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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
11

A pedagogical game for project management

Huebner, Nathan Daniel January 1978 (has links)
An interactive computer game for teaching project management skills using network models is presented. The game is written in APL notation. The game is based on a discrete simulation model of the project network. The player simulates the project for a period of time and can then solicit reports, perform resource scheduling or CPM analysis, and make changes in response to the current environmental conditions. The instructor interacts with the game through the environmental modifying functions and the scheduling of exogenous events. This allows him to create a game which is tailored to a specific pedagogical situation. Descriptions of techniques used to add these options and some suggestions for them are included. / Master of Architecture
12

Balancing a job shop with alternative computer-aided time standards

Hankins, Steven Lee January 1983 (has links)
This research focuses on the use of computer-aided alternative time standards to balance the workload in a job shop. An example computer-aided time standards data base is presented along with the computer software to access the data base for the calculation of alternative time standards. Three machine loading algorithms are proposed to perform the workload balance, and the effectiveness of the algorithms is tested through the results of a computer simulation. It is shown that an algorithm which is unique to the literature produces results which approach the results of a complete enumeration algorithm. / M.S.
13

AN EXPERT SYSTEM USING FUZZY SET REPRESENTATIONS FOR RULES AND VALUES TO MAKE MANAGEMENT DECISIONS IN A BUSINESS GAME.

DICKINSON, DEAN BERKELEY. January 1984 (has links)
This dissertation reports on an effort to design, construct, test, and adjust an expert system for making certain business decisions. A widely used approach to recurring judgmental decisions in business and other social organizations is the "rule-based decision system". This arrangement employs staff experts to propose decision choices and selections to a decisionmaker. Such decisions can be very important because of the large resources involved. Rules and values encountered in such systems are often vague and uncertain. Major questions explored by this experimental effort were: (1) could the output of such a decision system be mimicked easily by a mechanism incorporating the rules people say they use, and (2) could the imprecision endemic in such a system be represented by fuzzy set constructs. The task environment chosen for the effort was a computer-based game which required player teams to make a number of interrelated, recurring decisions in a realistic business situation. The primary purpose of this research is to determine the feasibility of using these methods in real decision systems. The expert system which resulted is a relatively complicated, feed-forward network of "simple" inferences, each with no more than one consequent and one or two antecedents. Rules elicited from an expert in the game or from published game instructions become the causal implications in these inferences. Fuzzy relations are used to represent imprecise rules and two distinctly different fuzzy set formats are employed to represent imprecise values. Once imprecision appears from the environment or rules the mechanism propagates it coherently through the inference network to the proposed decision values. The mechanism performs as well as the average human team, even though the strategy is relatively simple and the inferences crude linear approximations. Key aspects of this model, distinct from previous work, include: (1) the use of a mechanism to propose decisions in situations usually considered ill-structured; (2) the use of continuous rather than two-valued variables and functions; (3) the large scale employment of fuzzy set constructs to represent imprecision; and (4) use of feed forward network structure and simple inferences to propose human-like decisions.
14

COMPUTER SIMULATION MODEL FOR STRATEGIC MANAGEMENT DECISIONS RELATED TO YUMA, ARIZONA CITRUS ORCHARDS (POLICY, OPTIMIZATION, OPERATIONS).

MONROE, STUART ROBERT. January 1985 (has links)
This research assisted the Yuma, Arizona citrus orchard manager in his strategic planning for achieving a low-cost position in a focused segment of the citrus industry. Citrus growers in the Yuma district are faced with major changes in their competitive environment and must adopt new strategic plans in order to continue to compete effectively in what has recently become a global industry. Since the planning horizon for new citrus orchards is in excess of 20 years, a long range planning model was developed to aid in evaluating alternative operating strategies. This research established the interrelatedness of water, nitrogen, and phosphorous relative to the yields of Valenica Oranges, Lisbon Lemons, and Redblush Grapefruit on Rough Lemon, Sour Orange, and Troyer rootstocks. A computer simulation model was used to evaluate optimal operating policies for a variety of resource prices and market conditions. The methodology utilized in development of the simulation model was unique in that it emulates individual tree performance from the time of planting until maturation. Four operating strategies were investigated and the profit maximizing and cost minimizing strategies were found to be significant. Evaluation of market selling prices indicated that the profit maximizing strategy was optimal except at very low market prices where the cost minimization strategy was optimal. Price sensitivity for water and fertilizer resources was investigated. Operating strategies were not affected by water price increases over the foreseeable future, however, price changes in nitrogen and phosphorous were found to affect the optimal operating strategy primarily through the substitution of manure in the system. Existing horticultural practices in the Yuma growing area were confirmed by the research. Additional optimal operating strategies were suggested relative to market prices. The long run policy decision making process for orchard managers was enhanced.
15

Jump-diffusion based-simulated expected shortfall (SES) method of correcting value-at-risk (VaR) under-prediction tendencies in stressed economic climate

Magagula, Sibusiso Vusi 05 1900 (has links)
Value-at-Risk (VaR) model fails to predict financial risk accurately especially during financial crises. This is mainly due to the model’s inability to calibrate new market information and the fact that the risk measure is characterised by poor tail risk quantification. An alternative approach which comprises of the Expected Shortfall measure and the Lognormal Jump-Diffusion (LJD) model has been developed to address the aforementioned shortcomings of VaR. This model is called the Simulated-Expected-Shortfall (SES) model. The Maximum Likelihood Estimation (MLE) approach is used in determining the parameters of the LJD model since it’s more reliable and authenticable when compared to other nonconventional parameters estimation approaches mentioned in other literature studies. These parameters are then plugged into the LJD model, which is simulated multiple times in generating the new loss dataset used in the developed model. This SES model is statistically conservative when compared to peers which means it’s more reliable in predicting financial risk especially during a financial crisis. / Statistics / M.Sc. (Statistics)
16

Learning about water through the African catchment game : the refinement of a role playing simulation game

Fraenkel, Linda Anne January 2010 (has links)
This research has undertaken two key mandates. One was to develop modifications to the African Catchment Game (ACG), a role playing simulation game, in order to simulate rainfall and water management processes representative of the southern African context. The other was to understand what, if any, learning associated with water management issues had taken place as a result of playing the ACG. The modification process took the form of an action research process. The initial modifications were trialed with South African students as part of their undergraduate Geography course offered at Rhodes University, South Africa. Subsequent modifications were implemented over a five month period with three diverse participant groups, namely Finnish, American and South African participants. An interpretive research orientation was employed in order to analyse both the qualitative and quantitative data that was generated. Pre- and Post-Game Questionnaires were used in order to identify the learning and understanding which the participants constructed as a result of playing the ACG. The Chi-Square Test was also applied to each of the pre- and post- questions to establish statistical significance. Subsequent analysis of these questions identified and traced patters and trends associated with learning and understanding across the three game runs. This research study draws on social constructivism and experiential learning as the dominant education theory that underpins it. Results revealed that for all three game runs learning took place. Participants identified dominant themes and environmental dimensions both before and after playing the ACG. The analysis of these responses indicated a deeper awareness of water as a contributing factor for sustainable economic development while the game runs enabled the researcher to adjust the water availability within each game run until rainfall and water management processes representative of a southern African context were successfully simulated in the last game run.

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