Journal articles on the topic 'Interaction design processes'

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1

Desai, N., A. U. Mallya, A. K. Chopra, and M. P. Singh. "Interaction protocols as design abstractions for business processes." IEEE Transactions on Software Engineering 31, no. 12 (December 2005): 1015–27. http://dx.doi.org/10.1109/tse.2005.140.

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Iturrioz, Teresa, Jorge Cano, and Monica Wachowicz. "Mapping Letters through Interaction Design." Cartographic Journal 46, no. 4 (November 2009): 350–59. http://dx.doi.org/10.1179/000870409x12549997389547.

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Getty, Robert L. "Human Interaction in the Manufacturing Design Process." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 44, no. 12 (July 2000): 2–503. http://dx.doi.org/10.1177/154193120004401217.

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The human element pervades all company processes, from proposal, design, manufacturing, quality control and product support. Cost effective processes can be best achieved when the human element is totally integrated with technology. Traditional human engineering design methodologies applied to company processes optimizes the relationship of people that comprise the organization with the technology that is the foundation of the organization. Process ownership is essential for the achievement of the goals of quality. This ownership occurs by applying macroergonomics precepts by integration of the personnel system with the technological factors to achieve product delivery to a satisfied customer within the external environment of market forces. The application of human engineering design principles will be discussed followed by the quality focus of the LMTAS company processes. This paper will review LMTAS quality goals to show the elements that form the foundation of The Fighter Enterprise to make it the contractor of choice for tactical fighter aircraft.
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Caporale, Andrea, Simone Adorinni, Doriano Lamba, and Michele Saviano. "Peptide–Protein Interactions: From Drug Design to Supramolecular Biomaterials." Molecules 26, no. 5 (February 25, 2021): 1219. http://dx.doi.org/10.3390/molecules26051219.

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The self-recognition and self-assembly of biomolecules are spontaneous processes that occur in Nature and allow the formation of ordered structures, at the nanoscale or even at the macroscale, under thermodynamic and kinetic equilibrium as a consequence of specific and local interactions. In particular, peptides and peptidomimetics play an elected role, as they may allow a rational approach to elucidate biological mechanisms to develop new drugs, biomaterials, catalysts, or semiconductors. The forces that rule self-recognition and self-assembly processes are weak interactions, such as hydrogen bonding, electrostatic attractions, and van der Waals forces, and they underlie the formation of the secondary structure (e.g., α-helix, β-sheet, polyproline II helix), which plays a key role in all biological processes. Here, we present recent and significant examples whereby design was successfully applied to attain the desired structural motifs toward function. These studies are important to understand the main interactions ruling the biological processes and the onset of many pathologies. The types of secondary structure adopted by peptides during self-assembly have a fundamental importance not only on the type of nano- or macro-structure formed but also on the properties of biomaterials, such as the types of interaction, encapsulation, non-covalent interaction, or covalent interaction, which are ultimately useful for applications in drug delivery.
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Frank, Lukas, Rouven Poll, Maximilian Roeglinger, and Rupprecht Lea. "Design heuristics for customer-centric business processes." Business Process Management Journal 26, no. 6 (March 22, 2020): 1283–305. http://dx.doi.org/10.1108/bpmj-06-2019-0257.

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PurposeCustomer centricity has evolved into a success factor for many companies, requiring all corporate activities – including business processes – to be aligned with customer needs. With most existing approaches to business process (re-)design focusing on process efficiency, customers are often treated as second-class citizens. Despite emergent research on customer process management, there is a lack of guidance on how to design customer-centric business processes.Design/methodology/approachThe authors conducted a structured literature review and analyzed companies awarded for outstanding customer centricity to compile design heuristics for customer-centric business processes. The authors iteratively validated and refined these heuristics with experts from academia and industry. Finally, the heuristics was grouped according to their expected impact on interaction capabilities to enable their prioritization in specific settings.FindingsThe authors proposed 15 expert-approved and literature-backed design heuristics for customer-centric business processes together with real-world examples. The heuristics aim at increasing customer satisfaction with interaction-intensive core processes, which is an important driver of corporate success.Originality/valueThe design heuristics complement existing efficiency-centered (re-)design heuristics. They reflect cognitive shortcuts that support process analysts in the generation of innovative ideas during process (re-)design. The heuristics also add to customer process management and help put customer centricity into practice.
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FitzGerald, Elizabeth, and Anne Adams. "Revolutionary and Evolutionary Technology Design Processes in Location-Based Interactions." International Journal of Mobile Human Computer Interaction 7, no. 1 (January 2015): 59–78. http://dx.doi.org/10.4018/ijmhci.2015010104.

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Development and deployment of location-based systems is a key consideration in the design of new mobile technologies. Critical to the design process is to understand and manage the expectations of stakeholders (including funders, research partners and end users) for these systems. In particular, the way in which expectations impact upon technology development choices between small-scale, ‘high tech' innovations or larger scalable solutions. This paper describes the differences in a revolutionary design process (for ‘high tech' prototypes or catwalk technologies) versus an evolutionary design process (for scalable or prêt-a-porter systems), as exemplified in two location-based mobile interaction case studies. One case study exemplifies a revolutionary design process and resultant system, and the other an evolutionary design process and system. The use of these case studies is a clear natural progression from the paper that first described the concept of ‘catwalk technologies' (Adams et al, 2013), which itself drew upon research that used mobile devices for outdoor 'in the wild' locations. This paper presents a set list of fifteen heuristic guidelines based upon an analysis of these case studies. These heuristics present characteristics and key differences between the two types of design process. This paper provides a key reference point for researchers, developers and the academic community as a whole, when defining a project rationale for designing and developing technical systems. In addition, we refer to the role of the researcher/research team in terms of guiding and managing stakeholder and research team expectations and how this relates to the planning and deployment of catwalk or prêt-à-porter technologies. Lastly, we state how this research has vital implications for planning and enacting interventions and sequences of interactions with stakeholders and, crucially, in the planning of future research projects.
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Hammond, Janeen M., Craig M. Harvey, Richard J. Koubek, W. Dale Compton, and Ashok Darisipudi. "Distributed Collaborative Design Teams: Media Effects on Design Processes." International Journal of Human-Computer Interaction 18, no. 2 (May 2005): 145–65. http://dx.doi.org/10.1207/s15327590ijhc1802_2.

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Ståhl, Anna, Vasiliki Tsaknaki, and Madeline Balaam. "Validity and Rigour in Soma Design-Sketching with the Soma." ACM Transactions on Computer-Human Interaction 28, no. 6 (December 31, 2021): 1–36. http://dx.doi.org/10.1145/3470132.

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We report on the design processes of two ongoing soma design projects: the Pelvic Chair and the Breathing Wings. These projects take a first-person, soma design approach, grounded in a holistic perspective of the mind and body (the soma). We contribute a reflective account of our soma design processes that deepens the field’s understanding of how soma design is achieved through first-person approaches. We show how we use our somas, our first-person experiences, to stimulate a design process, to prototype through and to use as a way of critiquing emerging designs. Grounding our analysis in new materialism, we show how our designs are in essence, “performative intra-actions”. Using our own somas, our designs open up for experiences within certain constraints, allowing for a material-discursive agency of sorts. Many different somas may be intra-acted through our designs, even if it was our somas who started them.
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Wöhr, F., M. Stanglmeier, S. Königs, and M. Zimmermann. "SIMULATION OF GRADIENT-BASED INDIVIDUAL DESIGN BEHAVIOUR IN DISTRIBUTED DEVELOPMENT PROCESSES." Proceedings of the Design Society: DESIGN Conference 1 (May 2020): 1579–88. http://dx.doi.org/10.1017/dsd.2020.51.

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AbstractAs current vehicle development processes in the automotive industry are highly distributed, the interaction between design teams is limited. In this paper we use a simulation in order to investigate how the rate of design team interaction affects the solution quality and development cost. Results show, that in case of no limiting constraints, a low rate of interaction yields the best results regarding solution quality and development cost. If design activities are affected by constraints, however, the rate of interaction is subject to a conflict between solution quality and development cost.
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Vergunova, N., S. Vergunov, and O. Levadniy. "INTERDISCIPLINARY INTERACTION OF DESIGN AND ARCHITECTURE." Municipal economy of cities 1, no. 161 (March 26, 2021): 53–57. http://dx.doi.org/10.33042/2522-1809-2021-1-161-53-57.

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The synthesis of scientific knowledge obtained within individual disciplines became one of the leading trends in science in the latter half of the 20th century. Together with the existing disciplinary organization and the structuring of science according to the respective specializations, interdisciplinary methodology is being actively developed, problem and project approaches to research are increasingly being applied, the paradigm of integrity is being established. Such processes have also affected design, both theoretical and practical aspects of work. Considering the interdisciplinary interaction of design with other art forms, architecture appears to be most appropriate, given the commonality of design and architectural design dating back to the mid-20th century. Many architects design objects and placing them in their architectural constructions; and designers work with architectural projects, creating a «shell» for their design objects. There is a semantic organization in these processes, the study of which is relevant in view of the emerging paradigm of integrity in science. The aim of research reveals the interdisciplinary interaction between design and architecture, and represents the relevant projects of designers and architects. The results can be used to broaden the understanding of interdisciplinary methodology regarding to its emergence and formation in design and architecture, as well as their current project results. The scientific paper describes some of the professional patterns inherent in design and architecture that unite these arts in filling the object-spatial environment. Common meaning organization of design and architectural subject culture in comparison with samples of «pure» art is also noted, the direct inclusion of these objects in the life canvas of each individual is emphasized. The interdisciplinary interaction of design and architecture contributes to their mutual filling. For design work, the main priority of interdisciplinarity is in studying the architectural heritage that far exceeds the design culture over time. For architectural activity it is possible to expand its professional boundaries by mastering the specifics of design methodology, as well as to optimize the project process in creating a coherent and harmonious structure of building. Interdisciplinary interaction is evident in project activities of modern designers and architects. The projects of American designer Karim Rashid, who works on both: the industrial design projects and objects for the architectural environment, are of particular interest. Architectural bureau «Zaha Hadid Architects», once headed by the Iraqi-British architect and designer of Arab origin Zaha Hadid, also conducts interdisciplinary project activity, touching both design and architecture. The projects of Gerrit Ritveld, designed more than a hundred years ago, confirm the extent of interdisciplinary links in design, architecture and art, reflecting the objectivity of these processes.
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Ehrich, Andrew Baratz, and John Riker Haymaker. "Multiattribute interaction design: An integrated conceptual design process for modeling interactions and maximizing value." Artificial Intelligence for Engineering Design, Analysis and Manufacturing 26, no. 1 (June 10, 2011): 85–101. http://dx.doi.org/10.1017/s0890060411000035.

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AbstractIntegrated design synthesizes combinations of options into alternatives that take advantage of interactions to maximize multidisciplinary value. As resources become further constrained, options become more numerous, and goals become increasingly complex, it is more critical and more challenging for design teams to find these integrated solutions. Theory proposes the integration of transformation, flow, and value views as necessary to support such integrated design. This paper develops requirements for these views that encourage flexible yet systematic integrated conceptual design processes. It then illustrates how these requirements are only partially satisfied by current design management systems, provides motivating case studies, and introduces a new framework, multiattribute interaction design (MAID), to fill this void by systematically guiding design teams to explicitly consider the potential interactions of options and the resulting value of design solutions. The paper defines the terms relevant to design space exploration and interactions. It then defines the MAID method and specifies metrics and a process for its validation. Initial laboratory charettes carry out first validations, illustrating evidence for how MAID can help integrate transformation, flow, and value views and lead teams of students to discover and record more interactions in a relatively short amount of time. The paper then lists future work required to further develop and validate MAID.
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PAHL, CLAUS, and RONAN BARRETT. "AN ONTOLOGICAL FRAMEWORK FOR WEB SERVICE PROCESSES." International Journal of Software Engineering and Knowledge Engineering 18, no. 03 (May 2008): 383–411. http://dx.doi.org/10.1142/s0218194008003684.

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The process notion is central in computing. Business processes and workflow processes are essential elements of software systems implementations. Processes are connected to notions of interaction and composition. The Web Services Framework as a development and deployment platform for services is based on the assembly of interacting processes as the compositional paradigm. Service-based software development on and for the Web platform embracing the philosophy of discovering and using third-party services makes a shared knowledge representation framework necessary. We develop a semantical and ontological framework for service process composition. We propose a framework for the compositional definition of Web services based on the π-calculus to define protocol-like restrictions on service interactions and based on description logic and ontologies to guide the discovery and modelling of services and processes.
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Das, Zinkar, Ashraful Islam, Dipesu Banerjee, Moumita Ghosh, and Biswarup Neogi. "Study and design on cyber interaction processes for cerebral palsy employees." International Journal of Nanoparticles 10, no. 4 (2018): 259. http://dx.doi.org/10.1504/ijnp.2018.096384.

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Das, Zinkar, Biswarup Neogi, Moumita Ghosh, Dipesu Banerjee, and Ashraful Islam. "STUDY AND DESIGN ON CYBER INTERACTION PROCESSES FOR CEREBRAL PALSY EMPLOYEES." International Journal of Nanoparticles 10, no. 4 (2018): 1. http://dx.doi.org/10.1504/ijnp.2018.10017084.

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van Leeuwen, Lieselotte, Annelies Vaneycken, and Catherine Paterson. "Democratic Design Through Play." Conjunctions 9, no. 2 (October 1, 2022): 1–12. http://dx.doi.org/10.2478/tjcp-2022-00012.

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Abstract The theoretical paper explores the question how designers and children can interact as peer citizens in participatory design (PD) processes. By discussing and integrating Mouritsen’s (2002) concept of child culture, approaches to child-citizenship and concepts of free play, we discuss how participatory design practices could stimulate child and adult cultures to permeate each other and by doing so, enable democratic interactions. Both children and adults are required to step away from their internalized normative ways of interaction. Adult designers are invited to also play and improvise whereas children are encouraged to play, but also to share responsibility for the process and outcome of PD sessions. The Ambiguity Approach (Vaneycken, 2020) is introduced as a methodological basis for more democratic PD practice with children. Two snapshots of PD processes illustrate the implementation of ambiguity of roles and ambiguity of materials respectively.
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Porter, Chris. "Design Shortcomings in E-Service Enrolment Processes." International Journal of E-Services and Mobile Applications 10, no. 3 (July 2018): 1–18. http://dx.doi.org/10.4018/ijesma.2018070101.

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Enrolment processes could make or break the success of an e-government service, and bad design decisions could build up to a cataclysmic failure in e-service take-up. This article reviews a number of public-sector and commercial services which experienced adoption issues (or successes) arising from enrolment-related design decisions. A set of design shortcomings was synthesised, drawing on literature to assess their impact on end users, as well as on the service provider. These design shortcomings, along with a set of actionable recommendations, are discussed and presented with respect to the user, the task at hand and the environment of use, thus aligning this discussion to the core pillars of ISO-9241-210 (Ergonomics of human-system interaction – Part 210: Human-centred design for interactive systems).
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Lin, Vivien, Hui-Chin Yeh, and Nian-Shing Chen. "A Systematic Review on Oral Interactions in Robot-Assisted Language Learning." Electronics 11, no. 2 (January 17, 2022): 290. http://dx.doi.org/10.3390/electronics11020290.

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Although educational robots are known for their capability to support language learning, how actual interaction processes lead to positive learning outcomes has not been sufficiently examined. To explore the instructional design and the interaction effects of robot-assisted language learning (RALL) on learner performance, this study systematically reviewed twenty-two empirical studies published between 2010 and 2020. Through an inclusion/exclusion procedure, general research characteristics such as the context, target language, and research design were identified. Further analysis on oral interaction design, including language teaching methods, interactive learning tasks, interaction processes, interactive agents, and interaction effects showed that the communicative or storytelling approach served as the dominant methods complemented by total physical response and audiolingual methods in RALL oral interactions. The review provides insights on how educational robots can facilitate oral interactions in language classrooms, as well as how such learning tasks can be designed to effectively utilize robotic affordances to fulfill functions that used to be provided by human teachers alone. Future research directions point to a focus on meaning-based communication and intelligibility in oral production among language learners in RALL.
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Pearce, BinBin J., Irina Dallo, Victoria Choi, Jan Freihardt, and Cédric N. H. Middel. "Forks in the road: Critical design moments for identifying key processes in stakeholder interaction." GAIA - Ecological Perspectives for Science and Society 31, no. 4 (December 21, 2022): 222–30. http://dx.doi.org/10.14512/gaia.31.4.6.

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Much of the knowledge regarding “what works” in creating stakeholder events remains tacit. This article describes the concept of critical design moments (CDMs) as a guide for designing context-sensitive and inclusive stakeholder interactions. The approach makes often implicit processes explicit. It is rooted in the experiences of coordinating and participating in a transdisciplinary winter school in a village in Switzerland.While the importance of transdisciplinary (Td) processes as a means to address societal problems is well-established, guidance for the intentional design of stakeholder interactions to meet specific goals, under different conditions and contexts, remains less explored. We propose the concept of critical design moments (CDMs) as a lens through which to identify key processes in the design of stakeholder interactions that affect the relevance and impact of its outcomes. We demonstrate how an approach using CDMs can help to make explicit not only the goals of stakeholder interactions, but also how these goals might be met through the process design of specific activities orienting these interactions. The CDMs were identified as part of the implementation of a Td winter school for early career researchers to provide them with real-world experiences of interacting with stakeholders and local residents of a community. This work provides an approach for how Td stakeholder interactions can be designed in other Td contexts.
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Tramontano, Marcelo, and Arch Guto Requena. "Living Ways: Design Processes of a Hybrid Spatiality." International Journal of Architectural Computing 5, no. 3 (September 2007): 535–49. http://dx.doi.org/10.1260/147807707782581837.

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This paper presents some architectural housing projects designed by architects in different parts of the world, considering concepts originated from the virtuality domain. Some designers propose the beginning of an interaction between the user and its dwelling that attempts to overcome the functionalist slant of so-called residential automation. After examining different approaches and proposals, ten points are presented as items for an agenda of debates. The brief and introductory analysis proposed hereby is part of undergoing studies at the Nomads.usp Center for Interactive-Living Studies ( www.eesc.usp.br/nomads ), of the University of Sao Paulo, Brazil.
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Hemmecke, Jeannette, and Christian Star. "Informing Work Interaction Design by 3rd Generation Activity Theory." Interaction Design and Architecture(s), no. 37 (June 10, 2018): 100–129. http://dx.doi.org/10.55612/s-5002-037-005.

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In this paper, we reflect on stakeholder interaction design supported by task behavior specifications and stakeholder benefits when framing design with (i) eliciting task knowledge and understanding work activities and activity systems, (ii) means of interactional representation for design, and (iii) capturing the dynamics of activity systems. Thereby, complimentary inputs to theory development and work interaction design techniques become evident. In particular, eliciting implicit knowledge on human task accomplishment and work processes helps understanding and representing activities as design-relevant behavior entities. Eliciting implicit knowledge influences the representation of work knowledge and the subsequent design process of socio-technical systems. We elaborate on some methodological interventions for creating stakeholder task behavior models, including patterns of information exchange for collaborative task accomplishment.
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Ortner, Erich, Marco Mevius, Peter Wiedmann, and Florian Kurz. "Design of Interactional Decision Support Applications for E-Participation in Smart Cities." International Journal of Electronic Government Research 12, no. 2 (April 2016): 18–38. http://dx.doi.org/10.4018/ijegr.2016040102.

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Nowadays, the number of human to application system interactions is dramatically increasing. For instance, citizens interact with the help of the internet to organize meetings spontaneously. Furthermore, standards such as Business Process Model and Notation (BPMN) and the Decision Modeling Notation (DMN) allow the creation of graphical models to document the (interaction) processes. Moreover, simulations and automations can be set up to encounter new technical challenges. Smart Cities aim at enabling their citizens to use these digital services. However, looking beyond technology, there is still a significant lack of interaction and support between “normal” citizens and the public administration. This article introduces an approach, which describes the design of enhanced interactional applications for decision support in Smart Cities based on Dialogical Logic process patterns. The authors demonstrate the approach with the help of a use case concerning a budgeting scenario as well as a summary and outlook on further research.
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Jakaitis, Jonas, and Jonas Zukas. "Intuitive spatial interaction in landscape design." Landscape architecture and art 15 (March 23, 2020): 22–30. http://dx.doi.org/10.22616/j.landarchart.2019.15.02.

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Research in landscape architecture (LA) is an important area to improve natural, anthropogenic, social and economic sustainability. The focus point of the article is territory of historical greenery (THG) of LA, which originates as a result of interaction between material environment design and society. The study of THG problems today is based on the innate human right to live in a harmonious space of both aesthetic material and natural environment. Environmental quality criteria are important to understand the nature and human interaction embodied in LA as an expression of applied art. Therefore, urban spaces formed by the anthropogenic objects of LA, require studies of the systemic relationship between the material and natural environment and its function as a whole. Based on heuristic, qualitative and quantitative research methods and literature review of case studies, the article discusses the problems of interaction between contemporary society, historic legacy and natural processes. In this article, authors explore the natural human abilities to perceive and interact with the environment on the intuitive level. Universal design aims provide a value basis for social, cultural and functional interaction harmonization of the environment on the intuitive level. More universal and intuitive approach reveals the potential to enhance spatial interaction with the THG and to improve quality of its future management and development scenarios.
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Lee, Woon Jee, and Fengfeng Ke. "The Design of Authentic Inquiry for Online Knowledge-Constructive Interaction and Self-Regulated Learning Processes." International Journal of Online Pedagogy and Course Design 3, no. 2 (April 2013): 25–39. http://dx.doi.org/10.4018/ijopcd.2013040102.

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This study examined students’ self-regulated learning processes and satisfaction within an authentic, inquiry-based learning module in a graduate-level online course. In this design-based case study, a WebQuest-based, authentic learning module was developed to support self-regulated, collaborative discussions, and implemented with 22 graduate students at a large southeastern university in US. Online discussion transcripts were coded via the Online Learning Interaction Model, and learning satisfaction data were collected via an online survey. As a result, students’ social and knowledge-constructive interactions were closely associated with self-regulated processes. During group and class discussions, students were involved in planning and coordination interactions as well as those for reflection and self-evaluation. Students were generally satisfied with the design elements implemented in the authentic activities. The study findings provide insights on the design of the authentic and inquiry learning that supports both social and individual aspects of self-regulation processes.
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Persico, D., F. Pozzi, and L. Sarti. "Design patterns for monitoring and evaluating CSCL processes." Computers in Human Behavior 25, no. 5 (September 2009): 1020–27. http://dx.doi.org/10.1016/j.chb.2009.01.003.

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Lewkowicz, Myriam, and Manuel Zacklad. "Rationalisation of decision-making processes in design teams with a new formalism of design rationale." AI & Society 15, no. 4 (December 2001): 396–408. http://dx.doi.org/10.1007/bf01206118.

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Sommerer, Christa, and Laurent Mignonneau. "Art as a Living System: Interactive Computer Artworks." Leonardo 32, no. 3 (June 1999): 165–73. http://dx.doi.org/10.1162/002409499553190.

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The authors design computer installations that integrate artificial life and real life by means of human-computer interaction. While exploring real-time interaction and evolutionary image processes, visitors to their interactive installations become essential parts of the systems by transferring the individual behaviors, emotions and personalities to the works' image processing. Images in these installations are not static, pre-fixed or predictable, but “living systems” themselves, representing minute changes in the viewers' interactions with the installations' evolutionary image processes.
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Naccarato, Teoma, and John MacCallum. "Collaboration as Differentiation: Rethinking interaction intra-actively." Performance Philosophy 4, no. 2 (February 1, 2019): 410–33. http://dx.doi.org/10.21476/pp.2019.42234.

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This paper is a invitation to interaction designers across disciplines to rethink the shaping of interaction “intra-actively”. Whether in human-computer interaction design or interdisciplinary and interactive performance practices, we propose to shift the emphasis from interaction between things, towards the intra-active processes of differentiation by which such things are continually made and unmade. Expanding interaction design by engaging in processes intended to bring awareness to the value systems involved in the local production of “interaction” and “things that interact” offers an opportunity to treat these values, and likewise the designers (be it engineers or choreographers or composers), as objects themselves in the design process. In the traditions of feminist, new materialist, and process philosophy we weave a narrative of appropriated perspectives in order to dismantle hegemonic accounts of correlationism and representationalism in interaction design, while investigating the concepts of boundary objects, diffraction, and critical appropriation as potential approaches to intra-active design.
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De la Garza, C., and E. Fadier. "Towards proactive safety in design: a comparison of safety integration approaches in two design processes." Cognition, Technology & Work 7, no. 1 (February 24, 2005): 51–62. http://dx.doi.org/10.1007/s10111-005-0173-7.

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Garyaev, Nikolay, and Angelina Rybakova. "Cloud interaction technologies in the design and construction." MATEC Web of Conferences 170 (2018): 01076. http://dx.doi.org/10.1051/matecconf/201817001076.

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One of the problems that can arise in the way of successful implementation of construction projects is the separation and inadequate interaction between the participants in the process in the design and construction of the facility. This problem can adversely affect the results of the project, the quality of its implementation, implementation time and cost. Often in the implementation there is a problem of providing all parties of the design and construction process with access to information and communication tools. The article discusses the possibilities of joint activity in the design process using cloud computing. In particular, the introduction and development of concepts for innovative interaction tools, such as context-sensitive cloud computing information systems (CACCIS), is being considered to facilitate the design and construction processes using new technological capabilities.
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Iwainsky, A., D. Kaiser, and M. May. "Computer graphics and layout design in documentation processes." Computers & Graphics 14, no. 3-4 (January 1990): 377–88. http://dx.doi.org/10.1016/0097-8493(90)90058-6.

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Joensson, D., J. Müglitz, and M. Vogel. "Computer graphics for design processes in mechanical engineering." Computers & Graphics 14, no. 3-4 (January 1990): 413–17. http://dx.doi.org/10.1016/0097-8493(90)90062-3.

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Rolf, Elisabeth, Ola Knutsson, and Robert Ramberg. "Teachers’ Design Processes: An Analysis of Teachers’ Design Talk and Use of Pedagogical Patterns." Interaction Design and Architecture(s), no. 49 (September 10, 2021): 135–60. http://dx.doi.org/10.55612/s-5002-049-008.

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Research on how teachers design to support learning and how teachers use different learning designs is still in its infancy. The explorative study reported here aims to approach an understanding of how teachers design learning activities by analysing upper secondary teachers’ design work while using pedagogical patterns. Ten teachers working in pairs of two were invited to design and document learning activities based on pedagogical patterns. The findings reveal that (1) pedagogical patterns inspire teachers to embark on a design process that aligns with their own context, and (2) teachers’ design processes share common general design characteristics and are, among other things, different, dynamic, unpredictable, and unsystematic. It is concluded that knowledge about teachers’ design processes and the use of learning designs may inform researchers on how to develop design-supporting tools and resources.
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Pelevin, V. Yu. "Simulation of acoustooptic interaction in systems for the automatic design of optical processes." Journal of Optical Technology 66, no. 3 (March 1, 1999): 235. http://dx.doi.org/10.1364/jot.66.000235.

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34

Buchholz, Christian, Simon Kind, and Rainer Stark. "Design of a Test Environment for Planning and Interaction with Virtual Production Processes." Procedia CIRP 62 (2017): 547–52. http://dx.doi.org/10.1016/j.procir.2016.06.085.

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35

Ramberg, Robert, Henrik Artman, and Klas Karlgren. "Designing Learning Opportunities in Interaction Design: Interactionaries as a means to study and teach student design processes." Designs for Learning 6, no. 1-2 (December 1, 2013): 30. http://dx.doi.org/10.2478/dfl-2014-0015.

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36

Cress, Ulrike, Gerry Stahl, Sten Ludvigsen, and Nancy Law. "The core features of CSCL: Social situation, collaborative knowledge processes and their design." International Journal of Computer-Supported Collaborative Learning 10, no. 2 (May 13, 2015): 109–16. http://dx.doi.org/10.1007/s11412-015-9214-2.

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37

Miceli, Milagros, Tianling Yang, Adriana Alvarado Garcia, Julian Posada, Sonja Mei Wang, Marc Pohl, and Alex Hanna. "Documenting Data Production Processes." Proceedings of the ACM on Human-Computer Interaction 6, CSCW2 (November 7, 2022): 1–34. http://dx.doi.org/10.1145/3555623.

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The opacity of machine learning data is a significant threat to ethical data work and intelligible systems. Previous research has addressed this issue by proposing standardized checklists to document datasets. This paper expands that field of inquiry by proposing a shift of perspective: from documenting datasets towards documenting data production. We draw on participatory design and collaborate with data workers at two companies located in Bulgaria and Argentina, where the collection and annotation of data for machine learning are outsourced. Our investigation comprises 2.5 years of research, including 33 semi-structured interviews, five co-design workshops, the development of prototypes, and several feedback instances with participants. We identify key challenges and requirements related to the integration of documentation practices in real-world data production scenarios. Our findings comprise important design considerations and highlight the value of designing data documentation based on the needs of data workers. We argue that a view of documentation as a boundary object, i.e., an object that can be used differently across organizations and teams but holds enough immutable content to maintain integrity, can be useful when designing documentation to retrieve heterogeneous, often distributed, contexts of data production.
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Malinverni, Laura, Marie-Monique Schaper, and Narcis Pares. "Multimodal methodological approach for participatory design of Full-Body Interaction Learning Environments." Qualitative Research 19, no. 1 (November 19, 2018): 71–89. http://dx.doi.org/10.1177/1468794118773299.

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Over the past years an increasing number of digital learning environments based on Full-Body Interaction have been developed. Research in this field is often based on Designer-Driven approaches and is only recently employing Participatory Design techniques. However, these participatory approaches have reported relevant challenges related to including users in the design of spatial and bodily qualities of interaction. These shortcomings require extending research methods to effectively focus on embodied resources in the essential design and evaluation processes. To address this issue, we propose a methodological approach that combines multimodal analysis with Participatory Design techniques to include embodied resources in the participatory design processes for Full-Body Interaction. The proposed approach is applied to the iterative design of two Full-Body Interaction Learning Environments. Through the analysis of the outcomes of these case studies, we discuss the affordances multimodal analysis can offer to inform and guide the design process for embodied interaction.
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Mamani-Quiñonez, Oscar, Luis A. Cisternas, Teresa Lopez-Arenas, and Freddy A. Lucay. "Control Structure Design Using Global Sensitivity Analysis for Mineral Processes under Uncertainties." Minerals 12, no. 6 (June 8, 2022): 736. http://dx.doi.org/10.3390/min12060736.

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Multiple-input and multiple-output (MIMO) systems can be found in many industrial processes, including mining processes. In practice, these systems are difficult to control due to the interactions of their input variables and the inherent uncertainty of industrial processes. Depending on the interactions in the MIMO process, different control strategies can be implemented to achieve the desired performance. Among these strategies is the use of a decentralized structure that considers several subsystems and for which a SISO controller can be designed. In this study, a methodology based on global sensitivity analysis (GSA) to design decentralized control structures for industrial processes under uncertainty is presented. GSA has not yet been applied for this purpose in process control; it allows us to understand the dynamic behavior of systems under uncertainty in a broad value range, unlike approaches proposed in the literature. The proposed GSA is based on the Sobol method, which provides sensitivity indices used as interaction measures to establish the input–output pairing for MIMO systems. Two case studies based on a semi-autogenous grinding (SAG) mill and a solvent extraction (SX) plant are presented to demonstrate the applicability of the proposed methodology. The results indicate that the methodology allows the design of 2 × 2 and 3 × 3 decentralized control structures for the SAG mill and SX plant, respectively, which exhibit good performance compared to MPC. For example, for the SAG mill, the determined pairings were fresh ore flux/fraction of mill filling and power consumption/percentage of critical speed.
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Li, Jing, and Yafei Song. "Design of Supply Chain System Based on Blockchain Technology." Applied Sciences 11, no. 20 (October 19, 2021): 9744. http://dx.doi.org/10.3390/app11209744.

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As the interaction between companies becomes more and more complex, the problems of asymmetric information, weak traceability, and low collaboration efficiency in the traditional centralized supply chain are becoming increasingly prominent. To solve these problems, this paper designs a supply chain system based on blockchain. With the help of trade chain and information chain platforms, an overall framework of the supply chain system is constructed. By formulating platform interaction rules, the system information exchange format is standardized to ensure the stability and efficiency of system interaction. Smart contracts are used to manage supply chain system transactions and information interactions to achieve efficient and convenient information sharing, ensuring the security and reliability of supply chain information. The comprehensive performance of the system is evaluated through experiments. Experimental results indicate that while the system realizes the basic functions of the supply chain, it can promote the sharing of information between participants and improve its efficiency.
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41

Rodriguez, Andres. "Sketching enactive interactions." Journal of Computer Science and Technology 20, no. 2 (October 29, 2020): e13. http://dx.doi.org/10.24215/16666038.20.e13.

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The continuous development of interactive technologies and the greater understanding of body importance in cognitive processes has driven HCI research, specifically on interaction design, to solve the user’s relationship with a multitude of beyond desktop devices. This has opened new challenges for having processes, methods and tools to achieve appropriate user experiences. Insofar as new devices and systems involve the body and social aspects of the human being, the consideration of paradigms, theories and support models that exceed the selection of navigation nodes and the appropriate visual organization of widgets and screens becomes more relevant. The interaction design must take care not only to get the product built properly but also to build the right product. This thesis is at the crossroads of three themes: the design of interactive systems that combine a foot in the digital and one in the physical, the theories of embodied and enactive cognition and the creative practices supported by sketching, in particular the processes of generation, evaluation and communication of interaction design ideas. This work includes contributions of different character. An in-depth study of the theories on embodied and enactive cognition, the design of interaction with digital devices and sketching as a basic tool of creative design is carried out. Based on this analysis of the existing literature and with a characterization of the enactive practice of enactive interactions based on ethnomethodological studies, a framework is proposed to conceptually organize this practice and a support tool for that activity conceived as a creative composition. The contributions are discussed, and possible lines of future work are considered.
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MOHAMMED, Zahraa Hazem, and Harith Asaad ABDULRAZZAQ. "INTERACTIVE BASICS IN INTERIOR SPACE DESIGN PROCESSES." Rimak International Journal of Humanities and Social Sciences 4, no. 3 (May 1, 2022): 747–64. http://dx.doi.org/10.47832/2717-8293.17.43.

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The interior space design process involves numerous processes to get the intended result, and several approaches and tools, most notably interactive design and its techniques as an interactive tool within the design process, can be included in this process. which has a significant impact on his senses, laying the interactive foundations in commercial settings, both technically and in terms of design concepts. This serves the designer's intended goal in the interior spaces of cosmetics brand stores. In addition, the representations connected with the steps of the design process for these methodologies show the design's success and identify the technological progress that is being made. that is occurring and thus benefit the owners of the space and achieve visual pleasure for the user, With what it creates from a sensory and physical interaction that is intertwined in design and function through materials employed in such as interactive surfaces and other advanced techniques that ensure a more interactive design with the customer experiences, thus the success of the idea and the purpose of our interior design at a more advanced and perfected level As a result, the first chapter of our current study deals with the research problem, its objectives, its limitations, and the definition of its terms. The research sample was also represented by the brand stores of cosmetics, and after reviewing the previous studies and building the theoretical framework, the research dealt with three axes, the first (mechanisms of employing interactive design in the interior space), the second (the concept of interior design for commercial space) and the third (representations of the interactive foundations in the process commercial space design). After building the theoretical framework and extracting the indicators, the analysis form for the research axes was built to be analyzed in the light of it. In the fourth chapter, a set of results, conclusions and recommendations were extracted. Keywords: Interactive Design, Design Process, Interior Space.
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43

Kalaikova, Yuliya V. "VARIATIONS OF MULTIMODALITY IN DESIGN." Articult, no. 1 (2021): 6–18. http://dx.doi.org/10.28995/2227-6165-2021-1-6-18.

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The article is devoted to variations of design multimodality within the framework of social semiotics and discourse theory, describing the simultaneity and holism of multimodal design texts in a socio-cultural context. The article gives a detailed analysis of multimodality in three directions: deep into the semiotic structure of the design product and the mental processes of its perception; in breadth – in numerous forms of organizing the interaction of communication participants; in time – in aspects of cultural citation. The author identifies and describes structural, citation, a priori multimodality and multimodal interaction. The a priori nature of multimodal perception and conventionality of multimodal design texts is considered as tools for achieving the goals of design communication.
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44

Aziz, Ghafiruna Al, Chumi Zahroul Fitriyah, and Zetti Finali. "Tayangan Video Animasi “Si Nopal” Untuk Mendukung Interaksi Sosial Siswa Sekolah Dasar." Scholaria: Jurnal Pendidikan dan Kebudayaan 10, no. 3 (September 28, 2020): 207–16. http://dx.doi.org/10.24246/j.js.2020.v10.i3.p207-216.

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Social interaction is a dynamic social relationship that involves relationships between individuals, between groups, and between individuals and groups. The purpose of this research is to analyse an animated film "Si Nopal" in supporting social interaction of the elementary students. The type and design of the study used in this study is descriptive research. The data collection methods are documentation and interviews. Qualitative data analysis used in this study consisted of three activity processes, namely data reduction, data presentation, and drawing conclusions. Based on the results and discussion it can be seen that the Nopal's animated video can support students' social interactions. The social interactions in the Nopal animated video include the communication process, social contact, and associative processes. Students who are given the animated video show "Si Nopal" have the motivation to imitate the aspects of social interaction in the video shown.
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45

Wang, Gang, and Chi Yu. "Finite Element Analysis of Ice-Cone Interaction." Applied Mechanics and Materials 117-119 (October 2011): 283–87. http://dx.doi.org/10.4028/www.scientific.net/amm.117-119.283.

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A numerical simulation model which describes the ice-cone interaction process is presented. The model is based on the field observation which was made on the prototype platform named JZ20-2 MUQ. The dynamic numerical simulations are performed by using the LS-DYNA program and the present model. The failure evolutionary processes are analyzed between ice and conical shaped structure according to the stress distributions in the ice sheet. The distributions of the ice energy and contact force during the ice-cone interaction are also presented. The numerical results indicate that the present model and the modeling method are validated and reliable in describing the dynamic processes of the ice-cone interactions. Furthermore, the results could also provide the references for the ice resistant design of conical structure.
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46

Tellioğlu, Hilda, Lisa Ehrenstrasser, and Wolfgang Spreicer. "Multimodality in Design of Tangible Systems." i-com 11, no. 3 (November 2012): 19–23. http://dx.doi.org/10.1524/icom.2012.0033.

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AbstractIn this paper we present how we applied and analyzed multimodality in design of tangible communication systems for elderly. First we define six categories of multimodality (aural, visual, tactile, gesture, posture, and space), which we integrate in our design processes and design artifacts. We illustrate how user interaction has been established, especially when multimodality is central to our approach. We also discuss multimodal design in context of user experiences, user-centered design, and participatory design approaches. We show the added value and change of focus through multimodality in design processes. We analyze our findings before we conclude our paper.
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47

Blanco, Anı́bal M., and J. Alberto Bandoni. "Interaction between process design and process operability of chemical processes: an eigenvalue optimization approach." Computers & Chemical Engineering 27, no. 8-9 (September 2003): 1291–301. http://dx.doi.org/10.1016/s0098-1354(03)00053-x.

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48

Liapis, Antonios, Georgios Yannakakis, and Julian Togelius. "Designer Modeling for Personalized Game Content Creation Tools." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 9, no. 2 (June 30, 2021): 11–16. http://dx.doi.org/10.1609/aiide.v9i2.12587.

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With the growing use of automated content creation and computer-aided design tools in game development, there is potential for enhancing the design process through personalized interactions between the software and the game developer. This paper proposes designer modeling for capturing the designer's preferences, goals and processes from their interaction with a computer-aided design tool, and suggests methods and domains within game development where such a model can be applied. We describe how designer modeling could be integrated with current work on automated and mixed-initiative content creation, and envision future directions which focus on personalizing the processes to a designer's particular wishes.
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49

Sarraf Shirazi, Abbas, Sebastian von Mammen, and Christian Jacob. "Abstraction of agent interaction processes: Towards large-scale multi-agent models." SIMULATION 89, no. 4 (March 5, 2013): 524–38. http://dx.doi.org/10.1177/0037549712470733.

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50

Aznarte Garcia, Elisa, Ahmed Jawad Qureshi, and Cagri Ayranci. "A study on material-process interaction and optimization for VAT-photopolymerization processes." Rapid Prototyping Journal 24, no. 9 (November 12, 2018): 1479–85. http://dx.doi.org/10.1108/rpj-10-2017-0195.

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Purpose This paper aims to present an investigation of material-process interaction of VAT-photopolymerization processes. The aim of the research is to evaluate the effect of different printing factors on the tensile properties, such as elastic modulus, of 3D printed specimens. Design/methodology/approach To perform this study, Design of Experiments is used by the use of Taguchi’s techniques. The relationship between each factor and the elastic modulus, ultimate tensile stress and strain at break is obtained. Furthermore, the total print time is analyzed with respect to the obtained properties. Findings The study indicates that part orientation, exposure time to the UV light and layer thickness are the most important factors affecting the investigated properties. At the same time, it was found that the highest mechanical properties can be obtained with the shortest printing times. A comprehensive list of factors available on the slicing software and other factors, like the orientation of the part or its position, is investigated. Future studies including post curing and chemical characteristics based on the obtained results are necessary. Originality/value As a result of this research, it is outlined that using design for additive manufacturing for vat-photopolymerization, especially on DLP processes, 3D printing methods can be stablished. Furthermore, it outlines the possibility of tailoring mechanical properties of printed parts as a function of print parameters and print time. Considering the limited amount of information available in the open literature, the results presented in this paper are of great interest for researchers in the field of VAT-photopolymerization.
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