Academic literature on the topic 'Novelty of Design'

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Journal articles on the topic "Novelty of Design"

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Seifert, Christin, and Veena Chattaraman. "Too new or too complex? Why consumers’ aesthetic sensitivity matters in apparel design evaluation." Journal of Fashion Marketing and Management 21, no. 2 (May 8, 2017): 262–76. http://dx.doi.org/10.1108/jfmm-10-2016-0092.

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Purpose The purpose of this paper is to examine the individual and joint effects of collative design factors, complexity and novelty, on aesthetic response to apparel products; and whether the influence of these factors is moderated by consumers’ centrality of visual product aesthetics (CVPA). Design/methodology/approach A mixed factorial experimental design, using women’s tops with design complexity and novelty (high vs low) manipulated orthogonally, was conducted among 260 female participants to test the model and its corresponding hypotheses. Findings Consumers’ aesthetic response was more positive for high than low complexity and novelty apparel designs. Further, when viewed in combination, high complexity + low novelty and low complexity + high novelty apparel designs were favored over high complexity + high novelty and low complexity + low novelty apparel designs, respectively. High CVPA consumers were more distinguishing than low CVPA consumers with respect to novelty in apparel designs. Practical implications This study suggests that firms need to be aware that complexity and novelty are crucial for consumers when judging apparel designs. Originality/value This study fills an important knowledge gap in the aesthetics literature by drawing on the processing fluency theory and Wundt curve and considering the joint effect of novelty and complexity, both critical determinants of a product’s marketplace success.
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Hay, Laura, Alex Duffy, and Madeleine Grealy. "The Novelty Perspectives Framework: A New Conceptualisation of Novelty for Cognitive Design Studies." Proceedings of the Design Society: International Conference on Engineering Design 1, no. 1 (July 2019): 389–98. http://dx.doi.org/10.1017/dsi.2019.42.

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AbstractNovelty can be evaluated from the perspective of the designer who creates a concept (personal novelty), and people who perceive it post-creation (socio-novelty). In each case, the extent to which the concept is new compared to known artefacts is judged. The designer's evaluation is based on the same knowledge from which the concept was produced. Thus, if the concept is novel to the designer, creative cognitive processing must have occurred, i.e. something new was created in the mind. Evaluations made by other people are based on their own knowledge, which may differ from the designer's. Thus, concepts they view as novel are not necessarily the output of creative cognition. In this paper, we posit that personal novelty is directly related to designer cognition, whilst socio-novelty is not. However, existing metrics focus on the latter, and may be misleading in cognitive studies. To stimulate discussion, we formalise personal and socio-novelty in the Novelty Perspectives Framework. Empirical data suggests that the perspectives may be distinguished in practice. Future implications of the NPF are explored, highlighting the potential for insights at both the cognitive and neural level.
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Tsai, Flora S. "Design of an intelligent novelty detection application." International Journal of Innovative Computing and Applications 3, no. 2 (2011): 105. http://dx.doi.org/10.1504/ijica.2011.039594.

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Jagtap, Santosh. "Design creativity: refined method for novelty assessment." International Journal of Design Creativity and Innovation 7, no. 1-2 (April 23, 2018): 99–115. http://dx.doi.org/10.1080/21650349.2018.1463176.

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Srinivasan, V., and Amaresh Chakrabarti. "Investigating novelty–outcome relationships in engineering design." Artificial Intelligence for Engineering Design, Analysis and Manufacturing 24, no. 2 (April 26, 2010): 161–78. http://dx.doi.org/10.1017/s089006041000003x.

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AbstractDesign creativity involves developing novel and useful solutions to design problems. The research in this article is an attempt to understand how novelty of a design resulting from a design process is related to the kind of outcomes, described here as constructs, involved in the design process. A model of causality, the SAPPhIRE model, is used as the basis of the analysis. The analysis is based on previous research that shows that designing involves development and exploration of the seven basic constructs of the SAPPhIRE model that constitute the causal connection between the various levels of abstraction at which a design can be described. The constructs are state change, action, parts, phenomenon, input, organs, and effect. The following two questions are asked. Is there a relationship between novelty and the constructs? If there is a relationship, what is the degree of this relationship? A hypothesis is developed to answer the questions: an increase in the number and variety of ideas explored while designing should enhance the variety of concept space, leading to an increase in the novelty of the concept space. Eight existing observational studies of designing sessions are used to empirically validate the hypothesis. Each designing session involves an individual designer, experienced or novice, solving a design problem by producing concepts and following a think-aloud protocol. The results indicate dependence of novelty of concept space on variety of concept space and dependence of variety of concept space on variety of idea space, thereby validating the hypothesis. The results also reveal a strong correlation between novelty and the constructs; correlation value decreases as the abstraction level of the constructs reduces, signifying the importance of using constructs at higher abstraction levels for enhancing novelty.
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Zhao, Jie, Zelong Wei, and Linqian Zhang. "Organizational Search and Novelty-centered Business Model Design." Academy of Management Proceedings 2017, no. 1 (August 2017): 15331. http://dx.doi.org/10.5465/ambpp.2017.15331abstract.

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Kwee, Agus T., and Flora S. Tsai. "Mobile Novelty Mining." International Journal of Advanced Pervasive and Ubiquitous Computing 1, no. 4 (October 2009): 43–68. http://dx.doi.org/10.4018/japuc.2009100104.

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Service-oriented Web applications allow users to exploit applications over networks and access them from a remote system at the client side, including mobile phones. Individual services are built separately with comprehensive functionalities. In this article, the authors transform a standalone offline novelty mining application into a service-oriented application and allow users to access it over the Internet. A novelty mining application mines the novel, yet relevant, information on a topic specified by users. In this article, the authors propose a design for a service-oriented novelty mining application. After deploying their service-oriented novelty mining system on a server, use case scenarios are provided to demonstrate the system. The authors’ service-oriented novelty mining system increases the efficiency of gathering novel information from incoming streams of texts on their mobile devices for users.
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Gerdoçi, Blendi, Guido Bortoluzzi, and Sidita Dibra. "Business model design and firm performance." European Journal of Innovation Management 21, no. 2 (May 14, 2018): 315–33. http://dx.doi.org/10.1108/ejim-02-2017-0012.

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Purpose The purpose of this paper is to contribute to the literature on business model (BM) design by deepening the relationship between BM design themes and performance in a sample of firms based in a developing country. In particular, the authors deepen the relationship between business model novelty (BMN), business model efficiency (BME), the trade-off between novelty and efficiency – that the authors call BM ambidexterity – and performance. Design/methodology/approach Data are drawn from a sample of 107 manufacturing and service firms based in a developing country (Albania). Hierarchical regression is used to assess the impact on firm performance from the two BM design themes and their interaction. Findings The authors find novelty-centred BM design is significantly related to firm performance while efficiency-centred design has no direct effect on performance. However, the authors also find that BME positively moderates the relationship between BMN and firm performance. Research limitations/implications The relationship between BM design and firm performance can be better understood if contextualised. In the paper, the authors find that different types of BM designs have different impacts on the performance of firms based in a developing economy. While novelty matters, quite surprisingly the authors find no support for efficiency. Additionally, the authors find the interaction between the two design themes (BM ambidexterity) to have a positive impact on firm performance. Practical implications The surveyed firms based in a developing economy appear to benefit from novelty-centred BM designs. Efficiency-centred designs have a more ambiguous role: while efficiency alone seems not to pay off, an efficient BM design may facilitate the market exploitation of a novel design. Originality/value This study responds to a precise call for additional quantitative empirical studies on the relationship between BM and performance. The study also contributes to an emerging stream of research focused on BM ambidexterity.
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Kyriakou, Harris, Jeffrey Nickerson, and Ann Majchrzak. "Novelty and the Structure of Design Landscapes: A Relational View of Online Innovation Communities." MIS Quarterly 45, no. 3 (September 1, 2022): 1691–720. http://dx.doi.org/10.25300/misq/2022/15059.

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Design artifacts in online innovation communities are increasingly becoming a primary source of innovation for organizations. A distinguishing feature of such communities is that they are organized around design artifacts, not around people. The search for novel innovations thus equates to a search for novel designs. This is not a trivial problem since the novelty of a design is a function of its relationship to other designs, and this relationship changes as each design is added. These relations between artifacts affect both consumption and production. Moreover, these relations form a landscape whose structure affects the emergence of novelty. We find evidence for our theorizing using an analysis of over 35,000 Thingiverse design artifacts. This work identifies the differential effects of different forms of novelty, visual and verbal, on subsequent innovation, and identifies the differential effects of different degrees of structure in the landscape on novelty.
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Seifert, Christin, and Veena Chattaraman. "A picture is worth a thousand words! How visual storytelling transforms the aesthetic experience of novel designs." Journal of Product & Brand Management 29, no. 7 (February 18, 2020): 913–26. http://dx.doi.org/10.1108/jpbm-01-2019-2194.

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Purpose This study aims to provide a holistic understanding of how visual storytelling influences the objective and subjective cognitive responses of consumers, namely objective aesthetic impression and subjective aesthetic association, and aesthetic judgments in response to differing levels of novelty in design innovations. Design/methodology/approach A mixed-factorial experimental study manipulating the novelty of chair designs (moderate/high) and visual design stories (present/absent) was conducted among 263 female US consumers to test the proposed research model. Findings With respect to the main effects of novelty and visual design stories, consumers had more positive cognitive responses and aesthetic judgments to: product designs with moderate (vs high) novelty; and products with visual design stories than without. A significant interaction effect uncovered that visual design stories particularly aided products with high (vs moderate) design novelty with respect to objective aesthetic impressions. Examination of the structural relationships between the variables revealed that subjective aesthetic associations mediate the relationship between objective aesthetic impressions and aesthetic judgments. Practical implications To mitigate risk in radical design innovations, marketers should use visual storytelling to communicate product form associations and enable consumers to successfully decode the meaning of novel designs during initial encounters. Originality/value By examining a holistic model involving both perceptual and conceptual product concepts, this study fills a critical research void to develop insightful implications on bridging the gap between novel product designs and consumer understanding.
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Dissertations / Theses on the topic "Novelty of Design"

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Caverly, Brian. "PERPETUAL NOVELTY." VCU Scholars Compass, 2004. http://scholarscompass.vcu.edu/etd/1237.

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Within this thesis is a mapping out of the processes, concepts, and influences, behind the sculptural practice of Brian Caverly. From Complex Adaptive Systems to the world of order of Michel Foucault to the reexamination of the Modernist movement by Yve Alain Bois and Rosalind Krauss, a rhizomatic path of connections and lines form and cross over, weaving together into a swarming mayhem of over population. Out of this chaos and order grow complex installations and constructions that are inherently bound by the system of their making, yet attempt at every turn to escape conformity.
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Roller, Michael T. "Refining Design Prediction Through the Principles of Typicality and Novelty." University of Cincinnati / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1397467011.

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Elibol, Gulcin Cankiz. "Assessment Of Novelty And Distinctive Character In Industrial Design Protection In Turkey." Phd thesis, METU, 2011. http://etd.lib.metu.edu.tr/upload/12613426/index.pdf.

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Novelty and distinctive character are the conditions of protection for a registered design in Turkey. This study investigates the ways in which novelty and distinctive character are interpreted and assessed by the parties actively involved in the assessment process &ndash
judges, court experts, the Turkish Patent Institute experts, attorneys and design agents. The face-to-face interviews conducted with 51 participants from the parties involved indicate that the assessment of distinctive character presents more challenges than the assessment of novelty. Not being exactly the same with a previous design is the main consideration in the assessment of novelty. The assessment of distinctive character is primarily identified with the comparison of designs&rsquo
overall impressions whereas designer&rsquo
s degree of freedom remains as the least mentioned consideration. The study suggests that being subject to protection of designs not fulfilling the conditions of protection coupled with the uncertainties in the assessment of novelty and distinctive character, which may have a negative impact on the public trust in the design registration system. The study concludes with a set of suggestions for developing an assessment guide for the design registration system in Turkey.
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Löfqvist, Lars. "Innovation and Design Processes in Small Established Companies." Licentiate thesis, University of Gävle, Ämnesavdelningen för industriell ekonomi, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-6156.

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This thesis examines innovation and design processes in small established companies. There is a great interest in this area yet paradoxically the area is under-researched, since most innovation research is done on large companies. The research questions are: How do small established companies carry out their innovation and design processes? and How does the context and novelty of the process and product affect the same processes?

The thesis is built on three research papers that used the research method of multiple case studies of different small established companies. The innovation and design processes found were highly context dependent and were facilitated by committed resources, a creative climate, vision, low family involvement, delegated power and authority, and linkages to external actors such as customers and users. Both experimental cyclical and linear structured design processes were found. The choice of structure is explained by the relative product and process novelty experienced by those developing the product innovation. Linear design processes worked within a low relative novelty situation and cyclical design processes worked no matter the relative novelty. The innovation and design processes found were informal, with a low usage of formal systematic design methods, except in the case of design processes for software. The use of formal systematic methods in small companies seems not always to be efficient, because many of the problems the methods are designed to solve are not present. Customers and users were found to play a large and important role in the innovation and design processes found and gave continuous feedback during the design processes. Innovation processes were found to be intertwined, yielding synergy effects, but it was common that resources were taken from the innovation processes for acute problems that threatened the cash flow. In sum, small established companies have the natural prerequisites to take advantage of lead-user inventions and cyclical design processes. Scarce resources were found to be the main factor hindering innovation, but the examined companies practiced several approaches to increase their resources or use existing scarce resources more efficiently in their innovation and design processes. Examples of these approaches include adopting lead-user inventions and reducing formality in the innovation and design processes.

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Zarewych, Lara Daniv 1972. "Managing novelty at the interfaces between concept and product : case studies for the automotive industry." Thesis, Massachusetts Institute of Technology, 2005. http://hdl.handle.net/1721.1/34812.

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Thesis (S.M.)--Massachusetts Institute of Technology, System Design & Management Program, 2005.
Includes bibliographical references (p. 86-88).
Appearance of the product is a discerning factor for the consumers purchase decisions. Time from concept to product creation is a critical factor in the competitive automotive industry. The period to develop a product is dependant on the people, content and the technology changes that constitute a large majority of expense allocation, and time invested. The greater the degree of change from something established and successful, the more difficult it becomes to incorporate the change into a product. Being successive in the automotive industry relies on the ability to maintain market presence with new and innovative products, while shortening the cycle time associated with new product design, development, and its introduction. Increasing capability to manage changes becomes more challenging as product complexity and customer demands increase and product life cycles decrease. How automotive manufacturers manage these changes during the critical product definition phase through process, tools and methods is the central discussion of this paper. The intent of this thesis is to identify the processes and key enablers that allow a rapid development process for appearance related systems, in particular the interior environment of the vehicle. Five cases that effect the interior trim environment will be reviewed to understand the methods, which allow the migration of novelty. Situations that will be studied will be introductions to aspects of: new technology, strategies, and the impact of late additions. To compare and contrast the degree of change occurring in these cases, a framework is essential to identify novelty. The ability and skills which an organization can perform changes is defined as organizational capability. This term
(cont.) describes how people within the organization manage to perform work. Specific case studies will be analyzed--reviewing the novelty introduced to the program, the organizational capability utilized, and the artifacts and processes employed to develop a final product within the division of the Sport Utility Vehicle Body on Frame, of Ford Motor Company, and contrasting comparisons to similar areas within Nissan Corporation, and Toyota Motor Corporation. Through these cases different types of novelty are revealed and its impact upon the interior trim system. It is argued that allotting more time in the preparation and early planning stages will reconcile problems that may arise later on. The approaches that these departments use: formal, informal meetings, conference calls, and written communication to manage novelty will be reviewed and compared in order to provide recommendations for improvement.
by Lara Daniv Zarewych.
S.M.
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Lagerkvist, Love. "Neural Novelty — How Machine Learning Does Interactive Generative Literature." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21222.

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Every day, machine learning (ML) and artificial intelligence (AI) embeds itself further into domestic and industrial technologies. Interaction de- signers have historically struggled to engage directly with the subject, facing a shortage of appropriate methods and abstractions. There is a need to find ways though which interaction design practitioners might integrate ML into their work, in order to democratize and diversify the field. This thesis proposes a mode of inquiry that considers the inter- active qualities of what machine learning does, as opposed the tech- nical specifications of what machine learning is. A shift in focus from the technicality of ML to the artifacts it creates allows the interaction designer to situate its existing skill set, affording it to engage with ma- chine learning as a design material. A Research-through-Design pro- cess explores different methodological adaptions, evaluated through user feedback and an-in depth case analysis. An elaborated design experiment, Multiverse, examines the novel, non-anthropomorphic aesthetic qualities of generative literature. It prototypes interactions with bidirectional literature and studies how these transform the reader into a cybertextual “user-reader”. The thesis ends with a discussion on the implications of machine written literature and proposes a number of future investigations into the research space unfolded through the prototype.
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Gilbert, Steven M. (Steven Michael) 1975. "On infrastructure for resolving novelty in product development : a view from the fast paced world of imaging and printing." Thesis, Massachusetts Institute of Technology, 2004. http://hdl.handle.net/1721.1/34807.

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Thesis (S.M.)--Massachusetts Institute of Technology, System Design & Management Program, 2004.
Includes bibliographical references (p. 87-88).
Change is an absolutely essential component of product development. However, some changes are too difficult to manage. It is contended that the difficult changes stem from the emergence of novelty. The significance of novelty is that it is not immediately apparent and can be overlooked. It is a common element in disruptive technology, knowledge management, and firefighting research. This work examines the effects of emergent novelty in a complex product development system. In order to do this a framework is developed to categorize potential types of novelty that are encountered. In addition, a unique perspective on the concept of organizational capability is introduced. What makes it unique is the idea that organizational capability is composed of the capacity to do work and the ability of actors to use that capacity. "Organizational infrastructure" is used to speak more concretely about organizational capability. These conceptual models are used to analyze the events of three case studies developed from actual projects in the Imaging & Printing division of Hewlett-Packard. Through the case analysis it is shown there is significant pressures to approach development as if all novelty is understood. However, by doing so almost guarantees problems late in development if latent novelty exists. It is speculated that the addition of excess capacity to the organizational infrastructure will allow for greater novelty detection. This in turn should decrease the complications from resolving issues related to the emergence of novelty.
by Steven M. Gilbert.
S.M.
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Lakew, Nathan. "Being-human in the world of digital artifacts: holistic rethinking of design practices." Doctoral thesis, Mittuniversitetet, Avdelningen för informations- och kommunikationssystem, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-29323.

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This  thesis  conducts  a  philosophical,  theoretical, and  practical  exploration  of digital technology design to examine how digital technologies can fulfill our two-facet of existentiality – identified in the thesis as belonginess and novelty. By belonginess, I identify human’s innate need for a feeling of connectedness and harmony with the self, others, and the natural world. The word novelty implies the human interest in exploration, invention, and desire for new experiences. This research suggests that contemporary  digital  technologies  are  largely  novelty  need-oriented,  while  our belonginess  need  is  either  ignored  or  its  growth  curtailed.  The  research  question presented in this thesis is how and why can design enable digital technologies to mediate aligned  existentiality?  With  this  broad  question,  I  will  argue  that  an  alignment between digital technologies and our two-facet of existentiality can be met through refocused design practices.  Strong arguments have been forwarded that novelty focused digital technologies can reduce our existential  needs of belonginess. Digital technologies are leading consumerist  commodities  associated  with  creating  unrelenting  demand  for  new experiences.  The  search  for  constant  stimulation  and  novelty  has  resulted  in  a fragmented and alienated state of being-human where the only way of feeling a sense of belonging comes from consuming more novel experiences. As contemporary everyday life is increasingly intertwined with digital technologies, their effect on our way of being-human becomes even more notable.  Against  this  background,  the  research  attempts  to  ‘bring  back’  our  needs  of belonginess to an equal footing with novelty in digital technologies. I have examined the  current  digital  technology  design’s  philosophical,  theoretical,  and  practical foundations  to  refocus  design,  from  its  too  strong focus  on  developing  novelty experiences  to  mediating  aligned  existentiality.  With  the  aim  of  refocusing  the design  role,  a  theoretical  framework  based  on  holism  has  emerged  that  could provide design a background to focus on mediating aligned existentiality. Primarily ivinformed by three thinkers – Marin Heidegger, Karl Marx, and John Dewey – the proposed holistic theoretical framework aims to provide design with a basis to (1) embed belonginess values in digital technologies (2) redirect digital technologies from  alienating  values  such  as  consumerism,  and  (3)  provide  a  mediating materiality for digital technologies to advance aligned existentiality while in use. The  thesis  further  illustrates  the  proposed  holistic  dimensions  –  philosophy, theory, and practice – using three empirical materials. I argue that the proposed holistic foundation for design is also aligned with how digital technologies are being used in the everyday lifeworld. Consequently, by freeing design from its traditional responsibility of making technically savvy and novel artifacts and refocusing its role to mediating aligned existentiality, design can itself be used to support our being-human in the world of digital artifacts.

Vid tidpunkten för disputationen var följande delarbeten opublicerade: delarbete 8 accepterat, delarbete 9 under granskning.

At the time of the doctoral defence the following papers were unpublished: paper 8 accepted, paper 9 under review.

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Cherti, Mehdi. "Deep generative neural networks for novelty generation : a foundational framework, metrics and experiments." Thesis, Université Paris-Saclay (ComUE), 2018. http://www.theses.fr/2018SACLS029/document.

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Des avancées significatives sur les réseaux de neurones profonds ont récemment permis le développement de technologies importantes comme les voitures autonomes et les assistants personnels intelligents basés sur la commande vocale. La plupart des succès en apprentissage profond concernent la prédiction, alors que les percées initiales viennent des modèles génératifs. Actuellement, même s'il existe des outils puissants dans la littérature des modèles génératifs basés sur les réseaux profonds, ces techniques sont essentiellement utilisées pour la prédiction ou pour générer des objets connus (i.e., des images de haute qualité qui appartiennent à des classes connues) : un objet généré qui est à priori inconnu est considéré comme une erreur (Salimans et al., 2016) ou comme un objet fallacieux (Bengio et al., 2013b). En d'autres termes, quand la prédiction est considérée comme le seul objectif possible, la nouveauté est vue comme une erreur - que les chercheurs ont essayé d'éliminer au maximum. Cette thèse défends le point de vue que, plutôt que d'éliminer ces nouveautés, on devrait les étudier et étudier le potentiel génératif des réseaux neuronaux pour créer de la nouveauté utile - particulièrement sachant l'importance économique et sociétale de la création d'objets nouveaux dans les sociétés contemporaines. Cette thèse a pour objectif d'étudier la génération de la nouveauté et sa relation avec les modèles de connaissance produits par les réseaux neurones profonds génératifs. Notre première contribution est la démonstration de l'importance des représentations et leur impact sur le type de nouveautés qui peuvent être générées : une conséquence clé est qu'un agent créatif a besoin de re-représenter les objets connus et utiliser cette représentation pour générer des objets nouveaux. Ensuite, on démontre que les fonctions objectives traditionnelles utilisées dans la théorie de l'apprentissage statistique, comme le maximum de vraisemblance, ne sont pas nécessairement les plus adaptées pour étudier la génération de nouveauté. On propose plusieurs alternatives à un niveau conceptuel. Un deuxième résultat clé est la confirmation que les modèles actuels - qui utilisent les fonctions objectives traditionnelles - peuvent en effet générer des objets inconnus. Cela montre que même si les fonctions objectives comme le maximum de vraisemblance s'efforcent à éliminer la nouveauté, les implémentations en pratique échouent à le faire. A travers une série d'expérimentations, on étudie le comportement de ces modèles ainsi que les objets qu'ils génèrent. En particulier, on propose une nouvelle tâche et des métriques pour la sélection de bons modèles génératifs pour la génération de la nouveauté. Finalement, la thèse conclue avec une série d'expérimentations qui clarifie les caractéristiques des modèles qui génèrent de la nouveauté. Les expériences montrent que la sparsité, le niveaux du niveau de corruption et la restriction de la capacité des modèles tuent la nouveauté et que les modèles qui arrivent à reconnaître des objets nouveaux arrivent généralement aussi à générer de la nouveauté
In recent years, significant advances made in deep neural networks enabled the creation of groundbreaking technologies such as self-driving cars and voice-enabled personal assistants. Almost all successes of deep neural networks are about prediction, whereas the initial breakthroughs came from generative models. Today, although we have very powerful deep generative modeling techniques, these techniques are essentially being used for prediction or for generating known objects (i.e., good quality images of known classes): any generated object that is a priori unknown is considered as a failure mode (Salimans et al., 2016) or as spurious (Bengio et al., 2013b). In other words, when prediction seems to be the only possible objective, novelty is seen as an error that researchers have been trying hard to eliminate. This thesis defends the point of view that, instead of trying to eliminate these novelties, we should study them and the generative potential of deep nets to create useful novelty, especially given the economic and societal importance of creating new objects in contemporary societies. The thesis sets out to study novelty generation in relationship with data-driven knowledge models produced by deep generative neural networks. Our first key contribution is the clarification of the importance of representations and their impact on the kind of novelties that can be generated: a key consequence is that a creative agent might need to rerepresent known objects to access various kinds of novelty. We then demonstrate that traditional objective functions of statistical learning theory, such as maximum likelihood, are not necessarily the best theoretical framework for studying novelty generation. We propose several other alternatives at the conceptual level. A second key result is the confirmation that current models, with traditional objective functions, can indeed generate unknown objects. This also shows that even though objectives like maximum likelihood are designed to eliminate novelty, practical implementations do generate novelty. Through a series of experiments, we study the behavior of these models and the novelty they generate. In particular, we propose a new task setup and metrics for selecting good generative models. Finally, the thesis concludes with a series of experiments clarifying the characteristics of models that can exhibit novelty. Experiments show that sparsity, noise level, and restricting the capacity of the net eliminates novelty and that models that are better at recognizing novelty are also good at generating novelty
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Field, Hannah C. "Toying with the book : children's literature, novelty formats, and the material book, 1810-1914." Thesis, University of Oxford, 2013. http://ora.ox.ac.uk/objects/uuid:02077b56-4e3e-4bf3-92b0-6c59fce771df.

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This thesis examines the book in the nineteenth century by way of an unusual corpus: movable and novelty books for children, drawn from the Opie Collection of Children’s Literature at the Bodleian Library. It argues that these items, which have been either ignored or actively dismissed by scholars of children’s literature, are of two-fold significance for the history of the book: they encourage a sense of the book as a constitutively (rather than an incidentally) material object, and they demand an understanding of reading as not just a mental activity, but a physical one as well. Each of the first five chapters of the thesis centres on a different format. The opening chapter discusses the Regency-era paper doll books produced by Samuel and Joseph Fuller, exposing the tension between form and content in these works. The second chapter looks at Victorian panorama books for children, showing how the panorama format affects space, time, and the structure of any text accompanying the image. The third chapter reads the pop-up book’s key tension—the tension between surface and depth in the pursuit of an illusion of three dimensions—in terms of flat, theatrical, and stereoscopic picture-making, three other nineteenth-century pictorial modes in which an illusion of three-dimensionality is important. The fourth chapter traces self-reflexive accounts of printing, publishing, and the material book in dissolving-view books produced by the German publisher and printer Ernest Nister at the end of the nineteenth century. The fifth chapter positions the late nineteenth-century mechanical books designed and illustrated by Lothar Meggendorfer in terms of two material analogies, the puppet and the mechanical toy or automaton. The final chapter synthesizes evidence as to how the movable book could and should be read from across formats, foregrounding in particular the ways in which the movable embodies reading.
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Books on the topic "Novelty of Design"

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Novelty clocks for woodworkers. London: Cassell, 1995.

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museum, Victoria and Albert. V&A pattern: Novelty patterns. London: V&A Pub., 2010.

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Callicott, Nick. Computer-aided manufacture in architecture: The pursuit of novelty. Oxford: Architectural Press, 2001.

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Callicott, Nick. Computer-aided manufacture in architecture: The pursuit of novelty. Oxford: Architectural Press, 2001.

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Kolovakis, Maria. The evolution of graphic design in recent years: Specifically in reference to graphic authorship as a novelty and a description of its representatives. London: LCP, 1999.

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Pob Novelty Scrapbook With Packtrollz: Fashion & Design Sketchbook (Trollz). Scholastic, 2006.

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Novelty Teapots: Five Hundred Years of Art and Design. Cimino Publishing Group, 1992.

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BROWN, Judson. Room Design - Cancel All Mondays Bunny Funny Novelty for Easter 2022. Independently Published, 2022.

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Publishing, Killakami. Happy Easter: Funky Novelty Gift for Kids & Teens ~ Floral Design Diary, Blank-lined Journal. Independently published, 2019.

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Publishing, Killakami. Mother's Day: Mothers Day Novelty Gift, Thank You Gift for Mom Floral Heart Design. Independently Published, 2019.

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Book chapters on the topic "Novelty of Design"

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Saunders, Rob, and John S. Gero. "Designing for Interest and Novelty." In Computer Aided Architectural Design Futures 2001, 725–38. Dordrecht: Springer Netherlands, 2001. http://dx.doi.org/10.1007/978-94-010-0868-6_54.

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He, Yuejun, and Jianxi Luo. "Novelty, Conventionality, and Value of Invention." In Design Computing and Cognition '16, 23–38. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-44989-0_2.

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Vinhas, Adriano, Filipe Assunção, João Correia, Aniko Ekárt, and Penousal Machado. "Fitness and Novelty in Evolutionary Art." In Evolutionary and Biologically Inspired Music, Sound, Art and Design, 225–40. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-31008-4_16.

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Arrojo, Maria Jose. "The Novelty of Communication Design on the Internet." In The Internet and Philosophy of Science, 208–32. New York: Routledge, 2022. http://dx.doi.org/10.4324/9781003250470-14.

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Correia, João, Penousal Machado, Juan Romero, and Adrian Carballal. "Feature Selection and Novelty in Computational Aesthetics." In Evolutionary and Biologically Inspired Music, Sound, Art and Design, 133–44. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-36955-1_12.

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Ezzat, Hicham, Marine Agogué, Pascal Le Masson, and Benoit Weil. "Solution-Oriented Versus Novelty-Oriented Leadership Instructions: Cognitive Effect on Creative Ideation." In Design Computing and Cognition '16, 99–114. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-44989-0_6.

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Hwang, Dongwook, and Kristin Lee Wood. "Assessing the Novelty of Design Outcomes: Using a Perceptual Kernel in a Crowd-Sourced Setting." In Design Computing and Cognition’20, 411–22. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-90625-2_24.

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Del Buono, Francesco, Francesca Calabrese, Andrea Baraldi, Matteo Paganelli, and Alberto Regattieri. "Data-Driven Predictive Maintenance in Evolving Environments: A Comparison Between Machine Learning and Deep Learning for Novelty Detection." In Sustainable Design and Manufacturing, 109–19. Singapore: Springer Singapore, 2021. http://dx.doi.org/10.1007/978-981-16-6128-0_11.

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Kazakci, Akin O., Thomas Gillier, Gerald Piat, and Armand Hatchuel. "Brainstorming vs. Creative Design Reasoning: A Theory-Driven Experimental Investigation of Novelty, Feasibility and Value of Ideas." In Design Computing and Cognition '14, 173–88. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-14956-1_10.

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Rambardhan, K., and Dhananjay Singh Bisht. "A User-Centered Comparison of Novelty and Typicality in Product Designs Using Pictorial and Augmented Reality (AR) Representations." In Ergonomics for Design and Innovation, 983–92. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-94277-9_84.

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Conference papers on the topic "Novelty of Design"

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Orlov, I. I., S. A. Shennikov, O. S. Pavlova, and A. V. Martinova. "Historiography of the problem of jewelry design of the 20-th century." In Global science. Development and novelty. НИЦ "LJournal", 2022. http://dx.doi.org/10.18411/gsdn-03-2022-07.

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Abstract: Jewelry is one of the most sought after destinations since ancient times. The article provides a brief overview of the historiography of the jewelry design problem of the second half of the 20th century. The search and development of technology that will allow you to create jewelry with elements of exact copies of plant material in metal is relevant in modern jewelry design.
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Rudakova, Zh I. "On some features of punctuation design texts of the early german printed newspapers." In Global science. Development and novelty. SPC "LJournal", 2019. http://dx.doi.org/10.18411/gdsn-28-02-2019-18.

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Toh, Christine A., Scarlett R. Miller, and Gül E. Okudan Kremer. "The Impact of Product Dissection Activities on the Novelty of Design Outcomes." In ASME 2012 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2012. http://dx.doi.org/10.1115/detc2012-70421.

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This paper explores the effect of a product dissection activity on design novelty in engineering design. Novelty is an important aspect of design ideation effectiveness. Therefore, identifying the factors that influence novelty will expand the understanding of the design process, as well as improve design pedagogy. Previous studies have found that participation in product dissection activities positively impacted creativity, but did not study creativity in terms of novelty, making it unclear if product dissection activities will impact the novelty of generated designs. Furthermore, although product dissection has been studied in team environments, individual factors such as the personality traits of the team members was not explored for their effect on the exposure to the dissection activity, and hence the effect on the novelty of generated designs. Our empirical experimentation showed that extraverted participants had a higher level of exposure to the body design dissection activity and developed more novel ideas than those who were not extraverts. These results contribute to our understanding on how team-based dissection activities influence the novelty of generated designs in an engineering design setting.
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Staszewski, Wiesław J. "Wavelet Novelty Measure for Machinery Diagnostics." In ASME 1997 Design Engineering Technical Conferences. American Society of Mechanical Engineers, 1997. http://dx.doi.org/10.1115/detc97/vib-4140.

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Abstract The paper is concerned with wavelet analysis for fault detection in machinery diagnostics. A new approach based on novelty detection is presented. The method involves a wavelet compression algorithm to vibration data in order to extract a set of features which are related to the fault. The compression algorithm uses orthogonal Daubechies’ wavelets and a simple thresholding procedure. The wavelet based novelty measure is established as a statistical distance between decoded data representing different fault advancements.
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Fiorineschi, Lorenzo, Francesco Saverio Frillici, and Federico Rotini. "A-POSTERIORI NOVELTY ASSESSMENTS FOR SEQUENTIAL DESIGN SESSIONS." In 15th International Design Conference. Faculty of Mechanical Engineering and Naval Architecture, University of Zagreb, Croatia; The Design Society, Glasgow, UK, 2018. http://dx.doi.org/10.21278/idc.2018.0119.

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Moskaleva, O. I., I. V. Usikova, and N. V. Zueva. "Pedagogical design of higher education in the context of digital transformation and mixed forms of education: principles, problems, tools." In Global science. Development and novelty. Global science. Development and novelty, 2022. http://dx.doi.org/10.18411/gsdn-12-2022-03.

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The article is devoted to some issues of digital transformation of higher education during the pandemic and the transition to digital distance and mixed forms of education. The main concept of this article was pedagogical design. The basic principles of pedagogical design and teaching according to Robert M. Gagne are considered, their interpretation is given, some problems of applying these principles in the current situation are formulated, IT tools for implementation in the activities of the university are identified, a preliminary survey of a group of experts on these issues using the Delphi method is conducted.
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Faas, Daniela, and Shuya Gong. "Improving Novelty and Quality During Introductory Mechanical Design Competitions." In ASME 2016 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2016. http://dx.doi.org/10.1115/detc2016-59251.

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This study explores whether changing design objectives during introductory mechanical engineering courses would improve design novelty and quality when these courses offer a competition element. Design fixation can occur when students are presented with the same design objective because the institutionalized “best” solutions are transferred from semester to semester and student to student. Design competitions are a popular way to teach the design and construction components, often with a focus on robotics. Some competitions are newly designed and rebuilt every single semester, requiring advanced planning and often high budgets. Others reuse a similar competition from year to year without any changes to the design objectives. This paper tries to answer whether or not students are building more novel designs when the competition changes from semester to semester. In this study, robots from four different configurations for a design-and-build activity were analyzed. The unchanged design prompt and 3 semesters of different design prompts were included in the study. The evaluations of the robots were based on the performance of the robots, the type and quality of the designs, and the relationship between the design competition and the robots. Results from this study suggest that changing design objectives (i.e. challenges found in a robotic competition) allows for a wider variation in the designs. While the average novelty did not change, students were no longer limited to and fixated on a very small range of designs.
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Beghelli, Alejandra, and Sara Jones. "ON THE NOVELTY OF SOFTWARE PRODUCTS." In Proceedings of the Sixth International Conference on Design Creativity. The Design Society, 2020. http://dx.doi.org/10.35199/icdc.2020.02.

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Alcorn, Alyssa M., Helen Pain, and Judith Good. "Motivating children's initiations with novelty and surprise." In IDC'14: Interaction Design and Children 2014. New York, NY, USA: ACM, 2014. http://dx.doi.org/10.1145/2593968.2610458.

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Srinivasan, V., and Amaresh Chakrabarti. "An Empirical Evaluation of Novelty-SAPPhIRE Relationship." In ASME 2009 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2009. http://dx.doi.org/10.1115/detc2009-86668.

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The research shown in this paper is to check whether a framework for designing: GEMS of SAPPhIRE as req-sol, developed earlier, can support in the designing of novel concepts. This is done by asking the questions: (a) Is there a relationship between the constructs of the framework and novelty? (b) If there is a relationship, what is the degree of this relationship? A hypothesis — an increase in the size and variety of ideas used while designing should enhance the variety of concepts produced, leading to an increase in the novelty of the concept space — is developed to explain the relationship between novelty and the constructs. Eight existing observational studies of designing sessions, each involving an individual designer solving a conceptual design problem by following a think aloud protocol are used for the analysis. The hypothesis is verified empirically using the observational studies. Results also show a strong correlation between novelty and the constructs of the framework; correlation value decreases as the abstraction level of the constructs reduces, signifying the importance of using constructs at higher abstraction levels especially for novelty.
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Reports on the topic "Novelty of Design"

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Удріс, Ірина Миколаївна, and Наталя Сергіївна Удріс-Бородавко. Design of the Franco-Belgian Exhibition Poster of the 1890-s in the Context of the Art Nouveau Style Formation. КНУКіМ, 2019. http://dx.doi.org/10.31812/123456789/5087.

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The purpose of the article is to determine the artistic and graphic peculiarities of the Franco-Belgian exhibition poster of the 1890s in the context of the formation of the Art Nouveau style. The research methodology of the work is based on the use of traditional art methods: historical and cultural, reconstructive and model, historical and attributive, which contributed to the revealing of artistic and graphic transformations in the field of Franco-Belgian spectacular poster. The scientific novelty of the article lies in the author’s artistic interpretation of the stylistic manner of the creators of the spectacular poster in “style floreale” as one of the leading directions of the development of the artistic style of that period. The distinctive features of this type of the artistic work are outlined on the basis of the review of the stylistic and image transformations of exhibition posters of the famous artists – J. Chéret, A. Toulouse-Lautrec, E. Grasset, A. Mucha, A. Privat-Livemont and others. Attention is focused on the identification of the presentation features of the advertised exhibition events as an important cultural events of that time. Means of artistic visualization of information are studied taking into consideration the specific nature of the poster. Conclusions. In the general cultural and historical context of that time, the poster has become a significant component of the formation of national trends in the artistic style of the day, in particular - the Franco-Belgian Art Nouveau style. The exhibition poster, reflecting the stylistic landmarks of the time, contributed to the formation of the artistic vision as a manifestation of the cultural and artistic landmarks of the studied period.
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Neubauer, Michael. Novel Crab Cavity RF Design – Phase 1. Office of Scientific and Technical Information (OSTI), December 2011. http://dx.doi.org/10.2172/1132585.

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Hoffman, Marshall M. Design, Synthesis and Testing of Novel Antimalarial. Fort Belvoir, VA: Defense Technical Information Center, May 2006. http://dx.doi.org/10.21236/ada452979.

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Greengard, Leslie. Novel Methods for Electromagnetic Simulation and Design. Fort Belvoir, VA: Defense Technical Information Center, August 2016. http://dx.doi.org/10.21236/ad1012909.

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Horan, Caleb. Novel Molten Salt Neutron Imaging Furnace Design. Office of Scientific and Technical Information (OSTI), July 2021. http://dx.doi.org/10.2172/1810503.

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Pina, Eduardo A., Luis M. Serra, Miguel A. Lozano, Adrián Hernández, and Ana Lázaro. Solar DH – network hydraulics and supply points. IEA SHC Task 55, October 2020. http://dx.doi.org/10.18777/ieashc-task55-2020-0008.

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The present factsheet summarizes the study ”Comparative Analysis and Design of Solar Based Parabolic Trough - ORC Cogeneration Plant for a Commercial Centre” performed by the Universidad de Zaragoza (Spain) and published in 2020 [1]. Two novel solar based PTC-ORC cogeneration systems, producing power and cooling, were pre-designed, considering commercially available pieces of equipment, to cover the annual energy demands of a commercial centre located in Zaragoza (Spain).
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Kubota, A., M. J. Caturla, B. D. Wirth, and J. Latkowski. Computational Design of Novel, Radiation Resistant Fusion Materials. Office of Scientific and Technical Information (OSTI), February 2003. http://dx.doi.org/10.2172/15007310.

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Yang, Ying, Tianyi Chen, and Lizhen Tan. Computational thermodynamics aided design of novel ferritic alloys. Office of Scientific and Technical Information (OSTI), June 2016. http://dx.doi.org/10.2172/1279440.

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Cole, Christine W., and Deborah K. Lickfield. Novel Materials Design and Fabrication for Army Needs. Fort Belvoir, VA: Defense Technical Information Center, November 2012. http://dx.doi.org/10.21236/ada582871.

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Murphy, Kevin. Design and Synthesis of Novel Chloroquine-based Antimalarials. Portland State University Library, January 2000. http://dx.doi.org/10.15760/etd.2619.

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