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A Sustainable Design Method Acting As An Innovation Tool, Jeremy Faludi Dec 2014

A Sustainable Design Method Acting As An Innovation Tool, Jeremy Faludi

Dartmouth Scholarship

Product companies generally see sustainability as a burden limiting their design process, similar to cost or safety limits. A method for sustainable design was created, attempting to turn sustainability from a burden into an innovation tool with inherent business value. The method combines creative whole-systems thinking with quantitative sustainability metrics. It facilitates innovation by the creation of visual whole-system maps that encourage more thorough and more radical brainstorming. It facilitates sustainability by using quantitative measurements, such as lifecycle assessment or point-based certification systems, to set priorities and choose final designs. The method has been anecdotally tested in classes at four …


Modeling The Evolution Of Generativity And The Emergence Of Digital Ecosystems, C. Jason Woodard, Eric K. Clemons Dec 2014

Modeling The Evolution Of Generativity And The Emergence Of Digital Ecosystems, C. Jason Woodard, Eric K. Clemons

Research Collection School Of Computing and Information Systems

Recent literature on sociotechnical systems has employed the concept of generativity to explain the remarkable capacity for digital artifacts to support decentralized innovation and the emergence of rich business ecosystems. In this paper, we propose agent-based computational modeling as a tool for studying the evolution of generativity, and offer a set of building blocks for constructing agent-based models in which generativity evolves. We describe a series of models that we have created using these building blocks, and summarize the results of our computational experiments to date. We find in several different settings that key features of generative systems can themselves …


Evolution Of User Interfaces For The Visually Impaired, Umakant Mishra May 2014

Evolution Of User Interfaces For The Visually Impaired, Umakant Mishra

Umakant Mishra

Physically or mentally challenged people cannot use a computer in the same way a normal people can. For example, persons with disability in hands cannot use a standard keyboard or mouse efficiently. Persons having visual disability cannot benefit from a standard display screen. People having locomotor challenge, visual disability or hearing problem etc. cannot interact with a computer like a normal person. So it is necessary to design the computers, interfacing devices and software interfaces with special features, which can be used by the people with physical challenges.

There are many input/output devices like mouse, keyboard, pointers, and touch screens …


Steam Inspired By Insight, Diana Vizcarra Feb 2014

Steam Inspired By Insight, Diana Vizcarra

The STEAM Journal

Innovators of the 21st century might come from unexpected places. Visual impairment is no barrier when technology and creativity intersect. The world needs blind innovators! The blind input data without visual association and download blueprints of their surroundings to format a mental database. They categorize patterns, textures, and conditions to perceive their location in space. They are able to capture the beauty of the world through poetry and predict future trends through past experience – all without visual access to the physical world they inhabit.

This writing was possible because of collaboration with Angie Menjivar.


Nonexistent Compounds As A Guide To Innovation, Dean F. Martin, Barbara B. Martin Jan 2014

Nonexistent Compounds As A Guide To Innovation, Dean F. Martin, Barbara B. Martin

Chemistry Faculty Publications

A study of nonexistent compounds can be a useful exercise in gaining insight into the factors that can inhibit innovation. Several reasons are suggested: lack of financial support, disinterest in preparing compounds that lack evident utility, notable synthetic challenges with inadequate rewards, inhibition by well-established contemporary knowledge, and invalid interpolations.


A Look Into The Industry Of Video Games Past, Present, And Yet To Come, Chad Hadzinsky Jan 2014

A Look Into The Industry Of Video Games Past, Present, And Yet To Come, Chad Hadzinsky

CMC Senior Theses

Since its inception, the video game industry has been both a new medium for art and innovation as well as a major driving force in the advancements of many technologies. The often overlooked video game industry has turned from a hobby to a multi-billion dollar industry in its short, forty year life. People of all ages and genders across the world are playing video games at a higher clip than ever before. With so many new gamers and emerging technologies, it is an exciting time for the industry. The landscape is constantly changing and successful business models of the past …