment design processes. A design actor is defined as an independent computational unit of the design process. The proposed architecture models a design process as a sequence of design tasks by representing individual parameters and tasks as design actors, and the sequence of design tasks as a network of design actors assembled according to their functional dependencies. The use of design actors promotes modularity in representing design problems and solution processes. Iterative design processes can be represented since the architecture provides explicit feedforward and feedback information exchange between design actors. The paper describes an object-oriented implementation of the design actor architecture, and demonstrates the approach with an example design of an air-core solenoid in an optical disk drive.



Author(s):  
Holger Schnädelbach ◽  
Boriana Koleva ◽  
Mike Twidale ◽  
Steve Benford


2019 ◽  
pp. 1-22
Author(s):  
Miriam B. Larson ◽  
Barbara B. Lockee


2017 ◽  
Vol 14 (4) ◽  
pp. 387-409 ◽  
Author(s):  
Stephanie de Smale ◽  
Martijn J. L. Kors ◽  
Alyea M. Sandovar

This article reports on a study with 11 bit studios and their game, This War of Mine. Rather than a formal analysis of the game, our objective was to situate the research in game production studies by documenting the design context (gamework) and designer perceptions about the game that inform morally complex gameplay. The research was conducted with four team members of 11 bit studios: a senior game designer, a writer, a senior writer (with stakes in marketing), and a quality assurance lead. We employed reflective interviewing techniques and visual methods to better understand how moral gameplay was designed. Our analysis illustrates the roles underlying narratives in the design process and balancing everyday work negotiations play in the design of moral gameplay, how a designer’s research informs the vision to create emotional realism in the game, and the importance of a player-centered iterative design process to produce morally engaging gameplay.



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