8 results on '"Ramani, Karthik"'
Search Results
2. The Influence of Toy Design Activities on Middle School Students’ Understanding of the Engineering Design Processes
- Author
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Zhou, Ninger, Pereira, Nielsen L., George, Tarun Thomas, Alperovich, Jeffrey, Booth, Joran, Chandrasegaran, Senthil, Tew, Jeffrey David, Kulkarni, Devadatta M., and Ramani, Karthik
- Published
- 2017
- Full Text
- View/download PDF
3. Beyond Surface Knowledge: An Exploration of How Empathic Design Techniques Enhances Engineers Understanding of Users' Needs.
- Author
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BAIRAKTAROVA, DIANA, BERNSTEIN, WILLIAM Z., REID, TAHIRA, and RAMANI, KARTHIK
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PRODUCT design ,ENGINEERING design ,PROBLEM solving ,WASHING machine design & construction ,VISUAL perception ,GRADUATE students ,PROFESSIONAL education ,HIGHER education - Abstract
This study explores the role of empathic design techniques on solving design problems in a developing world context. In our study, over 100 graduate students were asked to individually conceptualize and design an extremely affordable washing machine to be used in developing countries. All participating students, many of whom had significant industry experience, were enrolled in a graduate-level product design course. This course is as much about design thinking and learning as it is about design innovation, creativity and doing design. The design of an artifact is addressed from a multidisciplinary perspective that includes determination through inspiration, ideation, and implementation using a design thinking framework. Student submissions were categorized based on (1) design methods such as concept generation, product definition, prototyping and design verification, and (2) student demographic information. The application of the design methods on the project influenced the further development of class-based exercises that infuse empathy into design. The study presented here also provides a framework for engaging distance-learning students within hands-on empathic-design exercises. The results show that techniques such as interviews of focus groups and immersive practices help students to better understand user needs in developing world contexts, leading to more feasible design solutions. Visual thinking was also linked as an effective means to engage students in empathic design without the use of physical materials. [ABSTRACT FROM AUTHOR]
- Published
- 2016
4. IDEA-Pen: Interactive Design and Analysis through a Pen-based Interface.
- Author
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Sriram, Anirudh Roshan, Cardella, Monica E., and Ramani, Karthik
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ENGINEERING education ,ENGINEERING students ,ENGINEERING design ,ENGINEERING mathematics ,LEARNING - Abstract
The article provides information on a project which aims to provide engineering students with a more coherent and connected experience with learning engineering design and engineering analysis using a natural, intuitive and portable pen-and-tablet-based system called IDEA-Pen. Topics include the use of technology in engineering learning, proposed methods in the project, and how the survey and the proposed methods will be used to investigate the proposed outcomes.
- Published
- 2014
5. Effectiveness and efficiency of three-dimensional shape retrieval.
- Author
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Lou, Kuiyang, Iyer, Natraj, Jayanti, Subramaniam, Kalyanaraman, Yagnanarayanan, Prabhakar, Sunil, and Ramani, Karthik
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THREE-dimensional display systems ,ENGINEERING design ,DATABASE design ,DATABASES ,IMAGE retrieval ,INFORMATION retrieval - Abstract
The effectiveness and efficiency of a content-based three-dimensional shape search system are investigated for supporting the re-use of engineering designs. Search effectiveness is characterized by precision and recall values from repeated search experiments. We extract four feature vectors from each three-dimensional shape and compare them for effectiveness. The performance of an R-tree-based index structure is also evaluated to characterize search efficiency. Search efficiency is evaluated by the ratio of the number of visited nodes in a search operation to the number of nodes in a database index. A multi-step refinement approach is proposed to improve search effectiveness. Based on the results of the experiments with a database of real models, the effectiveness of using multi-step refinement is predicted to be 51% higher than that of one-shot search using a single feature vector, although the difference becomes smaller when the number of retrieved shapes is larger. The R-tree index significantly improves the efficiency of our search system. Search efficiency decreases with the dimensionality of the data records and the capacity of database nodes. Based on our experiments with the synthetic database, the efficiency is predicted to be stable when the size of a database increases. [ABSTRACT FROM AUTHOR]
- Published
- 2005
- Full Text
- View/download PDF
6. Shape-based searching for product lifecycle applications
- Author
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Iyer, Natraj, Jayanti, Subramaniam, Lou, Kuiyang, Kalyanaraman, Yagnanarayanan, and Ramani, Karthik
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ENGINEERING design , *INDUSTRIAL design , *COMPUTER-aided design , *INDUSTRIAL costs - Abstract
Abstract: Estimates suggest that more than 75% of engineering design activity comprises reuse of previous design knowledge to address a new design problem. Reusing design knowledge has great potential to improve product quality, shorten lead time, and reduce cost. However, PLM systems, which address the issue of reuse by searching for keywords in filenames, part numbers or context attached to CAD models, do not provide a robust tool to search reusable knowledge. This paper presents a brief overview of a novel approach to search for 3D models. The system is built on a client–server–database architecture. The client takes in the query input from the user along with his search preferences and passes it to the server. The server converts the shape input into feature vectors and a unique skeletal graph representation. Details of the algorithms to perform these steps are presented here. Principal advantages of our graph representation are: (i) it preserves geometry and topology of the query model, (ii) it is considerably smaller than the B-Rep graph, and (iii) it is insensitive to minor perturbations in shape, but sensitive enough to capture the major features of a shape. The combined distance of feature vectors and skeletal graphs in the database provide an indirect measure of shape similarity between models. Critical database issues such as search system efficiency, semantic gap reduction and the subjectivity of the similarity definition are addressed. This paper reports our initial results in designing, implementing and running the shape search system. [Copyright &y& Elsevier]
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- 2005
- Full Text
- View/download PDF
7. Using social interaction trace data and context to predict collaboration quality and creative fluency in collaborative design learning environments.
- Author
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Zhou, Ninger, Kisselburgh, Lorraine, Chandrasegaran, Senthil, Badam, S. Karthik, Elmqvist, Niklas, and Ramani, Karthik
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SOCIAL interaction , *PARTIAL least squares regression , *COLLABORATIVE learning , *CONVERSATION , *CLASSROOM environment , *ENGINEERING design , *DESIGN services - Abstract
• Material context matters to perceptions of collaboration quality. • Spatial context matters to creative fluency in collaborative design. • Synchronous interaction has important roles in collaboration quality. • Reciprocal interaction has important roles in creative fluency. Engineering design typically occurs as a collaborative process situated in specific context such as computer-supported environments, however there is limited research examining the dynamics of design collaboration in specific contexts. In this study, drawing from situative learning theory, we developed two analytic lenses to broaden theoretical insights into collaborative design practices in computer-supported environments: (a) the role of spatial and material context, and (b) the role of social interactions. We randomly assigned participants to four conditions varying the material context (paper vs. tablet sketching tools) and spatial environment (private room vs commons area) as they worked collaboratively to generate ideas for a toy design task. We used wearable sociometric badges to automatically and unobtrusively collect social interaction data. Using partial least squares regression, we generated two predictive models for collaboration quality and creative fluency. We found that context matters materially to perceptions of collaboration, where those using collaboration-support tools perceived higher quality collaboration. But context matters spatially to creativity, and those situated in private spaces are more fluent in generating ideas than those in commons areas. We also found that interaction dynamics differ: synchronous interaction is important to quality collaboration, but reciprocal interaction is important to creative fluency. These findings provide important insights into the processual factors in collaborative design in computer-supported environments, and the predictive role of context and conversation dynamics. We discuss the theoretical contributions to computer-supported collaborative design, the methodological contributions of wearable sensor tools, and the practical contributions to structuring computer-supported environments for engineering design practice. [ABSTRACT FROM AUTHOR]
- Published
- 2020
- Full Text
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8. Evaluating Wikis as a Communicative Medium for Collaboration Within Colocated and Distributed Engineering Design Teams.
- Author
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Walthall, Carolynn J., Devanathan, Srikanth, Kisselburgh, Lorraine G., Ramani, Karthik, Hirleman, E. Daniel, and Yang, Maria C.
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ENGINEERING design , *WEBSITES , *DIMENSIONS , *SURVEYS , *MATHEMATICAL transformations , *TELECOMMUNICATION systems , *TECHNOLOGY , *MECHANICAL engineering - Abstract
Wikis, freely editable collections of web pages, exhibit potential for a flexible documentation and communication tool for collaborative design tasks as well as support for team design thinking early in the design process. The purpose of this work is to analyze dimensions of wiki technologies from a communication perspective as applicable to design. A wiki was introduced in a globally distributed product development course, and the experiences and performance of colocated and distributed teams in the course were assessed through observations, surveys, and site usage analytics. With a focus on communication in design, we explore the advantages and disadvantages of using wikis in student engineering design teams. Our goal is to use wiki technologies to enhance support for design processes while exploiting the potential for increasing shared understanding among teams. Distributed teams used the wiki more as a design tool and were more supportive of its use in the course whereas colocated teams used it for documentation. The usage patterns, the number and type of files uploaded, and the wiki structure provided indicators of better performing teams. The findings also suggest ways to improve and inform students about best practices using the wiki for design and to transform the wiki as a support tool for communication during early design collaboration. [ABSTRACT FROM AUTHOR]
- Published
- 2011
- Full Text
- View/download PDF
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