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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.
31

Secure Co-design: Confidentiality Preservation in Online Engineering Collaborations

Siva Chaitanya Chaduvula (6417071) 12 October 2021 (has links)
<p>Research in engineering design assumes that data flows smoothly among different designers within a product realization process. This assumption is not valid in many scenarios, including when designers partner with a future competitor or when designers search for potential collaborators is hampered by an inability to share sensitive data. This information asymmetry among designers has an adverse effect on the outcomes of the product realization process. Designers need a secure yet collaborative design process that enables them to overcome these information-related risks borne from collaborators participating in their product realization process. Existing cryptographic techniques aimed at overcoming these risks are computationally intensive, making them unsuitable for heavy engineering computations such as finite element analysis (FEA). FEA is a widely used computation technique in several engineering applications, including structural analysis, heat transfer, and fluid flow. In this work, we developed a new approach, secure finite element analysis (sFEA), using which designers can perform their analysis without revealing their confidential design data to anyone, including their design collaborators even though the computed answer depends on confidential inputs from all the collaborators. sFEA is a secure, scalable, computationally lightweight, and cloud-compatible. In addition to sFEA, we developed prototypes and demonstrated that the computational framework within sFEA is general enough to be applied to different stages of the product realization process.</p>
32

Hardware design as a basis for functional product development

Löfstrand, Magnus January 2004 (has links)
The business environment in manufacturing industry is changing from a hardware based product focus to a process and function focus. A current industrial interest is the development and sale of functions. This function could be realised as a product based on hardware, software and services and may be sold as a function rather than as hardware. This function view is referred to as Functional Products (FP). The new focus is on value for the customer rather than on hardware for the customer. This change creates new challenges for how engineering design of the hardware may best be carried out. To develop a functional product, several parties need to be involved in the particular project. These parties are suggested to be supplier, seller, sub- contractor, customer and end user. Since the functional product is not only consisting of hardware but also of services the relations between manufacturers and customers will change. Product development will be carried out in networks to an increasing degree where assignments, activities of, and relations between involved parties will be continuously changing. This thesis introduces the area of functional products and related literature from a hardware engineering design perspective. It starts from a holistic approach and introduce the area of functional products in relation to traditional hardware design and development. Product and process issues considered to be important are raised and discussed; value of hardware product versus value of functions, increased need for integration, communication and collaboration over cross-disciplinary borders, increased need for simulation support to be able to increase the predictability of design concepts. Simulation as an activity to verify the capabilities of the hardware product must be taken for granted in functional product business negotiation. Elongated needs exploration and identification stage are likely early on in functional product development. The concept verification stage in product development of functional products is suggested to increase until such times when integrated simulation support has been developed to support system simulation of functional products. Additionally, issues brought forward in this thesis include: -Suggestions on processes necessary for functional product development -Changes in value for the customer and ownership of the hardware with the introduction of the FP concept - Questions have been raised for how the engineering design activities actually will be affected with the introduction of functional products The thesis is seen as exploratory rather than verifying and invites discussion of the issues raised here, in order for these issues to be developed further.
33

A Flexible Context Architecture for a Multi-User GUI

Xu, Yue 30 November 2010 (has links) (PDF)
This thesis focuses on the design and development of a flexible context architecture for a multi-user GUI that serves several users engaged in collaborative computer-aided applications (CAx). The objective of this thesis is to extend previous research into multi-user GUI's by providing multiple users with a flexible context interface for interaction with other users working on the same part at distributed locations. The investigation will consider how distributed users, through user interfaces, interact to simultaneously build models and how interaction context might be presented to regulate the way they wish to interact. The implementation integrates a Multi-User GUI (MUG) with NX Connect, a multi-user CAD prototype for Siemens NX. NX MUG uses agent software to render the user prototype outside of NX and NX Connect. This generalizes the interface so that it could be used with other engineering applications where several users wish to collaborate. The Multi-user GUI enables users to view a collaborating user's workspace, send/receive messages between multi-users, and is capable of translating text interactions in different languages, while skyping with other users. This research will have a profound impact on collaborative teams in reducing barriers to effective communication. This research will also enhance the existing NX Connect multi-user prototype by providing collaborative interaction support among the multi-users.
34

Concurrent Engineering through Parallelization of the Design-Analysis Process

Wardell, Eric Joseph 01 May 2015 (has links) (PDF)
The disconnect between the way CAD and analysis applications handle model geometry has long been a hindrance to engineering design. Current industry practices often utilize outdated forms of geometry transfer between these different engineering software applications such as neutral file formats and direct translations. Not only to these current practices slow the engineering design process but they also hinder the integration of design and analysis programs.This thesis proposes a new, multi-user, integrated design-analysis architecture which allows auxiliary functions such as analysis and computer-aided manufacturing to be better connected with the computer-aided design. It is hypothesized that this new architecture will reduce the time of design-analysis iterations and create more parallelization between CAD and auxiliary programs. A prototype of the proposed architecture was constructed and then tested to evaluate the hypotheses, from which it was discovered that the proposed architecture does indeed reduce the time of iterations in the design-analysis cycle and allows for the parallelization of some design and analysis tasks.
35

A Collaborative Computational Framework for Multidisciplinary and Reliability-based Analysis and Optimization Using SORCER

Aithala, Karkada Nagesha 20 September 2011 (has links)
No description available.
36

Just Build It

Girerd-Barclay, Nicolas January 2019 (has links)
The Thesis Project aimed to cultivate understanding about the interrelationships between humans and materials in the context of consumerism, sustainability, and time, through helping people learn about woodworking materials and tools,  develop a more profound respect for them, and understand how one interacts with them. Incorporating repair culture and material education into a collaborative service design, the author reflected on his sustainability as a woodworker to enable others to connect with materials and tools in a meaningful way. The Project followed a nonlinear process, allowing the author to move back and forth to reflect, refine and progress from idea to form, and back to idea, while respecting his tangible need for medium and method. By researching scores of different woodworking tools found in an antique tool box received as a gift, the author defined their purpose in woodcraft and their connection with people they served and society as a whole. Inspirations for the Project consisted of woodworking, time, and social, environmental and economic stability, in addition to various types of design: service, collaborative, circular, and critical. Four different processes – prototyping, service blueprint, advertising and service experiences – were employed to respond to the research question. Key results included the provision of over 20 services to 15 individuals through a simple design process. By helping people to fix their objects in an ongoing conversation about sustainability with regard to material use and consumption, tools and practices were used effectively to change interrelationships between people and materials. Through the services and ‘hands-on conversations’, many began to understand and appreciate the possibilities of tools to revitalize old furniture and increase their value. Some people used tools themselves to resolve their problems, with all participants showing appreciation for the services, while expressing commitment to use, rather than discard, the objects. A few of the thousands contacted through social media, responded to calls for assistance, with the Project concluding that the process has potential, but without a business model, it would be difficult to sustain. Questions regarding the future included: What type of business could harness opportunities, offering viable employment? How many would need to be involved? How great is the demand for services? Which policies or regulations must be in place for a successful practice? The author was cognizant of the need for additional skills and knowledge to pursue the challenge of operationalizing the services provided through a sustainable livelihood.
37

[en] DESIGN OF INTERACTIVE ENVIRONMENTS AND EXPERIENCES: POSSIBILITIES IN THE FIELD OF TELEMEDICINE / [pt] DESIGN DE EXPERIÊNCIAS E AMBIENTES INTERATIVOS: POSSIBILIDADES NO CAMPO DA TELEMEDICINA

LUIZA NOVAES 31 January 2008 (has links)
[pt] O trabalho trata das possibilidades de atuação do designer no campo da telemedicina e apresenta uma proposta pedagógica para um curso de especialização em Design para Projetos de Telemedicina. O modelo de processo de aprendizagem, desenvolvido e aplicado ao curso, é baseado na interação entre ensino, pesquisa e desenvolvimento, e se propõe a promover a reflexão sobre o campo ao qual for aplicado, através da produção de experiências práticas. Uma primeira etapa do estudo consta de revisão de literatura sobre telemedicina. Conceitos, definições, formação, questões éticas, recursos tecnológicos, políticas de saúde e vantagens de sua aplicação em países periféricos. Um panorama da telemedicina no Brasil é apresentado, tomando como referência experiências desenvolvidas na Fundação Oswaldo Cruz - Fiocruz e na Faculdade de Medicina da Universidade de São Paulo - FMUSP. Em seguida, questões de interatividade são enfocadas, trazendo a discussão sobre convergência de mídias e a abordagem de Media Ecology - estudo do ambiente midiático como estrutura, conteúdo e impacto nas pessoas - , à luz do design. A proposta de um curso de especialização em Design para Projetos de Telemedicina surge como desenho de uma parceria entre o design e a telemedicina. O modelo pedagógico proposto integra os dois campos, e pretende ser responsável pelo surgimento de um espaço de destaque, constituindo-se como local de produção, construção e inovação em telemedicina. Na conclusão do estudo são feitas considerações sobre design colaborativo, design participativo, e acima de tudo, design centrado no homem. São apresentadas oportunidades para os designers no campo da telemedicina e possíveis desdobramentos para a pesquisa. / [en] The possibilities for designers` performance in the field of telemedicine are the focus of this thesis. A pedagogic proposal for a Design Specialist Program in Telemedicine Projects is presented. The academic structure suggested for the program is based on a learning process model conceived for integrating education, research and development; stimulating, through a trainee program based on practical experiences, a reflexive attitude towards the field to which the model is applied. The first part of the research contains a review of literature relating to telemedicine. Concepts, definitions, educational issues, ethic concerns, technological resources, political health strategies and the advantages of using telemedicine in peripheral countries are addressed. An overview of Brazilian telemedicine state of the art is presented, based on initiatives conducted by Fiocruz - Oswaldo Cruz Foundation and by the University of Sao Paulo Medical School - FMUSP. Interactivity issues are discussed next, from the perspective of design, covering the convergence of media and the Media Ecology approach - the study of media environments as structure, content and its impact on people. The proposal of a Design Specialist Program in Telemedicine Projects emerges from a partnership between design and telemedicine. The pedagogic model proposed integrates two fields, intending to favor the birth of a distinct space, which aims excellence in the production, as well as construction and innovation in telemedicine. To conclude the study, considerations concerning collaborative design, participatory design and human- centered design are presented. Design opportunities in the field of telemedicine are suggested and possible directions for further research are raised.
38

The Way Architectural Model As A New Collaborative Design Environment Talks With Machines

Ozkan, Sevda 01 February 2008 (has links) (PDF)
The scope of this study is to illustrate the relationship between computer-aided design (CAD) and computer-aided manufacturing (CAM) systems, and to show how architectural modeling should be positioned in the process of computer-aided design/computer-aided manufacturing (CAD/CAM) systems. The integration of computer aided technologies with architectural design is investigated in terms of design-production/fabrication interaction. The research has been based on a case study in which the CAD/CAM process from the initial design phase to the actual manufacturing of the design object has been explored. A design object is modeled using CAD and the model is manufactured using CAM in order to illustrate the process of CAD/CAM and its potentials related to architectural design and the construction/manufacturing/fabrication process of building. Thus, the study tries to demonstrate what digital tools can provide to the field of architecture, and lists the requirements for architectural modeling to acquire compatibility among the parts of the building process.
39

Collaborative problem-solving, collaboration formats and creativity: a field study of video game design by professionals

Anne-Marie, Hébert 25 September 2012 (has links) (PDF)
Notre travail concerne la créativité en groupe 'group creativity' dans la conception d'un jeu musical. Notre but est d'identifier et de caractériser les processus collaboratifs et de conception, et plus précisément ceux impliqués dans la génération de solutions créatives. A un deuxième degré, notre objectif est de caractériser les solutions créatives. Durant une étude ethnographique dans un studio de conception de jeu vidéo, d'une part, les réunions collaboratives ont été enregistrées et d'autre part, un entretien combiné à un questionnaire ont été réalisé avec des concepteurs. Avec ces données, nous avons adopté une approche originale qui croise différents 'focus' de la créativité ; le 'focus' processus avec une perspective troisième personne, i.e. notre analyse en tant que chercheur-observateur, le 'focus' produits avec une perspective première personne, i.e. la perspective des concepteurs eux-mêmes et à un moindre degré, le 'focus' place en tant qu'environnement sociotechnique. Pour analyser les processus, nous avons combiné trois analyses appliquées à nos corpora d'enregistrement vidéo. Premièrement, une analyse de contenu a pour but de souligner les activités de conception, et les problèmes et solutions. Deuxièmement, une analyse interactionnelle a pour objectif de mettre en exergue les formes de collaboration, i.e. des paires adjacentes récurrentes d'activités de conception collaboratives autour de la génération de solutions, donc avant pendant et après la génération de solution. Troisièmement, une analyse longitudinale a été conduite pour mettre en lumière la temporalité de la résolution de problème collaborative dans les réunions, plus précisément les processus sociocognitifs de conception, i.e. les processus cognitifs de conception distribués parmi les concepteurs/participants, et les formes de collaboration. Pour analyser les produits, les solutions générées dans nos enregistrements vidéo ont été évaluées par les concepteurs eux-mêmes sur la base de deux dimensions de la créativité, i.e. nouveauté et faisabilité. Ainsi, les solutions les plus créatives ont pu être distinguées des moins créatives par une analyse quantitative. En complément, les justifications utilisées par les concepteurs pour expliquer leurs évaluations ont été investies pour caractériser les solutions créatives par une analyse thématique. Finalement, notre objectif principal a été atteint par le croisement des 'focus' processus et produits. Ce croisement a pour but de mettre en exergue et caractériser les formats de collaboration et processus sociocognitifs de conception spécifiques à la génération de solutions créatives grâce à une analyse quantitative utilisant les taux de liaison. Au regard des processus, notre approche originale a souligné le concept de formats de collaboration comme différentes structures formées de paires adjacentes récurrentes autour de génération de solution et/ou problème. Trois formats de collaboration ont été identifié : (1) formats directifs, i.e. formes spécifiques d'activité de conception collaborative servant à déclencher l'évolution et la définition des espaces de solution c'est-à-dire problème et solution ; (2) formats relationnels, i.e. construction de relations entre une idée de conception en discussion et d'autres idées -réifiées ou non- à l'intérieur ou à l'extérieur des limites du projet de conception ; (3) formats représentationnels, i.e. co-construction de représentations d'une idée de conception en discussion dans le but de la développer au travers de multiple points de vue. Au regard des produits, nous avons mis l'accent sur plusieurs caractéristiques des produits créatifs confortant la littérature (nouveauté, approprié, surprise) dont une, 'ownership', est original. Finalement, le croisement des 'focus' processus et produits a mis en exergue que les formats de collaboration relationnels sont fortement associés à la génération de solutions créatives.
40

Toward a system for design collaboration that supports interaction and information sharing

Lee, Seunghyun 18 May 2009 (has links)
This thesis presents two empirical studies of four pairs of design students collaborating on two small products design sessions in both face-to-face and distributed settings while using computer-mediated communication (CMC) technologies and a Collaborative Virtual Environment (CVE). To gain insight about the way designers communicate and collaborate, the observation focused on how much time the students worked "together" and "individually" in the design process. Each design process was video recorded and analyzed with a video analysis software Observer XT. The first study shows that both teams worked together to arrive at a design concept then they divided the work for each person to work independently (either the 3D modeling task or the 2D graphic task) to produce the final design. Teams worked together less than fifty percent of the overall work time because they could not share design information effectively using the computing technology tools on the collaborative design process. Findings of the first study suggested plausible design criteria for communication tools for distributed collaboration that supports interaction and sharing design information. The second study used the same methodology and experimental procedures as those used in study. However, participants were provided a shared tool such as NetMeeting Whiteboard and Shared program that support shared sketching abilities or shared viewing of 3D objects. The study shows that teams spent more time working together when using programs that support shared sketching abilities or shared viewing of 3D objects. The shared program and the whiteboard function from NetMeeting helped the design teams to share more information. Participants commented that this program helped facilitate the collaborative process by enabling them each to perform multiple tasks such as talking with their teammates and observing 3D object in a shared view at the same time. Participants also reported that they found the distributed setting a more engaging environment to work with teammates because they were "forced to be engaged" and "forced to communicate better," and that they "concentrated more using hand gestures on camera." Although two studies showed that current CVE (Unreal) did not lead to effective collaboration, several potential features such as creating virtual mock-ups for the brainstorming within a virtual environment were introduced. Participants consider real time 3D visualization effective in the design process and thus very promising in the collaborative setting if they can share ideas easily within a 3D virtual environment.

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