End-User Ubiquitous Multimedia Production: Process and Case Studies

Author(s):  
Diogo Santana Martins ◽  
Maria da Graca Campos Pimentel
Author(s):  
V. K. Kochetov ◽  
N. V. Ageeva

The procedure of traceability of finished product, the regulating actions for tracking of products, beginning from the raw materials used for production of the single-part randomly chosen consumer package of a product and ending with shipment of this product to distributing facilities and also for tracking of processing of randomly chosen raw materials are offered. The traceability system does not guarantee a complete elimination of risk from arrival to the enterprise of improper raw and other materials, but allows tracking and identifying a source of nonconformance, after receiving of problem in quality of finished product. If a source of nonconformance is raw or other materials, then the manufacturer can allocate responsibilities for damage to property to the supplier of these raw or other materials. The procedure of traceability provides carrying out of training exercises at least once a year for determination of efficiency and working capacity of the current system of traceability, and also for identification and elimination of bottlenecks. For monitor and control over the stages of a process flow on the basis of the available database were proved the critical parameters of production process of confectionery, which control will allow to receive a safe product with the set technological and end-user performances. For monitor and control over the stages of a process flow on the basis of the available database on product traceability were proved the critical parameters of production process of confectionery, which control will allow to receive a safe product with the set technological and end-user performances. The accepted system eliminates a possibility of sales of products of nonconforming quality and allows to go back from the established control procedures that promotes the productivity enhancement.


2021 ◽  
Vol 905 (1) ◽  
pp. 012125
Author(s):  
S R Hidayat ◽  
T B Affanti ◽  
A I Josef ◽  
D Nurcahyanti

Abstract This article discusses the innovation of batik stamp canting equipment using waste paper material. The first focus is on the emergence and the background of the innovation of batik stamp canting made of waste paper material. The second is on the elaboration of concept of stamp batik canting innovation made of waste paper material. The method applied in this study was qualitative approach with case studies by employing informants’ data sources, artifacts, events and documents. The results indicate that the innovation of stamp canting using paper material has occurred since 2014, and it began to be widely used in batik production process in 2016. The background of stamp canting innovation made of waste paper was triggered by the high price of stamp canting from copper which is commonly used in the production process of stamped batik. The concept applied to develop this stamp canting is frugal innovation. The value of knowledge gained is that innovation is not always carried out to improve the quality of processes or products. Innovation is more significantly needed to solve the problems related to the context.


2011 ◽  
pp. 2886-2894
Author(s):  
Sandra Barker

In this chapter, the introduction of “real-life” scenarios to undergraduate business students to enhance their understanding of end-user development of databases is investigated. The problems experienced with end-user development due to incomplete information, incorrect design procedures, and inadequate software knowledge are identified. It is the hope of the author that by identifying the design issue relevant to good database production and using “real-life” case studies as insight into how businesses use and store data, the students will be more aware of good practice for their future employment.


2011 ◽  
pp. 288-301
Author(s):  
Matt Seeney ◽  
Helen Routledge

One of the most important differentiators between Commercial Games and Serious Games is content; delivered in a way that is successfully integrated with engaging game play and achieves the desired learning outcomes by delivering skills and knowledge effectively to the end-user. This ability to integrate content effectively is the key to producing “killer” Serious Games that deliver demonstrable learning outcomes, business benefits and overall value. However, achieving this nirvana is not a trivial task. Utilising lessons learned and case studies, this chapter provides an overview of why this process can be so challenging, including the differing experiences from the perspective of three stakeholders (game designer, instructional designer/learning psychologist and subject matter expert), how to manage preconceptions and balance their priorities. The case studies will also show how different methodologies, techniques and technology have been applied to help solve this fundamental challenge of delivering a successful serious game. Advice is provided on how to facilitate this process, capture the correct requirements andcreate a design that meets and exceeds the expectations of all the stakeholders involved, including the client/customer and the end user.


2003 ◽  
pp. 304-312 ◽  
Author(s):  
Sandra Barker

In this chapter, the introduction of “real-life” scenarios to undergraduate business students to enhance their understanding of end-user development of databases is investigated. The problems experienced with end-user development due to incomplete information, incorrect design procedures, and inadequate software knowledge are identified. It is the hope of the author that by identifying the design issue relevant to good database production and using “real-life” case studies as insight into how businesses use and store data, the students will be more aware of good practice for their future employment.


DYNA ◽  
2021 ◽  
Vol 88 (217) ◽  
pp. 160-168
Author(s):  
Angie Tatiana Ortega Ramirez ◽  
Laura Barrantes ◽  
Braian David Casallas Martin ◽  
Natalia Cortés Salazar

This review article characterizes the green inhibitors applied to control corrosion in metals and maintain the safety and profitability of the production process, since the corrosive phenomenon is insoluble, but can be mitigated with time. For this article, some case studies related to corrosion problems in metals are included, such as the accident in Aloha and the explosion in Guadalajara. Subsequently, the generalities of inhibitors for corrosion control are named, and the physisorption and chemisorption processes are compared. Then, inorganic, organic, synthetic, and green inhibitors are analyzed. The latter seek to replace the synthetic ones, for example, through aloe vera and other plant materials.


AI Magazine ◽  
2010 ◽  
Vol 31 (1) ◽  
pp. 75 ◽  
Author(s):  
Christopher Barrett ◽  
Keith Bisset ◽  
Jonathan Leidig ◽  
Achla Marathe ◽  
Madhav V. Marathe

We discuss an interaction-based approach to study the coevolution between socio-technical networks, individual behaviors, and contagion processes on these networks. We use epidemics in human population as an example of this phenomenon. The methods consist of developing synthetic yet realistic national-scale networks using a first principles approach. Unlike simple random graph techniques, these methods combine real world data sources with behavioral and social theories to synthesize detailed social contact (proximity) networks. Individual-based models of within-host disease progression and inter-host transmission are then used to model the contagion process. Finally, models of individual behaviors are composed with disease progression models to develop a realistic representation of the complex system in which individual behaviors and the social network adapt to the contagion. These methods are embodied within Simdemics – a general purpose modeling environment to support pandemic planning and response. Simdemics is designed specifically to be scalable to networks with 300 million agents – the underlying algorithms and methods in Simdemics are all high-performance computing oriented methods. New advances in network science, machine learning, high performance computing, data mining and behavioral modeling were necessary to develop Simdemics. Simdemics is combined with two other environments, Simfrastructure and Didactic, to form an integrated cyberenvironment. The integrated cyber-environment provides the end-user flexible and seamless Internet based access to Simdemics. Service-oriented architectures play a critical role in delivering the desired services to the end user. Simdemics, in conjunction with the integrated cyber-environment, has been used in over a dozen user defined case studies. These case studies were done to support specific policy questions that arose in the context of planning the response to pandemics (e.g., H1N1, H5N1) and human initiated bio-terrorism events. These studies played a crucial role in the continual development and improvement of the cyber-environment.


2013 ◽  
Vol 37 (5) ◽  
pp. 573-600 ◽  
Author(s):  
Deirdre Wilcock ◽  
Gary Brierley ◽  
Richard Howitt

Geomorphology offers an effective entry point into wider debates across geography and the sciences, framing understandings of landscapes as manifestations of complex and emergent relationships that can be used as a platform to support conversations among multiple and diverse worldviews. Physical geographers have much to contribute in moving beyond monological (one only) views of landscapes. This paper draws upon concepts of emergence, connectivity and space-time relationality to develop an ‘ethnogeomorphic’ outlook upon biophysical-and-cultural (‘living’) landscapes. This perspective is grounded through ethnographic case studies with Indigenous1 communities in Australia and Canada that examine knowledge production and concerns for environmental negotiation and decision-making. Extending beyond a traditional approach to ethnosciences, ethnogeomorphology seeks to move beyond cross-disciplinary scientific disciplines (and their associated epistemologies) towards a shared (if contested) platform of knowledge transfer and communication that reflects multiple ways of connecting to landscapes. Convergent perspectives upon landscape understandings are highlighted from Indigenous knowledges and emerging, relational approaches to geomorphic analysis. Ethnogeomorphology presents a situated, non-relativist response to people–landscape connections that reflects and advocates sentient relationships to place. Potential applications of ethnogeomorphology as an integrating theme of geographic inquiry are explored, highlighting important tensions in the knowledge production process.


2020 ◽  
Author(s):  
T Antunes ◽  
Pedro Antunes ◽  
David Johnstone ◽  
VT Nghia ◽  
N Hoang Thuan

© 2019 IEEE. Decision tables have been recently recognised as an effective technique to model business behaviour. The increasing adoption of decision tables in this context requires appropriate end-user support. Although several tools have been developed using decision tables, few have been targeted to business end users. This paper fulfils this gap by proposing a tool supporting end users to capture and model business behaviour. The proposed tool integrates decision tables for capturing actionable knowledge using ontology technology. The tool is validated in two case studies.


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