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A language is said to be homogeneous when all its words have the same length. Homogeneous languages thus form a monoid under concatenation. It becomes freely commutative under the simultaneous actions of every permutation group on the collection of homogeneous languages of length n ∈ ℕ. One recovers the isothetic regions from (Haucourt 2017, to appear (online since October 2017)) by considering the alphabet of connected subsets of the space |G|, viz the geometric realization of a finite graph G. Factoring the geometric model of a conservative program amounts to parallelize it, and there exists an efficient factoring algorithm for isothetic regions. Yet, from the theoretical point of view, one wishes to go beyond the class of conservative programs, which implies relaxing the finiteness hypothesis on the graph G. Provided that the collections of n-dimensional isothetic regions over G (denoted by |G|) are co-unital distributive lattices, the prime decomposition of isothetic regions is given by an algorithm which is, unfortunately, very inefficient. Nevertheless, if the collections |G| satisfy the stronger property of being Boolean algebras, then the efficient factoring algorithm is available again. We relate the algebraic properties of the collections |G| to the geometric properties of the space |G|. On the way, the algebraic structure |G| is proven to be the universal tensor product, in the category of semilattices with zero, of n copies of the algebraic structure |G|.
Cooperative manipulators have uncertainties in their structure; therefore, an optimal sliding mode control method is derived from a combination of the sliding mode control (SMC) and the state-dependent Riccati equation (SDRE) technique. This proposed combination is applied to a class of non-linear closed-loop systems. One of the distinguished features of this control method is its robustness toward uncertainty. Due to the lack of optimality in the SMC method, in this paper, a robust and optimal method is presented by considering the SDRE in design of the sliding surface. Due to the fact that cooperative manipulators have been used for carrying loads, the percentage of load distributions between each manipulator has been derived to increase the dynamic load carrying capacity (DLCC). The proposed control structure is implemented on a Scout robot with two manipulators in cooperative mode, theoretically and practically using LabVIEW software; and the results were compared by considering the uncertainty in its structure. In comparison with the SDRE, the proposed method increased the DLCC almost 10% in the Scout case.
For a given training corpus of parallel sentences, the quality of the output produced by a translation system relies heavily on the underlying similarity measurement criteria. A phrase-based machine translation system derives its output through a generative process using a Phrase Table comprising source and target language phrases. As a consequence, the more effective the Phrase Table is, in terms of its size and the output that may be derived out of it, the better is the expected outcome of the underlying translation system. However, finding the most similar phrase(s) from a given training corpus that can help generate a good quality translation poses a serious challenge. In practice, often there are many parallel phrase entries in a Phrase Table that are either redundant, or do not contribute to the translation results effectively. Identifying these candidate entries and removing them from the Phrase Table will not only reduce the size of the Phrase Table, but should also help in improving the processing speed for generating the translations. The present paper develops a scheme based on syntactic structure and the marker hypothesis (Green 1979, The necessity of syntax markers: two experiments with artificial languages, Journal of Verbal Learning and Behavior) for reducing the size of a Phrase Table, without compromising much on the translation quality of the output, by retaining the non-redundant and meaningful parallel phrases only. The proposed scheme is complemented with an appropriate similarity measurement scheme to achieve maximum efficiency in terms of BLEU scores. Although designed for Hindi to English machine translation, the overall approach is quite general, and is expected to be easily adaptable for other language pairs as well.
PMs with two rotations and one translation (2R1T) have been used as skeletons in various advanced manufacturing equipment where high accuracy and stiffness are basic requirements. Considering the advantages of redundant actuation and overconstrained structure, such as reduced singularities and improved stiffness, a new 2R1T overconstrained PM with actuation redundancy, called Hex4, is proposed in this paper. This is a 2-PUR/2-RPU PM (where P denotes an actuated prismatic joint, U a universal joint, and R a revolute joint) that is actuated by four prismatic joints. Compared with some existing 2R1T overconstrained PMs with actuation redundancy, the main advantage of the proposed PM is that the heavy motors of two limbs are mounted on the base to reduce the movable mass and improve dynamic response. First, mobility analysis, inverse kinematics, and velocity analysis are presented. Then, the local transmission index and good transmission workspace are used to evaluate the motion/force transmissibility of the Hex4 PM. The variation tendencies of the two indices with different link parameters are investigated. The singularity is then discussed by considering the motion/force transmissibility. Finally, link parameters are optimized to obtain an improved good transmission workspace. It is shown that the proposed PM has a good potential for high precision applications.
The biological domain has the potential to offer a rich source of analogies to solve engineering design problems. However, due to the complexity embedded in biological systems, adding to the lack of structured, detailed, and searchable knowledge bases, engineering designers find it hard to access the knowledge in the biological domain, which therefore poses challenges in understanding the biological concepts in order to apply these concepts to engineering design problems. In order to assist the engineering designers in problem-solving, we report, in this paper, a web-based tool called Idea-Inspire 4.0 that supports analogical design using two broad features. First, the tool provides access to a number of biological systems using a searchable knowledge base. Second, it explains each one of these biological systems using a multi-modal representation: that is, using function decomposition model, text, function model, image, video, and audio. In this paper, we report two experiments that test how well the multi-modal representation in Idea-Inspire 4.0 supports understanding and application of biological concepts in engineering design problems. In one experiment, we use Bloom's method to test “analysis” and “synthesis” levels of understanding of a biological system. In the next experiment, we provide an engineering design problem along with a biological-analogous system and examine the novelty and requirement-satisfaction (two major indicators of creativity) of resulting design solutions. In both the experiments, the biological system (analogue) was provided using Idea-Inspire 4.0 as well as using a conventional text-image representation so that the efficacy of Idea-Inspire 4.0 is tested using a benchmark.
The goal of this paper is to examine meaning as a component of creativity. We take a demand-based approach for conceptualizing meaning, and propose that it emerges from user needs instead of emerging from already existing creative solutions. Meaning is proposed as a third component of creativity, alongside novelty and usefulness. We test this proposition in a pre-study, and two empirical studies. In the pre-study, designers define creativity and provide examples of solutions that they deem creative. The results of the pre-study yield a 24-item scale for assessing creativity. Then, we conduct two empirical studies, in which we utilize the created scale for measuring creativity, and for examining the components arising thereof. In the first study, we ask creators (design engineering students) to generate ideas for one of two design briefs. Afterwards, creators were asked to rate their own creations, on the 24-item creativity scale. Here, we find a four-factor solution for creative outcomes, consisting of the dimensions novelty, usefulness, cleverness, and meaning. In the second study, we ask independent evaluators (individuals with related and relevant degrees) to assess the creators’ work on the creativity scale. Here, we find a three-factor solution for creative outcomes, consisting of the dimensions novelty, usefulness, and meaning. In both studies, meaning emerged as a separate component of creativity. Additionally, in both studies, it accounted for variance that was unaccounted for by novelty and usefulness, thereby increasing the overall explanatory power of creative solutions. These findings strongly speak of meaning as a third component of creativity.
Traditionally, design opportunities and directions are conceived based on expertise, intuition, or time-consuming user studies and marketing research at the fuzzy front end of the design process. Herein, we propose the use of the total technology space map (TSM) as a visual ideation aid for rapidly conceiving high-level design opportunities. The map is comprised of various technology domains positioned according to knowledge proximity, which is measured based on a large quantity of patent data. It provides a systematic picture of the total technology space to enable stimulated ideation beyond the designer's knowledge. Designers can browse the map and navigate various technologies to conceive new design opportunities that relate different technologies across the space. We demonstrate the process of using TSM as a rapid ideation aid and then analyze its applications in two experiments to show its effectiveness and limitations. Furthermore, we have developed a cloud-based system for computer-aided ideation, that is, InnoGPS, to integrate interactive map browsing for conceiving high-level design opportunities with domain-specific patent retrieval for stimulating concrete technical concepts, and to potentially embed machine-learning and artificial intelligence in the map-aided ideation process.
Design problems are often presented as structured briefs with detailed constraints and requirements, suggesting a fixed definition. However, past studies have identified the importance of exploring design problems for creative design outcomes. Previous protocol studies of designers has shown that problems can “co-evolve” with the development of solutions during the design process. But to date, little evidence has been provided about how designers systematically explore presented problems to create better solutions. In this study, we conducted a qualitative analysis of 252 design problems collected from publically available sources, including award-winning product designs and open-source design competitions. This database offers an independent sample of presented problems, designers’ alternative problem descriptions, and innovative solutions. We report the results of this large-scale qualitative analysis aimed at characterizing changes to problems during the design process. Inductive coding was used to identify content patterns in “discovered” problem descriptions, with qualitative codes reliably scored by two independent coders. A total of 32 distinct patterns of problem exploration were identified across designers and presented problems. Each pattern is described in the form of a generalized strategy to guide designers as they explore problem spaces. The exploration patterns identified in this study are the first empirical evidence of problem exploration in independent design problems. Further, the presence of exploration patterns in discovered problems is associated with the selection of the corresponding solution as a challenge finalist. These empirically identified strategies for problem exploration may be useful for computational tools supporting designers.
Analogy is a core cognition process used to produce inferences as well as new ideas using previous knowledge and experience. Ontology is a formal representation of a set of domain concepts and their relationships. The use of analogy and ontology in design activities to support design creativity have previously been explored. This paper explores an approach to construct ontologies with sufficient richness and coverage to support reasoning over real-world datasets for prompting creative idea generation. This approach has been implemented into a computational tool for assisting designers in generating creative ideas during the early stages of design. The tool, called “the Retriever”, has been developed based on ontology by embracing the aspects of analogical reasoning. A case study has indicated that the tool can be effective and useful for idea generation. The results have indicated that the tool, in its current formulation, can significantly improve the fluency and flexibility of idea generation and the usefulness of ideas, as well as slightly increase the originality of ideas, for the case study concerned.
This work presents a novel trajectory tracking, hovering, and yaw motion control for quadrotors subject to unknown modeling uncertainties and disturbances. Nonlinear equations of motion are used to model the quadrotor's motion without any simplifying assumptions. An integral backstepping control is developed by defining the tracking errors, their integral, and their first through third time derivatives as the system states. The resulting surge force and roll and pitch moments are shown to asymptotically stabilize the error states subject to bounded disturbances and modeling uncertainties. Similarly, a yaw moment is derived through integral backstepping that simultaneously stabilizes yaw motion errors. The controller performance in simultaneous trajectory and yaw motion tracking is verified through both simulations and experiments.
In the product design realm, designers often use presentations to convey certain ideas about a product or a specific stage of the design process. The popular forms of presentation include verbal pitching, two-dimensional drawing, and prototyping. The clients, investigators, and other audiences rely on such presentations to evaluate an idea. Popular idea evaluation assessment tools, such as the consensual assessment technique, utilize such interactions. On the other hand, numerous pieces of literature state that the audiences are heavily influenced by the quality of presentation when evaluating the worth of the product being presented. In this study, we examine if the audience is able to discriminate between the quality of the presentation and the quality of the idea being presented. A total of 613 ideas were evaluated over a 4-year period during a specific product design class at different phases in the design process. The result shows that no matter the kind of presentation tool used, the presentation quality ratings and the idea value ratings had a very strong positive correlation despite the explicit instructions to reviewers to separate presentation quality from concept quality. Our additional analysis shows that such a pattern did not change during the different phases of the design process.
It is well-known that creativity is crucial for sustaining a product against competition. Many factors have been proposed in the literature as indicators of creativity, among which outcome-characteristics-based factors are considered the most reliable; among these, the creativity of an outcome is often indicated by two major factors: novelty and usefulness. Only a few studies address as to how creativity assessment methods and their results can be used during the design process. To systematically address the issue of how to influence creativity of design solutions, the following questions have been framed. (1) Which factors should be used as indicators of creativity consistently across different phases of the engineering design process? (2) How can creativity be assessed in terms of these factors during the engineering design process? In this work, we consider novelty and usefulness as the necessary factors for creativity. It is found, however, that it is not possible to directly assess the usefulness of outcomes during the design process. Therefore, requirement satisfaction is used as a proxy for usefulness. We propose a creativity assessment method that uses novelty and requirement satisfaction as indicators for creativity; the method can be used for assessing not only complete products but also ideas or concepts, as they evolve through the phases of the design process. The application of the method in design is explained using a detailed example from a case study.