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    Falska varningar för utryckningsfordon

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    Utryckningskörning är en svårt och potentiellt farligt. En riskfaktor är interaktionen med andra trafikanter. Förare är enligt lag skyldiga att lämna fri väg när ett utryckningsfordon med föreskriven larmanordning närmar sig. Trots detta misslyckas ibland förare med att lämna fri väg i god tid. Ett tillvägagångsätt för att öka framkomligheten är därför att ge bilister en tidigt, så kallad EVA-varning för att ett utryckningsfordon närmar sig. Distributionen av EVA varningarna sker längs de vägar där ett utryckningsfordon inom kort beräknas att passera. Det innebär att om utryckningsfordonet avviker från den planerade rutten så finns det en risk för falska EVA-varningar. Det vill säga att bilisten får en varning för annalkande utryckningsfordon som aldrig dyker upp. För att undersöka EVA:s potential, samt effekterna av falska varningar, genomfördes en simulatorstudie med 110 bilförare. Under en 30-minuters körning blev försökspersonerna ikappkörda av utryckningsfordon tre gånger. Av deltagarna fick 70 personer 1–3 falska varningar. Efter att ha genomfört körningen överskattade förarna antalet falska varningar de fått. Desto fler falska varningar de fått, desto mer överskattade de antalet. De falska varningarna hade ingen signifikant effekt på den upplevda nyttan med EVA-varningar. Generellt sett var förarna, oavsett hur många falska varningar de fått, positivt inställda till att ha EVA-varningar i sin egen bil. &nbsp

    XR för färdighetsträning: Möjligheter och utmaningar för träning av brandmän

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    Vårt föränderliga samhälle medför nya utmaningar för räddningstjänst, polis och ambulanspersonal. En brand eller trafikolycka kan idag innebära nya risker och svårigheter jämfört med tidigare. Nya metoder, rutiner och, inte minst, ny teknik och materiel för hantering av insatser, utvecklas ständigt. Sammantaget medför dagens och framtidens skadeplats ett behov av aktuell praktisk träning för den personal som ska vara rustade för att hantera den. Praktisk träning på fysiska övningsfält har hittills ansetts vara det mest realistiska träningsformatet, där riktig brand, rök, byggnader, fordon och material kan användas, men där samtidigt säkerhets-, miljö- och resursaspekter begränsar dynamik i möjliga scenarion och antalet träningstillfällen. Behovet av effektiva, realistiska och flexibla träningsformat är tydligt. Utvecklingen inom Extended Reality (XR): Virtual Reality (VR), Augmented Realty (AR) och Mixed Reality (MS), öppnar möjligheter för resurseffektiv och säker träning, i dynamiska scenarion som inkluderar risker och svårigheter som inte kunnat simuleras på övningsfälten. Möjligheten att kunna utveckla nya miljöer och händelser utifrån förändrade träningsbehov, har väckt intresse från organisationer med denna typ av träningsbehov. Dock har tveksamhet om upplevelsens realism i XR-simulerade scenarion och den hittills begränsade, eller obefintliga, erfarenheten av teknologin och möjliga övningsformat, medfört utmaningar för den organisation som vill införa detta. Svårigheten att utvärdera vilken teknologi som är bäst lämpad för ett identifierat behov, kan påverka införandet. Denna presentation innehåller konkreta exempel på XR teknologi som idag används för färdhetsträning för bland andra räddningstjänstpersonal, hur organisationer ser på värdet för träning, men också vilka utmaningar organisationen ställs inför vid införandet och erfarenheter kring hur dessa överkommits. Resultat från studier visar hög upplevelse av realism och acceptans för dessa träningsformat bland erfarna räddningstjänstpersonal. Teknologin möjliggör mer än översättning av den fysiska träningen till digitalt format. Till exempel kan träningsmål utvecklas och träning genomföras på distans, men införandet kräver i gengäld kompetent implementering för att organisationen ska nå förväntad nytta. Exemplen kommer från studier genomförda i Sverige, Brasilien, Island, där räddningstjänstorganisationer introducerat VR för färdighetsträning för brandmän, samt för ledningsträning. Syftet är att visa en nulägesbild av XR för färdighetsträning och dela erfarenheter om utmaningar och framgångsfaktorer, som kan bidra till utvecklings- och forskningsuppslag

    Digital Hydraulic Actuators: An Alternative for Aircraft Control Surfaces

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    In the last decades, digital hydraulics has emerged as a new alternative for the development of more efficient hydraulic systems, where the effects of throttling losses and internal leakages are minimized through the use of conventional hydraulic components associated in parallel or through switching hydraulics. In the aviation industry, hydraulic systems are commonly applied to control highly relevant systems, such as landing gear and flight control surfaces. In this context, digital hydraulics can be used as an alternative solution to improve the energy efficiency of aircraft hydraulic systems. Based on that, this paper aims to present three new hydraulic actuators for application on aircraft flight control surfaces using digital hydraulics. The actuators are being studied by the Laboratory of Hydraulic and Pneumatic Systems - LASHIP of the Federal University of Santa Catarina - UFSC and are called Digital Hydraulic Actuator - DHA, Digital Electro Hydrostatic Actuator - DEHA and Variable Speed Digital Electro Hydrostatic Actuator - VSDEHA. The simulation results show that the actuators developed can be 23 times more efficient than conventional servo-hydraulic actuators, with equivalent dynamic characteristics, demonstrating the potential for application of these new actuators in aeronautical systems

    Towards Better Product Quality: Identifying Legitimate Quality Issues through NLP & Machine Learning Techniques

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    Manufacturers of high-end professional products are committed to delivering outstanding customer-quality experiences. They maintain databases of customer complaints and repair service jobs data to monitor product quality. Analyzing the text data from service jobs can help identify common problems, recurring issues, and patterns that impact customer satisfaction, and aid manufacturers in taking corrective actions to improve product design, manufacturing processes, and customer support services. However, distinguishing legitimate quality issues from a brief, domain-specific text in service jobs remains a challenge. This study aims to automate the classification of technical service repair job data into legitimate quality issues or non-issues to assist individuals in the quality field department in a large company. To achieve this goal, we developed a comprehensive pipeline based on natural language processing and machine learning techniques including raw text preprocessing, dealing with imbalance class distribution, feature extraction, and classification. In this study, We evaluate several feature extraction and machine learning classification methods and perform the Friedman test followed by Nemenyi post-hoc analysis to find the best-performing model. Our results show that the passive-aggressive classifier achieved the highest average accuracy of 94% and 89% average macro F1-score when trained on TF-IDF vectors

    Virtual Co-creation Workshop: Collaboration Design for Place Innovation

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    In this paper, we investigate how virtual co-creation workshops can be conducted. Therefore, sharing experiences with virtual collaborative methodologies is interesting to support researchers, designers, students, and professionals interested in innovation. Thus, the workshop serves as an illustrative case to convey our knowledge of this growing phenomenon, so it is intended to share an experience of design and evaluation of an experiment in virtual co-creation workshops aiming to contribute to the collaboration design for Place Innovation. We found that some challenges must be considered when planning co-creation workshops virtually, especially for Place Innovation, among them: the participants' ability to deal with modern technologies, internet connection, time zones, and languages to be adopted. In this way, we suggested one script to plan co-creation virtual at three stages: pre-workshop, execution, and post-workshop, as well as the tools and techniques that the researchers and designers could use in each phase of this journey. Some recommendations are related

    Between diving, breathing and splashing: metaphors as lenses to inquire public innovation initiatives

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    This paper focuses on metaphors as a methodology to design and reflect on design-led initiatives in the public sector. We are drawing on the experience of a capacity-building program developed in 2020 by Enap (National School of Public Administration) in partnership with teams of the Brazilian federal government, in which we conducted four projects through the metaphor of a collective dive. When analyzing the effects of the projects through conversations with participants, we expanded the metaphor, understanding the reflections as breathing, the project conditions as bubbles and currents, and the results as splashes. We see splashes as variable yet rarely acknowledged outcomes of programs that aim to simultaneously foster public innovation and collective learning. In this paper, we present an example of metaphors acting as boundary objects, adding granularity and nuance to the investigation of public innovation initiatives, and identifying their possible effects in relation to institutional logics and complex structures

    Differences and similarities between service design and UX design: a proposal

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    This article aims to review service design (SD) and UX design (UXD) with the intention of proposing a delineation of the differences and similarities between service design and user experience design. The focus of this proposal is to emphasize service design as a field of knowledge and to enable future explorations of UXD contributions to SD and not the other way around. The specific purposes are: 1) differentiate the particularities of service design; 2) differentiate the particularities of the UX design; 3) list points of convergence between service design and UXD; mitigate terminological ambiguities. It is expected to find in the literature eminent ideas that allow us to imagine models of macro structures aiming to produce a comparative framework between different approaches when it comes to practice in SD and UXD

    Situated knowledges in action. The Nolo Situated Vocabulary

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    Sometimes the context in which we design urges us to question and rethink the work we do from a slightly different perspective. When working in Participatory Design (PD) processes, we do not necessarily question the hermeneutic paradigm we use nor focus on the idea of knowledge we engage with. This is certainly the case of this project, a neighbourhood Situated Vocabulary where the context literally urged us to rethink our approach to PD with the aim of mitigating social polarisations by embracing the perspective of marginalized (human and more-than-human) actors. To do so, we are compelled to address the epistemological issue with an idea of “situated knowledge” (Haraway, 1988) able to embrace relationality and go beyond the dichotomies subject-object, man-nature. The following experimental paper is a reflection on this ongoing process: exploring how to engage with a situated idea of knowledge in a PD design project on a neighbourhood scale

    Community-Based Design Thinking: A Moment or a Movement?

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    This paper assesses the value and limitations of a two-year community-engaged design thinking initiative across one county in the southeast United States. Initiative goals were to foster the design of more inclusive and holistic public health community-based services with underserved communities, institutionalize and socialize community-based design within a public health framework, and build organizational and individual capacities. Findings indicate the acquired design thinking processes transformed mental models, fostered new relationships, and built skills. Findings surfaced challenges related to grant and time constraints as well as organizational differences. Recommendations for service design practitioners and researchers seeking equity-centered, community-first practices are noted, including a commitment to emergent codesign practices, frequent and iterative prototyping, intentional cross-learning, and long-term transitionary resourcing and oversight

    Digital Future Design: Designing Digital Service Systems based on Future Visions

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    Recently, initiatives that use advanced digital technologies to address social issues and drive social innovation, such as the “smart city”, have been attracting attention. While public expectations for smart city projects are high, they are often executed from a technocentric approach that lacks a human-centered perspective, which leads to various criticisms and opposition from residents. This necessitates a method for envisioning a desirable future society and designing the entire service system, including digital technologies (i.e., digital service system), from a human-centered perspective. Therefore, we have developed a novel design method, called Digital Future Design Method, that supports the designing of digital service systems for realizing the social transformation to a desirable future vision, and conducted a case study to demonstrate its usefulness. The results demonstrated its effectiveness in enabling us to have a future vision-based thinking in design from the comprehensive perspectives of the social, digital, and physical domains

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