281,584 research outputs found

    Measuring the learning effectiveness of serious gaming for training of complex manufacturing tasks

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    © 2017, © The Author(s) 2017. Background. Training new workers on complex manufacturing tasks has long been a challenge for high value manufacturing companies. Equipment downtime, costly instructors, and dangerous working environments are some of the impediments of hands-on training. To overcome these hurdles, a traditional manufacturing paper manual was transformed into a serious game through capturing and embedding expert knowledge. Aim. This article investigates the learning effectiveness of learning via a serious game (Training Game) compared with the tradition learning method (Paper Manual) through a user study. Method. Twenty employees took part in a randomised controlled trial. They were assigned to one of two conditions: Training Game (experimental condition), or Paper Manual (control condition). Participants spent a maximum of 30 minutes to study manufacturing instructions before completing two tests to evaluate the amount of learning achieved. Results. The results show that the Training Game was more effective for learning procedu ral knowledge than the Paper Manual. Regarding factual knowledge, no significant difference was identified between the two conditions. In terms of motivation, increased engagement levels were reported in the Training Game condition. Conclusions. This user study shows evidence that the serious TG being evaluated is an effective method for training procedural knowledge in a complex manufacturing scenario

    Complex Dynamics in a Bertrand Duopoly Game with Heterogeneous Players

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    A heterogeneous Bertrand duopoly game with bounded rational and adaptive players manufacturing differentiated products is subject of investigation. The main goal is to demonstrate that participation of one bounded rational player in the game suffices to destabilize the duopoly. The game is modelled with a system of two difference equations. Evolution of prices over time is obtained by iteration of a two dimensional nonlinear map. Equilibria are found and local stability properties thereof are analyzed. Complex behavior of the system is examined by means of numerical simulations. Region of stability of the Nash equilibrium is demonstrated in the plane of the speeds of adjustment. Period doubling route to chaos is presented on the bifurcation diagrams and on the largest Lyapunov characteristic exponent graph. Lyapunov time is calculated. Chaotic attractors are depicted and their fractal dimensions are computed. Sensitive dependence on initial conditions is evidenced.Bertrand duopoly, heterogeneous expectations, nonlinear dynamics, chaos

    Batch Sequencing and Cooperation

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    Game theoretic analysis of sequencing situations has been restricted to manufactur- ing systems which consist of machines that can process only one job at a time. However, in many manufacturing systems, operations are carried out by batch machines which can simultaneously process multiple jobs. This paper aims to extend the game theoretical approach to the cost allocation problems arising from sequencing situations on systems that consist of batch machines. We first consider sequencing situations with a single batch machine and analyze cooperative games arising from these situations. It is shown that these games are convex and an expression for the Shapley value of these games is provided. We also introduce an equal gain splitting rule for these sequencing situa- tions and provide an axiomatic characterization. Second, we analyze various aspects of flow-shop sequencing situations which consist of batch machines only. In particular, we provide two cases in which the cooperative game arising from the flow-shop sequencing situation is equal to the game arising from a sequencing situation that corresponds to one specific machine in the flow-shop.Sequencing situations;sequencing games;batch machines

    Improving decision making in product modularization by game-based management training

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    To deal with the complexity caused by a constantly increasing need for product customization many companies have adopted a product modularization strategy. Product modularization has the potential to give benefits both in the design of products, in manufacturing as well as in the supply chain. But, it poses great challenges in its implementation, which includes complex decision-making that will affect the whole value-chain. The purpose of this paper is to describe how a game-based approach can be used for academic education, and management training, with the aim of improving decision-making in product modularization. This by visualizing, and practice, the complex interplay between product, manufacturing and supply chain architecture. The paper describes the development of the LEGO Exploratorium game set up, based on the LEGO minifigures, and how it has been used for both teaching engineering students and in company workshop. Using this game set up will increase companies’ possibilities to develop modularized products that are designed for both efficient manufacturing and supply chain management

    Uber Effort: The Production of Worker Consent in Online Ride Sharing Platforms

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    The rise of the online gig economy alters ways of working. Mediated by algorithmically programmed mobile apps, platforms such as Uber and Lyft allow workers to work by driving and completing rides at any time or in any place that the drivers choose. This hybrid form of labor in an online gig economy which combines independent contract work with computer-mediated work differs from traditional manufacturing jobs in both its production activity and production relations. Through nine interviews with Lyft/Uber drivers, I found that workers’ consent, which was first articulated by Michael Burawoy in the context of the manufacturing economy, is still present in the work of the online gig economy in post-industrial capitalism. Workers willingly engage in the on-demand work not only to earn money but also to play a learning game motivated by the ambiguity of the management system, in which process they earn a sense of self-satisfaction and an illusion of autonomous control. This research points to the important role of technology in shaping contemporary labor process and suggests the potential mechanism which produces workers’ consent in technology-driven workplaces

    Defining next-generation additive manufacturing applications for the Ministry of Defence (MoD)

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    “Additive Manufacturing” (AM) is an emerging, highly promising and disruptive technology which is catching the attention of the Defence sector due to the versatility it is offering. Through the combination of design freedom, technology compactness and high deposition rates, technology stakeholders can potentially exploit rapid, delocalized and flexible production. Having the capability to produce highly tailored, fully dense, potentially optimized products, on demand and next to the point of use makes this emerging and immature technology a game changer in the “Defence Support Service” (DS2) sector. Furthermore, if the technology is exploited for the Royal Navy, featured with extended and disrupted supply chains, the benefits are very promising. While most of the AM research and efforts are focusing on the manufacturing/process and design opportunities/topology optimization, this paper aims to provide a creative but educated and validated forecast on what AM can do for the Royal Navy in the future. This paper aims to define the most promising next generation Additive Manufacturing applications for the Royal Navy in the 2025 – 2035 decade. A multidisciplinary methodology has been developed to structure this exploratory applied research study. Moreover, different experts of the UK Defence Value Chain have been involved for primary research and for verification/validation purposes. While major concerns have been raised on process/product qualification and current AM capabilities, the results show that there is a strong confidence on the disruptive potential of AM to be applied in front-end of DS2 systems to support “Complex Engineering Systems” in the future. While this paper provides only next-generation AM applications for RN, substantial conceptual development work has to be carried out to define an AM based system which is able to, firstly satisfy the “spares demands” of a platform and secondly is able to perform in critical environments such as at sea
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