Abstract Technological advances and overwhelming presence of digital tools in our day-to-day lives, necessarily have an impact on the practice of design, where we can increasingly find preference for ...the instantaneous and ephemeral communication channels, in detriment of manual or conventional reproduction techniques. Concerning teaching practices, and particularly in the areas of design, there is an increasing hunger for training based on digital tools, where the student is faced with the need to present an answer to a certain problem, using almost exclusively known graphic software’s. This article aims to demonstrate, through a practical example, how students can be encouraged to look for graphic solutions through laboratory practices, using analogue tools, where the results presented were often shaped by this practice and not just a standard solution proposed by a software. The example presented in this paper is based on the extracurricular editorial project, i.E. Magazine, that students of the Degree in Design and Graphic Arts Technology (DGAT) of the Polytechnic Institute of Tomar (PIT) have developed in recent years, with the objective of contributing to learning outside the classroom, encouraging the use of equipment and materials provided by the printing labs of this institution. This magazine is owned by DGAT students and has served as a platform for exploring the PIT printing laboratories, but also as a way for students to express themselves, without the commitment to respond to an exercise, program or problem placed in the classroom. The students that embrace this project are responsible for the choice of all the written content, for the external request for articles, for the collection or production of images and illustrations, for the design and layout, for the choice of materials and means of production, for the printing and finishing and for the distribution. In the first part of this paper, we pretend to address mainly issues related to independent publication - the term is used here, not as a closed and definitive characterization, but only in order to distinguish an area of editing, apart from the traditional means of creation, production, dissemination and distribution - in order to understand its context and recognize how this kind of light-hearted edition, without resources and, almost always, without a commercial objective can influence the choice of tools, materials and resources, as a mean to produce a graphic object. In a second part we will try to explore how the experimentation and exploration of traditional production techniques in a workshop context can lead the student to unexpected results, often imposed by technical, laboratory or time-based limitations related to the use of almost artisanal production techniques. For a third part of this paper, we will present the approaches taken in the production of the sixth edition of the i.E. Magazine that usually starts with a set of limitations presented by the editor and that the students plan to solve as they explore the different solutions that laboratory practices allow. For each of the issues of this magazine it is essential to use the laboratory spaces offered by PIT, making the student conscious of a much wider reality that those they can found on the computer, on digital tools, or even within a traditional classroom. With this article we hope to accomplish that having access to other, more experimental learning methods, allows amplifying the student's creative vision and makes it possible to improve the learning processes. The collaborative methodologies used in the context of a workshop are relevant in the practices of graphic and editorial design, placing the designer also as an author, collaborator and producer, capable of dictating high-value content and practical solutions. The review of creative processes and tools used, transforms the designer as an author, into a more informed and conscious professional, allowing the approach to traditional technologies and contributing to their recognition and applicability in a professional context.
To solve the two-workshop integrated scheduling problem with the same device resources, existing algorithms pay attention to the horizontal parallel processing of the process tree and ignore the ...tightness between vertical serial processes. A scheduling algorithm for two-workshop production with the time-selective strategy and Backtracking Strategy is proposed. The scheduling order of each process in the process tree needs to be determined, which will be completed by the process sequence sequencing strategy. The scheduling plan also needs to be determined, which will be completed using the time-selective scheduling strategy for the two workshops. At the same time, the “reference time” is set for the current scheduling process. To find a better scheduling scheme, the “scheduling reference time” is recorded as T. If the time of the current scheduling process scheme is greater than T, the backtracking adjustment strategy will be used to track the process scheduling scheme. Finally, experiments show that the algorithm not only ensures the parallel processing of parallel processes but also effectively improves the tightness of serial processes and optimizes the results of integrated scheduling.
The visualization of workshop information can affect production management and efficiency. Information can be presented both graphically and non-graphically (for example, in the form of data lists or ...tables). Graphical representations are intuitive and clear, but currently, most of them are based on statistical data, which makes it difficult to convey logical linkages between information and cannot help managers make decisions effectively. With the aim of designing the workshop production system with visual processes in small-sized enterprises, the key visualization technologies of the process flow chart, including the visual design of process flow chart, process card management, process flow chart release, process control, and production schedule monitoring, were all addressed in detail. On this basis, the mechanical manufacturing workshop production management system was created using C#.NET as the programming language. The main contribution of the research is that the system designed used the process flow chart as the main line through all functional modules and integrated all process data on the process nodes of the process flow chart to realize the graphical monitoring of workshop production schedule. The visualization technology of the process flow chart makes the system simple to use and easy to understand, which significantly improves information management and work efficiency in the workshop. Additionally, it provides the technical foundation for flow-driven production information transfer in the workshop and can serve as a universal standard for the process module in workshop production management systems.
For the scheduling problem of complex products in multi-workshop production, this paper studied the BOM (Bill of Materials) structure of complex products and the characteristics of the process route ...and developed the construction method of a multi-level process network diagram. Based on this, a comprehensive mathematical model for scheduling on multi-workshop production was proposed. An improved particle swarm algorithm (PSO) was proposed to solve the problem. By constructing the network subgraph, the invalid search path of the algorithm was avoided, and the efficiency of the algorithm was improved. In addition, for the scheduling problem with product time constraints, this paper presented a path search rescheduling strategy to ensure that the algorithm could obtain an effective search path. Finally, the model and algorithm were verified through a case study. This paper optimized the parameters of the algorithm by different tests and obtained the optimal range of the parameters. At the same time, through the analysis of the scheduling of complex products in a multi-workshop environment, the effectiveness and practicability of the above methods were verified.
How did people in preIndustrial ancient civilizations produce and distribute bulk items, such as salt, needed for everyday use by their large urban populations? This report focuses on the ancient ...Maya who obtained quantities of salt at cities in the interior of the Yucatan peninsula of Mexico, Belize, and Guatemala in an area where salt is scarce. I report the discovery of 41 Late Classic Maya saltworks (anno Domini 600-900) in Punta Ycacos Lagoon on the south coast of Belize, including one with the first-known ancient Maya canoe paddle. The discoveries add important empirical information for evaluating the extent of surplus salt production and river transport during the height of Late Classic civilization in the southern Maya lowlands. The discovery of the saltworks indicates that there was extensive production and distribution of goods and resources outside the cities in the interior of the Yucatan. The discovery of a wooden canoe paddle from one of the Punta Ycacos saltworks, Ka'k' Naab', ties the production of salt to its inland transport by rivers and documents the importance of canoe trade between the coast and the interior during the Late Classic. Archaeological discovery of multiple saltworks on the Belizean coast represents surplus production of salt destined largely for the inland Peten Maya during their Late Classic peak, underscoring the importance of non-state-controlled workshop production in preIndustrial societies.
The manufacturing process of household appliances is complicated and tedious. The intelligent manufacturing transformation of household appliance manufacturing industry is conducive to improving the ...energy utilization and production efficiency of modern household appliance industry. This paper takes the production workshop as the research object, focuses on the application prospect and key technologies of digital twin technology in the production management of the workshop. The research results can provide practical reference for intelligent manufacturing transformation of household appliance manufacturing industry.
A multi-objective flexible workshop production scheduling optimization model is established for a series of workshop data in manufacturing enterprises, such as delivery time, processing time, and ...machine energy consumption, with the goal of minimizing total weighted lead and delay time, minimizing maximum completion time, and minimizing total machine energy consumption. On the basis of the NSGA-II algorithm, a combination of random generation and heuristic generation is used to initialize the population, while introducing dynamic crossover, mutation probability, and an improved elite retention strategy based on dynamic update crowding operator to optimize the NSGA-II algorithm, and solving the scheduling model to obtain the optimal set of scheduling solutions. Compared with the original NSGA-II algorithm, the improved NSGA-II (INSGA-II) algorithm improves population diversity, accelerates convergence speed, avoids falling into local optima, and can obtain better scheduling schemes. Finally, the feasibility and effectiveness of the INSGA-II algorithm were verified through simulation experiments.
Through the analysis of the existing intelligent manufacturing production mode, aiming at the problem of the current mode of information exchange, we study a MES system based on the B/S architecture, ...and its architecture, system flow, and functional modules The design of other key technologies has effectively improved the work efficiency of the intelligent manufacturing line, solved the problems of workshop information management, and has the advantages of low cost and stable operation.
The enterprise workshop production site is full of complex information and in complicated situation, so the traditional monitoring system cannot meet the demands of the information interaction ...between workshop management and operational levels. In order to solve these problems, this paper is about to build virtual models that accurately map workshop resources and a virtual monitoring system that reflects the production status in real time which can help the workshop managers to timely and roundly monitor the manufacturing resources such as the workshop equipment and production status. The system builds the data logic model of the workshop manufacturing resources based on the 3D workshop model, which adopts Thrift framework to establish the data interaction between the virtual workshop layer and bottom layer, and uses the real-time production data to drive the 3D virtual model. Then the system renders the virtual scene and builds a human-computer interaction interface on the Unity3D platform. Finally, this paper takes a workshop system as an example to establish a virtual monitoring system integrating VR and AR technology, and verifies the effectiveness of the system.