209 research outputs found

    A Simulation Technology for Supply-Chain Ingeration

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    Using simulation techniques to improve the client flow of the Kentucky Cabinet for Health and Family Services.

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    The client flow of the Kentucky Cabinet for Health and Family Services is a complex process that deals with a high volume of clients on any given beginning half of the month. A simulation model of an average busy day in the system was built using the Arena Simulation package. Methods for creating a simulation using Arena are included in this work. Statistics were generated from a number of different sources to create an accurate representation of the model. The simulation model shows long wait times for clients coming into the system to receive benefits. Working with a state budget during variable economic times leaves no room for hiring new workers, so changes must come from within. The flexibility of the simulation model allows for experiments on the system to be created and observed. Experiments included in this work show changes to the main lobby by adding kiosk systems and an alternative method for processing clients. Both experiments show beneficial outcomes, with reduced wait times and better efficiency. The model can also be used for preventive measures. An experiment showing a 10% influx of clients in the system demonstrates the strain the system would undergo should such a scenario occur. Using the simulation model to test changes to the system can help guide decision making by providing valuable output and reliable statistics

    A framework for realistic real-time walkthroughs in a VR distributed environment

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    Virtual and augmented reality (VR/AR) are increasingly being used in various business scenarios and are important driving forces in technology development. However the usage of these technologies in the home environment is restricted due to several factors including lack of low-cost (from the client point of view) highperformance solutions. In this paper we present a general client/server rendering architecture based on Real-Time concepts, including support for a wide range of client platforms and applications. The idea of focusing on the real-time behaviour of all components involved in distributed IP-based VR scenarios is new and has not been addressed before, except for simple sub-solutions. This is considered as “the most significant problem with the IP environment” [1]. Thus, the most important contribution of this research will be the holistic approach, in which networking, end-systems and rendering aspects are integrated into a cost-effective infrastructure for building distributed real-time VR applications on IP-based networks

    Analysis and improvement of a bottling line using a simulation modelling approach

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    This project thesis is focused on the study of a bottling production line using a modelling simulation method, through which we analyse the inefficiencies and then improve their performance. Moreover, the line is also analysed thorugh an analytic approach applying a formula to optimize the buffer sizing. The two approachs are compared to highlight the differences

    A system dynamic modelling approach for integrated lean-BIM planning and control methods

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    Traditional planning and control methods do not accurately reflect the construction reality and lack feedback loops. The Last Planner System (LPS) and Location-based Management System (LBMS) have been suggested as socio-technical systems to generate practical and actionable real-life data based on production theories and logic. This data can be effectively communicated, analysed, and managed using the capabilities offered by Building Information Modelling (BIM) workflows. However, a true integration between Lean Construction-BIM is not yet matured, where parallel use of both concepts is still more common. This paper presents a conceptual framework based on a system dynamic modelling approach to elaborate a causal loop diagram (CLD). The CLD explores the interactions between basic management functions and waste, on this basis this paper proposes how the integration between LPS, LBMS, and BIM can be harnessed to apply waste elimination strategies. The results of this study can be applied as lean policy analysis for new lean adaptors to understand the impact of Lean-BIM for planning and controlling various wastes across the construction supply chainThis work is funded by National Funds through the FCT - Fundação para a Ciência e Tecnologia, I.P., under the scope of the project 2021.04751.B

    Semiconductor Manufacturing Basics, Comparison Between Agent Based and Discrete Event Simulation

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    El trabajo consta de dos partes principales, la descripción detallada y caracterización de la industria de los semiconductores entendida en el contexto del transporte de materiales, donde los procesos de fabricación requeridos para conseguir el producto final son tan numerosos que hacen obligatorio el uso de tecnologías de simulación con el fin de optimizar la eficiencia en tanto la fabricación como el almacenamiento. Posteriormente se centra en el dilema creado en los últimos años debido a la utilización de diferentes técnicas y enfoques de simulación, teniendo como objeto de estudio los enfoques Agent Based y Discrete Event realiza una detallada comparativa donde se exponen argumentos a favor y en contra de la utilización de cada uno de estos enfoques dependiendo del modelado que se deba realizar siendo finalmente el usuario quien toma la decisión última según el tipo de sistema que desee modelar.Departamento de Ingeniería Energética y FluidomecánicaGrado en Ingeniería Mecánic

    MODELING, SIMULATION AND ANALYSIS OF AN AUTOMOTIVE MANUFACTURING SYSTEM USING ARENA SOFTWARE

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    The objective of this project is to develop a model, simulate and analysis a manufacturing system using ARENA The scope of study is focusing on an automotive manufacturer, specifically on the automotive part component stamping line. The aim is to provide the best method to improve the workstation process efficiency and to ascertain its limitations and problems to achieve production target. The procedures include data gathering, model building, simulation, verification, and validation and performance analysis. To improve understanding about ARENA, a case study is carried out to make a simple simulation model. Then the model is simulated using the actual stamping productions data gathered which include the production index daily, process specification, parameters, production schedule and machine breakdown. The output of the simulation is generated in a form of report. The report is organized into sections which summarized across all replications. The results show that the percentage error of ARENA model is less than 5% as targeted. This model would be used as a decision support system for the investigation of improving the process by implementing several decisions like line balancing and simplifYing operation. "What-if" analysis is applied to give a review on the decision is presented. The findings confirm the qualitative behaviour of the manufacturing system in response to the different decision options

    Proceedings of the international conference on cooperative multimodal communication CMC/95, Eindhoven, May 24-26, 1995:proceedings

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    Development of a model based on virtual reality for the evaluation of behavioral compliance with warnings and wayfinding contexts

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    Virtual Reality (VR) when framed in adequate methodologies, has an ample field of application for Ergonomics and for Design, since it allows to analyze and understand how people interaction with simulated situations in Virtual Environments (VEs). As such, it is of extreme importance for research and the practice of Ergonomics, to understand how it is possible to optimize, create, implement and evaluate solutions based in VEs in different contexts, including dangerous one, in particular those that can place in risk the physical integrity of people. These VEs can be used to study the Human behavior in critical situations, which is important when projecting products and systems that involve dangers to the users that would be difficult to study otherwise. In this context, this project has as its general objective the study of the factors that influence the development of VEs for VR and in the implementation of solutions (with a focus on the software and hardware) that better can correspond to the development of this type of studies, namely in studies of behavioral compliance with warnings and in studies of wayfinding. The methodological proposal described in this document focuses in a User-Centered Design (UCD) perspective, which involved the participation of the users, in the different phases of development of the project. As a result, it was developed and evaluated software and hardware solutions for the understanding and evaluation of the factors associated to the study of Human behavior, namely in behavioral compliance with warnings and in wayfinding contexts. It was also studied the best solutions for interaction and navigation in VEs, that correspond to high levels of presence, which is a fundamental aspect in behavioral compliance with warnings and wayfinding studies that use VR as a support tool. With this purpose, two navigational interfaces were developed (i.e., Balance Board and Walk-in-Place), also in a UCD perspective, to guarantee a constant cycle of tests and improvement of the implementations among the users. A comparative study was made between these two navigational interfaces and another that is commonly used in studies with VR (i.e., a Joystick). This comparative study was conducted in a context of evaluation of behavioral compliance with warnings and performance variables were analyzed, as well as the levels of presence in the different navigational interfaces. There were no statistically significant differences in the levels of presence or in the behavioral compliance between the three navigational interfaces. However, statistically significant differences were found in several performance variables (e.g., average speed, total distance). Future directions for the research are also discussed.A Realidade Virtual (RV) quando enquadrada em metodologias adequadas, tem um campo de aplicação alargado para a Ergonomia e o Design, visto permitir analisar e compreender como as pessoas interagem com situações simuladas em Ambientes Virtuais (AVs). Desta forma, é de extrema importância para a investigação ou prática da Ergonomia, perceber como se pode optimizar, construir, implementar e avaliar soluções baseadas em AVs em diferentes contextos, incluindo contextos perigosos, particularmente aqueles que podem colocar em risco a integridade física das pessoas. Estes AVs podem ser usados para estudar o comportamento Humano em situações críticas, o que é importante quando se projecta produtos e sistemas que envolvam perigos para os utilizadores que de outra forma seria muito difícil avaliar. Neste contexto, este projecto tem como objectivo geral o estudo dos factores que influenciam o desenvolvimento de ambientes para Realidade Virtual e na implementação de soluções (com um foco maior no software e hardware) que melhor possam corresponder ao desenvolvimento deste tipo de estudos, nomeadamente em estudos de consonância comportamental com avisos de segurança e estudos de wayfinding. A proposta metodológica descrita neste documento foca-se numa perspectiva de Design Centrado no Utilizador (DCU), que envolveu a participação dos utilizadores, nas várias fases de desenvolvimento do projecto. Como resultado, desenvolveu-se e avaliou-se soluções de software e hardware para a compreensão e avaliação dos factores associados ao estudo do comportamento Humano, nomeadamente para a consonância comportamental com avisos de segurança e para situações de wayfinding. Foram também estudadas as melhores soluções para interacção e navegação em AVs, que correspondam a níveis de presença elevados, aspecto fundamental em estudos de consonância comportamental com avisos de segurança e em estudos de wayfinding que usam RV. Com este intuito, foram desenvolvidas duas interfaces de navegação para Realidade Virtual (i.e., Balance Board e Walk-in-Place), também numa perspectiva de DCU, para garantir um constante ciclo de testes e aperfeiçoamento das implementações junto dos utilizadores. Foi realizado um estudo comparativo entre estas duas interfaces de navegação e uma outra que é utilizada mais frequentemente em estudos com RV (i.e., um Joystick). Este estudo comparativo realizou-se num contexto de avaliação da consonância comportamental com avisos de segurança e foram analisadas variáveis de desempenho, assim como os níveis de presença das diferentes interfaces de navegação. Não se observaram diferenças estatisticamente significativas em relação aos níveis de presença nem em relação à consonância comportamental entre as três interfaces de navegação. No entanto, foram encontradas diferenças estatisticamente significativas em várias variáveis de desempenho (e.g., velocidade média, distância percorrida). Também são discutidas as possíveis linhas de investigação de continuação ao trabalho
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