platform design
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Cobot ◽  
2022 ◽  
Vol 1 ◽  
pp. 4
Author(s):  
Rui Xu ◽  
Lu Qian ◽  
Xingwei Zhao

Background: With the increasing demand of mobile robots in warehousing, logistics and service fields, simple planar motion is difficult to meet the task requirements of complex environment. The combination of mobile robot and cooperative robot is helpful to improve the dexterity of robot movement and expand the application of robots. Methods: Aiming at the application requirements of dual-arm robots and mobile robots in practical applications, this paper designed the hardware of a platform, built a simulation platform based on ROS (Robot Operating System), and designed the actual software control framework. Finally, the feasibility of the platform design was verified by the coupling motion experiment of the two robots. Results:  We have established a simulation of the dual-arm mobile platform in ROS, designed the actual software control framework, and verified the feasibility of the platform design through experiments. Conclusions:  The mobile platform can meet a variety of application requirements and lay the foundation for subsequent development.


2022 ◽  
Author(s):  
Vanessa Roy ◽  
Elijah Nobis ◽  
Kaveh Abhari ◽  
Francezca Dagoc ◽  
Mikay Parsons

Author(s):  
Rui-Rui Chen ◽  
Chien-Chueg Lin ◽  
Lin Wang ◽  
William S. Chao

Animation education in the new media era is moving toward the goal of cultivating high-end talents. The development of an architecture-oriented animation studies platform provides guarantee for the training of talents in terms of teaching quality. This research uses the Internet as the medium and mobile phones and computer clients as the main technology platforms, starting from the software architecture and constructing the system model of the animation studies platform according to the Structure-Behavior Coalescence (SBC) method. The core theme of Model-Based Systems Engineering (MBSE) is a modeling language with model consistency of systems structure and systems behavior. This paper developed Structure-Behavior Coalescence State Machine (SBC-SM) as the formal language for the MBSE animation studies platform design model singularity. The model consistency will be fully guaranteed in the MBSE animation studies platform design when the SBC state machine approach is adopted. It not only improves the efficiency of platform development but also reduces the difficulty and risk of platform development.


2021 ◽  
Vol 2021 ◽  
pp. 1-11
Author(s):  
Xinguang Ren ◽  
Yongmin Cui

With the ever-changing times, technological progress, media transformation, and innovation, the soil for the growth of digital media art has been cultivated. The rapid development of the mobile Internet combines multimedia communications such as pictures, text, audio, video, and data, which greatly enriches people’s life experience. Embedded systems have strong processing capabilities, small size, and convenient use. In recent years, they have become the mainstream of multimedia research. Therefore, this paper proposes a research on the design of an embedded system intelligent platform based on digital multimedia artistic design. This paper adopts the literature research method to study the development and evolution of digital multimedia and the characteristics and applications of embedded systems and other related theoretical research and design an embedded system intelligent platform based on the artistic design of digital multimedia, from software and hardware design and application The platform design research is carried out in three aspects of the program, and the effect comparison of system’s scheduling test, real-time test, peak signal-to-noise ratio test, and digital multimedia art design is analyzed. The experimental results show that when the pixel values are the same (both are 6), the signal-to-noise ratio of this method reaches 48.5, which is higher than the output value of other method platforms, and the system setting performance is better.


Author(s):  
Muhammad Nuraga Lazuardy Ramadhan

This study aims to plan a suitable business model using the Platform Design Canvas for the Arena-O Startup business. This study uses a qualitative method. Data collection was carried out by in-depth interviews and documentation study. The informants in this study represent the respective actors of the platform business, namely producers, consumers, and platform owners. The results of this study describe the business model of a sports field reservation startup called Arena-O, which is detailed using thirteen blocks on the Platform Design Canvas. Thus, thirteen blocks in this reseacrh are platform owners, stakeholder platforms, enabling services, empowering services, other services, core value proposition, ancillary value proposition, infrastructure and core components, transactions, channels & contexts, partners, peers producers, peers consumers. This research can find out the visualization of Arena-O's business processes from upstream to downstream. Then from these results, the managerial implications of Enabling Services, Other Services, and Partners indicators can be applied to Arena-O so that it can develop.


2021 ◽  
Author(s):  
Hemant K. Bhargava

Many digital platforms give users a bundle of goods sourced from numerous creators, generate revenue through consumption of these goods, and motivate creators by sharing of revenue. This paper studies the platform’s design choices and creators’ participation and supply decisions when users’ (viewers’) consumption of goods (content) is financed by third-party advertisers. The model specifies the platform’s scale: number of creators and content supplied and magnitudes of viewers, advertisers, and revenues. I examine how the distribution of creator capabilities affects market concentration among creators and how it can be influenced by platform design. Tools for ad management and analytics are more impactful when the platform has sufficient content and viewers but has low ad demand. Conversely, reducing viewers’ distaste for ads through better matching and timing—which can create win–win–win effects throughout the ecosystem—is important when the platform has strong demand from advertisers. Platform infrastructure improvements that motivate creators to supply more content (e.g., development toolkits) must be chosen carefully to avoid creating higher concentration among a few powerful creators. Investments in first-party content are most consequential when the platform scale is small and when it has greater urgency to attract more viewers. I show that revenue sharing is (only partly) a tug of war between the platform and creators because a moderate sharing formula strengthens the overall ecosystem and profits of all participants. However, revenue-sharing tensions indicate a need to extend the one-rate-for-all creators approach with richer revenue-sharing arrangements that can better accommodate heterogeneity among creators. This paper was accepted by David Simchi-Levi, information systems.


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