A Design Study Employing Aeroelastic Tailoring and an Active Aeroelastic Wing Design Approach on a Tailless Lambda Wing Configuration

Author(s):  
Edward J. Alyanak ◽  
Edmund Pendleton
1984 ◽  
Vol 21 (10) ◽  
pp. 767-775 ◽  
Author(s):  
Richard M. Wood ◽  
Larry G. Niedling ◽  
David S. Miller ◽  
John R. Klein ◽  
David E. Hahne
Keyword(s):  

1983 ◽  
Author(s):  
R. WOOD ◽  
D. MILLER ◽  
D. HAHNE ◽  
L. NIEDLING ◽  
J. KLEIN
Keyword(s):  

2014 ◽  
Vol 629 ◽  
pp. 182-188 ◽  
Author(s):  
Tan Kai Jun ◽  
Mohammad Yazdi Harmin ◽  
Fairuz I. Romli

Bee Colony Optimisation (BCO) method is used to optimise the fibre orientation of a simple rectangular composite wing with respect to maximising flutter/divergence speed. A modified implementation is proposed to provide a suitable version of BCO algorithm for solving the multi-variable optimisation problem. 50 test cases are performed and the statistical investigation is made in order to investigate the effectiveness and robustness of the proposed algorithm. Consideration is also made in terms of the best weightage of the minimum confident parameter. The overall results indicate that the modified BCO algorithm offers outstanding performance in terms of both accuracy and computational time.


2019 ◽  
Vol 26 (2) ◽  
pp. 1237-1252 ◽  
Author(s):  
Charlotte Nielsen ◽  
Hanne Agerskov ◽  
Claus Bistrup ◽  
Jane Clemensen

Kidney transplantation is the treatment of choice for patients with end-stage renal disease, and leads to everyday self-management of this chronic condition. This article aims to provide documentation for a participatory design study of a telehealth solution to improve the kidney transplantation process, and to identify the impact from the different participants in the participatory design study. Through a participatory design approach, a smartphone application (app) was developed for the entire kidney transplantation process together with a workflow for post-transplantation follow-up. A core element in participatory design is user involvement. By way of workshops and laboratory tests, the telehealth solution was developed in close cooperation with patients, their families, healthcare professionals, kidney association representatives, and Information Technology designers. The participatory design approach means that the telehealth solution was designed to be functional in a clinical setting, address patients’ needs, and support their self-management.


2019 ◽  
Author(s):  
Catarina I. Reis ◽  
Marta Carvalho ◽  
Pedro Gaspar ◽  
Pedro Sousa ◽  
Ricardo Martinho ◽  
...  

BACKGROUND Obesity is a chronic condition of the modern ages both by the influence on the quality of the life of those directly impacted by it, as well as the economic burden it implies for the world population. Multidisciplinary prevention programs are crucial, particularly when addressed for youngsters growing both physically and emotionally, which can introduce healthy behaviors into their daily habits more easily. Mobile Health (mHealth) interventions appear as one of the approaches that can provide an adequate support to these programs. They should be engaging and gamification has been one technique to promote higher retention rates. OBJECTIVE TeenPower is an innovative and interdisciplinary mHealth intervention program to empower adolescents, promoting healthy behaviors while preventing obesity. It uses interactive and collaborative technologies and includes a web-based application directed to teachers and health professionals, and a mobile application (Android) directed to adolescents. The user-centered design approach that we consider accountable for the initial high engagement rate of the users with the platform is described, and we propose a model for the approach conducted, to assist as an orientation for future developments in this context. METHODS An agile software development process was used, with an iterative and incremental approach for planning and implementing software features. We specifically identified a user-centered design approach model with three distinct phases: (1) Design Study; (2) Pre-Production Usability Tests; and (3) Post-Production Usability Data. Each phase of the model was a milestone to conduct a global assessment of the platform and to include specific validation and improvement methods. RESULTS The methods used in Phase 1 (Design Study) allowed us to obtain the high-fidelity version of the graphical interfaces. The methods used in Phase 2 (Pre-Production Usability Tests) showed a task completion success rate of 100%, after executing the first four tasks. Users described the system as easy to use and one that fulfills the requirements. Phase 3 (Post-Production Usability Data) was mainly derived from statistical analysis that reflects the actual usage of the system by real end-users: we achieved an average retention rate of 35% for the first couple of weeks. CONCLUSIONS Each technique and method used has provided significant input to use as feedback for the continuous design and development of the platform. The usage of this user-centered design approach model with three distinct phases allowed us to develop a platform tailored for the users while engaging them from the beginning of the development lifecycle, and thus delivering a software product with an initial high engagement rate. Nevertheless, the retention rate decreases significantly over a short period of time, revealing the need of further work in the development of a truly gamification experience that retains the users. CLINICALTRIAL ClinicalTrials.gov NCT03516097 (https://clinicaltrials.gov/ct2/show/NCT03516097).


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