In the fall of 1999, an international integrated product development pilot project based on collaborative engineering was started with team members in two international teams from the United States, The Netherlands and Germany. Team members interacted using various Internet capabilities, including, but not limited to, ICQ (means: I SEEK YOU, an internet feature which immediately detects when somebody comes "on line"), web phones, file servers, chat rooms and Email along with video conferencing. For this study a control group with all members located in the USA only also worked on the same project.
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The pace of introduction of new technology and thus continuous change in skill needs at workplaces, especially for the engineers, has increased. While digitization induced changes in manufacturing, construction and supply chain sectors may not be felt the same in every sector, this will be hard to escape. Both young and experienced engineers will experience the change, and the need to continuously assess and close the skills gap will arise. How will we, the continuing engineering educators and administrators will respond to it? Prepared for engineering educators and administrators, this workshop will shed light on the future of continuing engineering education as we go through exponentially shortened time frames of technological revolution and in very recent time, in an unprecedented COVID-19 pandemic. S. Chakrabarti, P. Caratozzolo, E. Sjoer and B. Norgaard.
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The current set of research methods on ictresearchmethods.nl contains only one research method that refers to machine learning: the “Data analytics” method in the “Lab” strategy. This does not reflect the way of working in ML projects, where Data Analytics is not a method to answer one question but the main goal of the project. For ML projects, the Data Analytics method should be divided in several smaller steps, each becoming a method of its own. In other words, we should treat the Data Analytics (or more appropriate ML engineering) process in the same way the software engineering process is treated in the framework. In the remainder of this post I will briefly discuss each of the existing research methods and how they apply to ML projects. The methods are organized by strategy. In the discussion I will give pointers to relevant tools or literature for ML projects.
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In Gelderland at industriepark Kleefsewaard, a prominent knowledge hub for hydrogen technology has been developed, featuring key industry players and research groups contributing to innovative and cost-effective hydrogen technologies. However, the region faces a challenge in the lack of available test equipment for hydrogen innovations. In Anion Exchange Membrane (AEM) technology, a route to follow is to create hydrogen more efficiently with stacks that can operate under high pressure (50 bar – 200 bar). This results in compact hydrogen storage. Research must be done to understand crossover effects which become more apparent at these high pressure conditions. The overall goal is to design a Balanced of Plant (BOP) system, incorporating Process Flow Diagram (PFD) and Piping & Instrumentation Diagram (P&ID) elements, alongside hydrogen purification systems and gas-liquid separators, for a test setup operating AEM stacks at 200 bar. De Nooij Stainless contributes by designing and fabricating a gas liquid separator, addressing challenges such as compatibility, elevated temperatures, and hydrogen safety. ON2Quest collaborates in supporting the design of a hydrogen purification system and the Balance of Plant (BoP), ensuring flexibility for testing future stacks and hydrogen purification components. HyET E-Trol specializes in high pressure (up to 200 bar) AEM electrolyser stacks and is responsible for providing problem statements and engineering challenges related to the (Balanced of Plant) BoP of AEM systems, and contributes in solving them. Subsequent projects will feature test sequences centered on other stacks, allowing for testing stacks from other companies. The resulting framework will provide a foundation for ongoing advancements, with contributions from each partner playing a crucial role in achieving the project's goals.
The PhD research by Joris Weijdom studies the impact of collective embodied design techniques in collaborative mixed-reality environments (CMRE) in art- and engineering design practice and education. He aims to stimulate invention and innovation from an early stage of the collective design process.Joris combines theory and practice from the performing arts, human-computer interaction, and engineering to develop CMRE configurations, strategies for its creative implementation, and an embodied immersive learning pedagogy for students and professionals.This lecture was given at the Transmedia Arts seminar of the Mahindra Humanities Center of Harvard University. In this lecture, Joris Weijdom discusses critical concepts, such as embodiment, presence, and immersion, that concern mixed-reality design in the performing arts. He introduces examples from his practice and interdisciplinary projects of other artists.About the researchMultiple research areas now support the idea that embodiment is an underpinning of cognition, suggesting new discovery and learning approaches through full-body engagement with the virtual environment. Furthermore, improvisation and immediate reflection on the experience itself, common creative strategies in artist training and practice, are central when inventing something new. In this research, a new embodied design method, entitled Performative prototyping, has been developed to enable interdisciplinary collective design processes in CMRE’s and offers a vocabulary of multiple perspectives to reflect on its outcomes.Studies also find that engineering education values creativity in design processes, but often disregards the potential of full-body improvisation in generating and refining ideas. Conversely, artists lack the technical know-how to utilize mixed-reality technologies in their design process. This know-how from multiple disciplines is thus combined and explored in this research, connecting concepts and discourse from human-computer interaction and media- and performance studies.This research is a collaboration of the University of Twente, Utrecht University, and HKU University of the Arts Utrecht. This research is partly financed by the Dutch Research Council (NWO).Mixed-reality experiences merge real and virtual environments in which physical and digital spaces, objects, and actors co-exist and interact in real-time. Collaborative Mix-Reality Environments, or CMRE's, enable creative design- and learning processes through full-body interaction with spatial manifestations of mediated ideas and concepts, as live-puppeteered or automated real-time computer-generated content. It employs large-scale projection mapping techniques, motion-capture, augmented- and virtual reality technologies, and networked real-time 3D environments in various inter-connected configurations.This keynote was given at the IETM Plenary meeting in Amsterdam for more than 500 theatre and performing arts professionals. It addresses the following questions in a roller coaster ride of thought-provoking ideas and examples from the world of technology, media, and theatre:What do current developments like Mixed Reality, Transmedia, and The Internet of Things mean for telling stories and creating theatrical experiences? How do we design performances on multiple "stages" and relate to our audiences when they become co-creators?Contactjoris.weijdom@hku.nl / LinkedIn profileThis research is part of the professorship Performative Processes