4 research outputs found

    HIERARCHICAL-GRANULARITY HOLONIC MODELLING

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    This thesis aims to introduce an agent-based system engineering approach, named Hierarchical-Granularity Holonic Modelling, to support intelligent information processing at multiple granularity levels. The focus is especially on complex hierarchical systems. Nowadays, due to ever growing complexity of information systems and processes, there is an increasing need of a simple self-modular computational model able to manage data and perform information granulation at different resolutions (i.e., both spatial and temporal). The current literature lacks to provide such a methodology. To cite a relevant example, the object-oriented paradigm is suitable for describing a system at a given representation level; notwithstanding, further design effort is needed if a more synthetical of more analytical view of the same system is required. In the literature, the agent paradigm represents a viable solution in complex systems modelling; in particular, Multi-Agent Systems have been applied with success in a countless variety of distributed intelligence settings. Current agent-oriented implementations however suffer from an apparent dichotomy between agents as intelligent entities and agents\u2019 structures as superimposed hierarchies of roles within a given organization. The agents\u2019 architectures are often rigid and require intense re-engineering when the underpinning ontology is updated to cast new design criteria. The latest stage in the evolution of modelling frameworks is represented by Holonic Systems, based on the notion of \u2018holon\u2019 and \u2018holarchy\u2019 (i.e., hierarchy of holons). A holon, just like an agent, is an intelligent entity able to interact with the environment and to take decisions to solve a specific problem. Contrarily to agent, holon has the noteworthy property of playing the role of a whole and a part at the same time. This reflects at the organizational level: holarchy functions first as autonomous wholes in supra-ordination to their parts, secondly as dependent parts in sub-ordination to controls on higher levels, and thirdly in coordination with their local environment. These ideas were originally devised by Arthur Koestler in 1967. Since then, Holonic Systems have gained more and more credit in various fields such as Biology, Ecology, Theory of Emergence and Intelligent Manufacturing. Notwithstanding, with respect to these disciplines, fewer works on Holonic Systems can be found in the general framework of Artificial and Computational Intelligence. Moreover, the distance between theoretic models and actual implementation is still wide open. In this thesis, starting from the Koestler\u2019s original idea, we devise a novel agent-inspired model that merges intelligence with the holonic structure at multiple hierarchical-granularity levels. This is made possible thanks to a rule-based knowledge recursive representation, which allows the holonic agent to carry out both operating and learning tasks in a hierarchy of granularity levels. The proposed model can be directly used in terms of hardware/software applications. This endows systems and software engineers with a modular and scalable approach when dealing with complex hierarchical systems. In order to support our claims, exemplar experiments of our proposal are shown and prospective implications are commented

    Génération des séquences de désassemblage et leur évaluation : Intégration dans un environnement de réalité virtuelle

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    Integration of disassembly operations during product design is an important issue today. It is estimated that at the earliest stages of product design, the cost of disassembly operations almost represents 30 % of its total cost. Nowadays, disassembly operation simulation of industrial products finds a strong interest in interactive simulations through immersive and real-time schemes. In this context, in the first place, this thesis presents a method for generating the feasible disassembly sequences for selective disassembly. The method is based on the lowest levels of a disassembly product graph. Instead of considering the geometric constraints for each pair of components, the proposed method considers the geometric contact and collision relationships among the components in order to generate the so-called Disassembly Geometry Contacting Graph (DGCG). The latter is then used for disassembly sequence generation thus allowing the number of possible sequences to be reduced by ignoring any components which are unrelated to the target. A simulation framework was developed integrated in a Virtual reality environment thus allowing generating the minimum number of possible disassembly sequences. Secondly, a method for disassembly operation evaluation by 3D geometric removability analysis in a Virtual environment is proposed. It is based on seven new criteria which are: visibility of a part, disassembly angles, number of tools' changes, path orientation changing, sub-assembly stability, neck score and bending score. All criteria are presented by dimensionless coefficients automatically calculated, thus allowing evaluating disassembly sequences complexity. For this purpose, a mixed virtual reality disassembly environment (VRDE) is developed based on Python programming language, utilizing VTK (Visualization Toolkit) and ODE (Open Dynamics Engine) libraries. The framework is based on STEP, WRL and STL exchange formats. The analysis results and findings demonstrate the feasibility of the proposed approach thus providing significant assistance for the evaluation of disassembly sequences during Product Development Process (PDP). Further consequences of the present work consist in ranking the criteria according to their importance. For this purpose, moderation coefficients may be allocated to each of them thus allowing a more comprehensive evaluating method.De nos jours, l'intégration des opérations de désassemblage lors de la conception des produits est un enjeu crucial. On estime que dans la phase initiale de la conception d'un produit, le coût des opérations de désassemblage représente environ 30% de son coût total. Ainsi, la simulation des opérations de désassemblage de produits industriels trouve un fort intérêt pour des simulations interactives grâce à des programmes d'immersion et en temps réel. Dans ce contexte, dans un premier temps, cette thèse présente une méthode de génération des séquences de désassemblage possibles pour le désassemblage sélectif. La méthode est basée sur les niveaux les plus bas du graphe de désassemblage des produits. Au lieu de considérer les contraintes géométriques pour chaque paire de composants, la méthode proposée tient compte des contacts (relations géométriques entre les composants) et des collisions afin de générer le Graphe Géométrique de Contacts et de Désassemblage (DGCG). Celui-ci est ensuite utilisé pour la génération des séquences de désassemblage permettant ainsi de réduite le nombre de séquences possibles en ignorant les composants non liés avec la cible. Une application de simulation a été développée, intégrée dans un environnement de réalité virtuelle (RV) permettant ainsi la génération du nombre minimum de séquences possibles de désassemblage.Dans un second temps, une méthode d'évaluation des opérations de désassemblage par analyse géométrique 3D de l'amovibilité dans un environnement RV est proposée. Elle est basée sur sept nouveaux critères qui sont: la visibilité d'une pièce, les angles de désassemblage, le nombre des changements d'outils, le changement d'orientation des trajectoires, la stabilité des sous-ensembles, les angles de rotation du cou et flexion du corps. Tous ces critères sont présentés par des coefficients sans dimension calculés automatiquement par l'application développée, permettant ainsi d'évaluer la complexité des séquences de désassemblage. A cet effet, un environnement mixte de réalité virtuelle pour le désassemblage (VRDE) est développé, basé sur le langage de programmation Python, en utilisant deux bibliothèques : VTK (Visualisation Toolkit) et ODE (Open Dynamics Engine), les formats d'échange étant fichiers: STEP, WRL et STL. L'analyse des résultats obtenus démontrent la fiabilité de l'approche proposée fournissant ainsi une aide non négligeable pour l'évaluation des séquences de désassemblage lors de processus de développement de produits (PDP). Les autres conséquences de ce travail consistent à classer les critères en fonction de leur importance. A cet effet, des coefficients de modération peuvent être attribués à chacun d'eux permettant ainsi une méthode d'évaluation plus complète

    Quality embedded intelligent remanufacturing

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    This thesis is motivated from the four keywords: remanufacturing, quality, multi-agent and intelligence. Recent years' environmental problems caused tightening the regulations and legislations for used products. Therefore remanufacturing is getting more attention. The quality of used products is uncertain and even dynamically changes during the remanufacturing process, and each used product should be individually handled in a different way depending on its quality. Fortunately recent developing wireless technologies like radio frequency identification (RFID) may enable remanufacturing control systems to identify, track, and control each used product and disassembled subassembly/part (PDSP) automatically. The multi-agent approach can be a good solution for the individual control of each PDSP, because a centralized control system is not eligible to managing so many elements in the remanufacturing system. The objective of this thesis is to propose a quality embedded remanufacturing system (QRS) which comprises a multi-agent framework and a scheduling mechanism. First, this thesis discusses the fundamental concepts for the proposed modeling tools and scheduling mechanism: the QRS quality characteristics and the multi-agent framework. As the second step, this thesis proposes QRS modeling tools which support the PDSP/resource quality representation and comprise: intuitive remanufacturing system representation (IRSR) and dynamic token two-level colored Petri-nets (DTPN). The former is designed from the user-side perspective and the latter is from the system-side perspective. The multi-agent framework is constructed based on the model represented with the proposed tools. Last, this thesis proposes a real-time scheduling mechanism for the QRS which enables the constructed framework to execute. The scheduling mechanism embeds a communication protocol among agents and dispatching rules formulated depending on the PDSP/resource quality. A knowledge-based approach is adopted to increase efficiency of the scheduling mechanism, where the knowledge is learned by simulations. A heuristic method is also proposed to reduce the simulation time
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