design, utopia, alteration, prototyping, progetto, and alterazione
The purpose of this paper is to re-explore the relationship between utopia and architecture, trying first and foremost to challenge the way utopia has been conceived by architectural thought: i.e., as the prefiguration of a future seen as an ‘otherness’ distinct from the present, as far as the totality of its spatial, social, and political dimensions are concerned. Such vision – as we will argue – turns out to be deeply linked to a design logic of ‘projection’ and ‘prescription’; this, however, is not the only possible logic of design. Through a reflection upon some contemporary architectural practices, we will try to highlight a new horizon for design action, in which even utopia abandons its traditional ‘projective’ role and takes on a new meaning: rather than being the non-place of a possible future, utopia stands for what doesn’t have place in the present but can emerge from its alteration. Such notion of utopia as a form of ‘situated critique’, in a concrete space and time, helps to dig more deeply into the political potential of many contemporary forms of architectural and urban design. Il proposito di questo contributo è tornare a esplorare la relazione tra utopia e architettura, cercando innanzitutto di mettere in questione il modo in cui l’utopia è stata concepita tradizionalmente nel pensiero architettonico: vale a dire, come la prefigurazione di un futuro concepito come alterità rispetto al presente, nella totalità delle sue dimensioni spaziali, sociali e politiche. Tale visione - come si cercherà di illustrare - è intimamente legata a una certa logica “proiettiva” e “prescrittiva” che, tuttavia, non è l’unica logica possibile del progetto. Attraverso una riflessione su alcuni modi del progetto di architettura contemporaneo, si cercherà infatti di mettere in evidenza una nuova logica progettuale, in cui anche l’utopia abbandona il suo carattere proiettivo tradizionale per acquisire un nuovo senso: non più il non-luogo di un futuro possibile, bensì ciò che non ha luogo nel presente e che può tuttavia emergere dalla sua alterazione. Questa nozione di utopia come “critica situata” concretamente in uno spazio e in un tempo aiuta a comprendere più in profondità il potenziale politico di molte delle forme contemporanee di progetto architettonico e urbano.
Kondaveeti, Hari Kishan, Kumaravelu, Nandeesh Kumar, Vanambathina, Sunny Dayal, Mathe, Sudha Ellison, and Vappangi, Suseela
Computer Science Review. May, 2021, Vol. 40
Keywords Raspberry Pi; BeagleBone; Sharks Cove; Waspmote Abstract Arduino, an open-source electronics platform, has become the go-to option for anyone working on interactive hardware and software projects. An Arduino board (such as the Uno) connected to a breadboard with plugins such as inputs, sensors, lights, and displays can be controlled by a code written in the Arduino development environment. How to achieve this is by prototyping with Arduino. Prototyping with Arduino has grown in popularity with the increased use of the Arduino platform. Prototyping with Arduino, however, is not an easy task for nonprogrammers with interest in the field. With increased public interest in the field will come a need for accessible information. This paper presents a methodical literature review intended to intensively analyze and compare existing primary studies on prototyping with Arduino. We found about 130 of such studies, all peer-reviewed and published within the last 15 years, including these years (2015--2020). These studies were tediously and carefully chosen through a three-step process. In this paper, a cautious analysis of selected studies was followed by a clear description of the methods applied. The methods were categorized according to the success rate of the studied prototypes. Results obtained can be used in researches on the best technique to adopt while prototyping with Arduino. They can also be used in electronics researches and by individuals who wish to obtain a guide on prototyping with Arduino despite lacking grounded knowledge of the subject matter. Author Affiliation: (a) School of Computer Science & Engineering, VIT-AP University, Beside AP Secretariat, Near Vijayawada, Andhra Pradesh, India (b) School of Electronics Engineering, VIT-AP University, Beside AP Secretariat, Near Vijayawada, Andhra Pradesh, India * Corresponding author. Article History: Received 22 September 2020; Accepted 13 January 2021 Byline: Hari Kishan Kondaveeti [firstname.lastname@example.org] (a,*), Nandeesh Kumar Kumaravelu (b), Sunny Dayal Vanambathina (b), Sudha Ellison Mathe (b), Suseela Vappangi (b)
Journal of Information Systems Education. Summer, 2020, Vol. 31 Issue 3, p179, 8 p.
Teaching -- Usage, Teaching -- Methods, and Teaching -- Study and teaching
Given the ubiquity of interfaces on computing devices, it is essential for future Information Systems (IS) professionals to understand the ramifications of good user interface (UI) design. This article provides instructions on how to efficiently and effectively teach IS students about "fit," a Human-Computer Interaction (HCI) concept, through a paper prototyping activity. Although easy to explain, the concept of "fit" can be difficult to understand without repeated practice. Practically, designing "fit" into UIs can be cost-prohibitive because working prototypes are often beyond students' technical skillset. Accordingly, based on principles of active learning, we show how to use paper prototyping to demonstrate "fit" in a hands-on class exercise. We provide detailed stepby-step instructions to plan, setup, and present the exercise to guide students through the process of "fit" in UI design. As a result of this activity, students are better able to employ both theoretical and practical applications of "fit" in UI design and implementation. This exercise is applicable in any course that includes UI design, such as principles of HCI, systems analysis and design, software engineering, and project management. Keywords: Human-computer interaction (HCI), Paper prototyping, Active learning, Constructionism, Teaching tip 1. INTRODUCTION With computing devices peppering nearly every aspect of our lives, how people interact with these technologies is critically important to all computing fields. In fact, failure to properly [...]
Procedia Computer Science. Jan 1, 2021, Vol. 180, p649.
Machine learning -- Analysis
Keywords Production; Lead Time Prediction; AutoML; Machine Learning Abstract Many Small and Medium Enterprises in the domain of Make-To-Order- and Small-Series-Production struggle with accurately predicting lead times of highly customisable orders. This paper investigates an approach using AutoML integrated into existing enterprise systems in order to enable Lead Time Prediction based on Machine Learning models. This prediction is based on both order data from an ERP system as well as real-time factory state informed by an IIoT platform. We used simulation data to feed the AutoML model generation and developed a lightweight web-based microservice around it to infer lead times of incoming orders during live production. Using industry standards, this microservice can be seamlessly integrated into existing system landscapes. The simplicity of AutoML systems allows for swift (re)training and benchmarking of models but potentially comes at the cost of overall lower model quality. Author Affiliation: (a,b) FZI Research Center for Information Technology, Haid-und-Neu-Strasse 10-14, 76135 Karlsruhe, Germany Byline: Janek Bender [email@example.com] (a), Jivka Ovtcharova (b)
Reinaldo, Ivan, Pulungan, Nadia Sarah, and Darmadi, Herru
Procedia Computer Science. January 1, 2021, Vol. 179, p773.
Keywords color blind; educational game; gaming experience; mobile game Abstract The purpose of this research was to escalate players' knowledge on color blindness by designing an educational video game which design was oriented to dichromatism color blind. The topic selection was based on the lack of players' deeper knowledge on color blindness. The graphic and gameplay selection on this research was adjusted to the chosen color blind category. Research methods were conducted by analysis, development, and evaluation. Analysis was done by questionnaire. Development was done by game design document, UML, storyboard, and was implemented using Unity Game Engine. Evaluation on 35 players, which are 32 with normal eyes and 3 with color blindness, was done by two approaches, which are t-test and questionnaire. The result of t-test was t(34) = -7.704, p < 0.05 and Enjoyment score on CEGE is 0.763 for normal eyes and 0.651 for colorblind. To conclude, there was an improvement on knowledge from the video game and the design was enjoyable. Author Affiliation: (a,b,c) Computer Science Department, School of Computer Science, Bina Nusantara University, Jl. Kebon Jeruk Raya No. 27 Kemanggisan, Jakarta 11480, Indonesia Byline: Ivan Reinaldo [firstname.lastname@example.org] (a), Nadia Sarah Pulungan [email@example.com] (b), Herru Darmadi [firstname.lastname@example.org] (c)
Keywords Convolutional neural network; Hardware acceleration; Rapid system prototyping; Binarization; FPGA Abstract The huge model size and high computational complexity make emerging convolutional neural network (CNN) models unsuitable to deploy on current embedded or edge computing devices. Recently the binary neural network (BNN) is explored to help reduce network model size and avoid complex multiplication. In this paper, a binary network acceleration framework for rapid system prototyping is proposed to promote the deployment of CNNs on embedded devices. Firstly trainable scaling factors are adopted in binary network training to improve network accuracy performance. The hardware/software co-design framework supports various compact network structures such as residual block, 1 x 1 squeeze convolution layer, and depthwise separable convolution. With flexible network binarization and efficient hardware architecture optimization, the acceleration system is able to achieve over 2 TOPS throughput performance comparable to modern desktop GPU with much higher power efficiency. Author Affiliation: Department of Electrical Engineering, City University of Hong Kong, Hong Kong, China * Corresponding author. Article History: Received 2 December 2019; Revised 19 February 2020; Accepted 8 March 2020 Byline: Zhe Xu [email@example.com], Ray C.C. Cheung [firstname.lastname@example.org] (*)