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Sökning: hsv:(TEKNIK OCH TEKNOLOGIER) hsv:(Annan teknik) > (2020-2024)

  • Resultat 11-20 av 2407
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11.
  • Johnsson, Mikael, Dr, 1972- (författare)
  • Creating Global High-Performing Innovation Teams : Insights and Guidelines
  • 2023
  • Ingår i: Journal of Innovation Management. - 2183-0606. ; 11:2, s. 71-117
  • Tidskriftsartikel (refereegranskat)abstract
    • This study proposes a model, process and guidelines supporting the creation of global high-performing innovation teams. As global innovation work by teams has become more common, global companies conducting or aiming to conduct global innovation work would benefit from using the suggested proposals. Through a two-pronged research approach, data were collected through a systematic literature review to identify key factors enabling global innovation work from the innovation team perspective and its context, which were validated through interviews and questionnaires with senior management, management, and team members involved in innovation teams spanning six countries. The analysis enabled the proposition of an original model describing a global high-performing innovation team and its context and perspectives alongside a process and guidelines to create such teams in practice, adding knowledge to previous literature, particularly the research field of Innovation Management. Limitations and further research are discussed.
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12.
  • Liwång, Hans, Docent, Lektor, 1974- (författare)
  • The possible use of nuclear weapons push the envelop of military risk management
  • 2024
  • Ingår i: Georgetown journal of international law. - 1550-5200 .- 2688-4925.
  • Tidskriftsartikel (övrigt vetenskapligt/konstnärligt)abstract
    • According to often described military risk management principles, risk managementshould be integrated cyclically and continuously into all phases of missions and operationsand risk decisions should be made at the appropriate level.1In such a decision perspective,military aims, tactics, technology, laws, ethics, and values need to be integrated. It is all theseaspects together that create military capability.
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13.
  • Mattsson, Sandra, 1984, et al. (författare)
  • Using the compleXity index for improvement work : Investigating utilisation in an automotive company
  • 2020
  • Ingår i: International Journal of Manufacturing Research. - : Inderscience Enterprises Ltd.. - 1750-0591 .- 1750-0605. ; 15:1, s. 3-21
  • Tidskriftsartikel (refereegranskat)abstract
    • CompleXity index (CXI) is a method that measures perceived production complexity. CXI was applied in the assembly and material-handling department at a manufacturer in the automotive industry, followed by workshops. The aim of the article was, based on the results, to investigate if CXI could be used to capture and transmit a current situation and be used by the operators and managers for improvement work. A high CXI level was measured for most of the production areas. The areas were mainly perceived as complex due to work variance and station design. The workshops revealed that the operators felt identified with the results and thought the method could be used to discuss their situation in detail.
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14.
  • Pinzone, Marta, et al. (författare)
  • A framework for operative and social sustainability functionalities in Human- Centric Cyber-Physical Production Systems
  • 2020
  • Ingår i: Computers and Industrial Engineering. - : Elsevier BV. - 0360-8352. ; 139
  • Tidskriftsartikel (refereegranskat)abstract
    • In a near future where manufacturing companies are faced with the rapid technological developments of Cyber-Physical Systems (CPS) and Industry 4.0, a need arises to consider how this will affect human operators remaining as a vital and important resource in modern production systems. What will the implications of these orchestrated and ubiquitous technologies in production – a concept we call Cyber-Physical Production Systems (CPPS) – be on the health, learning and operative performance of human workers? This paper makes three main contributions to address the question. First, it synthesizes the diverse literature regarding CPS and social sustainability in production systems. Second, it conceptualizes a holistic framework, the CyFL Matrix, and outlines a guideline to analyze how the functionalities of a CPPS relate to operational and social sustainability-related performance impacts at different levels of analysis. Finally, it presents an industrial use case, which the CyFL Matrix and the related guidelines are applied to. In doing so, the study offers first support to researchers and managers of manufacturing companies willing to define suitable operational and social sustainability-related performances for Human-centric Cyber-Physical Production Systems of the future.
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15.
  • Stylidis, Kostas, 1978, et al. (författare)
  • Design of the top tether component for the premium car market segment: Case study of Volvo Cars
  • 2020
  • Ingår i: Procedia CIRP. - : Elsevier BV. - 2212-8271. ; 91, s. 146-151
  • Konferensbidrag (refereegranskat)abstract
    • The positive correlation between successful car design and high perceived quality is indisputable. In the highly competitive premium car market segment, the implementation of methods for perceived quality evaluation is an integral part of the strategic development plans of car manufacturers. However, to correctly define the perceived quality requirements and address market opportunities, the car manufacturers need to capture diverse customer demands. This study seeks to understand how customers perceive and prioritize attributes that are associated with the perceived quality of the premium car market segment. During the study, we evaluated the next generation top tether design concepts for Volvo Cars sedan models S60 and S90. The top tether is the part of an ISOFIX system used to connect a forward-facing child seat in a car and is a critical safety component significantly reducing potential injuries. We applied the Perceived Quality Attributes Importance Ranking (PQAIR) methodology to understand the importance of different perceived quality attributes from a customer perspective. In other words, we investigated the meaning of “premiumness” for the customers, applied to the specific car component. This approach was tested on 200 respondents representing the customer target group and was performed in collaboration with Volvo Cars technical experts. Our results verify the rationality of the applied method and indicate the improvement of engineering practices regarding the evaluation of perceived quality.
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16.
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17.
  • Åkesson, Jennie, et al. (författare)
  • Design of product-service systems in SMEs : a review of current research and suggestions for future directions
  • 2024
  • Ingår i: Journal of Manufacturing Technology Management. - 1741-038X .- 1758-7786.
  • Forskningsöversikt (refereegranskat)abstract
    • Purpose: Despite increasing focus among scholars and practitioners on the design of product-service systems (PSS), there exists no compilation of current knowledge on the role played by small and medium-sized enterprises (SMEs) in designing such systems. Thus, this paper sets out to identify and organise the existing research and suggest questions for future research. Design/methodology/approach: A systematic literature review was performed to identify and provide in-depth details on key themes in the literature addressing the design of PSS in SMEs. Findings: This paper identifies five themes in the literature on the design of PSS in SMEs: motives, challenges, SME characteristics, methods and digitalisation. The themes are interrelated, and SME characteristics seem to be at the core as they are related to all the other themes. Gaps in the current knowledge are identified, and questions for future research are suggested. Originality/value: The suggestions for future research provide a starting point for expanding the research on PSS design and devising practical support for SMEs.
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18.
  • Bresin, Roberto, 1963-, et al. (författare)
  • Sonification of the self vs. sonification of the other : Differences in the sonification of performed vs. observed simple hand movements
  • 2020
  • Ingår i: International journal of human-computer studies. - : Elsevier BV. - 1071-5819 .- 1095-9300. ; 144
  • Tidskriftsartikel (refereegranskat)abstract
    • Existing works on interactive sonification of movements, i.e., the translation of human movement qualities from the physical to the auditory domain, usually adopt a predetermined approach: the way in which movement features modulate the characteristics of sound is fixed. In our work we want to go one step further and demonstrate that the user role can influence the tuning of the mapping between movement cues and sound parameters. Here, we aim to verify if and how the mapping changes when the user is either the performer or the observer of a series of body movements (tracing a square or an infinite shape with the hand in the air). We asked participants to tune movement sonification while they were directly performing the sonified movement vs. while watching another person performing the movement and listening to its sonification. Results show that the tuning of the sonification chosen by participants is influenced by three variables: role of the user (performer vs observer), movement quality (the amount of Smoothness and Directness in the movement), and physical parameters of the movements (velocity and acceleration). Performers focused more on the quality of their movement, while observers focused more on the sonic rendering, making it more expressive and more connected to low-level physical features.
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19.
  • Brovelli, M.A., et al. (författare)
  • Citizen Science in Support of Digital Earth
  • 2020
  • Ingår i: Manual of Digital Earth. - Singapore : Springer Verlag.
  • Bokkapitel (refereegranskat)abstract
    • Citizen science can be thought of as a tremendous catalyst for making Digital Earth a participation model of our world. This chapter presents a wide overview of the concept and practice of citizen science in terms of the technologies and social impact. Definitions of citizen science and various existing approaches to citizen involvement are described, from simple contributions to projects proposed by someone else to the design and planning of science as a bottom-up process. To illustrate these concepts, the relevant example of OpenStreetMap is described in detail, and other examples are mentioned and briefly discussed. Social innovation connected with citizen science is focused on to highlight different levels of direct citizen contributions to scientific research and indirect effects on academia, and studies driven by new questions that may support responsible research and innovation (RRI), governments and public administration in making better informed decisions. Despite its growth and success in relatively few years, citizen science has not fully overcome a number of persistent challenges related to quality, equity, inclusion, and governance. These themes and related complex facets are discussed in detail in the last section of the chapter.
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20.
  • Díaz, C.M.C., et al. (författare)
  • More than Data Gatherers: Exploring Player Experience in a Citizen Science Game
  • 2020
  • Ingår i: Quality and User Experience. - : Springer Science and Business Media LLC. - 2366-0147 .- 2366-0139. ; 5:1
  • Tidskriftsartikel (refereegranskat)abstract
    • We present the results of an exploratory player experience study on the game Quantum Moves, a citizen science game where players move quantum particles to help create a quantum computer. Eight-hundred-and-seventeen players responded to a 13-question exploratory survey constructed to understand how players relate to the game, what are their motivations, and how could the game be improved. We analyzed the data using descriptive statistics and thematic analysis. Specifically, the thematic analysis helped to identify two cross-cutting themes amongst the players: (a) learning and (b) the opportunity to contribute to science. Results indicate that the opportunity to help science, along with game design, game elements, involvement of players with the scientific community, and players’ strategies influence the experience. Implications of the particular findings for the research on player experience on citizen science games and development of evaluation methods are discussed.
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