32,740 research outputs found
An agent-based framework for selection of partners in dynamic virtual enterprises
Advances in computer networking technology and open system standards have made practically
feasible to create and manage virtual enterprises. A virtual enterprise, VE, is usually defined as a
temporary alliance of enterprises that come together to share their skills, core competencies, and
resources in order to better respond to business opportunities, and whose cooperation is supported by
computer networks.
The materialization of this paradigm, although enabled by recent advances in communication
technologies, computer networks and logistics, requires an appropriate architectural framework and
support tools.
In this paper we propose an agent-based model of a dynamic VE to support the different selection
processes that are used in selecting the partners for a dynamic VE, where the partners of a VE are
represented by agents. Such a framework will form the basis for tools that provide automated support
for creation, and operation, of dynamic virtual enterprises
Collaborative Environments. Considerations Concerning Some Collaborative Systems
It is obvious, that all collaborative environments (workgroups, communities of practice, collaborative enterprises) are based on knowledge and between collaboration and knowledge management there is a strong interdependence. The evolution of information systems in these collaborative environments led to the sudden necessity to adopt, for maintaining the virtual activities and processes, the latest technologies/systems, which are capable to support integrated collaboration in business services. In these environments, portal-based IT platforms will integrate multi-agent collaborative systems, collaborative tools, different enterprise applications and other useful information systems.collaboration, collaborative environments, knowledge management, collaborative systems, portals, knowledge portals, agile development of portals
A distributed multi-agent framework for shared resources scheduling
Nowadays, manufacturers have to share some of their resources with partners due to the competitive economic environment. The management of the availability periods of shared resources causes a problem because it is achieved by the scheduling systems which assume a local environment where all resources are on the same site. Therefore, distributed scheduling with shared resources is an important research topic in recent years. In this communication, we introduce the architecture and behavior of DSCEP framework (distributed, supervisor, customer, environment, and producer) under shared resources situation with disturbances. We are using a simple example of manufacturing system to illustrate the ability of DSCEP framework to solve the shared resources scheduling problem in complex systems
Negotiation processes within inter-organizational alliances
This paper describesthe negotiation component of E-Alliance, a software infrastructure defined for supporting negotiation activities in concurrent inter-organizational alliances. The E-Alliance’s main intent is to preserve the autonomy of organizations grouped in an alliance. The purpose of this work is to offer support for small and medium enterprises which cannot or do not want to fulfill a big contract alone. This approach is illustrated by a sample scenario where partners are printshops grouped into an alliance to better accomplish customers’ demands.negotiation, middleware, virtual enterprises, multi-agent systems, interaction protocol
MULTIAGENT SYSTEMS FOR SHOP FLOOR ARHITECTURE MANAGEMENT
The paper presents the problem of shop floor agility. In order to cope with the disturbances and uncertainties that characterise the current business scenarios faced by manufacturing companies, the capability of their shop floors needs to be improved quickly, such that these shop floors may be adapted, changed or become easily modifiable (shop floor reengineering). One of the critical elements in any shop floor reengineering process is the way the control/supervision architecture is changed or modified to accommodate for the new process and equipment. This paper, therefore, proposes an multi-agent architecture to support the fast adaptation or changes in the control/supervision architecture.multi-agent system, shop floor agility, control/supervision architecture, virtual organisation.
Intelligent Products: Shifting the Production Control Logic in Construction (With Lean and BIM)
Production management and control in construction has not been addressed/updated ever since the introduction of Critical Path Method and the Last Planner® system. The predominant outside-in control logic and a fragmented and deep supply chain in construction significantly affect the efficiency over a lifecycle. In a construction project, a large number of organisations interact with the product throughout the process, requiring a significant amount of information handling and synchronisation between these organisations. However, due to the deep supply chains and problems with lack of information integration, the information flow down across the lifecycle poses a significant challenge. This research proposes a product centric system, where the control logic of the production process is embedded within the individual components from the design phase. The solution is enabled by a number of technologies and tools such as Building Information Modelling, Internet of Things, Messaging Systems and within the conceptual process framework of Lean Construction. The vision encompasses the lifecycle of projects from design to construction and maintenance, where the products can interact with the environment and its actors through various stages supporting a variety of actions. The vision and the tools and technologies required to support it are described in this pape
Living Innovation Laboratory Model Design and Implementation
Living Innovation Laboratory (LIL) is an open and recyclable way for
multidisciplinary researchers to remote control resources and co-develop user
centered projects. In the past few years, there were several papers about LIL
published and trying to discuss and define the model and architecture of LIL.
People all acknowledge about the three characteristics of LIL: user centered,
co-creation, and context aware, which make it distinguished from test platform
and other innovation approaches. Its existing model consists of five phases:
initialization, preparation, formation, development, and evaluation.
Goal Net is a goal-oriented methodology to formularize a progress. In this
thesis, Goal Net is adopted to subtract a detailed and systemic methodology for
LIL. LIL Goal Net Model breaks the five phases of LIL into more detailed steps.
Big data, crowd sourcing, crowd funding and crowd testing take place in
suitable steps to realize UUI, MCC and PCA throughout the innovation process in
LIL 2.0. It would become a guideline for any company or organization to develop
a project in the form of an LIL 2.0 project.
To prove the feasibility of LIL Goal Net Model, it was applied to two real
cases. One project is a Kinect game and the other one is an Internet product.
They were both transformed to LIL 2.0 successfully, based on LIL goal net based
methodology. The two projects were evaluated by phenomenography, which was a
qualitative research method to study human experiences and their relations in
hope of finding the better way to improve human experiences. Through
phenomenographic study, the positive evaluation results showed that the new
generation of LIL had more advantages in terms of effectiveness and efficiency.Comment: This is a book draf
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