Academic literature on the topic 'Multi-user CAD'

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Journal articles on the topic "Multi-user CAD"

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Hepworth, Ammon I., Kevin Tew, Thomas Nysetvold, Mark Bennett, and C. Greg Jensen. "Automated Conflict Avoidance in Multi-user CAD." Computer-Aided Design and Applications 11, no. 2 (October 30, 2013): 141–52. http://dx.doi.org/10.1080/16864360.2014.846070.

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French, David J., Scot Wilcox, Kevin Tew, and Ed Red. "Detecting local undo conflicts in multi-user CAD." Computer-Aided Design and Applications 13, no. 6 (April 11, 2016): 760–67. http://dx.doi.org/10.1080/16864360.2016.1168217.

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Bonneau, Philippe, and Linas Gabrielaitis. "APPLYING MULTI-USER TECHNOLOGY FOR MODELING COMPLEX CAD OBJECTS." Engineering Structures and Technologies 1, no. 2 (June 30, 2009): 89–94. http://dx.doi.org/10.3846/skt.2009.11.

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Complex CAD modelling occurring in engineering design and construction processes relies upon the effective management of teamwork where a variety of specialists work together on the development of one compound object that leads to the following issues which have to be dealt with in order to make this process time- and cost-effective: i) difficulties in exchanging technical information (including drawings) due to modifications in the CAD model; ii) difficulties in tracking modifications performed by other project participants; iii) difficulties in working with elements connected to another element already used by other participants; iv) assessment of various object versions. To facilitate these processes and manage the flow of technical information between project partners, multi-user technology is considered. It operates with a complex CAD object in the same way as an electronic archive system in engineering document management systems and offers a level of control over the information flow within the construction process.
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Cheng, Yuan, Fazhi He, Bin Xu, Soonhung Han, Xiantao Cai, and Yilin Chen. "A multi-user selective undo/redo approach for collaborative CAD systems." Journal of Computational Design and Engineering 1, no. 2 (April 1, 2014): 103–15. http://dx.doi.org/10.7315/jcde.2014.011.

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Abstract The engineering design process is a creative process, and the designers must repeatedly apply Undo/Redo operations to modify CAD models to explore new solutions. Undo/Redo has become one of most important functions in interactive graphics and CAD systems. Undo/Redo in a collaborative CAD system is also very helpful for collaborative awareness among a group of cooperative designers to eliminate misunderstanding and to recover from design error. However, Undo/Redo in a collaborative CAD system is much more complicated. This is because a single erroneous operation is propagated to other remote sites, and operations are interleaved at different sites. This paper presents a multi-user selective Undo/Redo approach in full distributed collaborative CAD systems. We use site ID and State Vectors to locate the Undo/Redo target at each site. By analyzing the composition of the complex CAD model, a tree-like structure called Feature Combination Hierarchy is presented to describe the decomposition of a CAD model. Based on this structure, the dependency relationship among features is clarified. B-Rep re-evaluation is simplified with the assistance of the Feature Combination Hierarchy. It can be proven that the proposed Undo/Redo approach satisfies the intention preservation and consistency maintenance correctness criteria for collaborative systems.
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Hepworth, Ammon I., Thomas Nysetvold, Joshua Bennett, Glen Phelps, and C. Greg Jensen. "Scalable Integration of Commercial File Types in Multi-User CAD." Computer-Aided Design and Applications 11, no. 4 (February 24, 2014): 459–67. http://dx.doi.org/10.1080/16864360.2014.881190.

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Ong, Jemi, Dan Richards, and John Salmon. "Analysis and Evaluation of Partitioning Techniques for Multi-User CAD." Computer-Aided Design and Applications 17, no. 5 (January 7, 2020): 1020–33. http://dx.doi.org/10.14733/cadaps.2020.1020-1033.

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Hepworth, Ammon, Daniel Staves, Logan Hill, Kevin Tew, C. Greg Jensen, and W. Edward Red. "Enhancements for Improved Topological Entity Identification Performance in Multi-user CAD." Computer-Aided Design and Applications 12, no. 5 (March 2, 2015): 627–38. http://dx.doi.org/10.1080/16864360.2015.1014742.

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Teng, Chia-Chi, Francis N. Mensah, J. Ekstrom, Richard Helps, and C. Greg Jensen. "Hierarchical Role-Based Access Control for Multi-User Collaborative CAD Environment." Computer-Aided Design and Applications 13, no. 3 (December 11, 2015): 397–408. http://dx.doi.org/10.1080/16864360.2015.1114398.

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Enoch, Olalere Folasayo, Ab Aziz Bin Shuaib, and Ramli bin Ismail. "The Application of Computer Aided Design as Tool for Building User-Centered Design in Consumer Ceramics’ Product Development." International Journal of Art, Culture and Design Technologies 2, no. 2 (July 2012): 30–42. http://dx.doi.org/10.4018/ijacdt.2012070103.

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This paper investigates the knowledge regarding how user-centre design can be built in ceramic consumer products. The paper gives the general overview of ceramics, computer-aided design and its application in ceramic product development. It also illuminates on product emotion, its influence on consumers’ behaviour and how it can be integrated into new product conceptualization. Furthermore, the paper analysed the systematic approach in building user-centred design in new product and also reveals how CAD can be used to achieve a user-centred design. In order to test the viability of CAD in achieving user-centred design, a study was performed where a CAD-model of a multi-functional ceramic pot was created and a questionnaire with the image (CAD model) and eight emotions was given to participants so as to know their emotional responses toward the product. The result from the study reveals the viability of computer aided design as tool for building user-centred design in consumer ceramics’ product development.
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Rodriguez-Conde, Ivan, and Celso Campos. "Towards Customer-Centric Additive Manufacturing: Making Human-Centered 3D Design Tools through a Handheld-Based Multi-Touch User Interface." Sensors 20, no. 15 (July 30, 2020): 4255. http://dx.doi.org/10.3390/s20154255.

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Seeking a more flexible and efficient production, additive manufacturing (AM) has emerged as a major player in the industrial field, streamlining the fabrication of custom tangible assets by directly 3D printing them. However, production still takes too long due to printing, but also due to the product design stage, in which the customer works together with an expert to create a 3D model of the targeted product by means of computer-aided design (CAD) software. Skipping intermediate agents and making customers responsible for the design process will reduce waiting times and speed up the manufacturing process. This work is conceived as a first step towards that optimized AM model, being aimed at bringing CAD tools closer to clients through an enhanced user experience, and consequently at simplifying pre-manufacturing design tasks. Specifically, as an alternative to the traditional user interface operated with the keyboard and mouse duo, standard in CAD and AM, the paper presents a comprehensive multi-touch interaction system conceived as a customer-centric human-machine interface. To depict the proposed solutions, we adopt furniture manufacturing as a case study and, supported by a CAD-like software prototype for 3D modeling of custom cabinets introduced in a previous work of the authors, we assess our approach’s validity in terms of usability by conducting in-lab and remote user studies. The comparison between the designed multi-touch interaction and its desktop alternative yields promising results, showing improved performance and higher satisfaction of the end-user for the touch-based approach, that lay the groundwork for a smarter factory vision based on remotely-operated AM.
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Dissertations / Theses on the topic "Multi-user CAD"

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Nuss, Jeffrey Eric. "Assessing User Expectations of Undo in a Multi-User CAD Environment." BYU ScholarsArchive, 2016. https://scholarsarchive.byu.edu/etd/5875.

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Undo is a command that users rely on in most software applications. Its importance in multi-user CAD is no different. However, due to its unique nature, users may have different expectations regarding how undo should behave. This research seeks to better understand users' expectations regarding undo in multi-user CAD by having users participate in collaborative design exercises and then asking them how they would expect undo to behave. In addition, users participated in a survey in which they watched 8 videos showing users interacting within multi-user CAD and were then asked about how they would want undo to behave. Based on these findings, various recommendations are made for how undo ought to be implemented in multi-user CAD. These include recommendations regarding the user experience/user interface as well as proposing an equation that seeks to quantify whether a user expects to share an undo stack with another user or if they should only be able to undo their own actions.
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Hepworth, Ammon Ikaika. "Conflict Management and Model Consistency in Multi-user CAD." BYU ScholarsArchive, 2014. https://scholarsarchive.byu.edu/etd/5586.

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The NSF Center for e-Design, Brigham Young University (BYU) site has re-architected Computer Aided Design (CAD) tools, enabling multiple users to concurrently create, modify and view the same CAD part or assembly. This technology allows engineers, designers and manufacturing personnel to simultaneously contribute to the design of a part or assembly in real time,enabling parallel work environments within the CAD system. Multi-user systems are only as robust and efficient as their methods for managing conflicts and preserving model consistency. Conflicts occur in multi-user CAD when multiple users interoperate with the same or dependent geometry. Some conflicts can lead to model inconsistencies which means that each user's instance of the model are not identical. Other conflicts cause redundant work or waste in the design process. This dissertation presents methods to avoid and resolve conflicts which lead to model inconsistency and waste in the design process. The automated feature reservation method is presented which prevents multiple users from simultaneously editing the same feature, thus avoiding conflicts. In addition, a method is also presented which ensures that copies of the model stay consistent between distributed CAD clients by enforcing modeling operations to occur in the same order on all the clients. In cases of conflict, the conflicting operations are preserved locally for manual resolution by the user. An efficient model consistency method is presented which provides consistent references to the topological entities in a CAD model, ensuring operations are applied consistently on all models. An integrated task management system is also presented which avoids conflicts related to varying user design intent. Implementations and results of each method are presented. Results show that the methods effectively manage conflicts and ensure model consistency, thus providing a solution for a robust multi-user CAD system.
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Bowman, Kelly Eric. "Neutral Parametric Database, Server, Logic Layers, and Clients to Facilitate Multi-EngineerSynchronous Heterogeneous CAD." BYU ScholarsArchive, 2016. https://scholarsarchive.byu.edu/etd/5656.

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Engineering companies are sociotechnical systems in which engineers, designers, analysts, etc. use an array of software tools to follow prescribed product-development processes. The purpose of these amalgamated systems is to develop new products as quickly as possible while maintaining quality and meeting customer and market demands. Researchers at Brigham Young University have shortened engineering design cycle times through the development and use of multiengineer synchronous (MES) CAD tools. Other research teams have shortened design cycle-times by extending seamless interoperability across heterogeneous design tools and domains. Seamless multi-engineer synchronous heterogeneous (MESH) CAD environments is the focus of this dissertation. An architecture that supports both MES collaboration and interoperability is defined, tested for robustness, and proposed as the start of a new standard for interoperability. An N-tiered architecture with four layers is used. These layers are data storage, server communication, business logic, and client. Perhaps the most critical part of the architecture is the new neutral parametric database (NPDB) standard which can generically store associative CAD geometry from heterogeneous CAD systems. A practical application has been developed using the architecture which demonstrates design and modeling interoperability between Siemens NX, PTC's Creo, and Dassault Systemes CATIA CAD applications; Interoperability between Siemens' NX and Dassault Systemes' CATIA are specifically outlined in this dissertation. The 2D point, 2D line, 2D arc, 2D circle, 2D spline, 3D point, extrude, and revolve features have been developed. Complex models have successfully been modeled and exchanged in real time across heterogeneous CAD clients and have validated this approach for MESH CAD collaboration.
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French, David James. "Understanding and Addressing Collaboration Challenges for the Effective Use of Multi-User CAD." BYU ScholarsArchive, 2016. https://scholarsarchive.byu.edu/etd/6229.

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Multi-user computer-aided design (CAD) is an emerging technology that promises to facilitate collaboration, enhance product quality, and reduce product development lead times by allowing multiple engineers to work on the same design at the same time. The BYU site of the NSF Center for e-Design has developed advanced multi-user CAD prototypes that have demonstrated the feasibility and value of this technology. Despite the possibilities that this software opens up for enhanced collaboration, there are now a new variety of challenges and opportunities to understand and address. For multi-user CAD to be used effectively in a modern engineering environment, it is necessary to understand and address both human and technical collaboration challenges. The purpose of this dissertation is to understand and address these challenges. Two studies were performed to better understand the human side of engineering collaboration: (1) engineers from multiple companies were interviewed to assess the collaboration challenges they experience, and (2) players of the multi-player game Minecraft were surveyed and studied to understand how a multi-user environment affects design collaboration. Methods were also developed to address two important technical challenges in multi-user CAD: (1) a method for detecting undo conflicts, and (2) additional methods for administering data access. This research addresses some of the important human and technical collaboration challenges in multi-user CAD. It enhances our understanding of collaboration challenges in engineering industry and how multi-user CAD will help address some of those challenges. It also enhances our understanding of how a multi-user design environment will affect design collaboration. The method developed for detecting conflicts that occur during local undo in multi-user CAD can be used to block conflicts from occurring and provide the user with some information about the cause of the conflict so they can collaborate to resolve it. The methods developed for administering data access in multi-user CAD will help protect against unauthorized access to sensitive data.
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Moncur, Robert Aaron. "Data Consistency and Conflict Avoidance in a Multi-User CAx Environment." BYU ScholarsArchive, 2012. https://scholarsarchive.byu.edu/etd/3675.

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This research presents a new method to preserve data consistency in a multi-user CAx environment. The new method includes three types of constraints which work by constraining and controlling both features and users across an entire multi-user CAx platform. The first type of constraint includes locking or reserving features to enable only one user at a time to edit a given feature. The second type of constraint, collaborative feature constraints, allows flexible constraining of each individual feature in a model, and the data that defines it. The third type of constraint, collaborative user constraints, allows the constraining of user permissions and user actions individually or as a group while providing as much flexibility as possible. To further present this method, mock-ups and suggested implementation guidelines are presented. To demonstrate the effectiveness of the method, a proof-of-concept implementation was built using the CATIA Connect multi-user CAD prototype developed at BYU. Using this implementation usage examples are provided to show how this method provides important tools that increase collaborative capabilities to a multi-user CAx system. By using the suggested method design teams will be able to better control how their data is used and edited, maintaining better data consistency and preventing data conflict and data misuse.
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Winn, Joshua D. "Integration of Massive Multiplayer Online Role-Playing Games Client-Server Architectures with Collaborative Multi-User Engineering CAx Tools." BYU ScholarsArchive, 2012. https://scholarsarchive.byu.edu/etd/6209.

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This research presents a new method for integrating client server architectures that are used for the development of Massive Online Role Playing Games (MMORPG) into multi-user engineering software tools. The new method creates a new architecture named CAx Connect by changing the client-pull-server communication pipeline to a server-push-client communication pipeline, effectively reducing the amount of bandwidth consumed and allowing these tools to utilize multiple server processors for complex calculations. This method was used on the new NX Connect multi-user CAx prototype developed at BYU. The new method provides a road map to further implement this architecture and its services into additional multi-user CAx tools. To demonstrate the effectiveness of this technology, a prototype architecture was built to provide a front end service, a message relay service, and a database insertion service, which were integrated into the current architecture. The front end service provides load balancing of clients, while the feature administration service passes messages throughout the architecture. The database insertion service inserts features passed from the NX Connect client into the database. The results show that this architecture is more efficient and that a scalable architecture was created, successfully demonstrating the integration of this architecture with multi-user CAx tools.
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Webster, Kasey Johnson. "Using STAR-CCM+ to Evaluate Multi-User Collaboration in CFD." BYU ScholarsArchive, 2015. https://scholarsarchive.byu.edu/etd/6094.

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The client-server architecture of STAR-CCM+ allows multiple users to collaborate on a simulation set-up. The effectiveness of collaboration with this architecture is tested and evaluated on five models. The testing of these models is a start to finish set-up of an entire simulation excluding computational time for generating mesh and solving the solution. The different models have distinct differences which test every operation that would be used in a general CFD simulation. These tests focus on reducing the time spent preparing the geometry to be meshed, including setting up for a conformal mesh between multiple regions in conjugate heat transfer models. Results from these five tests show a maximum speed up of 36%.
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Stone, Brett Randall. "Maximizing Virtual MUCAx Engineering Design Team Performance." BYU ScholarsArchive, 2016. https://scholarsarchive.byu.edu/etd/6234.

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Teams of design engineers are increasingly working as members of virtual teams, or teams whose members are distributed geographically and communicate mostly through electronic means. In addition, emerging multi-user (MU) applications engage complementary teams in synchronous design activities. These new MU tools are changing the way engineers work together. Together, these factors have created a new and interesting environment in which engineering design teams must function. The work presented here lays out two major themes that teams and their managers can effectively apply to organizing and managing MU teams: 1) teams can maximize their potential productivity by determining the optimal number of teammates for a given modeling effort and by implementing a profile and team formation system based on the principle of optimizing complementary team member characteristics; and 2) to minimize process losses, teams can implement effective strategies for working in a MU and/or virtual setting and they can use novel new MU tools that address portions of the product development process that have previously not been addressed with such tools. It is my hope that these contributions can enable greater effectiveness and productivity among virtual engineering design teams as they strive to remedy many of the most pressing and dire issues facing humanity. By improving the way we work together, we can increase our ability to bless all of God's children.
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Eves, Keenan Louis. "A Comparative Analysis of Computer-Aided Collaborative Design Tools and Methods." BYU ScholarsArchive, 2018. https://scholarsarchive.byu.edu/etd/7253.

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Collaboration has always been critical to the success of new product development teams, and the advent of geographically dispersed teams has significantly altered the way that team members interact. Multi-user computer-aided design (MUCAD) and crowdsourcing are two results of efforts to enable collaboration between geographically dispersed individuals. In this research, a study was done to investigate the differences in performance between MUCAD and single-user CAD teams, in which teams competed to create the best model of a hand drill. This was done across a three-day period to recreate the scenario found in industry. It was found that MUCAD increases awareness of teammates' activities and increases communication between team members. Different sources of frustration for single-user and multi-user teams were identified, as well as differing patterns of modeling style. These findings demonstrate that MUCAD software has significant potential to improve team collaboration and performance. A second study explored a number of potentially significant factors in MUCAD team performance, including leadership, design style, unfamiliar parts, knowledge transfer, individual experience, and team composition. In this study, teams of undergraduate mechanical engineering students worked together to complete tasks using NXConnect, a MUCAD plugin for NX developed at Brigham Young University. A primary finding was that having an appointed leader for a MUCAD team improves performance, in particular when that leader works with the team in creating the CAD model. It was also found that creating a framework to aid in organizing and coordinating the creation of the CAD model may decrease the time required for completion. In the final study, the possibility of using crowdsourcing to complete complex product design tasks was explored. In this study, a process for crowdsourcing complex product design tasks was developed, as well as a website to act as the platform for testing this process. A crowd consisting of engineering and technology students then worked together on the website to design a frisbee tracking device. The crowd was able to collaborate to accomplish some detailed product design tasks, but was not able to develop a complete product. Major findings include the need for more formal leadership and crowd organization, the need for better decision making mechanisms, and the need for a better model for engaging crowd members on a consistent basis. It was also found that crowd members had a greater willingness to pay for the product they developed than individuals who had not worked on the project. Results also show that although crowd members were often frustrated with the collaboration process, they enjoyed being able to work with a large group of people on a complex project.
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Freeman, Robert Steven. "Neutral Parametric Canonical Form for 2D and 3D Wireframe CAD Geometry." BYU ScholarsArchive, 2015. https://scholarsarchive.byu.edu/etd/5688.

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The challenge of interoperability is to retain model integrity when different software applications exchange and interpret model data. Transferring CAD data between heterogeneous CAD systems is a challenge because of differences in feature representation. A study by the National Institute for Standards and Technology (NIST) performed in 1999 made a conservative estimate that inadequate interoperability in the automotive industry costs them $1 billion per year. One critical part of eliminating the high costs due to poor interoperability is a neutral format between heterogeneous CAD systems. An effective neutral CAD format should include a current-state data store, be associative, include the union of CAD features across an arbitrary number of CAD systems, maintain design history, maintain referential integrity, and support multi-user collaboration. This research has focused on extending an existing synchronous collaborative CAD software tool to allow for a neutral, current-state data store. This has been accomplished by creating a Neutral Parametric Canonical Form (NPCF) which defines the neutral data structure for many basic CAD features to enable translation between heterogeneous CAD systems. The initial architecture developed begins to define a new standard for storing CAD features neutrally. The NPCF's for many features have been implemented in a multi-user interoperability program and work between NX and CATIA CAD systems. The 2D point, 2D line, 2D arc, 2D circle, 2D spline, 3D point, extrude, and revolve NPCF's will be specifically defined. Complex models have successfully been modeled and exchanged in real time and have validated the NPCF approach. Multiple users can be in the same part at the same time in different CAD systems and create and update models in real time.
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Books on the topic "Multi-user CAD"

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Company, Rowse, and Professional Software Solutions. MicroStation CAD Manager - A Course for Managers of Multi-user MicroStation Installations. Professional Software Solutions, Inc., 2002.

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Östensson, Olle. Local Content, Supply Chains, and Shared Infrastructure. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198817369.003.0024.

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Local content policies for extractive industries have attracted increased interest. Local content requirements are often included in legislation or contracts. Such efforts may be constrained by low capacity of potential suppliers, low skills, and the general business environment. A number of extractive industry companies have introduced supplier development programmes that attempt to reduce the constraints and skill gaps. Government industrial policies on local content vary: some prescribe quantitative targets for local content, while others focus on improving skills and raising the capacity of domestic industry. Infrastructure built for extractive industries can often be used by other economic activities. Difficulties in finding suitable financing arrangements have, however, limited the number of successful multi-user extractive industry-related infrastructure projects.
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Book chapters on the topic "Multi-user CAD"

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Woo, Sungho, Eunjoo Lee, and Tsuyoshi Sasada. "The Multi-User Workspace for Collaborative Design." In CAAD futures 1997, 443–52. Dordrecht: Springer Netherlands, 1997. http://dx.doi.org/10.1007/978-94-011-5576-2_33.

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Gharahighehi, Alireza, Celine Vens, and Konstantinos Pliakos. "Multi-stakeholder News Recommendation Using Hypergraph Learning." In ECML PKDD 2020 Workshops, 531–35. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-65965-3_36.

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AbstractRecommender systems are meant to fulfil user preferences. Nevertheless, there are multiple examples where users are not the only stakeholder in a recommendation platform. For instance, in news aggregator websites apart from readers, one can consider magazines (news agencies) or authors as other stakeholders. A multi-stakeholder recommender system generates a ranked list of items taking into account the preferences of multiple stakeholders. In this study, news recommendation is handled as a hypergraph ranking task, where relations between multiple types of objects and stakeholders are modeled in a unified hypergraph. The obtained results indicate that ranking on hypergraphs can be utilized as a natural multi-stakeholder recommender system that is able to adapt recommendations based on the importance of stakeholders.
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Jarke, Juliane. "Conclusion: Co-creating Inclusive Digital Futures." In Public Administration and Information Technology, 203–11. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-52873-7_9.

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Abstract The first and positive conclusion—relating to the governing of co-creation and the sharing of control—is that co-creation is indeed an appropriate method to develop digital public information services that meet the needs of older users and achieve an output that is better than existing, comparable services. The second conclusion—relating to the sharing of expertise and knowledge—is that the co-creation of digital services works well with older adults, including those with little or no digital literacy skills. However, the performance and achievements of co-creation processes seem highly contingent and dependent on several factors. The third conclusion—relating to enabling change—is that not every digital public service is equally suited for co-creation. A lasting social as well as individual change can only be implemented if the resulting service does indeed respond to the needs of local stakeholders. Co-creation may become a way to improve the lack of user-centricity and user experience of digital public information services. However, there is no guarantee for its success. It is a complex multi-task and multi-stakeholder process, more demanding than traditional citizen participation. Due to the openness and complexity inherent to any co-creation process, providing strict guidelines and recommendations is not possible. However, the learning points identified in this book provide evidence on ways to co-create better, more user-centric public services with and for older adults.
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Salehi, Mohammad, Florian Kriebel, Semeen Rehman, and Muhammad Shafique. "Power-Aware Fault-Tolerance for Embedded Systems." In Dependable Embedded Systems, 565–88. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-52017-5_24.

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AbstractPower-constrained fault-tolerance has emerged as a key challenge in the deep sub-micron technology. Multi-/many-core chips can support different hardening modes considering variants of redundant multithreading (RMT). In dark silicon chips, the maximum number of cores that can simultaneously be powered-on (at the full performance level) is constrained by the thermal design power (TDP). The rest of the cores have to be power-gated (i.e., stay “dark”), or the cores have to operate at a lower performance level. It has been predicted that about 25–50% of a many-core chip can potentially be “dark.” In this chapter, a system-level power–reliability management technique is presented. The technique jointly considers multiple hardening modes at the software and hardware levels, each offering distinct power, reliability, and performance properties. Also, a framework for the system-level optimization is introduced which considers different power–reliability–performance management problems for many-core processors depending upon the target system and user constraints.
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Tolovski, Ilin, Sašo Džeroski, and Panče Panov. "Semantic Annotation of Predictive Modelling Experiments." In Discovery Science, 124–39. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-61527-7_9.

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Abstract In this paper, we address the task of representation, semantic annotation, storage, and querying of predictive modelling experiments. We introduce OntoExp, an OntoDM module which gives a more granular representation of a predictive modeling experiment and enables annotation of the experiment’s provenance, algorithm implementations, parameter settings and output metrics. This module is incorporated in SemanticHub, an online system that allows execution, annotation, storage and querying of predictive modeling experiments. The system offers two different user scenarios. The users can either define their own experiment and execute it, or they can browse the repository of completed experimental workflows across different predictive modelling tasks. Here, we showcase the capabilities of the system with executing multi-target regression experiment on a water quality prediction dataset using the Clus software. The system and created repositories are evaluated based on the FAIR data stewardship guidelines. The evaluation shows that OntoExp and SemanticHub provide the infrastructure needed for semantic annotation, execution, storage, and querying of the experiments.
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Gresalfi, Melissa, Jacqueline Barnes, and Patrick Pettyjohn. "Why Videogames are not Teacher-Proof." In Multi-User Virtual Environments for the Classroom, 267–84. IGI Global, 2011. http://dx.doi.org/10.4018/978-1-60960-545-2.ch017.

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This chapter considers the crucial role that the teacher plays in supporting successful use of immersive technology in the classroom, focusing particularly on the use of an interactive, online, multiplayer videogame called Quest Atlantis. This chapter presents an account of successful strategies for integrating immersive technologies into teaching practice, such that the game does not replace the teacher, nor the teacher replace the game, but rather the two are integrated in their mutual support of student learning. The authors focus specifically on two distinct roles that teachers can play in leading whole-class discussions: attuning students to important concepts and connections in the game, and deepening opportunities to learn beyond what is afforded in game design. For each role, the authors present two contrasting cases with the goal of illuminating the central role that a teacher can play when integrating complex technologies into the classroom. Differences in the ways that teachers support their students while using games like Quest Atlantis are not trivial; it is argued that differences in teachers’ support of whole-class conversations can create dramatically different opportunities for students to learn.
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Barrett, James, and Stefan Gelfgren. "Learning Places." In Multi-User Virtual Environments for the Classroom, 31–46. IGI Global, 2011. http://dx.doi.org/10.4018/978-1-60960-545-2.ch003.

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The chapter, based on a set of developed teaching scenarios, discusses how virtual worlds, in particular Second Life, can be used in student centered pedagogy; intertwining theory and practice, emphasizing process-thinking, critical perspectives, and strengthen the confidence and independence of the student. Drawing upon experiences from traditional education, Web 2.0-tools, and problem based pedagogy grounded in project work, social media, engineering, and digital humanities, this chapter presents a pedagogy based upon the concepts of participatory culture, and co-creation on the part of students in the learning process. The authors have been involved in developing the core curriculum for a term-long (four month) course for Museum Studies. A problem based, student centered pedagogy is both integrated and contrasted with traditional classroom settings, that are also part of the planning, implementation, and assessment stages of the course. Based upon the practical experience of conducting this course, the article critically discusses ICT and problem oriented learning on a general level – including the benefits and disadvantages for the student and for the teachers. How this approach to learning, from the experiences in virtual worlds, can fit in to the established structure of learning goals, lectures, examination, and assessment is questioned in the chapter, based on the experiences gathered from teaching the course.
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Feng, Jiuguang, and Liyan Song. "Teaching and Learning in Second Life." In Multi-User Virtual Environments for the Classroom, 206–18. IGI Global, 2011. http://dx.doi.org/10.4018/978-1-60960-545-2.ch014.

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Various advantages of Multi User Virtual Environment (MUVE) have been identified in literature. However, MUVEs have not been widely adopted in educational settings due to technical and pedagogical challenges. This chapter discusses a qualitative case study that examines how Second Life, as a MUVE, was diffused on a university campus. Both instructors and students’ perspectives were examined using interviews, observations, and survey data collection methods. The theory of diffusion of innovation was used as a theoretical framework in both the design of the study and the analysis of the data. The findings from the study indicate that although the future application of MUVE can be promising, various challenges exist for instructors to adopt Second Life in their instruction.
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Gamor, Keysha I. "Signs and Guideposts." In Multi-User Virtual Environments for the Classroom, 86–99. IGI Global, 2011. http://dx.doi.org/10.4018/978-1-60960-545-2.ch007.

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Experiential learning has long been touted as critical to deep understanding, learning, and ownership of knowledge. Technology has ushered in many new ways for people to interact; a virtual world is one such category of technological tools that enhance engagement in a learning experience. Using a virtual world for instruction does not and should not be an ‘all or nothing’ proposition. Virtual worlds are flexible, rich, collaborative environments which can be used in a variety of ways to augment a traditional, instructor-led course, Web-based courses, and other types of courseware, in addition to serving as a ‘stand-alone’ solution. Grounded in experiential learning and constructivist theory, this chapter explores ways in which one may exploit the flexibility of a virtual world to meet the real-life demands of traditional courses.
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Thompson, Marc. "Virtual Worlds - Enjoyment, Motivation and Anonymity." In Multi-User Virtual Environments for the Classroom, 240–66. IGI Global, 2011. http://dx.doi.org/10.4018/978-1-60960-545-2.ch016.

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This chapter considers the effectiveness of virtual worlds as environments in which disaffected or “failed” learners can be reengaged with education. The premise is that virtual worlds allow learners to “play” with their identity and potentially reinvent themselves as better learners. This idea is supported by research which shows virtual worlds as engaging, motivating, fun places to learn. The topics of “identity in virtual worlds,” “identity and learning,” and “education in virtual worlds” are examined. One hundred 13 to 17 year old pupils were observed working in the Second Life teen Grid which is a virtual world restricted to young people between 13 and 17 years old. Written feedback from 68 of these pupils was analyzed. This is supported by in excess of 1500 hours of participant observations in the adult Second Life virtual world.
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Conference papers on the topic "Multi-user CAD"

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Hepworth, Ammon, Kevin Tew, Thomas Nysetvold, and Greg Jensen. "Automated Conflict Avoidance in Multi-user CAD." In CAD'14. CAD Solutions LLC, 2014. http://dx.doi.org/10.14733/cadconfp.2014.1-3.

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Nysetvold, Tom, and Chia-Chi Teng. "Collaboration tools for multi-user CAD." In 2013 IEEE 17th International Conference on Computer Supported Cooperative Work in Design (CSCWD). IEEE, 2013. http://dx.doi.org/10.1109/cscwd.2013.6580969.

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French, David, Scot Wilcox, Kevin Tew, and Edward Red. "Detecting Local Undo Conflicts in Multi-User CAD." In CAD'15. CAD Solutions LLC, 2015. http://dx.doi.org/10.14733/cadconfp.2015.407-410.

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"Detecting Local Undo Conflicts in Multi-User CAD." In CAD'15 London. CAD Solutions LLC, 2015. http://dx.doi.org/10.14733/cadconfp.2015.470-474.

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Priddis, Andrew, and Edward Red. "Multi-User Collaborative Tool Path Planning Using Process Decomposition." In CAD'15. CAD Solutions LLC, 2015. http://dx.doi.org/10.14733/cadconfp.2015.150-152.

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Ong, Jemi, Daniel Richards, and John Salmon. "Analysis and Evaluation of Partitioning Methods for Multi-User CAD." In CAD'19. CAD Solutions LLC, 2019. http://dx.doi.org/10.14733/cadconfp.2019.377-381.

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Teng, Chia-Chi, Francis Mensah, J. Ekstrom, Richard Helps, and Greg Jensen. "Hierarchical Role-based Access Control for Multi-user Collaborative CAx Environment." In CAD'15. CAD Solutions LLC, 2015. http://dx.doi.org/10.14733/cadconfp.2015.202-206.

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Teng, Chia-Chi. "Hierarchical Role-based Access Control for Multi-user Collaborative CAx Environment." In CAD'15 London. CAD Solutions LLC, 2015. http://dx.doi.org/10.14733/cadconfp.2015.231-236.

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Stone, Brett, John Salmon, Ammon Hepworth, Edward Red, and Matthew Killian. "Methods for Determining the Optimal Number of Simultaneous Contributors for Multi-user CAD Parts." In CAD'16. CAD Solutions LLC, 2016. http://dx.doi.org/10.14733/cadconfp.2016.189-193.

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French, David J., Brett Stone, Thomas T. Nysetvold, Ammon Hepworth, and W. Edward Red. "Collaborative Design Principles From Minecraft With Applications to Multi-User CAD." In ASME 2014 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2014. http://dx.doi.org/10.1115/detc2014-35279.

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Real-time simultaneous multi-user (RSM) computer-aided design (CAD) is currently a major area of research and industry interest due to its potential to reduce design lead times and improve design quality through enhanced collaboration. Minecraft, a popular multi-player online game in which players use blocks to design structures, is of academic interest as a natural experiment in collaborative 3D design of very complex structures. Virtual teams of up to forty 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 an RSM CAD design environment. The results suggest that RSM CAD will be useful and practical in an engineering setting with several simultaneous contributors. We also discuss the potential effects of RSM CAD on team organization, planning, design concurrency, communication, and mentoring.
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Reports on the topic "Multi-user CAD"

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Verburg, Peter H., Žiga Malek, Sean P. Goodwin, and Cecilia Zagaria. The Integrated Economic-Environmental Modeling (IEEM) Platform: IEEM Platform Technical Guides: User Guide for the IEEM-enhanced Land Use Land Cover Change Model Dyna-CLUE. Inter-American Development Bank, September 2021. http://dx.doi.org/10.18235/0003625.

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The Conversion of Land Use and its Effects modeling framework (CLUE) was developed to simulate land use change using empirically quantified relations between land use and its driving factors in combination with dynamic modeling of competition between land use types. Being one of the most widely used spatial land use models, CLUE has been applied all over the world on different scales. In this document, we demonstrate how the model can be used to develop a multi-regional application. This means, that instead of developing numerous individual models, the user only prepares one CLUE model application, which then allocates land use change across different regions. This facilitates integration with the Integrated Economic-Environmental Modeling (IEEM) Platform for subnational assessments and increases the efficiency of the IEEM and Ecosystem Services Modeling (IEEMESM) workflow. Multi-regional modelling is particularly useful in larger and diverse countries, where we can expect different spatial distributions in land use changes in different regions: regions of different levels of achieved socio-economic development, regions with different topographies (flat vs. mountainous), or different climatic regions (dry vs humid) within a same country. Accounting for such regional differences also facilitates developing ecosystem services models that consider region specific biophysical characteristics. This manual, and the data that is provided with it, demonstrates multi-regional land use change modeling using the country of Colombia as an example. The user will learn how to prepare the data for the model application, and how the multi-regional run differs from a single-region simulation.
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