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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
11

The retrieval and reuse of engineering knowledge from records of design rationale

Wang, Hongwei January 2012 (has links)
No description available.
12

Framework para representação do conhecimento de projeto de produto aplicando o paradigma da orientação a objetos / Framework for representing product design knowledge applying the object oriented paradigm

Barros, Alexandre Monteiro de January 2017 (has links)
O projeto de produtos e sistemas técnicos complexos requer a compreensão em nível de sistemas e subsistemas para formular soluções eficientes e integradas ao seu contexto. Para auxiliar esta compreensão, o conhecimento de projeto deve ser representado utilizando níveis adequados de abstração de acordo com a fase do projeto. A fase de projeto conceitual requer tipos de representação capazes de atingir um alto nível de abstração para a exploração de conceitos que conduzam a soluções criativas. O paradigma da orientação a objetos, que é fundamentado pela abstração, faz parte da engenharia de software, mas também pode ser aplicado para o projeto de artefatos físicos porque permite a representação dos elementos do mundo real através de uma linguagem simples, acessível e com alto nível de abstração. Ademais, o paradigma da orientação a objetos permite a reutilização do conhecimento de projeto devido à sua capacidade de estruturar a informação em um formato adequado para isto. O presente trabalho propõe um framework para representar o conhecimento de projeto de produto aplicando o paradigma da orientação a objeto. Inicialmente, foram identificados os elementos conceituais da tese e suas relações, para na sequência definir o modelo do framework e o seu método de aplicação O framework utiliza uma linguagem de representação diagramática que pode evoluir desde um mapa mental, com elementos diversificados e pouco ordenados, até uma rede estruturada de classes e relacionamentos em um modelo de classes. Um modelo de classes pode concentrar conhecimento sobre o projeto, servindo como uma estrutura geral que conecta e relaciona diferentes blocos de informação associados aos produtos e sistemas que estão sendo elaborados. A verificação da aplicabilidade do framework foi realizada por especialistas da área de design mediante o desenvolvimento de um projeto de produto em nível conceitual e do preenchimento de questionário de avaliação. / The design of complex technical products requires understanding at the system and subsystem level to formulate efficient and integrated solutions to their context. To support this understanding, the project knowledge can be represented using appropriate levels of abstraction according to the project phase. The conceptual design phase requires types of representation that reach a high level of abstraction for the exploration of concepts that lead to creative solutions. The object-oriented paradigm is based on abstraction and is part of software engineering, but can also be applied to the design of physical artifacts because it allows the representation of realworld elements through simple, accessible and in high-level abstraction language. In addition, the object orientation paradigm supports the reusability of project knowledge due to its capacity to structure the information in patterns. The present work proposes a framework to represent product design knowledge using the objectoriented paradigm First, the conceptual elements of the thesis and their relationships were identified, after; the framework model and their method of application were constructed. The framework uses a diagrammatic representation language in which a mental map, with diversified and unordered elements, can progress into a structured network of classes and relationships in a class model. A class model can focus knowledge about the project, serving as a general structure that connects and relates different blocks of information associated with the products and systems being developed. The verification of the applicability of the framework was carried out by specialists in the design area through the development of a product design at conceptual level and the answering an evaluation questionnaire.
13

Framework para representação do conhecimento de projeto de produto aplicando o paradigma da orientação a objetos / Framework for representing product design knowledge applying the object oriented paradigm

Barros, Alexandre Monteiro de January 2017 (has links)
O projeto de produtos e sistemas técnicos complexos requer a compreensão em nível de sistemas e subsistemas para formular soluções eficientes e integradas ao seu contexto. Para auxiliar esta compreensão, o conhecimento de projeto deve ser representado utilizando níveis adequados de abstração de acordo com a fase do projeto. A fase de projeto conceitual requer tipos de representação capazes de atingir um alto nível de abstração para a exploração de conceitos que conduzam a soluções criativas. O paradigma da orientação a objetos, que é fundamentado pela abstração, faz parte da engenharia de software, mas também pode ser aplicado para o projeto de artefatos físicos porque permite a representação dos elementos do mundo real através de uma linguagem simples, acessível e com alto nível de abstração. Ademais, o paradigma da orientação a objetos permite a reutilização do conhecimento de projeto devido à sua capacidade de estruturar a informação em um formato adequado para isto. O presente trabalho propõe um framework para representar o conhecimento de projeto de produto aplicando o paradigma da orientação a objeto. Inicialmente, foram identificados os elementos conceituais da tese e suas relações, para na sequência definir o modelo do framework e o seu método de aplicação O framework utiliza uma linguagem de representação diagramática que pode evoluir desde um mapa mental, com elementos diversificados e pouco ordenados, até uma rede estruturada de classes e relacionamentos em um modelo de classes. Um modelo de classes pode concentrar conhecimento sobre o projeto, servindo como uma estrutura geral que conecta e relaciona diferentes blocos de informação associados aos produtos e sistemas que estão sendo elaborados. A verificação da aplicabilidade do framework foi realizada por especialistas da área de design mediante o desenvolvimento de um projeto de produto em nível conceitual e do preenchimento de questionário de avaliação. / The design of complex technical products requires understanding at the system and subsystem level to formulate efficient and integrated solutions to their context. To support this understanding, the project knowledge can be represented using appropriate levels of abstraction according to the project phase. The conceptual design phase requires types of representation that reach a high level of abstraction for the exploration of concepts that lead to creative solutions. The object-oriented paradigm is based on abstraction and is part of software engineering, but can also be applied to the design of physical artifacts because it allows the representation of realworld elements through simple, accessible and in high-level abstraction language. In addition, the object orientation paradigm supports the reusability of project knowledge due to its capacity to structure the information in patterns. The present work proposes a framework to represent product design knowledge using the objectoriented paradigm First, the conceptual elements of the thesis and their relationships were identified, after; the framework model and their method of application were constructed. The framework uses a diagrammatic representation language in which a mental map, with diversified and unordered elements, can progress into a structured network of classes and relationships in a class model. A class model can focus knowledge about the project, serving as a general structure that connects and relates different blocks of information associated with the products and systems being developed. The verification of the applicability of the framework was carried out by specialists in the design area through the development of a product design at conceptual level and the answering an evaluation questionnaire.
14

Estrutura organizacional e gestão do conhecimento / Organizacional Design and Knowledge Management

Edoardo Perrotti 30 June 2004 (has links)
Determinar quais os efeitos dos subsistemas componentes da estrutura organizacional na geração e disseminação do conhecimento é o objetivo principal proposto nesta pesquisa. Para isto há necessidade de entender como o conhecimento e as informações circulam dentro das organizações, quais tipos de conhecimento são estes, quais processos são utilizados para disseminação dos novos conhecimentos adquiridos, como são gerados os conhecimentos nas organizações, como a empresa está estruturada, dentre outros temas relevantes para o estudo. Com os dados gerais obtidos através da aplicação das entrevistas, foi elaborada uma análise qualitativa para detecção de correlação efetiva entre questões e variáveis. O presente estudo permitiu concluir que a Estrutura Organizacional pode ter efeito substancialmente positivo sobre a Gestão do Conhecimento, principalmente quando adotadas as práticas de trabalho com equipes multidisciplinares para resolução de problemas ou projetos de melhoria e quando coexistirem sistemas de comunicação e ambiente propícios para o desenvolvimento de uma cultura de aprendizagem e compartilhamento do conhecimento através do contato pessoal, com adequado suporte de tecnologia. / The main goal of this research is to determinate how the Organizational Design Systems can impact the generation and dissemination of knowledge. It is necessary to understand how the information and knowledge flow within the organizations, which types of knowledge are that, which processes are used to disseminate the new generated knowledge, how the knowledge is generated within the organizations and how the organization is designed, among other relevant matters. The raw data obtained through interviews were analyzed in order to detect an effective correlation between questions and variables. The current study allows the conclusion that the Organizational Design have positive effect on Knowledge Management, mainly when practices of working with multidisciplinary teams are adopted to solve problems or to develop innovation projects and when suitable communication systems and environment for the development of a learning and knowledge sharing culture through face to face contacts – supported by appropriated technology – coexist.
15

A new constructivist learning theory for web-based design learning with its implementation and interpretation for design education

Kwon, Eun Sook 18 June 2004 (has links)
No description available.
16

Creating an Interactive Learning Environment with Reusable HCI Knowledge

Fabian, Alain 27 July 2006 (has links)
This thesis proposes creating an interactive learning environment for Human Computer Interaction (HCI) to facilitate access to, and learning of, important design knowledge. By encapsulating HCI knowledge into reusable claims stored in a knowledge repository, or claims library, this learning environment aims at allowing students to effectively explore design features to limit their reliance on intuition to mold their interfaces, help them address proper design concerns, and evaluate alternatives for their designs. This learning approach is based on active learning where students create their own knowledge by gathering information. However, building adequate development records from which students can gather HCI knowledge is critical to support this approach. This thesis explores using effective reusable design components to act as design records to create an interactive learning environment for students learning HCI design. An initial prototype for the learning environment introduces claims as an encapsulation mechanism for design features from which students can gather HCI knowledge. Pilot testing outlines the accessibility, applicability and reusability problems associated with this approach. To solve theses issues, a taxonomic organization of an improved form of claims (reference claims), is introduced to share core design knowledge among students. A taxonomy is designed as a way to expose students to important design concerns as well as a method to categorize claims. Reference claims are introduced as improved claims inspired by reference tasks to expose students to design alternatives for design concerns. A detailed taxonomy and a set of reference claims for the domain of notification systems demonstrate how existing theories of design can be translated into reference claims to create an interactive learning environment. An experiment illustrates the applicability and reusability of reference claims for various designs within a particular domain. Finally, an evaluation assesses the benefits of this learning environment based on reference claims in terms of improving student designs and increasing the amount of HCI knowledge they reuse. Results show that by exposing students to valuable concerns and alternatives for the design of interactive systems, an interactive learning environment based on reference claims can improve students' understanding of the design scope and lead to an increased use of existing HCI knowledge in their designs. / Master of Science
17

Your love hurts down to my bones : exploring public understandings of dengue fever in Medellin, Colombia, through an anthropology-art-science investigation

Valencia-Tobon, Alejandro January 2016 (has links)
This is a study of the creation and negotiation of different forms of knowledge about dengue fever. I explore how anthropology, in collaboration with ideas and practices drawn from science and art, may transform public understandings of dengue. Dengue is a vector-borne disease transmitted to humans by the bite of a mosquito which is infected with the dengue virus. Mosquito-borne diseases have normally been treated through vector control and the elimination of breeding sites. Until 1960, the use of the pesticide DDT allowed the virtual eradication of Aedes aegypti (Ae. aegypti) in many places of the world. DDT was banned in most of the world by 1970 and by 1980 the focus on vector-control was replaced by a discourse of sanitation, in which health authorities tried to ‘educate’ populations and ‘teach’ proper hygienic habits to avoid mosquito-human contact. At present, these practices are changing again. The World Health Organisation (WHO) suggests that dengue incidence could be reduced at least 50% by 2020 through applying health campaigns and social interventions that involve having people participating in the control of dengue outbreaks. In this thesis I explore how WHO guidelines are applied in the control of dengue in Medellín, and how we can think about the concepts of ‘knowledge’, ‘education’ and public health campaigns through ethnographic methods. My project has been about looking at how different understandings – or different forms of knowledge – are part of interactions of different ‘publics’, non-expert citizens, virologists, entomologists and artists. My argument is that health campaigns should be re-designed – privileging relations and stimulating debate – by focusing on experience and moving towards managing the disease and living with the mosquito. Contrary to the different models enacted in health campaigns – which neglect the value of everyday experiences – I advocate for interdisciplinary collaboration as a relational art strategy that can generate an intersubjective exchange of experiences.
18

A pragmatist theory of design : The impact of the pragmatist philosophy of John Dewey on architecture and design

Östman, Leif E. January 2005 (has links)
<p>This study is an inquiry into design-theoretical aspects of architectural design in Finland based mainly on the pragmatist philosophy of John Dewey. The study comprises two case studies. The . rst case deals with a young family designing their future home – a detached house built from prefabricated components – in cooperation with an architect. The second case deals with the design process of a leading Finnish architect, Professor Ilmari Lahdelma, as he prepares his proposal for an architectural competition for a new city library in Lohja, a competition he eventually wins. The case describes and interprets Lahdelma’s design process, the processes of other competition entries made by the of. ce staff, as well as the process of the jury’s evaluation of the competition entries. The two cases are analysed and interwoven with aspects from three different theoretical perspectives: existing design theories, Pierre Bourdieu’s . eld theory and John Dewey’s thinking regarding art and research. In the study I argue that Dewey’s philosophy can provide a framework for a design-theoretical epistemology. I also arrive at conclusions regarding the interpretation of some key design-theoretical concepts and the position of design theory and its structures. I further argue that the Finnish architectural competition system is a strong tool for generating developments in the production of the architectural avant-garde, which acts as the leading light for the rest of the . eld of architecture. The present study also highlights the gap between ‘high-’ and ‘low culture’ in the . eld of architecture, yet points out that the design of a simple family house – assumedly a case of ‘low culture’ – is by no means trivial to the family itself, and is indeed . lled with moments of aesthetic experiences, which is a central issue in Dewey’s description of creative processes.</p>
19

A pragmatist theory of design : The impact of the pragmatist philosophy of John Dewey on architecture and design

Östman, Leif E. January 2005 (has links)
This study is an inquiry into design-theoretical aspects of architectural design in Finland based mainly on the pragmatist philosophy of John Dewey. The study comprises two case studies. The . rst case deals with a young family designing their future home – a detached house built from prefabricated components – in cooperation with an architect. The second case deals with the design process of a leading Finnish architect, Professor Ilmari Lahdelma, as he prepares his proposal for an architectural competition for a new city library in Lohja, a competition he eventually wins. The case describes and interprets Lahdelma’s design process, the processes of other competition entries made by the of. ce staff, as well as the process of the jury’s evaluation of the competition entries. The two cases are analysed and interwoven with aspects from three different theoretical perspectives: existing design theories, Pierre Bourdieu’s . eld theory and John Dewey’s thinking regarding art and research. In the study I argue that Dewey’s philosophy can provide a framework for a design-theoretical epistemology. I also arrive at conclusions regarding the interpretation of some key design-theoretical concepts and the position of design theory and its structures. I further argue that the Finnish architectural competition system is a strong tool for generating developments in the production of the architectural avant-garde, which acts as the leading light for the rest of the . eld of architecture. The present study also highlights the gap between ‘high-’ and ‘low culture’ in the . eld of architecture, yet points out that the design of a simple family house – assumedly a case of ‘low culture’ – is by no means trivial to the family itself, and is indeed . lled with moments of aesthetic experiences, which is a central issue in Dewey’s description of creative processes.
20

A knowledge representation framework for the design and the evaluation of a product variety / Cadre de modélisation pour la représentation de la connaissance à l’aide de la conception et l’évaluation de variétés de produits

Giovannini, Antonio 16 January 2015 (has links)
La conception de variété (ou diversité) de produit est un processus essentiel pour atteindre le niveau de flexibilité requis par la personnalisation de masse. Pendant le processus de conception de la variété, les clients et les experts sont impliqués dans la définition de la meilleure solution. Par conséquent, la compréhension des liens entre les connaissances provenant de ces différents domaines, i.e. client, produit, processus est devenue nécessaire. Dans cette thèse, nous nous intéressons en particulier à la formalisation de ces connaissances. En effet, même si plusieurs efforts ont étés accomplis dans le domaine de la représentation de la connaissance, la pensée logiciste (i.e. utilisation de méthode à base de logiques formelles) reste la base de la majeure partie des travaux sur la formalisation de la connaissance. Des réflexions appropriées sur l’utilisation des logiques peuvent montrer les risques d’ambiguïté de la représentation: l’utilisation de la logique conduit souvent à une représentation sujette à plusieurs interprétations, i.e. une représentation ambiguë. Une représentation avec cette caractéristique ne répond pas à l’exigence de bien comprendre les liens entre les différentes connaissances impliquées dans la conception de la variété. Notre travail s’intéresse, donc, au développement d’un cadre de modélisation de la connaissance de conception basé sur l’anti-logicisme. Les travaux sur les systèmes développés à partir des principes de cette école de représentation de la connaissance montrent à travers des applications concrètes dans les domaines de la robotique ou des systèmes multi-agents que les comportements intelligents peuvent être obtenus sans une représentation de la connaissance basée sur les logiques. Ce cadre permet de développer une variété de produit-processus à partir d’une clientèle définie au départ. Finalement, un critère pour comparer les différentes alternatives de variété générées est aussi proposé. Une méthode pour instancier le cadre de modélisation sur un logiciel de CAO 3D a été développée. De plus, un prototype pour utiliser les modèles de connaissance avec un solveur mathématique a été conçu et développé. Les propositions ont été testées sur un cas d’étude industriel, i.e. batterie froide d’un appareil de réfrigération. Ce test a permis de discuter les avantages et les limites de nos propositions / The product variety design is an essential process in order to deal with the flexibility requested by the mass-customisation. During the product variety stage, customers and expert are involved in the definition of the best variety. Therefore a deep understanding of the links between knowledge coming from the customer domain, product domain and process domain is needed. In this thesis the research focus is on the formalisation of this knowledge. Indeed, even if many efforts are present in the knowledge representation literature, logics are always used to build these links. But appropriate reflections about the use of logics can lead to recognise the risk of ambiguity of the representations, i.e. more than one interpretation of the same represented object are possible. This ambiguity would make the represented knowledge not appropriate for the product variety design. In this work, we propose a framework for the knowledge representation based on the anti-logicism. Since the samples of anti-logicist systems (e.g. multi-agents, robots) have shown an intelligent behaviour without a representation based on logics, we use the principles the anti-logicism to propose our knowledge representation framework. A knowledge representation framework that allows to connect the customer requirements to the manufacturing process parameters is proposed. The core feature of the models based on this framework is the non-ambiguity. Indeed, each piece of knowledge that composes the model can be interpreted in one unique way. This feature allows the perfect collaboration between customer, product engineers and process engineering during the variety design stage. Once the pieces of knowledge coming from different domains are integrated in one model, the framework explains how to generate alternatives of product-process variety by starting from a given customer set. Finally a criterion to compare the different generated alternatives of product-process variety is proposed. A method to instantiate the framework on a 3D CAD has been developed. Moreover, a prototype that uses the knowledge model along with a mathematical solver to propose the best variety has been developed. The impact of the framework on the selection process and on the design process of a customisable product (i.e. water coil) is tested. The test of the instantiation and the prototype allows to show the advantages and the limit of the proposals

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