In manufacturing, it is vital that production personnel have the right information at the right time and place. The main purpose of information delivered to a workplace is to support the worker in a way that contributes to the quality of the product as well as productivity. However, when information processing becomes a large part of the workload, the time for core workplace activities is reduced. A study was conducted at a heavy diesel engine assembly line with the aim of finding how the assembly personnel interact with the information presented to them in their work context and how this affected quality and productivity. The study focused on four assembly stations and involved 70 assembly workers over a period of ten days and nights during which 2600 standard and customised variant engines were assembled. The main feature of the study was a change in the information system that reduced the amount of data and information provided, changed the location of the information, and modified the timing of information presentation. Results from the study show that the information presented at an assembly workstation influences the quality as well as the assembly process itself. The number of internal rejects decreased by 40% on two of the stations and on the other two stations no errors occurred during the study. This influence on the assembly process is of great importance from a quality perspective; by changing the information system and thereby the workers’ behaviour, the errors were reduced significantly. Whilst errors are few and detected internally, redressing these errors is a waste. Furthermore, an adequate information system boosts operator confidence and reduces cognitive stress levels. The information system used in this study was relatively simple (simpler than the regular system) and based on colour coded cards. Nevertheless, the impact was major and this indicates that when designing an information system for mass-customised assembly, a wide range of solutions needs to be considered. A study in final assembly of heavy trucks is planned for the future where the ultimate goal is to arrive at worker and task tailored presentation of information in customised assembly.
This paper describes the factors that play a role in credibility of simulation results. It focuses on virtual manufacturing and in particular resource simulation as an example. However, a simulation model can be used in a number of different ways. Verification and validation of models is amongst other factors important for credibility. In this area, much work has been carried out in defense research. There are also some striking similarities between virtual manufacturing and information fusion, in particular in the field of human competence development related to credibility of simulations.
The concept of form features in design and manufacturing is not new, but has in recent times received renewed attention in industry and academia. Manufacturing features play an important role in process planning. There are different ways to extract these manufacturing features from a product model, depending on how the model was generated. Problems related to feature extraction and reasoning include feature interactions and tolerances. For sheet metal components, some additional issues exist as the base material is flat sheet whereas the completed product is usually a three-dimensional structure. Feature abstractions can be used to avoid problems in manufacturing and increase flexibility in decision making. Compared to machining, some additional functions exist in sheet metal process planning such as flat wrap generation and nesting
Artikeln beskriver plagiat men även otillåtet samarbete. Uppfattningarna om vad som räknas till plagiat varierar dock. Plagiat är inte lika med fusk, för fusk krävs uppsåt att vilseleda. Plagiat uppstår ofta när studenter känner tidspress eller osäkerhet. Lärare brukar upptäcka indikeringar på möjligt plagiat på manga olika sätt, det är relativt sällan att antiplagieringsverktyg larmar utan att läraren redan har fått misstankar. Sättet som plagiat hanteras på beror på ett antal faktorer, till exempel om studenten vet om korrekt källhantering eller ej. Inte alla fall av plagiat blir ärenden för disciplinsnämnden. Som lärare kan man förebygga plagiat på olika sätt. Dels handlar det om information och träning för studenter, dels handlar det om utformning av examinationsuppgifter, till exempel variation av uppgifter och muntlig återkoppling.
Simulation tools are widely used across the product, process and resource domains of product- and production development. This paper discusses the nature of simulation models and the wide use of simulation models .It uses virtual manufacturing, in particular discrete event simulation project methodology, as an example to elucidate important aspects of simulation, in particular human roles and some selected project phases of which verification and validation in relation to the simulation’s intended purpose are discussed in particular. The paper uses the NASA CAS model for credibility assessment of simulations to arrive at a schematic representation of how overall credibility as composed of aspect related to the model, the data, and the model’s use.
This keynote gives a general description of simulation and its associated system of interest. In the context of virtual manufacturing, three domains can be distinguished; product domain, process domain and resource domain. Examples of simulation in these there domains are given, as well as some examples of simulation across these domains. Typical steps/phases in a simulation project are described, as well as common pitfalls. In industrial simulation projects, usually a number of stakeholders are involved with different maturity/experience in the field of simulation. It is described how such industrial simulation projects can be supported by a handbook, developed in close collaboration with a group of companies. As one example of advanced applications, simulation-based remote monitoring and diagnostics is described. The other example of advanced applications given in the paper is that of simulation-based optimisation.
This chapter gives a general description of simulation and its associated system of interest. In the context of virtual manufacturing, three domains can be distinguished; product domain, process domain and resource domain. Examples of simulation in these there domains are given, as well as some examples of simulation across these domains. Typical steps/phases in a simulation project are described, as well as common pitfalls. In industrial simulation projects, usually a number of stakeholders are involved with different maturity/experience in the field of simulation. It is described how such industrial simulation projects can be supported by a handbook, developed in close collaboration with a group of companies. As one example of advanced applications, simulation-based remote monitoring and diagnostics is described. The other example of advanced applications given in the paper is that of simulation-based optimisation. Many simulation tools and projects aim at providing decision support to a human decision maker. High level information fusion, a development originating from defence research, also aims at providing decisions support. A comparison between virtual manufacturing and information fusion reveals that a popular reference model for information fusion called JDL-model is very apt to serve as a reference model for virtual manufacturing.
This article gives a general description of simulation and its associated system of interest. In the context of virtual manufacturing, three domains can be distinguished; product domain, process domain and resource domain. Examples of simulation in these there domains are given, as well as some examples of simulation across these domains. Typical steps/phases in a simulation project are described, as well as common pitfalls. In industrial simulation projects, usually a number of stakeholders are involved with different maturity/experience in the field of simulation. It is described how such industrial simulation projects can be supported by a handbook, developed in close collaboration with a group of companies. As one example of advanced applications, simulation-based remote monitoring and diagnostics is described. The other example of advanced applications given in the paper is that of simulation-based optimisation. Many simulation tools and projects aim at providing decision support to a human decision maker. High level information fusion, a development originating from defence research, also aims at providing decisions support. A comparison between virtual manufacturing and information fusion reveals that a popular reference model for information fusion called JDL-model is very apt to serve as a reference model for virtual manufacturing.
Karlstad Lean Factory (KLF) är en fullskalig simulatormiljö vilken är konstruerad och byggd för Lean Produktion träning av studenter och industrianställda. En praktisk workshop i KLF kommer att erbjudas som innehåller såväl “prova på” som diskussion och erfarenhetsutbyte
This paper describes the use of a flexible full-scale simulation environment for Lean Production training and education called 'KLF Karlstad Lean Factory'. Instead of using the PDCA cycle as model for improvement cycles, the authors have developed a model that is more descriptive; it supports training transfer to the work environment in a more intuitive way. Recently, the authors have started to use the simulator as a testbed for innovative production solutions. Together with a company, the simulator is configured so as to emulate their envisaged future production solution. This participatory modelling simulation process consists of three main stages: (i) creating a common view on aim and scope, (ii) configuration modelling, and (iii) simulations. After the simulations, participants tend to continue seeking improvements, which illustrates the effectiveness of the approach. Future work will include developing a model for measuring lean production maturity in SMEs.
Simulation for training lean manufacturing ranges from simple paper-based or LEGO®-based games to larger scale simulation environments, for instance push car assembly. Some models for game-based learning are discussed and a model for lean manufacturing training is adopted . Many types of simulation may be suitable for teaching some basic elements of Lean manufacturing to students, but they are often less suitable for training industry workers in applying Lean manufacturing in their work environment. The latter group is more used to intuitive learning than to formal instruction. Thus, it is important that a training environment for this group more realistically represents the work environment; otherwise training transfer will be limited. For this reason, a lean training environment that includes materials processing stations as well as assembly areas was created. The stations exhibit some realistic behaviour such as stochastic breakdowns. Based on a comparison between factory workers and university students, five hypotheses for testing in future work are proposed.
Production simulation games are increasingly popular for training students and industrial employees in Lean Production principles. They range from paper- or desktop-based games to full scale simulators and proper manufacturing machinery. This paper reports on experiences from using both desktop games and a full scale simulator. Desktop games are suitable when training people who already have a fair understanding of lean principles. Shop floor workers usually have difficulties in seeing analogies between desktop games and their work environment. For both students and industrial workers, training effects and immersion tend to be higher when using full scale simulators.
In Lean Production training and education, simulators are often used.These can take the form of for instance desktop games, computersimulations, or full-scale simulators. Many training participants perceivemodels for experiential learning and for continuous improvementprocesses as complex and abstract. Based on experiences from trainingsessions in a full-scale simulator Karlstad Lean Factory®, a unifiedmodelfor learning and improvementwork is presented. Thismodel stimulatestraining transfer and is perceived as intuitive. It also shows instructionalscaffolding as a learning method. Suggestions for future work includeinvestigating synergy with Smart Manufacturing and the use of LeanProduction simulators for innovative product realisation.
In Lean Production training and education, simulators are often used. These can take the form of for instance desktop games, computer simulations, or full-scale simulators. Most evidence of training transfer from the training environment to the work situation is anecdotal, and as such is assessment of training transfer a research gap. Experiences from training sessions in Karlstad Lean Factory® are presented, including a combination with computer simulation. A unified model for learning and improvement work is presented. Some suggestions for future work include investigating synergy with Smart Manufacturing and/or innovative product realization.
Both literature and manufacturing companies state that simulators for providing training in lean production to industrialemployees must be similar to the work environment. This motivated the design of Karlstad Lean Factory, which is a trainingenvironment that realistically resembles an industrial environment. It is a full-scale training facility that incorporates acombination of materials processing and assembly. Parameters such as processing times, breakdown intervals and repair typescan be set. Examples of basic and more advanced training scenarios are given. Experiences from training groups of industrialemployees are described; inhomogeneity of these groups requires some specific attention.
The paper describes a new engineering Master's program called MMII (manufacturing management and industrial informatics) that is co-located at universities in Sweden, Spain and the United Kingdom. One reason for developing the program was that the changing manufacturing landscape due to globalisation, increasing complexity of manufacturing systems itself and an increased need to integrate manufacturing systems with corporate information systems forces educators to find solutions that provide industry with engineers who have the right skills. Apart from "hard" skills related to the above-mentioned issues, industry increasingly also requires engineers to have well-developed "soft" skills such as an ability to work in an international environment and willingness to work abroad. A program given at only one location would not provide a truly European dimension and besides, it would draw heavily upon the teaching resources; hence the decision to seek international partners with complementing competences and resources; these were found at universities in Skövde, Valencia and Loughborough. In Loughborough, students read capita selecta from CAE (computer aided engineering) during one semester. In Valencia, they spend a project-based semester on international industrial management. In Skövde, they read virtual manufacturing during one semester and carry out their degree project during the final semester.
Models for continuous improvement processes and for game-based learning currently have some drawbacks. Based on work with Karlstad Lean Factory®, a dual model for game-based learning and improvement processes is presented. This model also shows instructional scaffolding, and there is evidence that its use stimulates training transfer. A natural step is to extend the use of fullscale lean production simulators to a novel use as innovation testbeds. This can lower the threshold for production innovation in SMEs. A small case study shows how this novel use can be organised, with several benefits for the company.
Simulation for training lean manufacturing ranges from simple paper-based or LEGO®-based games to larger scale simulation environments, for instance push car assembly. Whilst such simulations may be suitable for educating students, they are often less suitable for training industry workers. The latter group is more diverse and is more used to intuitive learning than to formal instruction. Thus, it is important that a training environment for this group more realistically represents the work environment; otherwise training transfer will be limited. For this reason, a lean training environment that includes materials processing stations as well as assembly areas was created. The stations exhibit some realistic behaviour such as stochastic breakdowns. Based on a comparison between factory workers and university students, hypotheses for testing in future work are proposed.
Simulation for training lean manufacturing ranges from simple paperbasedor LEGO®-based games to larger scale simulation environments, forinstance push car assembly. Whilst such simulations may be suitable for educatingstudents, they are often less suitable for training industry workers. The latter groupis more diverse and is more used to intuitive learning than to formal instruction.Thus, it is important that the training environment for this group more realisticallyrepresents the work environment; otherwise training transfer will be limited. Forthis reason, a lean training environment that includes materials processing stationsas well as assembly areas was created. The stations exhibit some realisticbehaviour such as stochastic breakdowns.
A head mounted display is developed for use in an immersive augmented reality simulator for virtual training. The simulator requires a video see-through parallax-free display to accurately mix the real and virtual worlds. High field of view is also required to allow use of peripheral vision in order to create a higher sense of awareness for the user. Due to high cost associated with commercial off-the-shelf display systems, a custom solution is designed and developed by combining hardware and software. It is shown that it is possible to build a low cost display system that provides the necessary attributes and acceptable compromises for the current type of application.
The paper describes the design and development of a novel cost effective simulator for training of situation awareness, strategy and co-operation. By mixing real and virtual realities in combination with wireless and body-mounted hardware, the result is an augmented environment that allows for high physical mobility against a relatively low cost.
This paper proposes a novel low-cost robotic telepresence approach to situation awareness, initially aimed for hazardous environments. The robot supports omnidirectional movement, wide field of vision, haptic feedback and binaural sound. It is controlled through an augmented virtuality environment with an intuitive position displacement scheme that supports physical mobility. The operator thereby can conduct work away from danger whilst retaining situation awareness of the real environment.
Movement, physical feedback, social interaction and vision are important factors for humans inthe real world, and therefore also in a virtual world whose aim is to mimic the real world. The effect of avirtual environment application could increase through the use of a human-computer interface that canmatch natural human capability in such areas, and several novel components are presented herein. Here,movement and feedback is gained through an omnidirectional walking surface that enables untetheredmovement throughout a virtual world without imposing physical restrictions. Although several differentapproaches exist to the mechanical problem of two-dimensional translation, an alternative top-downapproach can reduce complexity to one-dimensional space. Furthermore, interchange of subtle bodylanguage can be vital and achieved with a system that supports high fidelity in virtual texturerepresentation of users, which can be more powerful in some cases than virtual geometry. Also, a newapproach is taken to the design of a head mounted display with minimal weight through optics in the formof soft contact lenses, mounted directly on the eyes.