Sustainable development that conceptually can be divided into the following parts: environmental, social and economic, is a pattern of resource use, which aims to meet human needs while preserving ...the environment so that these needs can be met not only in the present, but also for generations to come in future. This paper is a comparative study on the socio-environmental sustainability in traditional courtyard houses in Iran and China, as two of the ancient civilizations in the world. The aim is to investigate the potential of traditional courtyard houses in responding to environmental challenges alongside social norms over a long period of time. To achieve this purpose, social and environmental dimensions of the sustainability as well as the main elements of traditional courtyard houses in Iran and China are identified. Then, the way these elements have contributed to the social and environmental sustainability of heritage settlements are described, analyzed, and compared through library and field survey studies. Results of this research show that Iranian and Chinese traditional courtyard houses were designed based on a careful attention to climatic requirements in their socio-cultural context, in order to provide both physical and mental comforts for residents. As conclusion, some socio-environmental design principles are extracted, as lessons learned from the past, which can be considered in designing of contemporary sustainable residential buildings in Iran and China. These design patterns, can be generalized to all cases with similar climatic conditions, in order to save more energy as well as enhancing social values in mentioned areas.
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High-quality visualization collections are beneficial for a variety of applications including visualization reference and data-driven visualization design. The visualization community has created ...many visualization collections, and developed interactive exploration systems for the collections. However, the systems are mainly based on extrinsic attributes like authors and publication years, whilst neglect intrinsic property (i.e., visual appearance) of visualizations, hindering visual comparison and query of visualization designs. This paper presents VISAtlas , an image-based approach empowered by neural image embedding, to facilitate exploration and query for visualization collections. To improve embedding accuracy, we create a comprehensive collection of synthetic and real-world visualizations, and use it to train a convolutional neural network (CNN) model with a triplet loss for taxonomical classification of visualizations. Next, we design a coordinated multiple view (CMV) system that enables multi-perspective exploration and design retrieval based on visualization embeddings. Specifically, we design a novel embedding overview that leverages contextual layout framework to preserve the context of the embedding vectors with the associated visualization taxonomies, and density plot and sampling techniques to address the overdrawing problem. We demonstrate in three case studies and one user study the effectiveness of VISAtlas in supporting comparative analysis of visualization collections, exploration of composite visualizations, and image-based retrieval of visualization designs. The studies reveal that real-world visualization collections (e.g., Beagle and VIS30K) better accord with the richness and diversity of visualization designs than synthetic collections (e.g., Data2Vis), inspiring composite visualizations are identified in real-world collections, and distinct design patterns exist in visualizations from different sources.
Industri permainan telah mengalami perkembangan pesat dalam beberapa tahun terakhir, ditandai dengan munculnya berbagai jenis permainan yang menarik dan inovatif. Salah satu tren yang sedang ...meningkat adalah popularitas game midcore yang berhasil menarik perhatian pemain dari berbagai kelompok. Karena daya tariknya, banyak studio game beralih ke pengembangan game midcore untuk mengeksplorasi potensi pasar yang luas dan mencapai kesuksesan yang lebih besar. Salah satu tantangan utama yang dihadapi dalam pengembangan game midcore oleh perusahaan adalah perancangan dan pembuatan komponen antarmuka pengguna (UI) yang efektif. Bagian UI merupakan aspek kritis dalam permainan karena secara langsung mempengaruhi pengalaman bermain dan keterlibatan pemain. Di samping itu, pada saat ini belum ada standar universal atau framework yang sepenuhnya mendukung pengembangan UI pada game midcore. Kurangnya alat bantu yang efisien dapat menyebabkan penundaan dan peningkatan beban kerja pada tim pengembang, yang akhirnya dapat berdampak pada keseluruhan pengalaman bermain dan kualitas produk. Dalam menghadapi tantangan pengembangan UI pada game midcore, penelitian ini menyajikan solusi dengan menerapkan design pattern untuk mengembangkan komponen UI game yang akan menjadi framework pada Unity Engine. Hasil validasi menunjukkan bahwa penggunaan framework ini menyebabkan efisiensi pada waktu pengembangan dan interaction cost. Efisiensi interaction cost sebesar 10% hingga 66% dan waktu pengembangan sebesar 28% hingga 91%. Selain itu, dari hasil survei pelanggan menggunakan metode perhitungan Customer Satisfaction Score (CSAT), diperoleh tingkat kepuasan pelanggan sebesar 78%. Nilai 78% dalam skala CSAT dianggap sebagai tingkat kepuasan "excellent response," yang menyiratkan bahwa menurut pelanggan, framework ini telah memiliki performa yang sangat baik.
While a wide range of software applications allow users to manipulate time-based data, or time series, they all work with user interfaces designed with specific affordances related to time. This ...article investigates how interfaces help users capture, manipulate, and understand time series data. By exploring how user interface elements of time-based software applications address seven User Time Needs, the authors propose a set of nine different interface design patterns called timeline navigators that generalize across applications. While existing research evaluates specific time-based interface elements, the authors have not seen a framework for considering time-based interface elements and users’ corresponding underlying needs more generally across software domains. The analysis provided is intended to help designers become aware of the major practices and conventions found in timeline navigators as well as the user needs that they support.
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Although some progress has been made in flexible supercapacitors (SCs), their high energy density, mechanical robustness, and device-level editability and programmability are still highly desirable ...for the development of advanced portable and miniaturized electronics, especially considering the fact that these flexible devices are likely to experience some mechanical impact and potential damage. Herein, we demonstrate the fabrication of hybrid electrodes containing self-assembled 2D metal–organic framework (MOF)/reduced graphene oxide (rGO) papers, which not only efficiently alleviate the self-restacking of rGO and the MOF but also maintain high electrical conductivity (0.32 Ω cm), excellent flexibility and mechanical properties with a Young's modulus of 34.4 GPa and a tensile strength of 89.9 MPa. In addition, a one-for-two strategy is introduced to construct two types of porous electrodes for flexible asymmetric SCs via a one MOF-derived synthesis route with simply changing metal ion precursors. As a consequence, the flexible asymmetric SCs possess a high volumetric energy density of 1.87 mW h cm −3 and an outstanding volumetric power density of 250 mW cm −3 . More importantly, the all-solid-state asymmetric SCs exhibit high editability and bending-tolerance properties and perform very well under various severe service conditions, such as being seriously cut, bent, and heavily loaded. Particularly, the operations of micro-SCs with artistically designed patterns are demonstrated. Being high-strength, easily programmable and connectable in series and in parallel, the editable supercapacitor is promising for developing stylish energy storage devices to power various portable, miniaturized, and wearable devices.
•A new benchmark to evaluate the pattern mining methods in the source code or design.•Automatic generation of testbeds with varying levels of complexity.•Inserting various types of patterns and their ...variants in different locations of the testbeds.•Evaluating the pattern mining methods quantitatively and objectively.•Comparing pattern mining methods in a fair and repeatable manner.
Mining patterns is one of the most attractive topics in the field of software design. Knowledge about the number, type, and location of pattern instances is crucial to understand the original design decisions. Several techniques and tools have been presented in the literature for mining patterns in a software system. However, evaluating the quality of the detection results is usually done manually or subjectively. This can significantly affect the evaluation results. Therefore, a fair comparison of the quality of the various mining methods is not possible.
This paper describes a new benchmark to evaluate pattern mining methods in source code or design. Our work aims at overcoming the challenges faced in benchmarking in pattern detection. The proposed benchmark is comprehensive, fair, and objective, with a repeatable evaluation process.
Our proposed benchmark is based on automatic generation of testbeds using graph theory. The generated testbeds are Java source codes and their corresponding class diagrams in which various types of patterns and their variants are inserted in different locations. The generated testbeds differ in their levels of complexity and full information is available on the utilized patterns.
The results show that our proposed benchmark is able to evaluate the pattern mining methods quantitatively and objectively. Also, it can be used to compare pattern mining methods in a fair and repeatable manner.
Based on our findings, it can be argued that benchmarking in the pattern mining field is significantly less mature than topics such as presenting a new detection method. Therefore, special attention is needed in the pattern evaluation topic. Our proposed benchmark is a step towards achieving a comparative understanding of the effectiveness of detection methods and demonstrating their strengths and weaknesses.
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Wikibase – which is the software underlying Wikidata – is a powerful platform for knowledge graph creation and management. However, it has been developed with a crowd-sourced knowledge graph creation ...scenario in mind, which in particular means that it has not been designed for use case scenarios in which a tightly controlled high-quality schema, in the form of an ontology, is to be imposed, and indeed, independently developed ontologies do not necessarily map seamlessly to the Wikibase approach. In this paper, we provide the key ingredients needed in order to combine traditional ontology modeling with use of the Wikibase platform, namely a set of axiom patterns that bridge the paradigm gap, together with usage instructions and a worked example for historical data.
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There are too few systematic architecture designs for blockchain-based self-sovereign identity (SSI) systems to support methodical development. We present an SSI platform that advances the notion of ...the design pattern as a service. We implement a prototype and evaluate it for feasibility and scalability.
The significant impact of the built environment on resource consumption and waste production has led to calls for a shift towards a circular economy model that maximizes the efficient use of ...resources. This study explores the use of digital product passports (DPPs) to improve how we manage products throughout their lifecycle. However, dealing with the complexity and large volume of data in DPPs can be challenging in terms of effective information management and utilization. We address this issue by adopting a modular ontological approach to systematically capture product lifecycle information from its origin to its end-of-life phase. To ensure interoperability and reusability of the ontology, we annotate key concepts and relationships using International Organization for Standardization (ISO) standards that promote circular economy. Our research led to the development of several ontology modules derived from literature reviews and interviews conducted with industry and academia experts who specialize in sustainability. These modules were then integrated to create a digital product passport ontology. The study demonstrates the feasibility of using a modular ontology approach to manage the complex information inherent in DPPs paving the way for more sustainable management practices in the built environment sector.
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Although the majority of effort in Artificial Intelligence (AI) ideation, design, and development seeks to optimize the AI as the primary method of optimizing overall system performance, the evidence ...is clear that for risk-critical work in high-complexity, high-uncertainty settings, it is the interactions between human and machines that must be prioritized. Only be effectively coordinating the available machine and human agents can the system be resilient to an increasing set of system demands. This panel will convey the work that they are doing and obstacles they are facing in the following areas: (1) demonstrating the critical importance of human-machine teaming, (2) hardening design patterns that result in successful human- machine teams, (3) designing and evaluating new automation solutions for their ability to team, and (4) ensuring that new automation solutions are implemented and adopted for risk-critical work.
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