Search results
1 – 10 of over 80000Baolin Deng, IpKin Anthony Wong and Qi Lilith Lian
Designing an effective metaverse experience through a tourism digital-twin platform is crucial to the success of metaverse tourism. How such a digital-twin platform should appeal…
Abstract
Purpose
Designing an effective metaverse experience through a tourism digital-twin platform is crucial to the success of metaverse tourism. How such a digital-twin platform should appeal to target users, however, lacks exploration. The study aims to advance a conceptual contribution by successfully creating a metaverse experience through a well-designed digital-twin platform. It also aims to show how the design science approach in tourism can enrich our understanding of digital-twin platform design elements introduced in metaverse experience design.
Design/methodology/approach
Guided by the design science approach in tourism, this research conceptualizes the role of digital-twin elements in metaverse experience design and proposes a one-factor between-subject experimental design to examine the effect.
Findings
This research conceptualizes how eight unique configurations of digital-twin design, which are embellished in two or three dimensions, shape tourists’ metaverse experience and physical travel intention.
Practical implications
The results offer operators clear strategic guidance on designing an effective tourism digital-twin platform.
Originality/value
This study not only identifies the impact of digital-twin platform design elements but also clarifies how such elements affect customers’ metaverse experiences.
目的
通过旅游数字孪生平台设计有效的元宇宙旅游体验, 对元宇宙旅游的成功至关重要。然而, 这样一个旅游数字孪生平台应该如何吸引目标用户,还缺乏探索。该研究旨在通过精心设计的数字孪生平台成功塑造旅游者的元宇宙体验, 从而在概念上做出贡献。它还旨在展示旅游设计科学方法如何丰富我们对元宇宙体验设计中引入的数字孪生平台设计要素的理解。
设计/方法/途径
在旅游设计科学方法的指导下, 本研究将概念化数字孪生平台设计元素在元宇宙体验设计中的作用, 并提出了一个单因素的受试者间实验设计来检验效果。
研究结果
本研究将数字孪生平台设计的九种独特配置概念化, 这些配置在三个维度上得到了点缀, 塑造了游客的元宇宙旅游体验和现实旅游意向。
实践意义
研究结果为产业者设计有效的旅游数字孪生平台提供了明确的战略指导。
原创
现有的研究是第一个研究数字孪生平台设计元素的影响, 阐明了这些元素如何影响旅游者的元宇宙体验。
Objetivo
Diseñar una experiencia efectiva en el metaverso a través de una plataforma digital gemela de turismo es crucial para el éxito del turismo en el metaverso. Sin embargo, la exploración de cómo debería atraer dicha plataforma digital gemela a los usuarios objetivo carece de exploración. El estudio tiene como objetivo avanzar en una contribución conceptual al crear con éxito una experiencia en el metaverso a través de una plataforma digital gemela bien diseñada. También tiene como objetivo mostrar cómo el enfoque de la ciencia del diseño en el turismo puede enriquecer nuestra comprensión de los elementos de diseño de la plataforma digital gemela introducidos en el diseño de experiencias en el metaverso.
Diseño/metodología/enfoque
Guiada por el enfoque de la ciencia del diseño en el turismo, esta investigación conceptualiza el papel de los elementos gemelos digitales en el diseño de experiencias metaversales y propone un diseño experimental de un factor entre sujetos para examinar su efecto.
Resultados
Esta investigación conceptualiza cómo ocho configuraciones únicas de diseño gemelo-digital, enriquecidas en dos o tres dimensiones, conforman la experiencia metaversal de los turistas y su intención de viaje físico.
Implicaciones prácticas
Los resultados ofrecen a los operadores una orientación estratégica clara para diseñar una plataforma gemelo-digital turística eficaz.
Originalidad/valor
Este estudio no sólo identifica el impacto de los elementos de diseño de las plataformas gemelas digitales, sino que también aclara cómo afectan dichos elementos a las experiencias metaversales de los clientes.
Details
Keywords
Izél Van Heerden, Annabel Fossey and Gerrie J. Booysen
Poland’s syndrome patients often seek medical interventions to improve their aesthetic appearances. Design and manufacturing technologies make it possible to produce custom-made…
Abstract
Purpose
Poland’s syndrome patients often seek medical interventions to improve their aesthetic appearances. Design and manufacturing technologies make it possible to produce custom-made implants for such medical conditions. The purpose of this study was to compare the 3D digital geometries that were designed using Magics and Geomagic® Freeform® for two anonymous case studies of Poland’s syndrome patients.
Design/methodology/approach
Computed tomography data were acquired and processed in Mimics® to isolate the pectoralis muscles in STL file format. STL files were imported into Magics and Geomagic® Freeform® to design 3D digital geometries. Thereafter, comparative analyses were performed of the respective 3D digital geometries.
Findings
The angle between the vertical and oblique planes for both sides of the thorax was 6.5° for the female and 14° for the male. The surface areas and volumes of the geometries for the female were smaller than the male. Deviation analyses between the healthy side and reconstructed side of a thorax showed that 73 per cent of the test points for Magics and 78 per cent for Geomagic® Freeform® fell in the nominated tolerance region of >−5 and <+5 mm for the female. For the male, it was 83 per cent for Magics and 88 per cent for Geomagic® Freeform®.
Practical implications
Geomagic® Freeform® provides a more versatile design environment; however, the STL editor Magics may be an option to design 3D geometries for less intricate and less contoured implants.
Originality/value
This was a first attempt to compare the 3D geometries for Poland’s syndrome designed with an STL editor to those designed with a computer-aided design program.
Details
Keywords
Pernilla Nilsson and Jesper Lund
This study aims to investigate how primary teachers, when taking part in digital didactic design (D3) workshops at the Digital Laboratory Centre at the university, develop their…
Abstract
Purpose
This study aims to investigate how primary teachers, when taking part in digital didactic design (D3) workshops at the Digital Laboratory Centre at the university, develop their insights about how digital tools can be designed and further used in their teaching of science. The research question addresses how D3 can be used to develop primary teachers’ knowledge about teaching science with digital technologies.
Design/methodology/approach
During two semesters, 14 primary science teachers from three different schools participated in an in-service course at the university. Five D3 workshops lasting 4 h each were conducted with the aim to analyze, design and implement digital tools based on the needs of teachers and students. This includes discussions about the technological, pedagogical and content knowledge (TPACK) framework and further recommendations about how to choose, design, implement and evaluate digital tools for different teaching and learning situations. In between the workshops, the teachers were told to reflect on their experiences with colleagues and students and share their ideas and reflections to support collegial learning.
Findings
The results indicate that D3 has an opportunity to promote deep learning experiences with a framework that encourages teachers and researchers to study, explore and analyze the applied designs-in-practice, where teachers take part in the design process. This study further indicates that having teachers explicitly articulates their reasoning about designing digital applications to engage students’ learning that seems important for exploring the types of knowledge used in these design practices and reflecting on aspects of their teaching with digital technologies likely to influence their TPACK.
Research limitations/implications
This research indicates that the increasing prevalence of information communication technology offers challenges and opportunities to the teaching and learning of science and to the scientific practice teachers might encounter. It offers solutions by investigating how primary teachers can design their own digital technology to meet students’ science learning needs. One limitation might be that the group of 14 teachers cannot be generalized to represent all teachers. However, this study gives implications for how to work with and for teachers to develop their knowledge of digital technologies in teaching.
Practical implications
As this project shows teachers can take an active part in the digital school development and as such become producer of knowledge and ideas and not only become consumers in the jungle of technical applications that are implemented on a school level. Therefore, it might well be argued that in science teaching, paying more careful attention to how teachers and researchers work together in collaborative settings, offers one way of better valuing science teachers’ professional knowledge of practice. As such, an implication is that digital applications are not made “for” teachers but instead “with” and “by” teachers.
Social implications
The society puts high demands om teachers’ knowledge and competencies to integrate digital technologies into their daily practices. Building on teachers’ own needs and concerns, this project addresses the challenge for teachers as a community to be better prepared for and meet the societal challenge that digitalization means for schools.
Originality/value
Across the field of science education, knowledge about the relation between teachers’ use of digital technology and how it might (or might not) promote students’ learning offers access to ideas of how to design and implement teacher professional development programs. This offers enhanced communication opportunities between schools and universities regarding school facilities and expectations of technology to improve teachers’ experiences with integrating technology into their learning and teaching. This pragmatic approach to research creates theory and interventions that serve school practice but also produces challenges for design-based researchers.
Details
Keywords
This paper aims to explore the role of institutional and national policies in the design process of educational digital libraries developed collaboratively with key stakeholders…
Abstract
Purpose
This paper aims to explore the role of institutional and national policies in the design process of educational digital libraries developed collaboratively with key stakeholders within the African higher education context.
Design/methodology/approach
A qualitative research project based on three case studies of universities in Africa (Uganda, Kenya, Uganda) was carried out; comprising a retrospective review of the design process of ten innovative digital libraries through 38 in‐depth interviews with key design stakeholders. The interviews were conducted between September and December, 2009, while the data were triangulated with observations and documentary evidence from key policies.
Findings
Institutional and national policies were found to have tremendous impact on the design process of digital libraries as well as on their sustainability. Their absence in the design process was found to stifle innovation.
Research limitations/implications
This research was limited to the design process of digital libraries in African higher education. The research findings suggest that policy makers are important design gatekeepers and as such digital library designers should actively review relevant national and institutional policies, incorporate the implications of policies into design processes, and help to develop relevant policies.
Originality/value
The paper provides an understanding of the critical impact policies have with respect to supporting the design of educational digital libraries that are developed collaboratively with stakeholders. The retrospective review of completed digital library design processes carried out offers a different methodological approach for obtaining a high level understanding of the phenomenon under investigation.
Details
Keywords
The aim of this paper is to provide a structured collection of case studies organized around the core discussion of how to address the subject of digital media in schools of design…
Abstract
The aim of this paper is to provide a structured collection of case studies organized around the core discussion of how to address the subject of digital media in schools of design in general and architecture in particular. By means of these case studies it will be possible to understand the trajectory that we have followed in the Department of Architecture at Texas A&M University, having as main goal the incorporation of digital media instruction in design curricula and to assess whether our instructional methods and strategies are in tune with our present understanding of the role of digital media in design. The case studies have been organized following three main contextual themes, namely: shaping our understanding of the role of digital media in design, incorporating digital media in the design studio, and adapting to the availability of new technology. The paper includes the identification of critical issues, among them: polarization between traditional and digital media, solutions for continuous learning and update, and pervasive accessibility of digital means. The paper states conclusions and identifies the opportunities and challenges that we foresee in the near future based on the implementation of multidisciplinary integration and the development of multimodal and media-rich design environments.
Details
Keywords
Jacquard fabric is regarded as a “high-grade” textile, having intricate, interesting color and texture, and digital image design is the latest technique of computer art in the…
Abstract
Jacquard fabric is regarded as a “high-grade” textile, having intricate, interesting color and texture, and digital image design is the latest technique of computer art in the design field. Merging the design features of jacquard fabrics and digital image, this study was carried out to investigate digital jacquard fabric design in a colorless mode, which is one of the main modes of digital image design; another is that of a colorful mode. In this paper, the design principles and design methods for unconventional digital jacquard fabric design in a colorless mode were analyzed critically based on the application of digital technologies, and in particular, the digital color theory so that with tailor-made structural design, any colorless digital images with certain grays can be designed to form jacquard fabrics directly. The results of this study bring about an innovative design concept in jacquard fabrics and have a significant influence on the future development of jacquard textiles.
Details
Keywords
Ruchi Rashmi and Shweta Jagtap
Traditionally, industrial power supplies have been exclusively controlled through analog control to sustain high reliability with low cost. However, with the perpetual decrement…
Abstract
Purpose
Traditionally, industrial power supplies have been exclusively controlled through analog control to sustain high reliability with low cost. However, with the perpetual decrement in cost of digital controllers, the feasibility of a digitally controlled switch mode power supply has elevated significantly. This paper aims to outline the challenges related to the design of digital proportional-integral (PI) controlled synchronous rectifier (SR) buck converter by comparing controller performance in continuous and discrete time. The trapezoidal approximation-based digital PI control is designed for low voltage and high-frequency SR buck converter operating under continuous conduction mode.
Design/methodology/approach
The analog and digital controller are designed using a SISO tool of MATLAB. Here, zero-order hold transform is used to convert the transfer function from continuous to discrete time. Frequency and time domain analysis of continuous plant, discrete plant and close loop system is performed. The designed digital PI control is simulated in MATLAB Simulink. The simulated results is also verified on hardware designed around digital signal processing control.
Findings
The continuous and discrete control loops are validated with multiple tests in the time and frequency domain. The detailed steady state theoretical analysis and performance of the SR buck converter is presented and verified by simulation. It is found that the delay in digital control loop results in a low phase margin. This phase margin decreases with higher bandwidth. The hardware experiments with the digital control loop are carried out on a 10 W prototype. The chosen parameters for the SR buck converter are found to be optimum for steady and transient state response.
Originality/value
This paper compares the digital and analog control approach of compensator design. It focuses on the implications created at the time of transforming the control design from continuous to discrete time. Further, it also focuses on the selection of parameters such as phase margin, bandwidth and low pass filter.
Details
Keywords
Andrew Whyte and James Donaldson
The use of digital-models to communicate civil-engineering design continues to generate debate; this pilot-work reviews technology uptake towards data repurposing and assesses…
Abstract
Purpose
The use of digital-models to communicate civil-engineering design continues to generate debate; this pilot-work reviews technology uptake towards data repurposing and assesses digital (vs traditional) design-preparation timelines and fees for infrastructure. The paper aims to discuss these issues.
Design/methodology/approach
Extending (building-information-modelling) literature, distribution-impact is investigated across: quality-management, technical-applications and contractual-liability. Project case-study scenarios were developed and validated with resultant modelling-application timeline/fees examined, in conjunction with qualitative semi-structured interviews with 11 prominent stakeholder companies.
Findings
Results generated to explore digital-model data-distribution/usage identify: an 8 per cent time/efficiency improvement at the design-phase, and a noteworthy cost-saving of 0.7 per cent overall. Fragmented opinion regarding modelling utilisation exists across supply-chains, with concerns over liability, quality-management and, the lack of Australian-Standard contract-clause(s) dealing directly with digital-model document hierarchy/clarification/reuse.
Research limitations/implications
Representing a small-scale/snapshot industrial-study, findings suggest that (model-distribution) must emphasise checking-procedures within quality-systems and, seek precedence clarification for dimensioned documentation. Similarly, training in specific file-formatting (digital-model-addenda) techniques, CAD-file/hard-copy continuity, and digital-visualisation software, can better regulate model dissemination/reuse. Time/cost savings through digital-model data-distribution in civil-engineering contracts are available to enhance provision of society’s infrastructure.
Originality/value
This work extends knowledge of 3D-model distribution for roads/earthworks/drainage, and presents empirical evidence that (alongside appropriate consideration of general-conditions-of-contract and specific training to address revision-document continuity), industry may achieve tangible benefits from digital-model data as a means to communicate civil-engineering design.
Details
Keywords
Haitang Wu and Hua Tu
The purpose of this paper is to develop the teaching strategies of alternating peer teaching and progressive project-oriented learning, and apply them to the curriculum design of…
Abstract
Purpose
The purpose of this paper is to develop the teaching strategies of alternating peer teaching and progressive project-oriented learning, and apply them to the curriculum design of digital animation game production, and conduct teaching experimental research.
Design/methodology/approach
This research method under the teaching strategies of alternating peer teaching and progressive project-oriented learning, to the design of digital animation game and use teaching experiment animation game production tool was Game Maker animation game production software to develop the study. The production of learning history data was used in-game projects, to verify the digital animation game design effectiveness was used SPSS statistics method, and was to compare the learning effectiveness of the different teaching modes.
Findings
Through experimental design, learners can acquire the knowledge and skills of digital animation game production under the guidance of progressive project-oriented teaching strategies. In terms of the cognition and skills of animation game production, learners have acquired the skills of taking them in animation game design to be able to independently produce and design digital animation games. The research results can be used as a reference for future research on digital animation game teaching and curriculum development.
Originality/value
This study proposed a new approach to develop the teaching strategies of alternating peer teaching and progressive project-oriented learning, to design digital animation games. The research results show that effective teaching strategies guide successful learning, it can be used as a reference for future research on digital animation game teaching and curriculum development.
Details