Academic literature on the topic 'Prototype heuristic'

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Journal articles on the topic "Prototype heuristic"

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Sucholutsky, Ilia, and Matthias Schonlau. "Optimal 1-NN prototypes for pathological geometries." PeerJ Computer Science 7 (April 9, 2021): e464. http://dx.doi.org/10.7717/peerj-cs.464.

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Using prototype methods to reduce the size of training datasets can drastically reduce the computational cost of classification with instance-based learning algorithms like the k-Nearest Neighbour classifier. The number and distribution of prototypes required for the classifier to match its original performance is intimately related to the geometry of the training data. As a result, it is often difficult to find the optimal prototypes for a given dataset, and heuristic algorithms are used instead. However, we consider a particularly challenging setting where commonly used heuristic algorithms fail to find suitable prototypes and show that the optimal number of prototypes can instead be found analytically. We also propose an algorithm for finding nearly-optimal prototypes in this setting, and use it to empirically validate the theoretical results. Finally, we show that a parametric prototype generation method that normally cannot solve this pathological setting can actually find optimal prototypes when combined with the results of our theoretical analysis.
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Yáñez Gómez, Rosa, Daniel Cascado Caballero, and José-Luis Sevillano. "Heuristic Evaluation on Mobile Interfaces: A New Checklist." Scientific World Journal 2014 (2014): 1–19. http://dx.doi.org/10.1155/2014/434326.

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The rapid evolution and adoption of mobile devices raise new usability challenges, given their limitations (in screen size, battery life, etc.) as well as the specific requirements of this new interaction. Traditional evaluation techniques need to be adapted in order for these requirements to be met. Heuristic evaluation (HE), an Inspection Method based on evaluation conducted by experts over a real system or prototype, is based on checklists which are desktop-centred and do not adequately detect mobile-specific usability issues. In this paper, we propose a compilation of heuristic evaluation checklists taken from the existing bibliography but readapted to new mobile interfaces. Selecting and rearranging these heuristic guidelines offer a tool which works well not just for evaluation but also as a best-practices checklist. The result is a comprehensive checklist which is experimentally evaluated as a design tool. This experimental evaluation involved two software engineers without any specific knowledge about usability, a group of ten users who compared the usability of a first prototype designed without our heuristics, and a second one after applying the proposed checklist. The results of this experiment show the usefulness of the proposed checklist for avoiding usability gaps even with nontrained developers.
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Munggana, Wira. "Menakar Resiko Pembangunan Prototipe User Experience Dengan Weighted Risk Check List." Jurnal ULTIMA InfoSys 6, no. 1 (June 1, 2015): 71–75. http://dx.doi.org/10.31937/si.v6i1.282.

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Development of User Experience (UX) artifacts such as annotated wireframes, immersive prototypes, and detailed documentation should be done by a UX designer specialist, however most of them are not programmers. It can be done by using UX designer tools widely available today. Aside from what tools they used, this paper higlights forecasting the risk of an UX prototype project using weighted risk check list. Index Terms - Heuristic, User Interface Design, User Experience Prototype, Weighted Risk Check List, Wireframe.
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A.Viattchenin, Dmitri, and Stanislau Shyrai. "Intuitionistic Heuristic Prototype-based Algorithm of Possibilistic Clustering." Communications on Applied Electronics 1, no. 8 (May 26, 2015): 30–40. http://dx.doi.org/10.5120/cae-1629.

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CHANG, KAI H., JAMES H. CROSS II, W. HOMER CARLISLE, and SHIH-SUNG LIAO. "A PERFORMANCE EVALUATION OF HEURISTICS-BASED TEST CASE GENERATION METHODS FOR SOFTWARE BRANCH COVERAGE." International Journal of Software Engineering and Knowledge Engineering 06, no. 04 (December 1996): 585–608. http://dx.doi.org/10.1142/s0218194096000247.

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Software testing is an important step in the development of complex systems. The construction of test cases using traditional methods usually requires considerable manual effort. QUEST/Ada—Query Utility Environment for Software Testing of Ada, is a prototype test case generation system that uses various heuristics-based approaches to generate test cases. The system, which is designed for unit testing, generates test cases by monitoring the branch coverage progress and intelligently modifying existing test cases to achieve additional coverage. Three heuristics-based approaches along with a random test case generation method were studied to compare their branch coverage performance. Although some constraints are imposed by the prototype, the framework provides a useful foundation for further heuristics-based test case generation research. The design of the system, the heuristic rules used in the system, and an evaluation of each rule’s performance are presented.
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RODRÍGUEZ, INÉS GONZÁLEZ, JONATHAN LAWRY, and JIM F. BALDWIN. "INDUCTION AND FUSION OF FUZZY PROTOTYPES." International Journal of Uncertainty, Fuzziness and Knowledge-Based Systems 12, no. 04 (August 2004): 409–46. http://dx.doi.org/10.1142/s0218488504002916.

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In the sequel, we shall be concerned with the automated induction of prototypes to represent a database in a way that combines transparency and accuracy. More precisely, our aim is to automatically summarize the information from a set of data using prototypes and simultaneously decide on the number of prototypes needed to the represent the data adequately. We propose to use fuzzy prototypes, which correspond to groupings of similar objects represented by tuples of fuzzy sets over attribute universes. In the case of numerical attributes, the universes will be discretized using linguistic variables and the attribute values will be described by fuzzy sets on words. To learn the prototypes, we shall present an algorithm inspired by hierarchical clustering techniques, which makes use of new measures of prototype similarity and of prototype addition. Also, a pruning algorithm will be incorporated which uses a new heuristic measure of prototype quality to fuse overly specific prototypes. The potential of the resulting method will be illustrated by its application to a number of classification problems and comparing its performance with that of previous approaches in the literature.
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Gulay, A. V., and V. M. Zaitsev. "Intelligent system construction as consequent transformation of the model range of its functional prototypes." Doklady BGUIR 19, no. 1 (February 23, 2021): 37–45. http://dx.doi.org/10.35596/1729-7648-2021-19-1-37-45.

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Application of the technology of consecutive construction of the functionally expanding model range of structural system prototypes is an advanced conceptual development direction of intellectual systems construction methods. The guiding principle of intellectual system construction under the suggested technology is that a highly sophisticated system is worked out and adjusted by stages with the use of the structural increment and functional complexity parallel-sequential scheme. At every construction step it is implemented in the form of a hardware and software complex – the structural prototype with a certain set of allocated components and performed functions. The structural prototype is understood as a certain version of its construction in the form of a logical or physical model, which includes a predetermined set of information, technical and software tools, performs system functions, makes it possible to evaluate the achieved parameter levels, as well as ensures further system build-up and development. Verbal-heuristic and graphic-heuristic models, which reflect the set of original requirements and the intelligent system structure, are used as mandatory prototypes of primary levels. The mandatory prototype of subsequent levels of the system technology includes a material model of the system nucleus, which combines hardware and software components, where joint functioning delivers the required set of integrative systematic properties. Sequential step-by-step choice of all the more complex prototypes with simultaneous enrichment of the composition of applied tools and performed system functions forms the expanded model range of the system. In the practice of systems development it is limited with a certain upper level prototype, which meets preset technical requirements to the system. Step-by- step development and adjustment of models, which are highly complicated prototypes, with the use of the parallel-sequential scheme of their structural enrichment and functional complication, is the effective technological trend of co-engineering.
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Luo, Junlong, Wenfu Li, Jiang Qiu, Dongtao Wei, Yijun Liu, and Qinlin Zhang. "Neural Basis of Scientific Innovation Induced by Heuristic Prototype." PLoS ONE 8, no. 1 (January 25, 2013): e49231. http://dx.doi.org/10.1371/journal.pone.0049231.

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Levi, Michael D., and Frederick G. Conrad. "A heuristic evaluation of a World Wide Web prototype." Interactions 3, no. 4 (July 1996): 50–61. http://dx.doi.org/10.1145/234813.234819.

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Abdul Wahab, Nadia, and Syafiqa Amira Zulkifli. "A Heuristic Evaluation of a Shariah-Compliant Fashion E-Commerce Prototype." Journal of Computing Research and Innovation 3, no. 4 (November 18, 2018): 45–53. http://dx.doi.org/10.24191/jcrinn.v3i4.99.

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Every Muslim should wear shariah-compliant clothes as admonished in the Holy Quran and Hadith. Covering awrah is a command from Allah for all Muslims and they should obey this Islamic Shariah Law. This paper discusses the heuristic evaluation of a shariah-compliant fashion e-commerce prototype for Muslim women. The prototype aims to help Muslim women to find and purchase shariah-compliant clothes easily and furthermore allows more Muslim women to cover their awrah. Besides, the fashion e-commerce also has the capability in giving suggestion to the users based on their body shapes and size.The prototype was evaluated using heuristic evaluation technique with three software ergonomic experts. Although the evaluation indicates that the information provided is useful and the prototype is well-designed, it also revealed few design issues that should be refined in order to improve its usability before testing it on the real user.
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Dissertations / Theses on the topic "Prototype heuristic"

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Oberhofer, Harald, and Marian Schwinner. "Do individual salaries depend on the performance of the peers? Prototype heuristic and wage bargaining in the NBA." WU Vienna University of Economics and Business, 2017. http://epub.wu.ac.at/5553/1/wp247.pdf.

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This paper analyzes the link between relative market value of representative subsets of athletes in the National Basketball Association (NBA) and individual wages. NBA athletes are categorized with respect to multiple performance characteristics utilizing the k-means algorithm to cluster observations and a group's market value is calculated by averaging real annual salaries. Employing GMM estimation techniques to a dynamic wage equation, we find a statistically significant and positive effect of one-period lagged relative market value of an athlete's representative cluster on individual wages after controlling for past individual performance. This finding is consistent with the theory of prototype heuristic, introduced by Kahneman and Frederick (2002), that NBA teams' judgment about an athlete's future performance is based on a comparison of the player to a prototype group consisting of other but comparable athletes.
Series: Department of Economics Working Paper Series
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Ferreira, Gonçalo Lopes. "User-centered design of the interface prototype of a business intelligence mobile application." Master's thesis, Faculdade de Ciências e Tecnologia, 2013. http://hdl.handle.net/10362/10034.

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Dissertação para obtenção do Grau de Mestre em Engenharia e Gestão Industrial
In a society in constant technological evolution, companies try to equip themselves with tools that allow them to achieve, or maintain, the leadership position in the markets in which they compete in. Success often lies in the ability to exploit the existent Business Intelligence (BI) in the best possible way. Moreover, mobile devices such as smartphones and tablets assume themselves as elements with an increasingly preponderant use in the everyday life. In the convergence of these two factors, emerges the need to develop mobile “management facilitators”, capable of providing companies’ workers the access to BI, anywhere and at a few touches distance. To make this possible, not only does the correct information needs to be selected, but also organized and presented in a highly intuitive and easy to use way. It’s in this context that the work present in this dissertation emerges: User-Centered Design of the interface prototype of a Business Intelligence mobile application for a company in the retail industry. Thus, the goal of this dissertation resides in the development of an adequate interface, through the continuous interaction with a group of representative users in activities such as users’ needs assessment, interface design, heuristic evaluation and usability tests. From meetings with the users, 29 needs were identified for the BI application. These needs were later converted into functional requirements which originated two prototypes, one for smartphones and the other for tablets. These were subjected to a heuristic evaluation and tested through the application of the Cognitive Walkthrough method to representative users, to collect performance and satisfaction metrics. It was concluded that the designed interfaces were in accordance with 14 of the 16 heuristics, which led to three modifications on the interfaces. The Cognitive Walkthrough results showed that the interfaces are intuitive since all the tasks were completed with 100% success, in reasonable times and with a number of actions close to the ideal.
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Rundgren, Sophie. "A usability study of a website prototype designed to be responsive to screen size." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-24244.

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This paper describes a usability study of a responsive website prototype. A heuristic evaluation was conducted with three evaluators with a background in HCI, and user tests with four potential users were conducted as a control method to test the relevance of the heuristic evaluation result. The study showed that the website prototype failed the visibility of system status, user control and freedom and error prevention heuristics in the heuristic evaluation. However, the users responses contradict that result by showing that the users had no problems with those areas in the user tests. In fact, the users detected no usability problems at all. This could mean that those heuristics are not relevant for a responsive Web 2.0 site and needs to be removed when conducting a heuristic evaluation of a responsive website in the future, and that designing for responsiveness leads to higher usability. This study shows some indications but more testing needs to be done, preferably on several fully developed responsive websites, to be able to make any real conclusions about the usability of a responsive website and the relevance of the heuristics used in this study.
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Durak, Tolga. "Design and Testing of an Adult Age-Independent Online Needs Assessment Tool and Development of Adult Age-Independent Design Guidelines." Thesis, Virginia Tech, 2003. http://hdl.handle.net/10919/33623.

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This thesis addressed the following research activities: (1) Developing and evaluating the usability of an adult age-independent online assessment tool that includes health care related content and is centered on the needs and capabilities of both older and younger users and, (2) Developing adult age-independent design guidelines. An online tool, which was developed for a previous study, was revised according to the results of the previous study and preliminary development activities based upon the user requirements of older adults (50 years or older). The online assessment tool was also tested with younger adults (between 18 and 35 years of age) to determine the differences between younger and older adults. Subsequent to these activities, a final tool that captured the needs of both older and younger adults was developed and evaluated for usability. According to the usability testing results, a design guideline set for an adult age-independent Online Needs Assessment Tool was developed and revisions were conducted in order to develop the final Online Needs Assessment Tool. The results of these studies, along with the tools developed, provide online survey and interface designers information on older and younger adult user requirements. They provide a knowledge resource for older and younger user healthcare information needs and information about the usability of one online assessment tool to accommodate both older and younger adult users. They also assist interface designers to proliferate and to facilitate more rapid application development
Master of Science
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Nilsson, Håkan. "In Search of Prototypes and Feminist Bank-Tellers: Exploring the Representativeness Heuristic." Doctoral thesis, Uppsala University, Department of Psychology, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-8476.

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According to the heuristics and biases approach, the representativeness heuristic (RH) is one of the heuristics available for assessing subjective probabilities (A. Tversky & D. Kahneman, 1974). A subjective probability assessed by the RH is determined by how representative the target object is of the target category. Several aspects of the RH are argued to cause systematic biases, for example: (i) When the RH is used, the category is represented by one single prototypical exemplar. This feature is argued to cause biases such as misperception of chance and insensitivity to sample size. (ii) The RH assesses the inverse rather than the conditional probability. This feature is argued to cause biases such as the conjunction fallacy and base-rate neglect.

The present thesis focuses on the cognitive aspects of the RH. Three studies were conducted. Overall, data indicated that the RH does not play a major role when subjective probabilities are assessed. Study I indicated that subjective probabilities are not typically determined by how representative the target object is of the target category. Study II indicated that the category is not represented by one single prototypical exemplar when subjective probabilities are assessed. Study III indicated that conjunction fallacies are not caused by the RH.

The results presented in Studies I-III cast serious doubts on the claim that subjective probabilities are routinely assessed using the RH. Rather, Studies I-II suggested that subjective probabilities are based on exemplar memory and Study III suggested that the conjunction fallacy is caused by people combining component probabilities in a an inappropriate way. In the General Discussion, it is suggested that people use a weighted average rule when combining component probabilities into conjunction probabilities. A simulation showing the ecological relevance of the weighted average rule is presented.

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Nilsson, Håkan. "In search of prototypes and feminist bank-tellers : exploring the representativeness heuristic /." Uppsala : Acta Universitatis Upsaliensis, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-8476.

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Santos, Oscar Francisco dos. "Ambiente ergoidentifier: uma ferramenta para identificação automatizada de elementos de interação em websites." Universidade de São Paulo, 2013. http://www.teses.usp.br/teses/disponiveis/100/100131/tde-19022014-010302/.

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A globalização das economias, aliada ao avanço das comunicações e à chegada da Internet, está tornando a integração virtual cada vez mais viável. O comércio eletrônico com as empresas, a web social e a inclusão das pessoas deverão se beneficiar dos serviços que estão sendo disponibilizados na web reforça a necessidade de uso das páginas. Com isto, surge a necessidade de tornar as páginas da Internet cada vez mais agradáveis, fáceis de serem utilizadas e eficientes em seus objetivos e, desta maneira, facilitando a todos. Nesse novo cenário, portanto, é primordial torná-las cada vez mais práticas de serem utilizadas, ou seja, o estudo da usabilidade se tornou uma necessidade para os projetistas das páginas de Internet para que a qualidade da Interação Humano-Computador(IHC) seja cada vez melhor. Deve-se pensar também em como verificar/avaliar se essas páginas foram construídas de forma satisfatória a atender aos interesses dos usuários. Neste contexto, foi interessante desenvolver algo que fizesse uma coleta automatizada dos elementos de interação dos websites para servir de suporte e apoio no processo de avaliação de usabilidade, tornando-os, desta maneira, mais claros e com maior possibilidade de a interação com o usuário ser realizada de forma mais eficaz e eficiente. No desenvolvimento das atividades relacionadas a esta proposta de trabalho foi criado um protótipo de uma ferramenta que informasse quais elementos de interação estavam contidos em cada uma das páginas dos websites avaliados. Tal coleta visava auxiliar o desenvolvimento de ferramentas que apoiassem a avaliação da usabilidade, tanto de forma automatizada como, por exemplo, por meio da apresentação de questionários confeccionados por essas ferramentas de forma prática, pois apresentariam apenas perguntas específicas aos elementos de interação que realmente estivessem contidos nos websites. Este protótipo também torna a avaliação da usabilidade mais eficiente e rápida, pois apresenta um levantamento prévio dos elementos de interação da página web uma vez que identifica os elementos da página com as suas características e disponibiliza para o avaliador todas essas informações em formulários web.
The globalization of economies, coupled with the advancement of communications and the arrival of the Internet, is becoming increasingly feasible virtual integration. Electronic commerce with businesses, web and social inclusion of people will benefit from the services that are available on the web reinforces the need to use the pages. With this, comes the need to make Web pages more and more enjoyable, easy to use and efficient in their goals and in this way facilitating all. In this new scenario, therefore, it is essential to make them ever more practical to be used, ie, the study of usability has become a necessity for designers of web pages so that the quality of Human-Computer Interaction (HCI) is better. One should also think about how to verify/evaluate whether these pages were designed to satisfactorily serve the interests of users. In this context, it was interesting to develop something that would make an automated collection of interaction elements of the websites to provide support and assistance in the usability evaluation process, making them, in this way, clearer and with greater possibility of interaction with the user be performed more effectively and efficiently. In developing this proposal related to work activities a prototype of a tool to inform interaction elements which were contained in each of pages of reviews websites was created. This collection was intended to assist the development of tools that would support the assessment of usability , both automated way, eg, through the presentation of questionnaires made by these tools in a practical way, it would show only specific questions to the elements of interaction that were actually contained in websites. This prototype also makes the assessment more efficient and faster usability, it presents a preliminary survey of interaction elements of the web page as it identifies the elements of the page with its features and available to the assessor all this information into web forms.
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Krinaki, Maria. "Usability of Content Management Systems on touchscreen mobile devices." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-210569.

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Content Management Systems (CMS) can support the creation and maintenance of an e-commerce website and its content. Together with the advance of mobile technology and Internet, it is now possible for business owners to manage their online store using their mobile touchscreen devices. This thesis aims to define the usability problems of the existing CMSs when they are used on mobile touchscreen devices. Heuristic evaluation was performed in three CMSs in order to gain a better understanding of how CMS on touchscreen works and what are the major issues that could downgrade usability. Based on the results of the evaluation, a prototype was implemented and evaluated in order to find out if the design characteristics of the prototype can enhance usability. The impact of the prototype is discussed in terms of efficiency and heuristics violations. Moreover, design guidelines are suggested and uncovered usability problems for further research are provided.
Innehållshanteringssystem (från engelskans Content Management System, CMS) kan stödja skapandet ochunderhållet av en e-handelswebbplats och dess innehåll. Utvecklingen av mobilteknik och internet har gjort detmöjligt för företagare att hantera sin webbutik med hjälp av sina mobila enheter. Denna studie syftar till attdefiniera användbarhetsproblemen hos befintliga CMS när de används på mobila enheter. En heuristiskutvärdering av tre CMS utfördes för att få en bättre förståelse av hur CMS fungerar på en pekskärm, samt för attidentifiera de största problem som kan minska användbarheten. Baserat på resultaten av utvärderingenutvecklades och utvärderades en prototyp för att ta reda på om prototypens designegenskaper kunde förbättraanvändbarheten. Prototypens inverkan diskuteras med avseende på effektivitet och heuristiska oegentligheter. Designriktlinjer föreslås och funna användbarhetsproblem presenteras för vidare forskning.
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Toor, Kees, and Robert Jonsson. "Skapa, Publicera & Presentera : Utveckling av en befintlig Webcast- produkt genom interaktionsdesign." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-18765.

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I detta examensarbete beskrivs uppdrag, tillvägagångssätt och resultat för framställning av prototyper för editering av webbsända presentationer. Prototyperna består av två produktionslägen, On-Demand och Live, anpassat för en befintlig webcast- produkt. Utvecklingen har skett iterativt tillsammans med uppdragsgivaren Qbrick. För att prototyperna ska uppnå en god användbarhet har kognitiva- & heuristiska genomgångar genomförts. Funktioner och tilltänkta arbetsflöden har tagits fram efter en användarprofil utifrån resultat av genomförd förstudie. Efter kognitiva genomgångar med användbarhetsexperter beskrevs prototyperna kunna upprätthålla en god överskådlighet samt användarkontroll för användaren, men att inlärningskurvan vid användning av nya funktioner kan vara hög för förstagångsanvändare.
This thesis describes the assignment, procedures and results for the assembled and developed prototypes for editing webcast- presentations. The prototypes consist of two production modes, On-Demand and Live, adapted to an already existing webcast- product. The process has been iteratively developed together with the employer Qbrick. To achieve good usability - cognitive & heuristic walkthroughs have been conducted. Features and estimated workflows have been developed for a specific user profile from results of a pre-study. With several cognitive walkthroughs - usability experts have described elements in the prototypes to maintain a good transparency and usability for the user, however the learning curve for first-time users may be high when using new implemented functions.
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Solling, Erik. "Visualisering av data i prototyper : En jämförande studie av två designprocesser." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18688.

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Studien som beskrivs i rapporten handlar om visualisering av data i prototyper och har genomförts med hjälp av en organisation i Skövde. Den ökande mängd information som skapas, lagras och hanteras har lett till att forskningsområdet informationsvisualisering växt avsevärt. De traditionella designprocesserna leder till problem med användbarheten vilket öppnar upp för frågan om det finns processer från andra områden som stödjer framtagningen av prototyper som visualiserar data på ett mer användbart sätt. För att undersöka problemet har två prototyper utformats, en med hjälp av en innehållsinriktad designprocess och en annan med en användarcentrerad designprocess från det tvärvetenskapliga området User Experience Design. Prototyperna har sedan jämförts med hjälp av en heuristisk utvärdering och en analys av hur arbetet med processerna varit för att urskilja vad det fanns för olika för-och-nackdelar. Jämförelsen av designprocesserna visade att större funktionella användbarhetsproblem kunde undvikas med den användarcentrerade designen. Den innehållsinriktade designprocessen innehöll fler antal problem samt problem som påverkade användbarheten mer negativt.
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Book chapters on the topic "Prototype heuristic"

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Xu, Runqing, Liming Li, and Bohua Zhan. "Verified Interactive Computation of Definite Integrals." In Automated Deduction – CADE 28, 485–503. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-79876-5_28.

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AbstractSymbolic computation is involved in many areas of mathematics, as well as in analysis of physical systems in science and engineering. Computer algebra systems present an easy-to-use interface for performing these calculations, but do not provide strong guarantees of correctness. In contrast, interactive theorem proving provides much stronger guarantees of correctness, but requires more time and expertise. In this paper, we propose a general framework for combining these two methods, and demonstrate it using computation of definite integrals. It allows the user to carry out step-by-step computations in a familiar user interface, while also verifying the computation by translating it to proofs in higher-order logic. The system consists of an intermediate language for recording computations, proof automation for simplification and inequality checking, and heuristic integration methods. A prototype is implemented in Python based on HolPy, and tested on a large collection of examples at the undergraduate level.
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K., Lakshmi, Karthikeyani Visalakshi N., Shanthi S., and Parvathavarthini S. "Clustering Mixed Datasets Using K-Prototype Algorithm Based on Crow-Search Optimization." In Developments and Trends in Intelligent Technologies and Smart Systems, 191–210. IGI Global, 2018. http://dx.doi.org/10.4018/978-1-5225-3686-4.ch010.

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Data mining techniques are useful to discover the interesting knowledge from the large amount of data objects. Clustering is one of the data mining techniques for knowledge discovery and it is the unsupervised learning method and it analyses the data objects without knowing class labels. The k-prototype is the most widely-used partitional clustering algorithm for clustering the data objects with mixed numeric and categorical type of data. This algorithm provides the local optimum solution due to its selection of initial prototypes randomly. Recently, there are number of optimization algorithms are introduced to obtain the global optimum solution. The Crow Search algorithm is one the recently developed population based meta-heuristic optimization algorithm. This algorithm is based on the intelligent behavior of the crows. In this paper, k-prototype clustering algorithm is integrated with the Crow Search optimization algorithm to produce the global optimum solution.
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Keskisärkkä, Robin, Eva Blomqvist, and Olaf Hartig. "Optimizing RDF Stream Processing for Uncertainty Management." In Studies on the Semantic Web. IOS Press, 2021. http://dx.doi.org/10.3233/ssw210039.

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RDF Stream Processing (RSP) has been proposed as a way of bridging the gap between the Complex Event Processing (CEP) paradigm and the Semantic Web standards. Uncertainty has been recognized as a critical aspect in CEP, but it has received little attention within the context of RSP. In this paper, we investigate the impact of different RSP optimization strategies for uncertainty management. The paper describes (1) an extension of the RSP-QL⋆ data model to capture bind expressions, filter expressions, and uncertainty functions; (2) optimization techniques related to lazy variables and caching of uncertainty functions, and a heuristic for reordering uncertainty filters in query plans; and (3) an evaluation of these strategies in a prototype implementation. The results show that using a lazy variable mechanism for uncertainty functions can improve query execution performance by orders of magnitude while introducing negligible overhead. The results also show that caching uncertainty function results can improve performance under most conditions, but that maintaining this cache can potentially add overhead to the overall query execution process. Finally, the effect of the proposed heuristic on query execution performance was shown to depend on multiple factors, including the selectivity of uncertainty filters, the size of intermediate results, and the cost associated with the evaluation of the uncertainty functions.
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Campos, José Creissac, and Michael D. Harrison. "Automated Deduction and Usability Reasoning." In Encyclopedia of Human Computer Interaction, 45–52. IGI Global, 2006. http://dx.doi.org/10.4018/978-1-59140-562-7.ch008.

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Building systems that are correct by design has always been a major challenge of software development. Typical software development approaches (and in particular interactive systems development approaches) are based around the notion of prototyping and testing. However, except for simple systems, testing cannot guarantee absence of errors, and, in the case of interactive systems, testing with real users can become extremely resource intensive and time-consuming. Additionally, when a system reaches a prototype stage that is amenable to testing, many design decisions have already been made and committed to. In fact, in an industrial setting, user testing can become useless if it is done when time or money is no longer available to substantially change the design. To address these issues, a number of discount techniques for usability evaluation of early designs were proposed. Two examples are heuristic evaluation, and cognitive walkthroughs. Although their effectiveness has been subject of debate, reports show that they are being used in practice. These are largely informal approaches that do not scale well as the complexity of the systems (or the complexity of the interaction between system and users) increases. In recent years, researchers have started investigating the applicability of automated reasoning techniques and tools to the analysis of interactive systems models. The hope being that these tools will enable more thorough analysis of the designs. The challenge faced is how to fold human factors’ issues into a formal setting as that created by the use of such tools. This article reviews some of the work in this area and presents some directions for future work.
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Johnston, Mark, and Sarah-Jane Leslie. "Cognitive Psychology and the Metaphysics of Meaning." In Metaphysics and Cognitive Science, 183–205. Oxford University Press, 2019. http://dx.doi.org/10.1093/oso/9780190639679.003.0008.

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This chapter distinguishes the clusters of psychologically real heuristics that govern our use of terms—the “psi-concepts”—from the “phi-concepts” or meanings that are the semantic determinants of the extensions of the terms in question, and hence of the truth-conditions of the sentences that contain those terms. Concerning the psi-concepts the chapter proposes a new, empirically motivated, and philosophically consequential amendment to both the theory-theory and the prototype theory, namely the generic encoding hypothesis: the heuristics which typically guide our use of terms by exploiting prevalence, cue-validity, and causal explanatory structure are properly formulated in generic terms. The chapter then explores the philosophical consequences of the generic encoding hypothesis, exploring its destructive impact on the method of cases (with particular attention to its use in the philosophy of personal identity), philosophical analysis, the “normativity of meaning,” and the idea that we know how to use terms by grasping meanings.
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Stanovich, Keith E., Richard F. West, and Maggie E. Toplak. "The CART: Context, Caveats, and Questions." In The Rationality Quotient. The MIT Press, 2016. http://dx.doi.org/10.7551/mitpress/9780262034845.003.0014.

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This chapter contextualizes the CART within the broader literature on cognitive ability assessment and critiques the CART, pointing out certain caveats and cautions that follow from its status as a beta (or early prototype) version of a rational thinking assessment. The chapter discusses the relation of the CART to other related instruments in the literature. The relation of the CART to the Great Rationality Debate in cognitive science is discussed. Within-subtest reliability is discussed, as is the CART’s overall structure. The reasons for omitting certain heuristics and biases tasks are explained. The chapter examines some limitations on its use. Coaching effects are discussed.
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FitzGerald, Elizabeth, and Anne Adams. "Revolutionary and Evolutionary Technology Design Processes in Location-Based Interactions." In Geospatial Research, 599–619. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-4666-9845-1.ch027.

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Development and deployment of location-based systems is a key consideration in the design of new mobile technologies. Critical to the design process is to understand and manage the expectations of stakeholders (including funders, research partners and end users) for these systems. In particular, the way in which expectations impact upon technology development choices between small-scale, ‘high tech' innovations or larger scalable solutions. This paper describes the differences in a revolutionary design process (for ‘high tech' prototypes or catwalk technologies) versus an evolutionary design process (for scalable or prêt-a-porter systems), as exemplified in two location-based mobile interaction case studies. One case study exemplifies a revolutionary design process and resultant system, and the other an evolutionary design process and system. The use of these case studies is a clear natural progression from the paper that first described the concept of ‘catwalk technologies' (Adams et al, 2013), which itself drew upon research that used mobile devices for outdoor 'in the wild' locations. This paper presents a set list of fifteen heuristic guidelines based upon an analysis of these case studies. These heuristics present characteristics and key differences between the two types of design process. This paper provides a key reference point for researchers, developers and the academic community as a whole, when defining a project rationale for designing and developing technical systems. In addition, we refer to the role of the researcher/research team in terms of guiding and managing stakeholder and research team expectations and how this relates to the planning and deployment of catwalk or prêt-à-porter technologies. Lastly, we state how this research has vital implications for planning and enacting interventions and sequences of interactions with stakeholders and, crucially, in the planning of future research projects.
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"Pluralist Behavioral Economics." In Advances in Finance, Accounting, and Economics, 1–56. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-6424-0.ch001.

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Open-minded is identified as an economic key quality in the 21st century due to special abilities in the dissemination of innovations. The impact of dissemination is increasing due to the rise of the creative class including the open-minded. The long-term consumer profile—the most open-minded state of cognition—is identified as simple living contrasting consumerism. The modern prototype of an entrepreneur is “pilot-in-plane” à la Saraswathy, who fits best to the open-mindedness personality. Open-minded entrepreneurs strive for revenue of capital (ROI). A simple ROI formula is presented for business check by entrepreneurs. In all, four heuristics are presented for the doughnut agent. The chapter is complemented by a portrait of the serial entrepreneur Martin Thorborg and a minireview of the author and specialist of “Simple Living” Ole D. Nielsen.
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Caron, Eddy, Frédéric Desprez, Franck Petit, and Cédric Tedeschi. "Peer-to-Peer Service Discovery for Grid Computing." In Grid and Cloud Computing, 232–59. IGI Global, 2012. http://dx.doi.org/10.4018/978-1-4666-0879-5.ch111.

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Within distributed computing platforms, some computing abilities (or services) are offered to clients. To build dynamic applications using such services as basic blocks, a critical prerequisite is to discover those services. Traditional approaches to the service discovery problem have historically relied upon centralized solutions, unable to scale well in large unreliable platforms. In this chapter, we will first give an overview of the state of the art of service discovery solutions based on peer-to-peer (P2P) technologies that allow such a functionality to remain efficient at large scale. We then focus on one of these approaches: the Distributed Lexicographic Placement Table (DLPT) architecture, that provide particular mechanisms for load balancing and fault-tolerance. This solution centers around three key points. First, it calls upon an indexing system structured as a prefix tree, allowing multi-attribute range queries. Second, it allows the mapping of such structures onto heterogeneous and dynamic networks and proposes some load balancing heuristics for it. Third, as our target platform is dynamic and unreliable, we describe its powerful fault-tolerance mechanisms, based on self-stabilization. Finally, we present the software prototype of this architecture and its early experiments.
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Caron, Eddy, Frédéric Desprez, Franck Petit, and Cédric Tedeschi. "Peer-to-Peer Service Discovery for Grid Computing." In Handbook of Research on P2P and Grid Systems for Service-Oriented Computing, 285–312. IGI Global, 2010. http://dx.doi.org/10.4018/978-1-61520-686-5.ch012.

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Within distributed computing platforms, some computing abilities (or services) are offered to clients. To build dynamic applications using such services as basic blocks, a critical prerequisite is to discover those services. Traditional approaches to the service discovery problem have historically relied upon centralized solutions, unable to scale well in large unreliable platforms. In this chapter, we will first give an overview of the state of the art of service discovery solutions based on peer-to-peer (P2P) technologies that allow such a functionality to remain efficient at large scale. We then focus on one of these approaches: the Distributed Lexicographic Placement Table (DLPT) architecture, that provide particular mechanisms for load balancing and fault-tolerance. This solution centers around three key points. First, it calls upon an indexing system structured as a prefix tree, allowing multi-attribute range queries. Second, it allows the mapping of such structures onto heterogeneous and dynamic networks and proposes some load balancing heuristics for it. Third, as our target platform is dynamic and unreliable, we describe its powerful fault-tolerance mechanisms, based on self-stabilization. Finally, we present the software prototype of this architecture and its early experiments.
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Conference papers on the topic "Prototype heuristic"

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Carneiro, Nikolas, Anderson Soares, Tiago Araujo, Carlos Santos, Brunelli Miranda, and Bianchi Meiguins. "Heuristic Evaluation of a t-Commerce InfoVis Prototype." In 2015 19th International Conference on Information Visualisation (iV). IEEE, 2015. http://dx.doi.org/10.1109/iv.2015.36.

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Yussiff, Alimatu-Saadia, Wan Fatimah Wan Ahmad, and Emy Elyanee Mustapha. "Prototype design and heuristic evaluation of e-collaboration environment." In 2014 3rd International Conference on User Science and Engineering (i-USEr). IEEE, 2014. http://dx.doi.org/10.1109/iuser.2014.7002692.

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Wahab, Nadia Abdul, Aznoora Osman, and Mohammad Hafiz Ismail. "Engaging Children to Science Subject: A Heuristic Evaluation of Mobile Learning Prototype." In 2010 Second International Conference on Computer Engineering and Applications. IEEE, 2010. http://dx.doi.org/10.1109/iccea.2010.248.

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Hart, P. K., and J. Rodriguez. "A Dual-Purpose KBES for Preliminary Structural Design." In ASME 1989 Design Technical Conferences. American Society of Mechanical Engineers, 1989. http://dx.doi.org/10.1115/detc1989-0092.

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Abstract A prototype expert system for automatic preliminary shape synthesis is being developed. The purpose of this system is to generate preliminary designs which can be used either for basic engineering or as an initial solution in an optimization scheme. The developed prototype intends to emulate the conceptual-design/preliminary-redesign phases in the design process. Both phases have been modularized and developed under adequate computational shells. Modules requiring heuristic support are implemented in a LISP/KEE™ environment, the ones being computer-intensive are in C subroutines. Heuristics are applied in the initial design phase to produce an adequate definition of the geometric domain. For the redesign phase, a set of options were programmed into the inference mechanism. These rules focus on molding the geometric domain. Rules for the inference mechanism, and common databases were elaborated. The two-dimensional problems of a fillet in a tension bar, and a connecting link are used to illustrate the system. This is part of an ongoing project at the Center for Computer Aids for Industrial Productivity (CAIP) in New Jersey.
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Cowan, Brett, and Paris von Lockette. "Trade Space Exploration of a Magnetically Actuated Miura-Ori Structure." In ASME 2017 Conference on Smart Materials, Adaptive Structures and Intelligent Systems. American Society of Mechanical Engineers, 2017. http://dx.doi.org/10.1115/smasis2017-3867.

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Origami folding patterns are finding use in novel applications where actual device response depends on current, possibly intermediate, shapes on the path toward the final target shape. This works investigates one origami pattern, developing metrics for performance that incorporate traditional shape approximation and actuator efficiency, while adding proxy measures of adherence to the target folding path. Magnetically actuated Miura-Ori structures were develop using an initially heuristic strategy involving experiment, observation, and computation before being studied using trade space optimization/visualization. Constructed from PDMS substrates, notched to promote the crease pattern, and neodymium magnets, four initial configurations were chosen based on heuristic arguments that (1) maximized the amount of magnetic torque applied to the creases and (2) reduced the number of magnets needed to affect all creases in the pattern. Experiments were conducted, and calculations performed, on prototypes from each configuration to determine their degree of closure for a fixed maximum field strength, their ability to follow the ideal Miura-Ori folding pattern, and the amount of work theoretically performed by each magnet on each crease. Each configuration was further optimized theoretically using the Army Trade Space Visualization (ATSV) software. A final prototype was constructed following the weighted sum scoring of the four now optimized configurations. Somewhat surprisingly, trade space optimization showed that the configuration with the highest number of actuators was theoretically the least effective per magnet at delivering torque to each crease. Unsurprisingly, optimization was successful at increasing the amount of work theoretically apportioned to each crease. Overall, though the winning configuration experimentally outperformed its initial, non-optimal counterparts, results showed that the choice of optimum configuration was heavily dependent on the weighting factors within the objective function. These results highlight the ability of the Miura-Ori to be actuated with external magnetic stimuli, the effectiveness of a hybrid heuristic - trade space design approach that focuses on the actuation mechanism, and the need to address path-dependent metrics in assessing performance in origami folding structures.
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Kiritsis, Dimitris, and Paul Xirouchakis. "Deviplan: A Bid Preparation System for Mechanical SMEs." In ASME 2000 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2000. http://dx.doi.org/10.1115/detc2000/cie-14640.

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Abstract The problem under consideration is the cost estimation and consequent bid preparation for machined parts subcontracted to mechanical small and medium enterprises (SME). This activity, i.e. cost estimation and corresponding bid preparation, becomes more and more important due to the increasing and globalized competition in this market. There is, therefore, a clear need for precise and accurate cost estimation of machined parts in order for a small company to justify its prices. The proposed prototype software system is based (i) on a manufacturing feature based product description of the part to be machined and (ii) on a non-linear model of its process plan using Petri nets, taking into consideration processing alternatives and precedence constraints, which allows a heuristic based best search of the process plan and, consequently, the corresponding machining time and cost. Product description is done interactively through user friendly interfaces and the corresponding process planning model is constructed automatically in the form of a Petri net. Machine tools and their characteristics are selected from a customized database. Tools and machining parameters are selected through a link with the tool management software TOOL Light©. Minimum time or cost process plans and corresponding bids are reported using the Petri net model of the machined part under consideration and using machining heuristics. The type of parts that are considered in our application are rotational or prismatic parts that are used as components in complex machines like machine tools or automatic assembly machines.
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Dunlap, Brock U., Christopher L. Hamon, Bradley A. Camburn, Richard H. Crawford, Dan D. Jensen, Matthew G. Green, Kevin Otto, and Kristin L. Wood. "Heuristics-Based Prototyping Strategy Formation: Development and Testing of a New Prototyping Planning Tool." In ASME 2014 International Mechanical Engineering Congress and Exposition. American Society of Mechanical Engineers, 2014. http://dx.doi.org/10.1115/imece2014-39959.

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This work seeks to introduce and evaluate effects of a novel method for designing prototyping strategies. This newly developed heuristics-based tool guides designers in planning a prototyping strategy based on answers to Likert-scale questions that embody empirically validated heuristics. We created this tool to augment prior work in the development of prototyping planning methods. The new tool guides designers through six critical prototype strategy choices: (1) How many concepts should be prototyped? (2) How many iterations of a concept should be built? (3) Should the prototype be virtual or physical? (4) Should subsystems be isolated? (5) Should the prototype be scaled? (6) Should the design requirements be temporarily relaxed? We assessed the new planning tool in two environments: (1) a controlled experiment in which volunteers completed a prototyping design challenge, and (2) a capstone design class with a diverse range of open-ended sponsored design projects. In both cases, students received training for the method and then employed it in their own efforts. In our study the new tool caused student teams to employ significantly more efficient and effective prototyping strategies, such as prototyping early and often. The results indicate a higher functional performance of prototypes from groups using the new planning tool compared to control groups. This paper describes the new prototyping strategy planning tool, details both sets of experiments, and discusses results.
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Thota, Jagadeep, Mohamed Trabia, Brendan O’Toole, Chang-Hyun Lee, Hong-Lae Park, Man-Hoi Koo, Kyoung-Hoon Lee, and Ho-bum Kim. "Optimization of the Shock Mitigation Layer in the Space Frame Joints of an Armored Vehicle." In ASME 2013 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2013. http://dx.doi.org/10.1115/detc2013-13304.

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Armored vehicles have to survive multiple threats such as projectile or land mines. The shocks induced by these threats can harm vehicle occupants or damage sensitive electronic components. Therefore, a goal of modern armored vehicle design is to reduce transmitted shocks to critical components. In this paper, finite element (FE) models of an armored vehicle prototype having the internal space frame structure with the aforementioned features are developed. One model comprises of only solid elements, while another model is created with purely beam elements. The beam elements model is used for optimization studies whose objective is to reduce the shocks within the vehicle, due to mine blast while maintaining its overall structural integrity. The thickness of the rubberized shock mitigation layer at the joints of the space frame is varied during the optimization process. The optimization problem is solved using the Successive Heuristic Quadratic Approximation (SHQA) algorithm, which combines successive quadratic approximation with an adaptive random search while varying the bounds of the search space. The entire optimization process is carried out within the MATLAB environment. The results show that a significant reduction in the shock can be achieved using this approach.
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Khandelwal, Deepesh, and T. Kesavadas. "A Computational Design Framework for a Rapid Solid Freeform Fabrication Process." In ASME 2000 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2000. http://dx.doi.org/10.1115/detc2000/dac-14269.

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Abstract Solid Freeform Fabrication (SFF) techniques in recent years have shown tremendous promise in reducing the design time of products. This technique enables designers to get three-dimensional physical prototypes from 3D CAD models. Although SFF has gained popularity, the manufacturing time and cost have limited its use to small and medium sized parts. In this paper we have proposed a novel concept for rapidly building SFF parts by inserting prefabricated inserts into the fabricated part. A computational algorithm was developed for determining ideal placement of inserts/cores in the CAD model of the part being prototyped using a heuristic optimization technique called Simulated Annealing. This approach will also allow the designers to build multi-material prototypes using the Rapid Prototyping (RP) technique. By using cheaper pre-fabricates instead of costly photopolymers, the production cost of the SFFs can be reduced. Additionally it will also reduce build time, resulting in efficient machine utilization.
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Fechter, Marius, and Sandro Wartzack. "Natural Finger Interaction for CAD Assembly Modeling." In ASME 2017 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2017. http://dx.doi.org/10.1115/detc2017-67555.

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In current CAD software the process of assembly modeling is hindered by a large number of separate rotation and translation actions necessary, especially in case of larger assemblies. Additionally matching faces, edges or points must be selected by clicking to define the appropriate constraint. In contrast to that, the process of assembling two normal sized physical parts in the real world seems to be rather simple. That is because we know how to grasp and move objects with our hands intuitively from our everyday experience. The idea behind this contribution is to enable the product developer to assemble CAD parts in a virtual environment through natural finger interaction like in reality. Therefore we present an overall method that combines the natural finger interaction with virtual objects and the insertion of constraints between rotationally symmetric CAD parts. The developed algorithms identify matching surfaces on the basis of the geometry as well as position and orientation of the parts in 3D space. This paper highlights the method to use a combination of real-time physics simulation and a heuristic approach to achieve an intuitive interaction interface. Additionally, we describe the detection algorithms developed to find assembly relationships between rotationally symmetric CAD parts without prior constraint definition. We also present a prototype system to demonstrate the functionality of the overall method. Furthermore, challenges for future research, such as extending the functionality of the detection algorithms on additional part types, like non-rotationally symmetric shapes, are discussed.
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