scholarly journals A THEORETICAL FRAMEWORK FOR AN INTELLIGENT DESIGN CATALOGUE

Author(s):  
Paul Winkelman ◽  
Ian Yellowley

This paper outlines continuing work on the intelligent design catalogue. The intelligent design catalogue seeks to create a virtual design environment that is linked to a catalogue of standard parts. The theoretical framework for this research draws on several engineering areas. Within manufacturing, process plans can be developed in a virtual environment independently of the machines on the shop floor just as products can be conceptually designed independently of the standard parts available. The standard parts themselves can be grouped borrowing from classification schemes of Group Technology. Object-Oriented Programming (OOP) provides an environment for the development of the software that runs the intelligent design catalogue. As the objects of OOP parallel standard components, OOP also serves as a design paradigm after which the catalogue can be modelled. . Design theory suggests frameworks for developing a (semi-) hierarchical structure for cataloguing parts and design case studies offer insight into differences between novice and expert designers.

Author(s):  
Zhiqiang Chen ◽  
Zahed Siddique

Mechanical design education focuses on teaching students with fundamental design theory and methodology. Educators systematically introduce design theories, processes, and tools to help students solve design problems. Companies and professional organizations expect that students will be equipped with basic understanding of the engineering practice, and be able to effectively perform independently and in a team environment. Senior capstone design courses, particularly with industry sponsored projects, are widely used to satisfy both education and professional needs of students. This paper presents an education system, which can further facilitate students to acquire design skills in a real-time collaborative, and practical environment. The web-based system helps student teams to: (1) specify the design process for their team projects, (2) organize and distribute tasks among different team members to simulate industry design environment, and (3) get instantaneous access to models, analysis, etc. related to their design. The developed web-based system also contains a knowledge-base that provides students with instructions to setup the design process for projects, and to perform different design tasks. A virtual design organization is created in the system, which is managed by students. In this paper different components of the web-based design education system are presented.


Author(s):  
Ian Yellowley ◽  
Paul Winkelman

Engineers frequently refer to catalogues when designing products and by carefully selecting standard components, they are able to create their own unique systems. Unfortunately, these catalogues tend to serve a limited audience as they favour experienced designers. This research is aimed at developing a software framework that renders catalogue data more accessible to novice designers. The system envisaged is composed of a highly object oriented virtual design environment that allows engineers to develop their products at the conceptual level and then draw on catalogue data as they enter the embodiment and specification phase of the design process. In addition to catalogue data, this design environment must integrate other design aids, such as graphics, simulation and analysis programs. Ultimately, the virtual environment should allow novice designers to develop systems that rival those of experienced engineers using traditional catalogues.


2006 ◽  
Vol 11 (03) ◽  
pp. 207-231 ◽  
Author(s):  
ALLAN O'CONNOR ◽  
JOSE M. RAMOS

This study explores how education and development in the skills and knowledge of foresight, innovation and enterprise (FI and E) relate to the empowerment of young individuals with respect to creating a new venture. In 2003, three groups of young persons aged between 13 and 18 years participated in a program designed for empowerment. An evaluation was conducted nine months later that provided useful insight into the impact of the education design, content and delivery. This research provides deeper insight into the way FI and E education can be used to create empowerment through the derivation of a framework that addresses entry, process and agency factors.


2021 ◽  
Author(s):  
Jacob Elder ◽  
Yrian Derreumaux;Derreumaux ◽  
Brent Hughes

Throughout life, people sometimes lie to curry favor or mitigate disharmony with others, a tendency that may be exacerbated under moments of elevated tension. This phenomenon is captured by the economic theoretical framework of Preference Falsification, which describes why people misrepresent their beliefs in the face of social pressures, and how misrepresentation accumulates to broader misunderstandings that can fuel political polarization. We describe why the current political climate may foster motivations to misrepresent beliefs, as individuals are increasingly siloed into like-minded communities with strong pressures to conform to group norms. Next, we adopt a psychological lens to understand and integrate three motivations that underlie individual misrepresentation – relating to an individual’s intrinsic preference, their reputational concern, and their desire for expression – and describe how individual acts of misrepresentation can propagate across social connections to establish misrepresented beliefs as public consensus. Finally, we outline inroads for examining Preference Falsification using psychological methods that may be uniquely suited to elucidate the different social dynamics and issues that elicit this behavior, with the goal of spurring future research. Ultimately, we argue that fostering a more ideologically pluralistic and socially interconnected society may offer one route to reducing misrepresentation and collective misunderstanding, and thereby attenuate polarization and intergroup antipathy.


2021 ◽  
Vol 66 (4) ◽  
pp. 329-351
Author(s):  
Paul Mihai Paraschiv ◽  

“To Speak of Cattle is to Speak of Man”: Anthroparchal Interactions in John Connell’s The Farmer’s Son. The present paper intends to build a critique of contemporary farming practices, based on Erika Cudworth’s theory of “anthroparchy.” By exemplifying how anthroparchal interactions function in John Connell’s memoir, I will outline the becoming of a posthuman farmer that awakens certain sensibilities towards nonhuman animals, in ways that compel a rethinking of gendered relations, patriarchy, violence, and capitalist interests. The analysis provides a needed insight into recent developments in Irish rural farming, detailing the position of the human subject in relation to nonhuman otherness and describing some of the changes that need to be made regarding the power relations that are at work within patriarchal systems. To this extent, Cudworth’s theoretical framework and Connell’s memoir are proven to be contributing to the necessary restructuring of farming practices and of human-nonhuman interactions. Keywords: anthroparchy, posthumanism, gender relations, zoomorphism, capitalism, farming


1988 ◽  
Vol 4 (03) ◽  
pp. 197-215
Author(s):  
Richard L. DeVries

The use of computers to improve the productivity of U.S. shipyards has never been as successful as hoped for by the designers. Many applications were simply the conversion of an existing process to a computerized process. The manufacturing database required for the successful application of computer-aided process planning (CAPP) to the shipyard environment requires a "back-to-basics" approach, one that can lead to control of the processes occurring in the fabrication and assembly shops of a shipyard. The manufacturing database will not provide management feedback designed for the financial segment of the shipyard (although it can be converted to be fully applicable): it provides "real-time" manufacturing data that the shop floor manager can utilize in his day-to-day decisions, not historical data on how his shop did last week or last month. The computer is only a tool to be used to organize the mountains of manufacturing data into useful information for today's shop manager on a "real time" basis. The use of group technology to collect similar products, the use of parameters to clearly identify work content, the use of real-time efficiency rates to project capacity and realistic schedules, and the use of bar codes to input "real time" data are all tools that are part of the process—tools for the shop floor manager of tomorrow.


2021 ◽  
Vol 5 (1) ◽  
pp. 173-183
Author(s):  
Mark O’Sullivan ◽  
Vladislav A. Bespomoshchnov ◽  
Clifford J. Mallett

Who is the “Magic Man” (https://youtu.be/5EgNF6X2MJs?t=78)? In 2017, Pavel Datsyuk was named as one of the 100 greatest National Hockey League players in ice hockey history. His Detroit Red Wings teammate Niklas Kronwall quipped, “Pav is the Magic Man for a reason. He does things out there with the puck that no one else can do.” This statement begs the questions: When, where, and how did Pavel learn those creative skills? To gain insight into how the “Magic Man,” Pavel Datsyuk, acquired such sophisticated yet unorthodox skills, we endeavored to investigate the preprofessional years of Pavel’s development. Utilizing a case study methodology and leaning on the theoretical framework of ecological dynamics, we sought to examine the ecological niche that helped shape Pavel’s learning in development. Our case study highlights the ecological nature of the development of expertise and the nonlinear impact ecological constraints had on the development of Pavel’s expertise.


Author(s):  
Cecil Piya ◽  
Karthik Ramani

In the real world, we use our innate manual dexterity to create and manipulate 3D objects. Conventional virtual design tools largely neglect this skill by imposing non-intuitive 2D control mechanisms for interacting with 3D design models. Their usage is thus cumbersome, time consuming and requires training. We propose a novel design paradigm that combines users’ manual dexterity with the physical affordances of non-instrumented and ordinary objects to support virtual 3D design constructions. We demonstrate this paradigm through Proto-TAI, a quick prototyping application where 2D shapes are assembled into 3D representations of ideated design concepts. Here, users can create 2D shapes in a pen-based sketch medium and use expressive handheld movements of a planar proxy to configure the shapes in 3D space. The proxy provides a metaphorical means for possessing and controlling the shapes. Here, a depth sensor and computer vision algorithms track the proxy’s spatial movement. The 3D design prototype constructed in our system can be fabricated using a laser cutter and physically assembled on-the-fly. Our system has vast implications in many design and assembly contexts, and we demonstrate its usability and efficacy through user studies and evaluations.


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