Understanding the Use of Language Stimuli in Concept Generation

Author(s):  
I. Chiu ◽  
L. H. Shu

Natural language, which is closely linked to thought and reasoning, has been recognized as important to the design process. However, there is little work specifically on understanding the use of language as design stimuli. This paper presents the results of an experiment where verbal protocols were used to elicit information on how designers used semantic stimuli presented as words related to the problem during concept generation. We examined stimulus use at the word level with respect to part-of-speech classes, e.g., verbs, nouns and noun modifiers, and also how stimuli syntactically relate to other words and phrases that represent ideas produced by the participant. While all stimuli were provided in verb form, we found that participants often used stimuli in noun form, but that more new ideas were introduced while using stimuli as verbs and noun modifiers. Frequent use of stimuli in noun form appears to confirm that people tend to think in terms of objects. However, noun use of stimuli introduced fewer new ideas and therefore contributed less to concept formation in our study. This work highlights a possible gap between how people may tend to think, e.g., in terms of nouns, and how new ideas may be more frequently introduced e.g., through verbs and noun modifiers. Addressing this gap may enable development of a language-based concept generation support system to encourage innovative and creative solutions for engineering problems.

2015 ◽  
Vol 1 ◽  
Author(s):  
Seda Yilmaz ◽  
Shanna R. Daly ◽  
Colleen M. Seifert ◽  
Richard Gonzalez

Research supports the central role cognitive strategies can play in successful concept generation by individual designers. Design heuristics have been shown to facilitate the creation of new design concepts in the early, conceptual stage of the design process, as well as throughout the development of ideas. However, we know relatively little about their use in differing disciplines. This study examined evidence of design heuristic use in a protocol study with 12 mechanical engineers and 12 industrial designers who worked individually to develop multiple concepts. The open-ended design problem was for a novel product, and the designers’ sketches and comments were recorded as they worked on the problem for 25 min and in a retrospective interview. The results showed frequent use of design heuristics in both disciplines and a significant relationship to the rated creativity of the concepts. Though industrial designers used more heuristics in their concepts, there was a high degree of similarity in heuristic use. Some differences between design disciplines were observed in the choice of design heuristics, where industrial designers showed a greater emphasis on user experience, environmental contexts, and added features. These findings demonstrate the prevalence of design heuristics in individual concept generation and their effectiveness in generating creative concepts, across two design domains.


Author(s):  
Andrew J. Wodehouse ◽  
William J. Ion

In this paper, computer gaming approaches are introduced as a viable means to structure the interaction of a product development team during concept generation. During concept generation, teams gather large amounts of information before generating new ideas and concepts. Digital technologies mean that relevant information can be sourced faster than ever, but this does not necessarily migrate into the activity of concept creation. It is suggested that cues from computer games can help integrate information as well as individuals more effectively, resulting in better conceptual output. A range of game types are evaluated with a view to their possible utilization in support of concept design. Two scenarios for the implementation of gaming methods are proposed, and one refined scenario identified as having potential for further development.


2017 ◽  
Vol 4 (2) ◽  
pp. 1-18
Author(s):  
W. B. Lee ◽  
W. M. Wang ◽  
C. F. Cheung ◽  
Z. H. Wu

Industrial and product design involves a lot of unstructured information for the generation of innovative product design ideas. However, the generation of innovative design concepts is not only time consuming but also heavily relies on the experience of product designers. Most existing systems focus mainly on the technical aspects of realizing product designs, which are inadequate to support concept generation process at the pre-design stage. In this paper, a knowledge extraction and design support system (KEDSS) is presented. The system aims at extracting key design concepts and depicting the trends of these concepts from the massive amount of unstructured design information in the open domain. A summary report, a related concept list, and concept trend graphs are produced based on the inputs of the designers' design ideas. A series of experiments have been conducted to measure the performance of the system. Moreover, the system has been successfully trial implemented as part of a public service platform for modern industrial design of injection molding machinery and equipment.


2018 ◽  
Vol 47 (1) ◽  
pp. 4-16 ◽  
Author(s):  
Dipika Jain ◽  
Pinaki Chakraborty ◽  
Shampa Chakraverty

Smartphone apps have lately emerged as a potent instructional aid for teaching engineering courses. Teaching engineering courses often involve explaining complex problems that require creative solutions to students who are typically tech-savvy. This article reviews 10 smartphone apps that have been developed to teach engineering courses. The apps have been used to teach a wide range of engineering courses at undergraduate and graduate levels in classroom and laboratory environments. The apps help students to solve engineering problems by means of simulation and experimentation. They use techniques varying from algorithm visualization to augmented reality to enrich the courses. This article also provides suggestions on how to develop and use smartphone apps for teaching engineering courses. It is recommended that the developers of such apps pay special attention to their content, user interface, dissemination, and integration with the curriculum to get the best result.


2008 ◽  
Vol 14 (2) ◽  
pp. 223-251 ◽  
Author(s):  
ROY BAR-HAIM ◽  
KHALIL SIMA'AN ◽  
YOAD WINTER

AbstractWords in Semitic texts often consist of a concatenation ofword segments, each corresponding to a part-of-speech (POS) category. Semitic words may be ambiguous with regard to their segmentation as well as to the POS tags assigned to each segment. When designing POS taggers for Semitic languages, a major architectural decision concerns the choice of the atomic input tokens (terminal symbols). If the tokenization is at the word level, the output tags must be complex, and represent both the segmentation of the word and the POS tag assigned to each word segment. If the tokenization is at the segment level, the input itself must encode the different alternative segmentations of the words, while the output consists of standard POS tags. Comparing these two alternatives is not trivial, as the choice between them may have global effects on the grammatical model. Moreover, intermediate levels of tokenization between these two extremes are conceivable, and, as we aim to show, beneficial. To the best of our knowledge, the problem of tokenization for POS tagging of Semitic languages has not been addressed before in full generality. In this paper, we study this problem for the purpose of POS tagging of Modern Hebrew texts. After extensive error analysis of the two simple tokenization models, we propose a novel, linguistically motivated, intermediate tokenization model that gives better performance for Hebrew over the two initial architectures. Our study is based on the well-known hidden Markov models (HMMs). We start out from a manually devised morphological analyzer and a very small annotated corpus, and describe how to adapt an HMM-based POS tagger for both tokenization architectures. We present an effective technique for smoothing the lexical probabilities using an untagged corpus, and a novel transformation for casting the segment-level tagger in terms of a standard, word-level HMM implementation. The results obtained using our model are on par with the best published results on Modern Standard Arabic, despite the much smaller annotated corpus available for Modern Hebrew.


Author(s):  
Masakazu Kobayashi ◽  
Masataka Yoshimura ◽  
Shinji Nishiwaki ◽  
Kazuhiro Izui

This paper discusses design problems where creative solutions are required, and proposes a support system for a group of designers engaged in collaborative design processes. There are two merits to such collaboration: the sharing of information and knowledge among members of the design team and the promotion of designer creativity during interactive communication. In the current engineering field, the extent of expertise that one designer can master is narrower than the total area of expertise needed to achieve a successful product design. To achieve practical designs, designers must work cooperatively and share the requisite information and knowledge as the design is developed and optimized. During collaboration, designers exchange various types of information, such as knowledge, ideas, opinions and so on, and this exchange can stimulate their creativity, enabling the generation of more creative ideas than would be possible when working alone. This paper focuses on the enhancement of designer creativity and constructs systems that maximize it during the collaborative design process. This research consists of three steps: formation of a basic model of creative group activity, construction of a support system for creative collaboration based on the basic model, and comparative experiments, conducted to investigate the effectiveness of the proposed support system.


2013 ◽  
Vol 416-417 ◽  
pp. 1552-1557
Author(s):  
Xiao Xu Hu

Hypothesis combination is a main method to improve the performance of machine translation (MT) system. The state-of-the-arts strategies include sentence-level and word-level methods, which has its own advantages and disadvantages. And, the current strategies mainly depends on the statistical method with little guidance from the rich linguistic knowledge. This paper propose hybrid framework to combine the ability of the sentence-level and word-level methods. In word-level stage, the method select the well translated words according to its part-of-speech and translation ability of this part-of-speech of the MT system which generate this word. The experimental results with different MT systems proves the effectiveness of this approach.


2020 ◽  
Vol 29 (3) ◽  
pp. 223-245
Author(s):  
Sean Murphy ◽  
Dawn Archer ◽  
Jane Demmen

The Arts and Humanities Research Council-funded Encyclopedia of Shakespeare’s Language project has produced a resource allowing users to explore Shakespeare’s plays in a variety of (semi-automatic) ways, via a web-based corpus query processor interface hosted by Lancaster University. It enables users, for example, to interrogate a corpus of Shakespeare’s plays using queries restricted by dramatic genre, gender and/or social status of characters, and to target and explore the language of the plays not only at the word level but also at the grammatical and semantic levels (by querying part of speech or semantic categories). Using keyword techniques, we examine how female and male language varies in general, by social status (high or low) and by genre (comedy, history and tragedy). Among our findings, we note differences in the use of pronouns and references to male authority (female overuse of ‘I’ and ‘husband’ and male overuse of ‘we’ and ‘king’). We also observe that high-status males in comedies (as opposed to histories and tragedies) are characterised by polite requests (‘please you’) and sharp-minded ‘wit’. Despite many similarities between female and male usage of gendered forms of language (‘woman’), male characters alone use terms such as ‘womanish’ in a disparaging way.


2019 ◽  
Vol 25 (5) ◽  
pp. 585-605
Author(s):  
T. Ruzsics ◽  
M. Lusetti ◽  
A. Göhring ◽  
T. Samardžić ◽  
E. Stark

AbstractText normalization is the task of mapping noncanonical language, typical of speech transcription and computer-mediated communication, to a standardized writing. This task is especially important for languages such as Swiss German, with strong regional variation and no written standard. In this paper, we propose a novel solution for normalizing Swiss German WhatsApp messages using the encoder–decoder neural machine translation (NMT) framework. We enhance the performance of a plain character-level NMT model with the integration of a word-level language model and linguistic features in the form of part-of-speech (POS) tags. The two components are intended to improve the performance by addressing two specific issues: the former is intended to improve the fluency of the predicted sequences, whereas the latter aims at resolving cases of word-level ambiguity. Our systematic comparison shows that our proposed solution results in an improvement over a plain NMT system and also over a comparable character-level statistical machine translation system, considered the state of the art in this task till recently. We perform a thorough analysis of the compared systems’ output, showing that our two components produce indeed the intended, complementary improvements.


2020 ◽  
Vol 10 (2) ◽  
pp. 127-142
Author(s):  
An-Vinh Luong ◽  
Diep Nguyen ◽  
Dien Dinh

The readability of the text plays a very important role in selecting appropriate materials for the level of the reader. Text readability in Vietnamese language has received a lot of attention in recent years, however, studies have mainly been limited to simple statistics at the level of a sentence length, word length, etc. In this article, we investigate the role of word-level grammatical characteristics in assessing the difficulty of texts in Vietnamese textbooks. We have used machine learning models (for instance, Decision Tree, K-nearest neighbor, Support Vector Machines, etc.) to evaluate the accuracy of classifying texts according to readability, using grammatical features in word level along with other statistical characteristics. Empirical results show that the presence of POS-level characteristics increases the accuracy of the classification by 2-4%.


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