• Title/Summary/Keyword: Flow Shop Model

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A strategic operating model of AGVs in a flexible machining and assembly system (유연가공 및 조립시스템에서의 AGV 운용전략)

  • 양대용;정병희;윤창원
    • Korean Management Science Review
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    • v.11 no.1
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    • pp.23-37
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    • 1994
  • This paper discusses the methodology for the operational performance of unit-load automated guided vehicles(AGVs) in a flow-shop-type flexible machining and assembly systems (FM/AS). Throughout the paper, AGVs are working as a carrier and mobile workstation. For a double-loop FM/AS, in which one loop is dedicated to machining and the other to assembly, three AGV operating strategies are proposed. Considering the entering interval and travel time of AGVs between workcenters, the strategies are developed to determine the best job sequence which minimizes the makespan and vehicle idle time. Entering times of AGVs and the required minimum number of AGVs are obtained on the basis of the best job sequence. When the number of AGVs are limited, entering times of AGVs are adjusted to maximize the utilization of AGVs.

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A Comparative Study of Dynamic Dispatching Rule for Machine and AGV of Flexible Manufacturing System (유연생산시스템의 기계와 AGV의 동적 작업배정규칙 비교연구)

  • Lee, Sung-Woo
    • Journal of the Korean Society of Industry Convergence
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    • v.12 no.1
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    • pp.19-25
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    • 2009
  • We suggest and evaluate a dynamic scheduling rule of machines and material handling systems for on-line operation in job shop type Flexible Manufacturing System. Alternating status should be able to take operation scheduling procedures and without delay in dynamic industrial environments effectively. The interaction(SPT-NS, SPT-QSNS, SPT-NUJ, EDD-NS, EDD-QSNS, EDD-NUJ, CR-NS, CR-QSNS, CR-NUJ) between machine operation scheduling and AGV dispatching rule were also studied in this research. The performance evaluation which was obtained from DSS compares the performance of Flow time, and Empty to loaded travel ratio. It is Compared with the best rules & two system.

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Digital Manufacturing based Modeling and Simulation of Production Process in Subassembly Lines at a Shipyard (디지털 생산을 기반으로 한 조선 소조립 공정 모델링 및 시뮬레이션)

  • 이광국;신종계;우종훈;최양렬;이장현;김세환
    • Proceedings of the Korea Society for Simulation Conference
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    • 2003.11a
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    • pp.185-192
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    • 2003
  • Digital Manufacturing-based production could be very effective in shipbuilding in order to save costs and time, to increase safety for workers, and to prevent bottleneck processes in advance. Digital shipbuilding system, a simulation-based production tool, is being developed to achieve such aspects in Korea. To simulate material flow in a subassembly line at a shipyard, the product, process and resources was modeled for the subassembly process which consisted of several sub-processes such as tack welding, piece alignment, tack welding, and robot welding processes. The analysis and modeling were carried out by using the UML(Unified Modeling Language), an object-oriented modeling method as well as IDEF(Integration DEFinition), a functional modeling tool. Initially, the characteristics of the shop resources were analyzed using the shipyard data, and the layout of the subassembly line was designed with the resources. The production process modeling of the subassembly lines was performed using the discrete event simulation method. Using the constructed resource and process model, the productivity and efficiency of the line were investigated. The number of workers and the variations In the resource performance such as that of a new welding robot were examined to simulate the changes in productivity. The bottleneck process floated according to the performance of the new resources. The proposed model was viewed three-dimensionally in a digital environment so that interferences among objects and space allocations for the resources could be easily investigated

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Effects of the Attributes of Mobile Shopping Apps on Purchase Intention of Fashion Products

  • BYUN, Sangwoon;KYUNG, Moon-Soo
    • The Journal of Industrial Distribution & Business
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    • v.11 no.1
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    • pp.49-57
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    • 2020
  • Purpose : The purpose of this study is to examine the effect of the attributes of mobile shopping apps on the purchase intention of fashion products in the steadily growing mobile commerce market and analyze the mediation effect of shopping flow. Research design, data and methodology : In this study, a survey was conducted on users in their 20s to 50s who had experience of fashion products via mobile shopping apps. The questionnaire was analyzed on the final 507. The research issues were verified using Frequency analysis, Exploratory factor analysis, Reliability analysis, Confirmatory factor analysis, and Structural equation model. Results : Among the attributes of mobile shopping apps, reliability, enjoyment and ease of use were found to have a significant impact on shopping flow and fashion product purchase intention, while shopping flow had a significant impact on fashion product purchase intention. Product diversity and usefulness of shopping apps didn't show a significant effect. After examining the mediation effect, reliability, enjoyment, and ease of use were shown to have indirect effects by showing partial mediation effects. Conclusions : Studies show that consumers are not putting much emphasis on how diverse a product line is available and how useful a mobile shopping app is when they shop for fashion products on mobile devices. Factors that affect consumers' purchase intention are reliability, enjoyment and ease of use of shopping apps. These results shows that it is important to provide reliable information about fashion products, provide reliability to customers by setting up means for safe transactions, and provide a wider variety of services and information to make using the mobile shopping app enjoyable. In addition, there is a need to make it easy to find a fashion product that consumers like and make it easy to purchase when consumers find out fashion products that they like, and to configure how to use the app easily. Consequently, consumers become immersed in shopping which is also able to improve consumers' purchase intention on fashion products when a reliable, enjoyable and easy to use mobile shopping app is provided.

A Case Study on the Aggregate Planning of Multi-product Small-batch Production Facilities: Focusing on System Dynamics Simulation Modeling (다품종 소량생산 설비의 총괄생산계획에 관한 사례 연구: 시스템다이내믹스 시뮬레이션 모델링을 중심으로)

  • Lee, Seungdoe;Kim, Sang Won
    • Journal of Korean Society for Quality Management
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    • v.50 no.1
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    • pp.153-167
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    • 2022
  • Purpose: The purpose of this study is to guide the operation managers who plan daily production of large mass-processing facility that services multi-customers with multi-product, small-batch item characteristics by providing the practical best production quantity and the inventory allowed to build. Methods: Close observation of a subcontract paint-shop operator captured the daily decision process which was reflected in the subcontractor-unique mathematical model and the system dynamics simulation model. Multiple simulations were run to find the practical best production quantity and the maximum allowable stock level of inventory that did not undermine the profit from practical best daily production. Actual data and a few constant values were obtained from the firm under study. Results: While the inventory holding cost for the customer-owned material harms the total profit of the subcontractor, the running cost of the processing facility hinders production in small batches. This balances the maximum possible productions and results in practical best daily production which can be found through simulation runs with actual data. The maximum level of stocked inventory is deduced from the practical best daily production. Conclusion: To build a large volume that enables economy-of-scale production, operators should deal with multi-product small-batch items from multiple customers. When the planned schedule of the time and amount of material in-flow tend not to be reliable, operators can find it practical to execute level production across the planning horizon instead of adjusting to day-to-day in-flow fluctuations.

State of Mind in the Flow 4-Channel Model and Play (플로우 4경로모형의 마음상태와 플레이(play))

  • Sohn, Jun-Sang
    • Journal of Global Scholars of Marketing Science
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    • v.17 no.2
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    • pp.1-29
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    • 2007
  • The flow theory becomes one of the most important frameworks in the internet research arena. Hoffman and Novak proposed a hierarchical flow model showing the antecedents and outcomes of flow and the relationship among these variables in the hyper-media computer circumstances (Hoffman and Novak 1996). This model was further tested after their initial research (Novak, Hoffman, and Yung 2000). At their paper, Hoffman and Novak explained that the balance of challenge and skill leads to flow which means the positive optimal state of mind (Hoffman and Novak 1996). An imbalance between challenge and skill, leads to negative states of mind like anxiety, boredom, apathy (Csikszentmihalyi and Csikszentmihalyi 1988). Almost all research on the flow 4-channel model have been focusingon flow, the positive state of mind (Ellis, Voelkl, and Morris 1994 Mathwick and Rigdon 2004). However, it also needs to examine the formation of the negative states of minds and their outcomes. Flow researchers explain play or playfulness as antecedents or the early state of flow. However, play has been regarded as a distinct concept from flow in the flow literatures (Hoffman and Novak 1996; Novak, Hoffman, and Yung 2000). Mathwick and Rigdon discovered the influences of challenge and skill on play; they also observed the influence of play on web-loyalty and brand loyalty (Mathwick and Rigdon 2004). Unfortunately, they did not go so far as to test the influences of play on state of mind. This study focuses on the relationships between state of mind in the flow 4-channel model and play. Early research has attempted to hypothetically explain state of mind in flow theory, but has not been tested except flow until now. Also the importance of play has been emphasized in the flow theory, but has not been tested in the flow 4-channel model context. This researcher attempts to analyze the relationships among state of mind, skill of play, challenge, state of mind and web loyalty. For this objective, I developed a measure for state of mind and defined the concept of play as a trait. Then, the influences of challenge and skill on the state of mind and play under on-line shopping conditions were tested. Also the influences of play on state of mind were tested and those of flow and play on web loyalty were highlighted. 294 undergraduate students participated in this research survey. They were asked to respond about their perceptions of challenge, skill, state of mind, play, and web-loyalty to on-line shopping mall. Respondents were restricted to students who bought products on-line in a month. In case of buying products at two or more on-line shopping malls, they asked to respond about the shopping mall where they bought the most important one. Construct validity, discriminant validity, and convergent validity were used to check the measurement validations. Also, Cronbach's alpha was used to check scale reliability. A series of exploratory factor analyses was conducted. This researcher conducted confirmatory factor analyses to assess the validity of measurements. All items loaded significantly on their respective constructs. Also, all reliabilities were greater than.70. Chi-square difference tests and goodness of fit tests supported discriminant and convergent validity. The results of clustering and ANOVA showed that high challenge and high skill leaded to flow, low challenge and high skill leaded to boredom, and low challenge and low skill leaded to apathy. But, it was different from my expectation that high challenge and low skill didnot lead to anxiety but leaded to apathy. The results also showed that high challenge and high skill, and high challenge and low skill leaded to the highest play. Low challenge leaded to low play. 4 Structural Equation Models were built by flow, anxiety, boredom, apathy for analyzing not only the impact of play on state of mind and web-loyalty, but also that of state of mind on web-loyalty. According the analyses results of these models, play impacted flow and web-loyalty positively, but impacted anxiety, boredom, and apathy negatively. Results also showed that flow impacted web-loyalty positively, but anxiety, boredom, and apathy impacted web-loyalty negatively. The interpretations and implications of the test results of the hypotheses are as follows. First, respondents belonging to different clusters based on challenge and skill level experienced different states of mind such as flow, anxiety, boredom, apathy. The low challenge and low skill group felt the highest anxiety and apathy. It could be interpreted that this group feeling high anxiety or fear, then avoided attempts to shop on-line. Second, it was found that higher challenge leads to higher levels of play. Test results show that the play level of the high challenge and low skill group (anxiety group) was higher than that of the high challenge and high skill group (flow group). However, this was not significant. Third, play positively impacted flow and negatively impacted boredom. The negative impacts on anxiety and apathy were not significant. This means that the combination of challenge and skill creates different results. Forth, play and flow positively impacted web-loyalty, but anxiety, boredom, apathy had negative impacts. The effect of play on web-loyalty was stronger in case of anxiety, boredom, apathy group than fl ow group. These results show that challenge and skill influences state of mind and play. Results also demonstrate how play and flow influence web-loyalty. It implies that state of mind and play should be the core marketing variables in internet marketing. The flow theory has been focusing on flow and on the positive outcomes of flow experiences. But, this research shows that lots of consumers experience the negative state of mind rather than flow state in the internet shopping circumstance. Results show that the negative state of mind leads to low or negative web-loyalty. Play can have an important role with the web-loyalty when consumers have the negative state of mind. Results of structural equation model analyses show that play influences web-loyalty positively, even though consumers may be in the negative state of mind. This research found the impacts of challenge and skill on state of mind in the flow 4-channel model, not only flow but also anxiety, boredom, apathy. Also, it highlighted the role of play in the flow 4-channel model context and impacts on web-loyalty. However, tests show a few different results from hypothetical expectations such as the highest anxiety level of apathy group and insignificant impacts of play on anxiety and apathy. Further research needs to replicate this research and/or to compare 3-channel model with 4-channel model.

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A Case Study on the Verification of the Initial Layout of Engine Block Machining Line Using Simulation (엔진블럭 가공라인 초기설계안 검증을 위한 시뮬레이션 사례연구)

  • 문덕희;성재헌;조현일
    • Journal of the Korea Society for Simulation
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    • v.12 no.3
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    • pp.41-53
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    • 2003
  • The major components of an engine are engine block (or cylinder block), cylinder head, crank shaft, connecting rod and cam shaft. Thus the engine shop usually consists of six sub-lines, five machining lines and one assembly line. Flow line is the typical concept of layout for machining these parts, especially for engine block. In order to design an engine block machining line, several factors should be considered such as yearly production target, working hours, machines, tools, material handling equipments and so on. If the designers of manufacturing line were unaware of some factors those would be influenced on the system performance, it would make greater problems in the phase of mass production. Therefore the initial design of engine block machining line should be verified carefully. Simulation is the most powerful tool for analyzing the initial layout. This paper introduces the major factors those should be considered for designing the machining line and their effects on the system performance. 3D simulation models are developed with QUEST. Using the simulation model developed the initial layout is analyzed, and we suggest some ideas for improvement.

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A Study on Flow Zone Development and Bottom Change by Propeller Jets from Ships (선박추진기에 의한 흐름발달과 해저면변화에 대한 연구)

  • 이지훈;이중우
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2002.11a
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    • pp.139-145
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    • 2002
  • The flow zone through propeller jets are used in evaluating the environmental and constructional effects of navigation on the waterway. It relies on the characteristics of ships and water depth. A numerical model using the momentum theory of the propeller and Shield's diagram was developed in a restricted waterway. Equations for discharge are presented based on thrust coefficients and propeller speed and are the most accurate means of defining discharge. Approximate methods for discharge are developed based on applied ship's power. Equations for discharge are as a function of applied power, propeller diameter, and ship speed. Water depth of the waterway and draft of the shop are also necessary for the calculation of the grain size of the initial motion. The velocity distribution of discharge from the propeller was simulated by the Gaussian normal distribution function. The shear velocity and shear stress were from the Sternberg's formula. Case studies to show the influence of significant factors on sediment movement induced by the ship's propeller at the channel bottom are presented.

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A Study on Automation of Steel Plate Forming by Heating Method (열간가공에 의한 강판의 곡 가공 자동화 시스템)

  • B.I. Lee;H.S. Yoo;G.G. Byun;H.G. Kim
    • Journal of the Society of Naval Architects of Korea
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    • v.39 no.2
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    • pp.34-44
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    • 2002
  • Approximately 70 percent of shop's hull plate consists of three-dimensional curved shell. Concerning with the research on the automation of plate forming many studies have been carried out for the last decade. The purpose of this study is to develop the simulator of heating on the basis of the reasonable mechanical model representing a heating phenomenon. The beating experiment has been carried out with varying parameters influencing on the results of heating information at the kinematics analysis, simulatorestimate the shape of deformed plate that process along the processing information. When we get the initial shape and the object shape, we calculate the processing information first, using kinematics analysis. In a simulator we estimate deformed shape from the processing information. After this we compare deformed shape and object shape. If the error of deformed shape and object shape is in the proper limits, that information is determined the final processing information. Else we repeat the process changing variable.

An Application Method and Effect Analysis of the DBR(Drum-Buffer-Rope) Method Under the Re-entrant Process (재투입공정 하에서 DBR 기법 적용 방안 및 효과분석)

  • Yang, Hyunjun;Jeong, Sukjae;Yoon, SungWook
    • Journal of the Korea Society for Simulation
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    • v.29 no.1
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    • pp.57-69
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    • 2020
  • Many researchers have recommended that DBR scheduling would be an efficient method to maintain the balance of their workload among many processes in the general flow shop. However, as product variety has increased in recent years, the process has become more complex and requires the re-entrance of raw materials and work in process. The re-entrant line has known for the complex manufacturing process that raw materials are repeatedly processed on the same machine. This study reviews the applicability of DBR against the re-entrant manufacturing line due to the distinguishing characteristics and the higher complexity caused by multiple visits of a job into the identical process. In order to apply the DBR method to the re-entrant process, the main idea is to reconstruct re-entrant process into a virtual flow process(loop) that has a single bottleneck. This study discusses the following two questions. First, DBR is also superior to traditional scheduling methods against re-entrant manufacturing line. And how we structure and detect the system bottleneck (or sub-bottleneck) through drum-buffer-rope concepts. To answer the above questions, we experimented and analyzed the effects of the applicability of DBR under the general re-entrant process model(TRC, Technology Research Center). As a result, we have identified a balance between loops for cycle time and work in process.