Design Evaluation of Cars Taillights in India Based on Novelty and Typicality
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Current AI systems are designed to solve close-world problems with the assumption that the underlying world is remaining more or less the same. However, when dealing with real-world problems such assumptions can be invalid as sudden and unexpected changes can occur. To effectively deploy AI-powered systems in the real world, AI systems should be able to deal with open-world novelty quickly. Inevitably, dealing with open-world novelty raises an important question of novelty difficulty. Knowing whether one novelty is harder to deal with than another, can help researchers to train their systems systematically. In addition, it can also serve as a measurement of the performance of novelty robust AI systems. In this paper, we propose to define the novelty reaction difficulty as a relative difficulty of performing the known task after the introduction of the novelty. We propose a universal method that can be applied to approximate the difficulty. We present the approximations of the difficulty using our method and show how it aligns with the results of the evaluation of AI agents designed to deal with novelty.
Novelty Detection
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Starting from the functions ST checking novelty and patent novelty search,the article focuses on the judgment of the similarities and differences between ST checking novelty and patent novelty search in the novelty.
Novelty Detection
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The literature on perceived novelty and product evaluation has diverged into two disparate streams of research. The first stream builds on the theories of curiosity and argues that perceived novelty of a new product increases its product evaluation because it induces curiosity and provides evaluators (e.g., customers) with positive experiences in learning new features of the product and resolving their curiosity. In contrast, the second stream adopts the theories of expectation violations and argues that perceived novelty decreases product evaluation because it violates evaluators’ anticipation of products and necessitates burdensome efforts to make sense of the new product. The main goal of our research is to resolve the theoretical inconsistency by offering an integrative model of new product evaluation that proposes an inverted U-shaped curvilinear relationship between perceived novelty and product evaluation. Based on this model, we further examine whether a producer’s reputation plays a moderating role in this curvilinear relationship. Utilizing content analysis and big data approaches with a large sample of 49,860 reviews of 146 movies in the movie industry, we found that a movie’s perceived novelty benefited its product evaluation but only when that novelty was moderate; at higher levels of perceived novelty, the product evaluation decreased. In addition, we compared the curves of high vs. low reputation producers and found that perceived novelty penalized product evaluation of new movies created by high reputation producers.
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Anticipation (artificial intelligence)
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The emergence of novelty is a ubiquitous feature in science, technology, and economic life.It is the crucial input to the growth of human knowledge.At the same time, novelty is one of the most amorphous concepts in scientific thought.Theorizing about novelty and its emergence faces notorious problems.This paper explores why this is so and what can be done to deal in a more systematic fashion with novelty.The notion of degrees of novelty is introduced, and its relationship with the concept of uncertainty is discussed.The results of the inquiry are summarized by a number of hypotheses.
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This article explores the design processes in small companies and investigates how these design processes are executed. The influence of two different kinds of novelty on the design processes is further examined: the relative novelty of the product being developed and the relative novelty of design processes. The relative novelty of the product is high if it is a radically new product to develop. High relative novelty for design processes typically means no experience or knowledge about design processes. Based on an embedded multiple case study of three small companies in Sweden, eight different design processes are described and analysed. The results show that the design processes differ, even within the same company, and that relative novelty affects the design process. If the relative novelty of both the product to be developed and of the design processes is low, a formalized and linear design process was found to work. A design process that is cyclical, iterative and knowledge‐creating was found to work irrespective of the relative novelty. Customers and users were found to play a large and important role in the design processes.
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Two dimensions to consider when deciding on a product design strategy are product design inputs and product design outputs. Product design inputs represent the number of markets that are consulted before an initial product is designed. Product design outputs represent the market(s) that the initial product(s) are actually designed for. The author examines the relationships between these dimensions and their impact on the product design strategy decision facing the global firm. Consideration is given to the forces driving a firm into a particular strategy and the tradeoffs involved in choosing a particular strategy.< >
Product strategy
Product design specification
Design strategy
Product engineering
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Through the research on the basic situation of novelty in the medical colleges of Guizhou Province,this paper investigates on training situation of novelty talent in author′s novelty station,and then has proposed some Proposal to strengthen team building of novelty.
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Feature (linguistics)
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Industrial Designing is not only based on the product that needs to be designed. To bring in the different aesthetic appeal of a product one have to first connect to the customers and form a team of experts. The experts can be from various fields associated with the product in terms of functionality, serviceability, aesthetic preference. Then, various surveys needs to be conducted. The results of this surveys for a specific product gives further information on various aspects of the product that needs to be developed so that the product is not only made qualitatively but it can also compete in the market.
The project considers all the various methodologies that has an impact on the customer for a particular product due to design properties like novelty, typicality, etc. on the product design. It focuses mainly on evaluating the novelty of the product and how this novelty in terms of product design has an impact on the customers. This paper defines novelty and typicality used in product design in various ways studied through three different case studies. First case study is a preliminary case study to observe the effect of novelty and typicality on aesthetic appearance of a product. The second case study explores the descriptors related to novelty and typicality separately and the kind of products that can be associated with them. The third case study, explores the relation of novelty and typicality with the descriptors assigned to them and the variation in them when taken separately instead of bipolar adjectives. It also focuses on the difference of opinion among the male and female students in terms of novelty and typicality effect on aesthetic appearance of the selected product.
Serviceability (structure)
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