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This paper builds on the complementary identities distinguished by Joyce Yee of a ‘researcherly designer’ as a designer trained in research and a ’designerly researcher’ as its counterpart: a researcher trained in design (Yee, 2017). Joyce reflects that adopting these two roles informs her practice allowing her to select “the right research tools for different purposes”. Here, I extend and examine this duality paying close attention to the methods used in these two professional practices. I argue that ‘the same’ techniques, tools, and methods are used by individuals when they engage in design activity and when they ‘change hats’ to engage in research activity. Whilst it is certainly true that individuals integrate and blend these activities within the same project, I make the argument that how they use these methods can be clearly distinguished by the purposes for which they use them. Individuals who are in the position to execute roles as different as designers and researchers are ‘ambidextrous’ and they cultivate creative synergies between these worlds. However, switching membership between such different communities is not without its challenges (Gold, 2007). The paper addresses the opportunities, risks, and ethical tensions that come from ‘changing hats’ and it draws from earlier work on the creative adaptation of design methods for cross- disciplinary research (Sosa & Grocott, 2020). The paper concludes with recommendations and generative questions for those who embark on the advanced practices of design and research. ReferencesGold, R. (2007). The plenitude: Creativity, innovation, and making stuff: Mit Press.Sosa, R., & Grocott, L. (2020). The creative translation of design methods into social research contexts.In H. Kara & S. Khoo (Eds.), Researching in the Age of COVID-19 Vol 3: Volume III: Creativity and Ethics(Vol. 3, pp. 9-19). Bristol, UK: Policy Press.Yee, J. (2017). The researcherly designer/the designerly researcher. In L. Vaughan (Ed.),Practice-based Design Research (pp. 155). London: Bloomsbury Academic.
Ricardo Sosa. Designerly Research Methods and Researcherly Design Methods. Link Symposium Abstracts 2020 2020, 22 -23.
AMA StyleRicardo Sosa. Designerly Research Methods and Researcherly Design Methods. Link Symposium Abstracts 2020. 2020; ():22-23.
Chicago/Turabian StyleRicardo Sosa. 2020. "Designerly Research Methods and Researcherly Design Methods." Link Symposium Abstracts 2020 , no. : 22-23.
Creativity is considered here as a universal and diverse capacity that is central to full human agency. This view contrasts with beliefs that negate one’s creativity and that of others. Self-reports of creativity are examined in this paper taking inspiration from the study of oppression and liberation in the praxis of social change by the influential education theorist Paulo Freire. An exploratory survey of one hundred and fifty-nine professionals examines the types of perceptions and beliefs that designers and non-designers have about their own creativity, the creativity of others, and how they explain the nature of creativity. Based on how respondents explain their own creative capacities and those of others, three initial categories are formulated based on theories of social change: oppressive, oppressed, and liberating views of creativity. The findings demonstrate how these categories can be interpreted and implications for future work are discussed in the closing section.
Ricardo Sosa; Andy Connor. A Freirean interrogation of creativity beliefs. International Journal of Design Creativity and Innovation 2020, 9, 41 -60.
AMA StyleRicardo Sosa, Andy Connor. A Freirean interrogation of creativity beliefs. International Journal of Design Creativity and Innovation. 2020; 9 (1):41-60.
Chicago/Turabian StyleRicardo Sosa; Andy Connor. 2020. "A Freirean interrogation of creativity beliefs." International Journal of Design Creativity and Innovation 9, no. 1: 41-60.
Digital simulations and scenario-based learning programmes are widely accepted as an effective educational approach where experiential learning is key. However, there is an acknowledged need to improve the narrative design of these educational interventions to make them both engaging for the learner and aligned with learning goals. This study turns for guidance to the expertise of narrative designers for games, where storytelling for interactive narrative has a long history of testing, iterating and perfecting. A collection of proven techniques described by game narrative practitioners will inform creative writing efforts to craft prototypes to test the transferability of those techniques to interactive narratives in a healthcare education context.
Miranda Miranda Verswijvelen, Auckland University of Technology, New Zealand; Ricardo Ricardo Sosa, Auckland University of Technology, New Zealand; Nataly Nataly Martini, University of Auckland, New Zealand. Designing game-inspired narratives for learning. DRS2020: Synergy 2020, 1 .
AMA StyleMiranda Miranda Verswijvelen, Auckland University of Technology, New Zealand, Ricardo Ricardo Sosa, Auckland University of Technology, New Zealand, Nataly Nataly Martini, University of Auckland, New Zealand. Designing game-inspired narratives for learning. DRS2020: Synergy. 2020; ():1.
Chicago/Turabian StyleMiranda Miranda Verswijvelen, Auckland University of Technology, New Zealand; Ricardo Ricardo Sosa, Auckland University of Technology, New Zealand; Nataly Nataly Martini, University of Auckland, New Zealand. 2020. "Designing game-inspired narratives for learning." DRS2020: Synergy , no. : 1.
This paper critically examines brainstorming going back to the original sources to assess its origins and the origins of its systematic study. It identifies the “nominal groups” fallacy that is often used to discredit this ideation method and reviews evidence that supports the key principles behind group brainstorming. Lessons for a future design-led agenda of universal creative literacy are discussed. Brainstorming appeared eighty years ago, and it is abundantly clear that it works when properly conducted. The substantial challenges that we face in the next eighty years require the power of collective creativity. Properly conducted creative literacy is a strategic priority for the twenty-first century.
Ricardo Ricardo Sosa, AUT, New Zealand; Monash University, Australia. Nominal Groups? Ok Boomer! A future-oriented agenda for brainstorming studies. DRS2020: Synergy 2020, 1 .
AMA StyleRicardo Ricardo Sosa, AUT, New Zealand; Monash University, Australia. Nominal Groups? Ok Boomer! A future-oriented agenda for brainstorming studies. DRS2020: Synergy. 2020; ():1.
Chicago/Turabian StyleRicardo Ricardo Sosa, AUT, New Zealand; Monash University, Australia. 2020. "Nominal Groups? Ok Boomer! A future-oriented agenda for brainstorming studies." DRS2020: Synergy , no. : 1.
This paper presents an exercise on theory building to characterise design ideation. It starts by examining how early ideas are defined and evaluated in the literature. An essentialist view is identified that explains the creativity of a final design solution by the creative qualities of early ideas attributed by external judges. Criteria for a theory of ideation that does not rely on the primacy of essence are enumerated. Advanced professional practice is examined to understand evaluation of early ideas ‘in the wild’. Accretion is then introduced as an analogical model to imaginatively drive definitions and conjectures about idea formation in the co-evolution of problem and design spaces. Vignettes from ideation episodes are used to illustrate an accretion theory of ideation. An accretion theory supports new ways to think about ideation as a complex formation process where creative solutions emerge from the synthesis of a multitude of fragmentary and partial ideas – or ‘ideasimals’. An accretion theory of ideation helps to explain the creative value of a final design solution without relying on early ideas having a creative essence, because the creativity of a solution is viewed as emergent rather than present in early versions. An accretion lens is used to suggest new ideation metrics to study the qualities of idea fragments and the process of idea formation. Definitions and relevant assessment regimes for different stages of ideation are discussed. The paper concludes with a discussion on entailments of an accretion theory and next steps for this theory building enterprise.
Ricardo Sosa. Accretion theory of ideation: evaluation regimes for ideation stages. Design Science 2019, 5, 1 .
AMA StyleRicardo Sosa. Accretion theory of ideation: evaluation regimes for ideation stages. Design Science. 2019; 5 ():1.
Chicago/Turabian StyleRicardo Sosa. 2019. "Accretion theory of ideation: evaluation regimes for ideation stages." Design Science 5, no. : 1.
This conceptual paper examines enabling principles for creative capability in business students. It offers a review of creativity education in business and examines learning experiences that support learners in their understanding and development of their own personal creative abilities. A dynamic model is presented that supports the learning and teaching of creative capability. Actionable strategies to operationalise the model are included. The paper concludes with a discussion addressing new and open questions, implications and future directions to scale and study the teaching and learning of creativity in graduate business education.
Ricardo Sosa; David Kayrouz. Creativity in graduate business education: Constitutive dimensions and connections. Innovations in Education and Teaching International 2019, 57, 484 -495.
AMA StyleRicardo Sosa, David Kayrouz. Creativity in graduate business education: Constitutive dimensions and connections. Innovations in Education and Teaching International. 2019; 57 (4):484-495.
Chicago/Turabian StyleRicardo Sosa; David Kayrouz. 2019. "Creativity in graduate business education: Constitutive dimensions and connections." Innovations in Education and Teaching International 57, no. 4: 484-495.
This paper demonstrates the need for systematic approaches to assess design tasks for experimental studies of idea generation and conceptual design. We first examine a collection of 160 design tasks used in the literature revealing a high variance of task characteristics. Variance across studies is captured by analysing operating variables including task elaboration, task orientation, task selection, participants and time allocated for ideation. Four metrics are then proposed to assist researchers to objectively characterise design tasks. These metrics help identify the semantic and lexical dimensions of problem statements, evaluate precedent ideas and assess task wording. The value of this approach is demonstrated by applying the metrics to a subset of design tasks showing their usefulness to assess the design task objectively as part of the wider experimental design process. Armed with these metrics, researchers can tune both the task and the wider experiment to best match the purposes and the operating variables of their studies. The paper concludes by formulating concrete recommendations to assist in the selection of design tasks using these metrics.
Ricardo Sosa. Metrics to select design tasks in experimental creativity research. Proceedings of the Institution of Mechanical Engineers, Part C: Journal of Mechanical Engineering Science 2018, 233, 440 -450.
AMA StyleRicardo Sosa. Metrics to select design tasks in experimental creativity research. Proceedings of the Institution of Mechanical Engineers, Part C: Journal of Mechanical Engineering Science. 2018; 233 (2):440-450.
Chicago/Turabian StyleRicardo Sosa. 2018. "Metrics to select design tasks in experimental creativity research." Proceedings of the Institution of Mechanical Engineers, Part C: Journal of Mechanical Engineering Science 233, no. 2: 440-450.
This paper presents a cross-disciplinary approach to the design of robots and the designed environments they will inhabit and the objects they will operate in applications of social and service robotics. Such an approach brings together roboticists, architects, product, and interior designers in realizing new ways of collaboration to design innovative spaces and products that are ergonomically designed for diverse users as well as for robots. A design paradigm is proposed for realizing successful robot-inclusive designs using a case study of door handles to test our robot ergonomic principles.
Ricardo Sosa; Miguel Montiel; Eduardo Benítez Sandoval; Rajesh E. Mohan. ROBOT ERGONOMICS: TOWARDS HUMAN-CENTRED AND ROBOT-INCLUSIVE DESIGN. Proceedings of the DESIGN 2018 15th International Design Conference 2018, 2323 -2334.
AMA StyleRicardo Sosa, Miguel Montiel, Eduardo Benítez Sandoval, Rajesh E. Mohan. ROBOT ERGONOMICS: TOWARDS HUMAN-CENTRED AND ROBOT-INCLUSIVE DESIGN. Proceedings of the DESIGN 2018 15th International Design Conference. 2018; ():2323-2334.
Chicago/Turabian StyleRicardo Sosa; Miguel Montiel; Eduardo Benítez Sandoval; Rajesh E. Mohan. 2018. "ROBOT ERGONOMICS: TOWARDS HUMAN-CENTRED AND ROBOT-INCLUSIVE DESIGN." Proceedings of the DESIGN 2018 15th International Design Conference , no. : 2323-2334.
Victoria Gerrard; Ricardo Sosa. Data objects for hasselt elections. Proceedings of the 15th Participatory Design Conference: Short Papers, Situated Actions, Workshops and Tutorial - Volume 2 2018, 37 .
AMA StyleVictoria Gerrard, Ricardo Sosa. Data objects for hasselt elections. Proceedings of the 15th Participatory Design Conference: Short Papers, Situated Actions, Workshops and Tutorial - Volume 2. 2018; ():37.
Chicago/Turabian StyleVictoria Gerrard; Ricardo Sosa. 2018. "Data objects for hasselt elections." Proceedings of the 15th Participatory Design Conference: Short Papers, Situated Actions, Workshops and Tutorial - Volume 2 , no. : 37.
This paper describes the principles, methods and strategies for the design of everyday objects that embody data – or Data Objects. The work presented in the paper connects the fields of industrial design and data physicalisation to introduce the concept of using data as a design material. To support the creative synthesis of Data Objects the paper provides a literature review, methods and guidance on the creation of Data Objects alongside examples - and possible opportunities, challenges, and future scenarios - for the practice, use and the study of Data Objects.
Ricardo Sosa; Victoria Gerrard; Antonio Esparza; Rebeca Torres; Robbie Napper. DATA OBJECTS: DESIGN PRINCIPLES FOR DATA PHYSICALISATION. Proceedings of the DESIGN 2018 15th International Design Conference 2018, 1685 -1696.
AMA StyleRicardo Sosa, Victoria Gerrard, Antonio Esparza, Rebeca Torres, Robbie Napper. DATA OBJECTS: DESIGN PRINCIPLES FOR DATA PHYSICALISATION. Proceedings of the DESIGN 2018 15th International Design Conference. 2018; ():1685-1696.
Chicago/Turabian StyleRicardo Sosa; Victoria Gerrard; Antonio Esparza; Rebeca Torres; Robbie Napper. 2018. "DATA OBJECTS: DESIGN PRINCIPLES FOR DATA PHYSICALISATION." Proceedings of the DESIGN 2018 15th International Design Conference , no. : 1685-1696.
Problems are a type of situations that are mentally and socially framed to direct efforts and resources with the aim to change them into desired future situations. The definition of what constitutes a problem, and particularly one worth solving creatively is often left implicit in research studies and professional practice. This chapter presents “Creative Problem Framing” (CPF) as a strategic part of the creative endeavor. It does so by analyzing a collection of projects that the authors have supervised in recent years in academia, start-ups, and industry in four countries. An analysis of these cases provides an initial set of dimensions of creative problem framing. The chapter ends with guidelines for higher education to promote creative problem framing, and to design studio-based experiences that enable learners to practice CPF in meaningful ways.
Ricardo Sosa; Andy M. Connor; Bruce Corson. Framing Creative Problems. Applying Design Thinking to the Measurement of Experiential Learning 2017, 472 -493.
AMA StyleRicardo Sosa, Andy M. Connor, Bruce Corson. Framing Creative Problems. Applying Design Thinking to the Measurement of Experiential Learning. 2017; ():472-493.
Chicago/Turabian StyleRicardo Sosa; Andy M. Connor; Bruce Corson. 2017. "Framing Creative Problems." Applying Design Thinking to the Measurement of Experiential Learning , no. : 472-493.
Ricardo Sosa; Auckland University of Technology; Pete Rive; Andy M. Connor. 60 years of creativity in business organizations. DRS2016: Future-Focused Thinking 2016, 1 .
AMA StyleRicardo Sosa, Auckland University of Technology, Pete Rive, Andy M. Connor. 60 years of creativity in business organizations. DRS2016: Future-Focused Thinking. 2016; ():1.
Chicago/Turabian StyleRicardo Sosa; Auckland University of Technology; Pete Rive; Andy M. Connor. 2016. "60 years of creativity in business organizations." DRS2016: Future-Focused Thinking , no. : 1.
Computational simulation has been long established across research areas for modelling the behaviour of complex, multivariable and socio-technical systems. In the computational study of teamwork in design, the focus is set on capturing dynamic interactions between the individual team members within their environment using multi-agent systems. Agent-based simulation (ABS) provides a platform to inductively develop and examine theories on human behaviour in design that have the potential to inform experimental research. This chapter aims to outline the role of agent-based simulation in design drawing from a multidimensional framework for computational modelling. This research approach is applied to examine group support at the time of creative breakthroughs. The chapter concludes with guidelines for the use of agent-based simulation in design research.
Ricardo Sosa. Computational Modelling of Teamwork in Design. Experimental Design Research 2016, 173 -186.
AMA StyleRicardo Sosa. Computational Modelling of Teamwork in Design. Experimental Design Research. 2016; ():173-186.
Chicago/Turabian StyleRicardo Sosa. 2016. "Computational Modelling of Teamwork in Design." Experimental Design Research , no. : 173-186.
This paper presents a novel approach to procedural generation of urban maps for First Person Shooter (FPS) games. A multi-agent evolutionary system is employed to place streets, buildings and other items inside the Unity3D game engine, resulting in playable video game levels. A computational agent is trained using machine learning techniques to capture the intent of the game designer as part of the multi-agent system, and to enable a semi-automated aesthetic selection for the underlying genetic algorithm
Jan Kruse; Ricardo Sosa; Andy M. Connor. Procedural urban environments for FPS games. Proceedings of the Australasian Computer Science Week Multiconference 2016, 77 .
AMA StyleJan Kruse, Ricardo Sosa, Andy M. Connor. Procedural urban environments for FPS games. Proceedings of the Australasian Computer Science Week Multiconference. 2016; ():77.
Chicago/Turabian StyleJan Kruse; Ricardo Sosa; Andy M. Connor. 2016. "Procedural urban environments for FPS games." Proceedings of the Australasian Computer Science Week Multiconference , no. : 77.
Studies of design creativity have underlined the importance of divergent reasoning and visual reasoning in idea generation. Connecting these two key design skills, this paper presents a model of divergent visual reasoning for the study of creativity. A visual divergence task called ShapeStorm is demonstrated for the study of creative ideation that can be applied to humans as well as computational systems. The model is examined in a study with human subjects, a computational stochastic generator, and a geometrical analysis of the solution space. The main significance of this task is that it offers a straightforward means to define a simple design task that can be used across research studies. Several scenarios for the application of ShapeStorm for the study of creativity are advanced.
Ricardo Sosa; Nicolas Rojas; John S. Gero; Qinqi Xu. Visual divergence in humans and computers. Design Studies 2016, 42, 56 -85.
AMA StyleRicardo Sosa, Nicolas Rojas, John S. Gero, Qinqi Xu. Visual divergence in humans and computers. Design Studies. 2016; 42 ():56-85.
Chicago/Turabian StyleRicardo Sosa; Nicolas Rojas; John S. Gero; Qinqi Xu. 2016. "Visual divergence in humans and computers." Design Studies 42, no. : 56-85.
A novel robotic challenge, namely the robot inclusive spaces (RIS) challenge, is proposed in this paper, which is a cross disciplinary and design focused initiative. It aims to foster the roboticists, architects, and designers towards realizing robot friendly social spaces. Contrary to conventional robotics competitions focusing on designing robots and its component technologies, robot inclusive spaces challenge adopts an interdisciplinary “design for robots” strategy to overcome the traditional research problem in real world deployments of social robots. In order to realize the RIS, various architectural elements must be adapted including: design principles for inclusive spaces, lighting schemes, furniture choices and arrangement, wall and floor surfaces, pathways among others. This paper introduces the format and design principles of RIS challenge, presents a first run of the challenge, and gives the corresponding analysis.
Rajesh Elara Mohan; Ning Tan; Katrine Tjoelsen; Ricardo Sosa. Designing the robot inclusive space challenge. Digital Communications and Networks 2015, 1, 267 -274.
AMA StyleRajesh Elara Mohan, Ning Tan, Katrine Tjoelsen, Ricardo Sosa. Designing the robot inclusive space challenge. Digital Communications and Networks. 2015; 1 (4):267-274.
Chicago/Turabian StyleRajesh Elara Mohan; Ning Tan; Katrine Tjoelsen; Ricardo Sosa. 2015. "Designing the robot inclusive space challenge." Digital Communications and Networks 1, no. 4: 267-274.
Ergonomics is the study of designing more human-friendly products, systems or processes for human. By extending this concept to robotics field, we propose robot ergonomics which is a transdisciplinary approach that brings together roboticists, product designers, and architects to solve numerous unsettled research problems or technology bottlenecks in robotics community through designing products for robots. This paper focuses on a case study of chair design for Roomba. Seven design criteria are proposed and intensive experiments are performed to validate the criteria using 22 chairs. Based on such empirical design strategy, three generic principles (i.e., observability, accessibility, and safety) of chair design are extracted for Roomba.
Ning Tan; Rajesh Elara Mohan; Yoke Ying Wong; Ricardo Sosa. Robot ergonomics: A case study of chair design for Roomba. 2015 24th IEEE International Symposium on Robot and Human Interactive Communication (RO-MAN) 2015, 246 -251.
AMA StyleNing Tan, Rajesh Elara Mohan, Yoke Ying Wong, Ricardo Sosa. Robot ergonomics: A case study of chair design for Roomba. 2015 24th IEEE International Symposium on Robot and Human Interactive Communication (RO-MAN). 2015; ():246-251.
Chicago/Turabian StyleNing Tan; Rajesh Elara Mohan; Yoke Ying Wong; Ricardo Sosa. 2015. "Robot ergonomics: A case study of chair design for Roomba." 2015 24th IEEE International Symposium on Robot and Human Interactive Communication (RO-MAN) , no. : 246-251.
Although design science is a relatively young field, the impact of design research upon industry is evident in the literature, in the practice of design by academics, and in the experience set of the authors. This chapter provides evidence of impact from three sources, two studies of design literature, and one survey of design researchers. It is found that more than one third of design research articles, despite focusing on theory, include engagements with industry, and, complementarily, a majority of design researchers have patents, industry experience, or both. These studies of design literature and design researchers change our perceptions of the impact of design research on practice and initiate a new conversation. In the context of research findings and models of transferring general fields of research to practice, design research impacts practice in a variety of tangible and long-lasting ways. Building upon these analyses, we develop a first set of guidelines for transferring design research to practice. These guidelines are illustrated by selected examples and outcomes from the authors’ experiences. The frontier of design science, especially the impact on practice, is exciting and filled with unlimited potential. Changing conversations and perceptions is a critical first step in building the community’s tremendous past successes. Through proven guidelines, we may realize our potential and create a sustainable ecosystem of transferring design research to practice.
Cassandra Telenko; Ricardo Sosa; Kristin L. Wood. Changing Conversations and Perceptions: The Research and Practice of Design Science. Impact of Design Research on Industrial Practice 2015, 281 -309.
AMA StyleCassandra Telenko, Ricardo Sosa, Kristin L. Wood. Changing Conversations and Perceptions: The Research and Practice of Design Science. Impact of Design Research on Industrial Practice. 2015; ():281-309.
Chicago/Turabian StyleCassandra Telenko; Ricardo Sosa; Kristin L. Wood. 2015. "Changing Conversations and Perceptions: The Research and Practice of Design Science." Impact of Design Research on Industrial Practice , no. : 281-309.
Rather than the conventional classification method, we propose to divide modular and reconfigurable robots into intra-, inter-, and nested reconfigurations. We suggest designing the robot with nested reconfigurability, which utilizes individual robots with intra-reconfigurability capable of combining with other homogeneous/heterogeneous robots (inter-reconfigurability). The objective of this approach is to generate more complex morphologies for performing specific tasks that are far from the capabilities of a single module or to respond to programmable assembly requirements. In this paper, we discuss the theory, concept, and initial mechanical design of Hinged-Tetro, a self-reconfigurable module conceived for the study of nested reconfiguration. Hinged-Tetro is a mobile robot that uses the principle of hinged dissection of polyominoes to transform itself into any of the seven one-sided tetrominoes in a straightforward way. The robot can also combine with other modules for shaping complex structures or giving rise to a robot with new capabilities. Finally, the validation experiments verify the nested reconfigurability of Hinged-Tetro. Extensive tests and analyses of intra-reconfiguration are provided in terms of energy and time consumptions. Experiments using two robots validate the inter-reconfigur ability of the proposed module.
Ning Tan; Nicolas Rojas; Rajesh Elara Mohan; Vincent Kee; Ricardo Sosa. Nested Reconfigurable Robots: Theory, Design, and Realization. International Journal of Advanced Robotic Systems 2015, 12, 110 .
AMA StyleNing Tan, Nicolas Rojas, Rajesh Elara Mohan, Vincent Kee, Ricardo Sosa. Nested Reconfigurable Robots: Theory, Design, and Realization. International Journal of Advanced Robotic Systems. 2015; 12 (7):110.
Chicago/Turabian StyleNing Tan; Nicolas Rojas; Rajesh Elara Mohan; Vincent Kee; Ricardo Sosa. 2015. "Nested Reconfigurable Robots: Theory, Design, and Realization." International Journal of Advanced Robotic Systems 12, no. 7: 110.
Legged robots based on one degree-of-freedom reconfigurable planar leg mechanisms, that are capable of generating multiple useful gaits, are highly desired due to the possibility of handling environments and tasks of high complexity while maintaining simple control schemes. An essential consideration in these reconfigurable legged robots is to attain stability in motion, at rest as well as while transforming from one configuration to another with the minimum number of legs as long as the full range of their walking patterns, resulting from the different gait cycles of their legs, is achieved. To this end, in this paper, we present a method for the generation of input joint trajectories to properly synchronize the movement of quadruped robots with reconfigurable legs. The approach is exemplified in a four-legged robot with reconfigurable Jansen legs capable of generating up to six useful different gait cycles. The proposed technique is validated through simulated results that show the platform׳s stability across its six feasible walking patterns and during gait transition phases, thus considerably extending the capabilities of the non-reconfigurable design
Shunsuke Nansai; Nicolas Rojas; Mohan Rajesh Elara; Ricardo Sosa; Masami Iwase. A novel approach to gait synchronization and transition for reconfigurable walking platforms. Digital Communications and Networks 2015, 1, 141 -151.
AMA StyleShunsuke Nansai, Nicolas Rojas, Mohan Rajesh Elara, Ricardo Sosa, Masami Iwase. A novel approach to gait synchronization and transition for reconfigurable walking platforms. Digital Communications and Networks. 2015; 1 (2):141-151.
Chicago/Turabian StyleShunsuke Nansai; Nicolas Rojas; Mohan Rajesh Elara; Ricardo Sosa; Masami Iwase. 2015. "A novel approach to gait synchronization and transition for reconfigurable walking platforms." Digital Communications and Networks 1, no. 2: 141-151.