METHOD FOR FORECASTING DI BASED ON TRIZ TECHNOLOGY SYSTEM EVOLUTION THEORY

2012 ◽  
Vol 09 (02) ◽  
pp. 1250010 ◽  
Author(s):  
JIANGUANG SUN ◽  
RUNHUA TAN

Disruptive Innovation (DI) is an effective method for a new firm to enter mature market. According to the composing analysis of the technical system for the product, six kinds of typical state in the technical system process can be detected. In accordance with technology system evolution analysis, two kinds of evolutionary technologies — mainstream evolutionary technologies and laggard evolutionary technologies — can be detected. Then, the conditions for forecasting DI technologies are established. Based on evolution path lines of TRIZ, the potential DI can be forecasted. As a case study, the video game console system is investigated. The study shows that the adoption of TRIZ evolution theory in forecasting disruptive technologies of product is feasible.

2013 ◽  
Author(s):  
Louis-Benoit Desroches ◽  
Jeffery Greenblatt ◽  
Stacy Pratt ◽  
Henry Willem ◽  
Erin Claybaugh ◽  
...  

Author(s):  
Edward Downs

A pre-test, post-test experiment was conducted to determine if using a popular racing game on a PlayStation® 3 video game console could change a player's intent to drive distracted. Results indicated that those who were driving distracted (texting or talking) in a video game driving simulator had significantly more crashes, speed violations, and fog-line crossings than those in a non-distracted driving control group. These findings are consistent with predictions from the ACT-R cognitive architecture and threaded cognition theory. A follow-up study manipulated the original protocol by establishing a non-distracted baseline for participants' driving abilities as a comparison. Results demonstrated that this manipulation resulted in a significantly stronger change in attitude against driving distracted than in the original procedure. The implications help to inform driving safety programs on proper protocol for the use of game consoles to change attitudes toward distracted driving.


2013 ◽  
Vol 2013 ◽  
pp. 1-7 ◽  
Author(s):  
Alasdair G. Thin ◽  
Craig Brown ◽  
Paul Meenan

Dance Dance Revolution is a pioneering exergame which has attracted considerable interest for its potential to promote regular exercise and its associated health benefits. The advent of a range of different consumer body motion tracking video game console peripherals raises the question whether their different technological affordances (i.e., variations in the type and number of body limbs that they can track) influence the user experience while playing dance-based exergames both in terms of the level of physical exertion and the nature of the play experience. To investigate these issues a group of subjects performed a total of six comparable dance routines selected from commercial dance-based exergames (two routines from each game) on three different consoles. The subjects’ level of physical exertion was assessed by measuring oxygen consumption and heart rate. They also reported their perceived level of exertion, difficulty, and enjoyment ratings after completing each dance routine. No differences were found in the physiological measures of exertion between the peripherals/consoles. However, there were significant variations in the difficulty and enjoyment ratings between peripherals. The design implications of these results are discussed including the tension between helping to guide and coordinate player movement versus offering greater movement flexibility.


2009 ◽  
Vol 24 (3) ◽  
pp. 421-445 ◽  
Author(s):  
Pradeep K. Chintagunta ◽  
Harikesh S. Nair ◽  
R. Sukumar

Sign in / Sign up

Export Citation Format

Share Document