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Journal Articles
Article Type: Research-Article
J. Comput. Inf. Sci. Eng. March 2019, 19(1): 011004.
Paper No: JCISE-18-1041
Published Online: November 19, 2018
Abstract
The paper describes the design of a wearable and wireless system that allows the real-time identification of some gestures performed by basketball players. This system is specifically designed as a support for coaches to track the activity of two or more players simultaneously. Each wearable device is composed of two separate units, positioned on the wrists of the user, connected to a personal computer (PC) via Bluetooth. Each unit comprises a triaxial accelerometer and gyroscope, a microcontroller, installed on a TinyDuino platform, and a battery. The concept of activity recognition chain is investigated and used as a reference for the gesture recognition process. A sliding window allows the system to extract relevant features from the incoming data streams: mean values, standard deviations, maximum values, minimum values, energy, and correlations between homologous axes are calculated to identify and differentiate the performed actions. Machine learning algorithms are implemented to handle the recognition phase.
Journal Articles
Article Type: Research-Article
J. Comput. Inf. Sci. Eng. March 2018, 18(1): 011003.
Paper No: JCISE-16-2099
Published Online: November 28, 2017
Abstract
In complex engineering systems, complexity may arise by design, or as a by-product of the system's operation. In either case, the cause of complexity is the same: the unpredictable manner in which interactions among components modify system behavior. Traditionally, two different approaches are used to handle such complexity: (i) a centralized design approach where the impacts of all potential system states and behaviors resulting from design decisions must be accurately modeled and (ii) an approach based on externally legislating design decisions, which avoid such difficulties, but at the cost of expensive external mechanisms to determine trade-offs among competing design decisions. Our approach is a hybrid of the two approaches, providing a method in which decisions can be reconciled without the need for either detailed interaction models or external mechanisms. A key insight of this approach is that complex system design, undertaken with respect to a variety of design objectives, is fundamentally similar to the multi-agent coordination problem, where component decisions and their interactions lead to global behavior. The results of this paper demonstrate that a team of autonomous agents using a cooperative coevolutionary algorithm (CCEA) can effectively design a complex engineered system. This paper uses a system model of a Formula SAE racing vehicle to illustrate and simulate the methods and potential results. By designing complex systems with a multi-agent coordination approach, a design methodology can be developed to reduce design uncertainty and provide mechanisms through which the system level impact of decisions can be estimated without explicitly modeling such interactions.
Journal Articles
Brett Stone, John Salmon, Keenan Eves, Matthew Killian, Landon Wright, Jordan Oldroyd, Steve Gorrell, Michael C. Richey
Article Type: Research-Article
J. Comput. Inf. Sci. Eng. September 2017, 17(3): 031003.
Paper No: JCISE-16-1020
Published Online: February 16, 2017
Abstract
A competition for teams of three students using a prototype multi-user computer-aided design (MUCAD) tool was held to investigate various hypotheses regarding the performance of teams in such a setting. By comparing models from the competition to the same model in a single-user CAD environment, it is seen that use of a MUCAD system can significantly increase the value-added per unit of calendar time for a modeling effort. An investigation was also made into the causes of the performance differences among the various MUCAD teams which participated in the competition. Analysis of the results shows that teams that encouraged effective forms of communication and teams whose members scored similarly on the Purdue Spatial Visualization Test: Visualization of Rotations (PSVT:R) performed better than other teams. Areas of future research in analyzing teams in MUCAD environments are suggested.
Journal Articles
Article Type: Research-Article
J. Comput. Inf. Sci. Eng. March 2017, 17(1): 011001.
Paper No: JCISE-15-1200
Published Online: November 7, 2016
Abstract
The research presented here describes an industry case study of the use of immersive virtual reality (VR) as a general design tool with a focus on the decision making process. A group of design and manufacturing engineers, who were involved in an active new product development project, were invited to participate in three design reviews in an immersive environment. Observations, interviews, and focus groups were conducted to evaluate the effect of using this interface on decision making in early product design. Because the team members were actively engaged in a current product design task, they were motivated to use the immersive technology to address specific challenges they needed to solve to move forward with detailed product design. This case study takes the approach of asking not only what can users do from a technology standpoint but also how their actions in the virtual environment influence decision making. The results clearly show that the team identified design issues and potential solutions that were not identified or verified using traditional computer tools. The design changes that were the outcome of the experience were implemented in the final product design. Another result was that software familiarity played a significant role in the comfort level and subsequent effectiveness of the team discussions. Finally, participants commented on how the immersive VR environment encouraged an increased sense of team engagement that led to better discussions and fuller participation of the team members in the decision process.
Journal Articles
Collaborative Design Principles From Minecraft With Applications to Multi-User Computer-Aided Design
Article Type: Research-Article
J. Comput. Inf. Sci. Eng. June 2016, 16(2): 021006.
Paper No: JCISE-14-1462
Published Online: May 3, 2016
Abstract
Synchronous collaborative (“multi-user”) computer-aided design (CAD) is a current topic of academic and industry interest due to its potential to reduce design lead times and improve design quality through enhanced collaboration. Minecraft, a popular multiplayer online game in which players can use blocks to design structures, is of academic interest as a natural experiment in a collaborative 3D design of very complex structures. Virtual teams of up to 40 simultaneous designers have created city-scale models with total design times in the thousands of hours. Using observation and a survey of Minecraft users, we offer insights into how virtual design teams might effectively build, communicate, and manage projects in a multi-user CAD design environment. The results suggest that multi-user CAD will be useful and practical in an engineering setting with several simultaneous contributors. We also discuss the effects of multi-user CAD on team organization, planning, design concurrency, communication, and mentoring.
Journal Articles
Article Type: Research-Article
J. Comput. Inf. Sci. Eng. June 2016, 16(2): 021001.
Paper No: JCISE-15-1415
Published Online: March 8, 2016
Abstract
A number of manufacturing companies have reported anecdotal evidence describing the benefits of model-based enterprise (MBE). Based on this evidence, major players in industry have embraced a vision to deploy MBE. In our view, the best chance of realizing this vision is the creation of a single “digital thread.” Under MBE, there exists a model-based definition (MBD), created by the Engineering function, which downstream functions reuse to complete model-based manufacturing and model-based inspection activities. The ensemble of data that enables the combination of MBD, manufacturing, and inspection defines this digital thread. Such a digital thread would enable real-time design and analysis, collaborative process-flow development, automated artifact creation, and full-process traceability in a seamless real-time collaborative development among project participants. This paper documents the strengths and weaknesses in the current, industry strategies for implementing MBE. It also identifies gaps in the transition and/or exchange of data between various manufacturing processes. Finally, this paper presents measured results from a study of model-based processes compared to drawing-based processes and provides evidence to support the anecdotal evidence and vision made by industry.
Journal Articles
Article Type: Research-Article
J. Comput. Inf. Sci. Eng. March 2016, 16(1): 011001.
Paper No: JCISE-14-1066
Published Online: December 10, 2015
Abstract
Social media have recently been introduced into the arena of collaborative design as a new means for seamlessly gathering, processing, and sharing product design-related information. As engineering design processes are becoming increasingly distributed and collaborative, it is crucial to understand the communication and collaboration mechanism of engineers participating in such dispersed engineering processes. In particular, mapping initially disconnected design individuals and teams into an explicit social network is challenging. The objective of this paper is to propose a generic framework for investigating communication and collaboration mechanisms in social media-supported engineering design environments. Specifically, we propose an approach for measuring tie strengths in the context of distributed and collaborative design. We transform an implicit design network into an explicit and formal social network based on specific indices of tie strengths. We visualize the process of transforming customer needs to functional requirements, to design parameters, and to process variables using social network analysis (SNA). Specifically, by utilizing a specific index for tie strengths, we can quantitatively measure tie strengths in a design network. Based on the tie strengths, we can map an implicit design network into an explicit social network. Further, using the typical measures (e.g., centrality and cluster coefficient) in SNA, we can analyze the social network at both actor and systems levels and detect design communities with common design interests. We demonstrate the applicability of the framework by means of two examples. The contribution in this paper is a systematic and formal approach that helps gain new insights into communication and collaboration mechanisms in distributed and collaborative design.
Journal Articles
Article Type: Research-Article
J. Comput. Inf. Sci. Eng. September 2013, 13(3): 031001.
Paper No: JCISE-12-1183
Published Online: April 25, 2013
Abstract
Product development uses the engineering design process to conceptualize and design new products, while relying on computer-aided application tools like CAD/CAE/CAM that are unfortunately designed for single users. In the absence of multiuser engineering applications, this paper uses surveys and facility visits to show an increased reliance on social communication tools for closing design collaboration feedback loops. Product development requires collaboration among myriad personnel and organizations, each having unique complementary experiences and capabilities. Collaborative design has a primary goal: reduce time-to-market and competitive costs for new products, while retaining quality of product performance and minimizing environmental impact. The focus of this paper is to compare contemporary methods and tools used in collaborative product design at notable corporations to emerging multiuser computer-aided applications. This comparison will define a future where design mistakes and time-to-market are reduced, collaboration is not only truly concurrent, but simultaneously concurrent, and where design rationale is more easily captured and shared for later review and for educational training.
Journal Articles
Article Type: Research-Article
J. Comput. Inf. Sci. Eng. March 2013, 13(1): 011005.
Paper No: JCISE-11-1440
Published Online: March 15, 2013
Abstract
Today's fast-paced product development (PD) environment brings many new challenges to the PD community. These challenges are mainly due to a drastic increase in the scale and complexity of engineered systems, which require the collaboration of functionally and geographically distributed resources within and outside a firm's boundary. To address these new challenges, this paper proposes a novel theoretical and computational framework for an enterprise-wide PD management system. The proposed framework considers an integrative view of the various dependencies that co-exist in three PD domains (i.e., people, products, and processes). Additionally, it provides a computational tool that links them together in a succinct and tractable way and provides an analysis method for assessing their influence on shaping the product development process. Using this framework, we suggest that the characteristics of how an organization acquire data, interpret information, and apply knowledge will impact the final architecture of a product. We demonstrate this framework by analyzing the development efforts for a software project called robocode.
Journal Articles
Article Type: Research Papers
J. Comput. Inf. Sci. Eng. September 2011, 11(3): 031008.
Published Online: September 2, 2011
Abstract
Open-source processes are based on the paradigm of self-organized communities as opposed to the traditional hierarchical teams. These processes have not only been successful in the software development domain but are also increasingly being used in the development of physical products. In order to successfully adapt open-source processes to product realization, there is a need to understand how open-source communities self-organize and how this impacts the development of products. Toward the direction of fulfilling this need, we present an analysis of an existing open-source community involved in developing a web-based content-management platform, Drupal. The approach is based on the analysis of networks using techniques such as social network analysis, degree distribution, and hierarchical clustering. Openly available information on the Drupal website is utilized to perform the analysis of the community. The data are transformed into two weighted undirected networks: networks of people and networks of Drupal modules. Both the structures of these networks and their evolution during the past 6 years are studied. Based on the analysis, it is observed that the structure of the Drupal community has the characteristics of a scale-free network, which is similar to many other complex networks in diverse domains. Key trends in the evolution of the networks are identified. Finally, a predictive model is presented to provide potential explanations for the observed structures and evolutionary trends.
Journal Articles
Article Type: Research Papers
J. Comput. Inf. Sci. Eng. September 2011, 11(3): 031004.
Published Online: August 10, 2011
Abstract
The aim of this research has been to develop a project risk management lesson that is, capable to take into account practical challenges that project managers have to deal with during managing project risks. Interviews were conducted with the project managers experienced in project risk management. The list of challenges and associated tactics to deal with these challenges were mapped into ten requirements representing the intended learning outcome of the lesson. The requirements were then mapped onto the design using the four instructional methods; a briefing lecture, team-based assignment, a computer simulation, and a debriefing lecture. All these methods are linked by a real life project case, and executed in a gaming context in order to improve motivation and engagement. The uniqueness and strength of the design comes from its ability to engage the students actively in the entire risk management process. The design also provides students with ability to simulate some of the risks they have identified themselves during the team-assignment. This gave the students a feeling of ownership to risk management process during simulation.
Journal Articles
Article Type: Research Papers
J. Comput. Inf. Sci. Eng. March 2010, 10(1): 011001.
Published Online: February 12, 2010
Abstract
To minimize the coordination efforts among design teams and expedite the design process via parallel workflows, a cooperative and decentralized environment is often considered for team-based design. The cooperative environment implies that teams are motivated to achieve the common objective of the design, while the decentralized environment encourages teams to work independently. Due to the nature of the decentralized environment, achieving an optimal solution is not trivial, even though all teams are motivated and willing to do so. In this context, this paper introduces the Lagrangian relaxation approach for solving decentralized design problems. Also, an objective adjustment factor is proposed to improve the convergence of the solution process. Two examples, welded beam design and heat exchanger design, have been used to illustrate and validate the Lagrangian relaxation approach and the objective adjustment factor.
Journal Articles
Article Type: Technical Papers
J. Comput. Inf. Sci. Eng. June 2006, 6(2): 160–169.
Published Online: July 20, 2005
Abstract
Human behavior dynamics impact technical decisions that cause societal changes, which, in turn, shape social dynamics to influence future technical decisions. This paper presents a socio-technical framework, based on the Engineering as Collaborative Negotiation paradigm. Collaborative product development is viewed as a socially mediated technical activity aiming to achieve a human purpose and modeled as a dynamic co-construction process, where stakeholders’ perspectives continuously evolve to form a share reality through collaborative negotiations. The paper introduces the socio-technical framework, the socio-technical co-construction process, and its software implementation. It also reports the applications of this research in the facility planning and development domain.
Journal Articles
Article Type: Technical Papers
J. Comput. Inf. Sci. Eng. December 2002, 2(4): 256–264.
Published Online: March 26, 2003
Abstract
An ideal product modeling system should support both part modeling and assembly modeling, instead of just either of them as is the case in most current CAD systems. A good basis for such integration is multiple-view feature modeling, as it allows focusing on different aspects of the product, while at the same time maintaining consistency of all model views. This paper presents a framework that supports synchronous collaborative sessions via Internet, among members of a distributed development team, with such a modeling system. The framework provides facilities for creating a hierarchical product structure, with single and compound components, and meanwhile assigning tasks to team members. The actual design of a single component is supported by a web-client specialized in part design, whereas the specification of assembly relations among components is supported by a web-client specialized in assembly design. All clients make use of the same server, which runs a multiple-view feature modeling system and maintains the complete product model, guaranteeing consistency of the part design and the assembly design views.
Journal Articles
Article Type: Technical Notes
J. Comput. Inf. Sci. Eng. June 2002, 2(2): 132–135.
Published Online: September 25, 2002
Abstract
The first Technical Note in this series [1] introduced the international standard ISO 10303, informally known as STEP (STandard for the Exchange of Product model data). Subsequent Technical Notes discussed various issues faced by users of STEP and how the ISO TC184/SC4 committee is addressing these issues. This paper presents the current move to modularize the STEP application protocol architecture. This paper describes the initial STEP architecture, requirements for improvements to the architecture, features of the new modular architecture, status and issues.