3 resultados para M1 (Tank)

em Greenwich Academic Literature Archive - UK


Relevância:

10.00% 10.00%

Publicador:

Resumo:

This paper considers the problem of sequencing n jobs in a two‐machine re‐entrant shopwith the objective of minimizing the maximum completion time. The shop consists of twomachines, M1 and M2 , and each job has the processing route (M1 , M2 , M1 ). An O(n log n)time heuristic is presented which generates a schedule with length at most 4/3 times that ofan optimal schedule, thereby improving the best previously available worst‐case performanceratio of 3/2.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

This paper considers the problem of sequencing n jobs in a three-machine shop with the objective of minimising the maximum completion time. The shop consists of three machines, M1,M2 and M_{3}. A job is first processed on M1 and then is assigned either the route (M2,M_{3}) or the route (M_{3},M2). Thus, for our model the processing route is given by a partial order of machines, as opposed to the linear order of machines for a job shop, or to an arbitrary sequence of machines for an open shop. The main result is on O(nlog n) time heuristic, which generates a schedule with the makespan that is at most 5/3 times the optimum value.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

The use of games technology in education is not a new phenomenon. Even back in the days of 286 processors, PCs were used in some schools along with (what looks like now) primitive simulation software to teach a range of different skills and techniques – from basic programming using Logo (the turtle style car with a pen at the back that could be used to draw on the floor – always a good way of attracting the attention of school kids!) up to quite sophisticated replications of physical problems, such as working out the trajectory of a missile to blow up an enemies’ tank. So why are games not more widely used in education (especially in FE and HE)? Can they help to support learners even at this advanced stage in their education? We aim to provide in this article an overview of the use of game technologies in education (almost as a small literature review for interested parties) and then go more in depth into one particular example we aim to introduce from this coming academic year (Sept. 2006) to help with teaching and assessment of one area of our Multimedia curriculum. Of course, we will not be able to fully provide the reader with data on how successful this is but we will be running a blog (http://themoviesineducation.blogspot.com/) to keep interested parties up to date with the progress of the project and to hopefully help others to set up similar solutions themselves. We will also only consider a small element of the implementation here and cover how the use of such assessment processes could be used in a broader context. The use of a game to aid learning and improve achievement is suggested because traditional methods of engagement are currently failing on some levels. By this it is meant that various parts of the production process we normally cover in our Multimedia degree are becoming difficult to monitor and continually assess.