scholarly journals Supporting Decision Making in Engineering Design Using Parallel Coordinates in Virtual Reality

AIAA Journal ◽  
2021 ◽  
pp. 1-15
Author(s):  
Sławomir K. Tadeja ◽  
Timoleon Kipouros ◽  
Yupu Lu ◽  
Per Ola Kristensson
Author(s):  
Henrik Nerga˚rd ◽  
Tobias Larsson

In this paper empirical finding from a study conducted at an aerospace company is compared to theory regarding Experience Feedback (EF), Lessons Learned (LL) and Decision Making (DM). The purpose with the study was to examine how EF within the organization was conducted and what problems and possibilities that was seen. A qualitative approach was taken and interviews and a workshop was conducted. The empirical findings show that EF exist on different levels within the organization but current feedback processes are currently leaning more towards archiving and storing than knowledge sharing and learning. Also passive dissemination approaches are mostly used whereas active dissemination within the correct context is needed The aim with this paper is to discuss issues and empirical findings that should be considered when creating work methods and systems that support learning by EF and LL dissemination.


1999 ◽  
Vol 11 (4) ◽  
pp. 218-228 ◽  
Author(s):  
Michael J. Scott ◽  
Erik K. Antonsson

2005 ◽  
Vol 128 (4) ◽  
pp. 678-688 ◽  
Author(s):  
Tung-King See ◽  
Kemper Lewis

Supporting the decision of a group in engineering design is a challenging and complicated problem when issues like consensus and compromise must be taken into account. In this paper, we present the foundations of the group hypothetical equivalents and inequivalents method and two fundamental extensions making it applicable to new classes of group decision problems. The first extension focuses on updating the formulation to place unequal importance on the preferences of the group members. The formulation presented in this paper allows team leaders to emphasize the input from certain group members based on experience or other factors. The second extension focuses on the theoretical implications of using a general class of aggregation functions. Illustration and validation of the developments are presented using a vehicle selection problem. Data from ten engineering design groups are used to demonstrate the application of the method.


2021 ◽  
Author(s):  
Filippo A. Salustri

Product design engineering is undergoing a transformation from informal and largely experience-based discipline to a science-based domain. Computational intelligence offers models and algorithms that can contribute greatly to design formalization and automation. This paper surveys computational intelligence concepts and approaches applicable to product design engineering. Taxonomy of the surveyed literature is presented according to the generally recognized areas in both product design engineering and computational intelligence. Some research issues that arise from the broad perspective presented in the paper have been signaled but not fully pursued. No survey of such a broad field can be complete, however, the material presented in the paper is a summary of state-of-the-art computational intelligence concepts and approaches in product design engineering. Keywords: Computational intelligence, engineering design, product engineering, decision making, design automation


Blood ◽  
2019 ◽  
Vol 134 (Supplement_1) ◽  
pp. 3402-3402 ◽  
Author(s):  
Lori E. Crosby ◽  
Francis J Real ◽  
Bradley Cruse ◽  
David Davis ◽  
Melissa Klein ◽  
...  

Background: Although hydroxyurea (HU) is an effective disease modifying treatment for sickle cell disease (SCD), uptake remains low in pediatric populations in part due to parental concerns such as side-effects and safety. NHLBI Guidelines recommend shared decision making for HU initiation to elicit family preferences and values; however, clinicians lack specific training. A HU shared decision-making (H-SDM) toolkit was developed to facilitate such discussions (NCT03442114). It includes: 1) decision aids to support parents (brochure, booklet, video narratives, and an in-visit issue card [featuring issues parents reported as key to decision-making about HU]); 2) quality improvement tools to monitor shared decision-making performance; and 3) a curriculum to train clinicians in advanced communication skills to engage parents in shared decision-making. This abstract describes the development and preliminary evaluation of the virtual reality (VR) component of the clinician curriculum. Objectives: The goals are to: 1) describe the development of a VR simulation for training clinicians in advanced communication skills, and 2) present preliminary data about its tolerability, acceptability, and impact. Methods: Immersive VR simulations administered via a VR headset were created. The VR environment was designed to replicate a patient room, and graphical character representatives (avatars) of parents and patients were designed based on common demographics of patients with SCD (Figure 1). During simulations, the provider verbally counseled the avatars around HU initiation with avatars' verbal and non-verbal responses matched appropriately. The H-SDM in-visit issue card was incorporated into the virtual environment to reinforce practice with this tool. The VR curriculum was piloted for initial acceptability with parents of a child with SCD and clinicians at a children's hospital. Evaluation: Hematology providers participated in the workshop training that included information on facilitating shared decision-making with subsequent deliberate practice of skills through VR simulations. Each provider completed at least one VR simulation. The view through the VR headset was displayed on to a projector screen so others could view the virtual interaction. Debriefing occurred regarding use of communication skills and utilization of the issue card. To assess tolerability, providers reported side effects related to participation. To assess acceptability, providers completed a modified version of the Spatial Presence Questionnaire and described their experience. Impact was assessed by self-report on a retrospective pre-post survey of confidence in specific communication skills using a 5-point scale (from not confident at all to very confident). Differences in confidence were assessed using Wilcoxon Signed-ranks tests. Results: Nine providers (5 pediatric hematologists and 4 nurse practitioners at 3 children's hospitals) participated. Tolerability: The VR experience was well tolerated with most providers reporting no side effects (Table 1). Acceptability: All providers agreed or strongly agreed that the VR experience captured their senses and that they felt physically present in the VR environment. Providers described the experience as "enjoyable", "immersive", and "fun". One provider noted, "It (the VR simulation) put me in clinic to experience what it felt like to discuss HU and use the tool." Impact: Providers' self-reported confidence significantly improved after VR simulations on 4 of 5 communication skills: confirming understanding, Z =1.98, p = .05, r = .44, eliciting parent concerns/values, Z = 2.22, p = .03, r = .50, using an elicit-provide-elicit approach, Z =1.8, p = .02, r = .50, minimizing medical jargon, Z = 1.8, p = .07, r = .40, and using open-ended questions, Z =1.98, p = .05, r = .44. Median scores changed by one-point for all responses and effects were medium to large (see Figure 2). Discussion: The VR curriculum was rated as immersive, realistic, and well-tolerated. Providers endorsed it as a desirable training method. Self-report of confidence in shared decision making-related communication skills improved following completion of VR simulation. Thus, initial data support that VR may be an effective method for educating providers to engage parents in shared decision making for HU. Disclosures Quinn: Amgen: Other: Research Support; Celgene: Membership on an entity's Board of Directors or advisory committees.


2021 ◽  
Vol 28 (4) ◽  
pp. 458-469
Author(s):  
Eun Ju Lee ◽  
Min Jung Ryu

Purpose: This study was conducted to develop and examine the effects of a nursing education program using virtual reality to enhance clinical decision-making ability in respiratory disease nursing care by assessing students’ confidence in performance, clinical decision-making ability, practice flow, class evaluations, and simulation design evaluations.Methods: This study was developed based on the Jeffries simulation model and 5E learning cycle model, blending a virtual reality simulation and high-fidelity simulation. The participants were 41 third-year nursing students with no virtual reality and simulation education experience. The experimental group (n=21) received the virtual reality program, while the control group (n=20) received traditional simulation education. Data were collected from March 8 to May 28, 2021 and analyzed using SPSS version 27 for Windows.Results: Statistically significant differences were found between the experimental group and the control group post-intervention in confidence in performance (F=4.88, p=.33) and clinical decision-making ability (F=18.68, p<.001). The experimental group showed significant increases in practice flow (t=2.34, p=.024) and class evaluations (t=2.99, p=.005) compared to the control group.Conclusion: Nursing education programs using virtual reality to enhance clinical decision-making ability in respiratory disease nursing care can be an effective educational strategy in the clinical context.


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