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Träfflista för sökning "WFRF:(Štorga Mario 1974 ) "

Sökning: WFRF:(Štorga Mario 1974 )

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  • Cash, Philip J., et al. (författare)
  • Preface
  • 2016
  • Ingår i: Experimental Design Research. - : Springer. - 9783319337814 - 9783319337791 ; , s. VII-VIII
  • Bokkapitel (refereegranskat)
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5.
  • Cash, Philip, et al. (författare)
  • The dynamics of design : exploring heterogeneity in meso-scale team processes
  • 2019
  • Ingår i: Design Studies. - : Elsevier. - 0142-694X .- 1872-6909. ; 64, s. 124-153
  • Tidskriftsartikel (refereegranskat)abstract
    • There is a critical gap in understanding how meso-scale team processes - interactions between individuals in a team - develop in design teams and specifically how they dynamically balance design with managerial effort. We treat this deficit by contrasting two in-depth cases using work sampling data. We identify a number of contributions. First, we describe how design team processes display both goal/action and temporal heterogeneity. Second, we demonstrate how this heterogeneity is underpinned by common principles that consistently shape team processes in design. Specifically: proportional goal/action composition and recurring process patterns over time. Finally, we describe how these principles can be integrated via ‘archetypal process types’. Together, these substantially extend prior theory and point to specific implications for future design research.
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6.
  • Čeh, Ivan, et al. (författare)
  • Agent-Based Modelling: Parallel and Distributed Simulation of Product Development Team
  • 2022
  • Ingår i: Technical Gazette. - : Strojarski Facultet. - 1330-3651 .- 1848-6339. ; 29:4, s. 1424-1432
  • Forskningsöversikt (refereegranskat)abstract
    • The successful collaboration of team members plays a crucial role in product development. Research of different teamwork factors may help understand the process, and computer simulation can be a suitable method of achieving this goal. This work aims to give an overview of agent-based modelling of product development teams and survey existing models that tackle this problem. Some tools and frameworks for agent-based modelling will be described with an emphasis on parallel and distributed architectures which are used to improve performance and enable very big and complex simulations.
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  • Horvat, Nikola, et al. (författare)
  • Immersive virtual reality applications for design reviews : Systematic literature review and classification scheme for functionalities
  • 2022
  • Ingår i: Advanced Engineering Informatics. - : Elsevier. - 1474-0346 .- 1873-5320. ; 54
  • Forskningsöversikt (refereegranskat)abstract
    • The development of immersive virtual reality (IVR) applications for design reviews is a major trend in the design field. While many different applications have been developed, there is little consensus on the functionalities necessary for these applications. This paper proposes a classification scheme for IVR functionalities related to design reviews (DRs), combining conceptual-to-empirical and empirical-to-conceptual strategies. The classification scheme consists of eight class categories (Input, Representation, Navigation, Manipulation, Collaboration, Edit, Creation, and Output), 22 class subcategories, and 55 classes. The classification scheme has been validated by analysing several commercial IVR applications for DRs. As part of the classification scheme development, Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) was utilised to review 70 articles that develop IVR applications for DRs. The results from systematic literature reviews suggest the development of solutions that integrate several class categories, are better connected to current design workflows, include various design information, support a DR planning cycle, and support distributed work. The proposed classification scheme helps to orient the future development of IVR applications for DRs and provides a framework to systematically accumulate evidence on the effect of such applications on DRs.
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8.
  • Lukačević, Fanika, et al. (författare)
  • Challenges of Utilizing Sensor Data Acquired by Smart Products in Product Development Activities
  • 2022
  • Ingår i: Acta Polytechnica Hungarica. - : Óbuda University. - 1785-8860 .- 2064-2687. ; 19:4, s. 165-187
  • Tidskriftsartikel (refereegranskat)abstract
    • Emerging digital technologies enable capturing of a product’s digital footprint through continuous monitoring of its performance, usage, and working environment while using data acquired by its embedded sensors. However, it seems that product development (PD) teams, within engineering companies, have not yet embraced the usage of sensor data acquired by smart products (SPs) when conducting PD activities. This study discusses several challenges that hinder a broader utilization of SP's sensor data, within PD. In addition to the literature review, the discussion is supported with empirical data gathered through a qualitative exploratory case study conducted in a large engineering and manufacturing company. As a result, three challenges are outlined. First, it is challenging for the company's management and PD team to gain transparency over the benefits of sensor data utilization for PD. Second, solutions providing accessibility and visualization of gathered data should be tailored to the PD activities and teams, which requires a holistic understanding. Finally, it is suggested that new skills, roles and processes should be introduced, in order to enable SP's sensor data utilization, within PD activities. 
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  • Lukačević, Fanika, et al. (författare)
  • Identifying subassemblies and understanding their functions during a design review in immersive and non-immersive virtual environments
  • 2021
  • Ingår i: Frontiers of Engineering Management. - Switzerland : Springer. - 2095-7513 .- 2096-0255. ; 8:3, s. 412-428
  • Tidskriftsartikel (refereegranskat)abstract
    • Design review (DR) is a product development (PD) activity used to inspect the technical characteristics of a design solution. Immersive virtual reality (IVR) technology enables the presentation of spatial information and interaction with 3D CAD models inside an immersive virtual environment (IVE). Such capabilities have shown the potential to mitigate the cognitive load needed for the visual perception of spatial information and, consequently, enhance design understanding and DR performance. Thus, an increasing number of studies have explored the effect of IVR technology on DR activities in different domains. However, determining when the implementation of IVR technology rather than a conventional user interface for DRs in mechanical engineering PD projects will be beneficial remains unclear. Hence, a conceptual DR experimental study was conducted to investigate the differences in the ability of engineering students to identify mechanisms and understand their functions when a design solution for a technical system is presented in an IVE by IVR technology and in a non-immersive virtual environment (nIVE) by a conventional user interface (monitor display, keyboard, and mouse). Data were collected by performing DR tasks and having participants complete a prior experience questionnaire, presence questionnaire, and mental rotations test. Findings of the study indicate that IVR does not support an enhanced ability of engineering students to identify mechanisms and understand their functions compared with a conventional user interface.
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10.
  • Lukačević, Fanika, et al. (författare)
  • Spatial Perception of 3D CAD Model Dimensions and Affordances in Virtual Environments
  • 2020
  • Ingår i: IEEE Access. - : IEEE. - 2169-3536. ; 8, s. 174587-174604
  • Tidskriftsartikel (refereegranskat)abstract
    • Design understanding and needed level of the accompanying spatial skills that enable it depend on information input provided by a visual representation of a design solution. During product development, designers use models to visually represent a design solution. These visual representations can be mediated by various technologies (for example, an immersive virtual reality (IVR) technology or 2D user interfaces such as a monitor display), providing designers with different types of information. Capabilities of an IVR technology such as stereopsis, eye-height reference, spatial updating, and multimodal interaction, have shown a potential to mitigate the cognitive load and the need for highly developed spatial skills enabling design understanding. Nevertheless, specific design understanding aspects for which IVR technology may be beneficial over conventional 2D user interfaces are yet to be clarified. The conducted experiment aimed to explore differences in designers’ spatial perception of spatial properties and relations (affordances) of a design solution in virtual environments (VEs). The design solution was presented by a 3D CAD model in immersive virtual environment (IVE) and non-immersive virtual environment (nIVE). IVE was mediated using the IVR technology (head-mounted display; HMD), while nIVE using the conventional 2D user interface (a monitor display, a mouse, and a keyboard). Results indicate that engineering students more accurately perceive spatial properties in the IVE than nIVE. Besides, it is suggested that the likelihood of making the correct judgment of the affordance is similar in both VEs.
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