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1

Holmberg, Robert, Niklas Karlsson, and Alexander Styhre. "Rethinking Production Games." Concepts and Transformation 3, no. 3 (1998): 271–82. http://dx.doi.org/10.1075/cat.3.3.06hol.

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Within the discourse on contemporary, post-Taylorist working life, production games and simulations are widely accepted as tools to facilitate learning and communication in organizations. We suggest that research programs dealing with production games can be seen as lying between two typical positions. Insiders — any significant group that proposes that simulations are useful — argue that they are fair representations of work practices, and that they hold specific qualities. Outsiders — researchers seeking to understand how simulations work in action — reject these kinds of 3.. priori statements, claiming that it is not meaningful to express any of the qualities of simulations prior to the simulation situation without succumbing to mythologizing simulations. This paper presents a study, undertaken from an outsider perspective, of a simulation game used in Sweden. We suggest that simulation games are complex social interactions carrying a considerable, albeit not yet fully exploited, potential for learning. The outline of the simulation favored the use of recently developed shop floor practices over old practices, and the explanation for the success of the new practices was often interpreted in terms of technical aspects of the production process. Observations and interviews indicate that research from an insider perspective tends to underestimate the emergent character of the simulations and how the game can be a vehicle for discipline and the creation of dysfunctional patterns in workgroups as well as learning. In summary, the outsider perspective could, as in this study, provide alternative perspectives on simulations, providing new insights and ideas, for research as well as practice.
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2

FROST, MERVYN, and SILVIYA LECHNER. "Two conceptions of international practice: Aristotelianpraxisor Wittgensteinianlanguage-games?" Review of International Studies 42, no. 2 (2015): 334–50. http://dx.doi.org/10.1017/s0260210515000169.

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AbstractScholars from the recent ‘practice turn’ in International Relations have urged us to rethink the international realm in terms of practices. The principal exponents of the turn, Emanuel Adler and Vincent Pouliot, have refurbished Pierre Bourdieu’s theory of practice to produce their own account of international practices. In a review of the practice turn, Chris Brown has argued that Bourdieu’s notion of practice shares basic affinities with Aristotle’s concept of praxis. While practice turn scholars may not adhere to a rigid canon of thought, they seem to share an Aristotelian conception of praxis. This reading of the turn to practice, though plausible, captures one part of the story. The central thesis of the present article is that instead of one there are two, distinctive conceptions of practice – Aristotelian and Wittgensteinian – and therefore two distinctive ways in which the character of international practices might be understood. More concretely, the aim is to show that the conception of international practices, rooted in Wittgenstein’s view of practices as language-games, can be particularly illuminating to all those who seek to understand international relations.
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3

Brisson, Gregory E. "Body Shop." Family Medicine 50, no. 5 (2018): 390–91. http://dx.doi.org/10.22454/fammed.2018.311118.

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4

Engard, Albert C. "NOTES ON MODERN BOILER SHOP PRACTICE." Naval Engineers Journal 100, no. 1 (1988): 65–68. http://dx.doi.org/10.1111/j.1559-3584.1988.tb01455.x.

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5

Baumann, C., A. Tijé-Dra, and J. Winkler. "Geographien zwischen Diskurs und Praxis – Mit Wittgenstein Anknüpfungspunkte von Diskurs- und Praxistheorie denken." Geographica Helvetica 70, no. 3 (2015): 225–37. http://dx.doi.org/10.5194/gh-70-225-2015.

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Abstract. Current discussions about a practice turn in human geography raise questions about whether discourse analytical approaches are focusing too strongly on symbolic representations. However, practice-theoretical conceptions privilege the analysis of everyday practices, discussing issues of embodiment and materiality. Following the considerations of Ludwig Wittgenstein, we assume certain connections between these two fields of study and explore the links between discourse and practice theory by employing the Wittgensteinian concepts of language-games and rule-following. Focussing on the discourse theory of Laclau and Mouffe and the practice theory of Schatzki, we show to what extend both theories are informed by Wittgenstein's work and can be seen as different types of language-games analyses. We highlight the similarities and discuss the differences in the basic interests of these theories. Finally, we introduce an integrative „Wittgensteinian approach“ that is illustrated by two empirical examples of geographical inquiry – practices of a new rurality and rap-music in stigmatized banlieus.
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6

Pink, Jim, Leo Duffy, and Jennifer Coventry. "The coffee-shop model." British Journal of General Practice 66, no. 645 (2016): 202. http://dx.doi.org/10.3399/bjgp16x684589.

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7

ENGARD, ENGINEER ALBERT C. "VII. NOTES ON MODERN BOILER SHOP PRACTICE." Journal of the American Society for Naval Engineers 2, no. 2 (2009): 129–38. http://dx.doi.org/10.1111/j.1559-3584.1890.tb00024.x.

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8

Banaszak, David. "End-to-End Mechanical Calibration of Strain Channels in Dynamic Health Monitoring Systems." Journal of the IEST 45, no. 1 (2002): 113–20. http://dx.doi.org/10.17764/jiet.45.1.724270g325661067.

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The U.S. Air Force invented a calibration technique that allows one person to perform multiple, mechanical end-to-end calibrations of structural dynamics measurement systems. In Order to define the vibrations and acoustics environment, often an aircraft or engine structural health monitoring system collects airframe or engine structural integrity data. A recommended practice is to perform an end-to-end mechanical calibration of the system. This means a full calibration of instrumentation from the physical input to the transducer to the output where the analog or digital signal is normally analyzed. It is difficult to stimulate mounted and embedded transducers with a known physical input, especially strain gages bonded to a structure. This new technique uses a remote control structural exciter (RCSE) to stimulate transducers in structures, with a measurable input level, and the output signal is communicated to the data storage device of the structural health monitoring system. The Air Force demonstrated this patented technique by using accelerometers in the laboratory. This paper investigates this new technique to evaluate and calibrate strain gages mounted on structure. A reference piezoelectric strain gage measures the input. A typical system may include dynamic strain gages connected to a battery operated data acquisition system. This paper describes the invention and looks at potential field applications to insure data integrity of strain data in structural health monitoring data acquisition systems on aging commercial and military vehicles. Also, the paper describes a planned design of experiments to evaluate the use of remote control structural exciters for mechanical end-to-end calibration of strain gages in measurement systems.
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9

Habib, Mohammad Asadul, M. Ashraful Islam, Lincon Chandra Shill, et al. "Poultry shop based hygiene practices: a knowledge, attitudes, and practices study on poultry shop personnel of selected districts of Bangladesh." International Journal Of Community Medicine And Public Health 7, no. 6 (2020): 2051. http://dx.doi.org/10.18203/2394-6040.ijcmph20202451.

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Background: Food-borne disease outbreaks remain a major global health problem, and cross-contamination from raw meat is a major cause in developed countries due to inadequate handling. The goal of this study was to assess the poultry shop personnel's knowledge, attitudes, and practices (KAP) in the selected districts of Bangladesh.Methods: 103 poultry shop personnel were involved in this cross-sectional study.Results: A significant association was observed between the poultry shop personnel and the knowledge (p<0.05), attitudes (p<0.05), and practices (p<0.05) of safe meat-handling. The 68.3% of poultry shop personnel had good, 26.9% had moderate, while only 4.8% of poultry shop personnel had poor knowledge about hygiene practices. The 5.8% of poultry shop personnel showed poor, 19.2% showed moderate and 75% of poultry shop personnel showed good attitude towards hygiene practices. But the poultry shop personnel 36.5% had poor, 44.2% had moderate and only 20% showed good practice of hygiene practices. The knowledge, attitude and practice Mean±SD score of poultry shop personnel was 7.38±2.04, 7.87±2.24 and 4.41±2.38 respectively, indicating that poultry shop personnel had good knowledge and attitude but poor practice. We also found that 42% of poultry shops and poultry shop personnel had maintained totally unhygienic workplace, 56% had moderately hygienic, and while only 2% poultry shops and poultry shop personnel had maintained fully hygienic workplace. Further, linear regression analysis revealed that KAP levels have been significantly associated with age, education, and the majority of knowledge, attitudes, and practice related questions (p<0.05).Conclusions: Public health awareness about safe poultry meat handling and hygiene among poultry shop personnel, in general, should be at the front burner.
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10

Kunitsyna, E. Yu, and R. I. Pegov. "Hybridization as a Form of Media “Extension”: Stand-up Technologies in Infotainment Discourse (A Case Study of the Jim Jefferies Late Night Talk Show)." Vestnik NSU. Series: History and Philology 18, no. 6 (2019): 150–65. http://dx.doi.org/10.25205/1818-7919-2019-18-6-150-165.

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Purpose. The article addresses the issue of media discourse hybridization, the latter being the result of discourse-and-genre transgression and the source of new discursive practices, particularly, infotainment. The growing demands of society for information and the increasing worldwide popularity of humorous programs (especially stand-up comedies) have triggered the emergence of a unique media product – The Jim Jefferies Show. The salient feature of the talk show is that its host and producer is a famous stand-up comedian. Jim Jefferies’ versatile, controversial, belief-challenging and thought-provoking satirical comedy has won him admiration and respect across the USA and abroad. Results. Adopting an interdisciplinary, integrated approach, we explore the problem of media discourse technologization and game-ization. The research is based on the premises of theory of discourse, pragma- and sociolinguistic discourse studies, critical discourse analysis, philosophy of discourse and philosophy of play and games. We argue that incorporating stand-up technologies, also referred to as attractions, into informational discourse brings about a powerful discursive shift and comprehensive hybridization manifested in multiple interdiscursivity (with a variety of types and kinds of discourse involved: informational and entertaining, institutional [status bound] and personal [personality bound], existential and habitual; critical, political, comical; simulative), multiple destination (along with information-offering [news] and entertainment [fun], opinion, critique, subversion, shock) and multiple functions (informational, orientational, that of solidarity vs. agonistic, actional, axiological and “ludenic”). Conclusion. The new discursive practice as an extension of media and man, homo ludens, meets demands and values of the consumer society, agrees with the postmodernist Zeitgeist and reveals a carnivalesque mediachronotope.
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11

Lim, Sang-Min. "Union Shop Agreement and Unfair Dismissal, Unfair Labor Practice." Labor Law Forum 31 (November 30, 2020): 105–42. http://dx.doi.org/10.46329/llf.2020.11.31.105.

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12

Nickel, Patricia Mooney. "Thrift Shop Philanthropy." Cultural Politics 12, no. 2 (2016): 173–89. http://dx.doi.org/10.1215/17432197-3592076.

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Although the charity thrift shop is typically treated as an apolitical nonprofit entity, it plays a significant cultural and political role in the contemporary practice of governing. In this article, I am concerned with how well-being is distributed through the governance of time and labor as it intersects with the circulation of the thrift shop commodities that fund the welfare mix. I am simultaneously concerned with how these practices of power—which are frequently degrading for those who have few options other than to interface with the institutions within which these practices originate—come to be rehabilitated as charity, in a cycle that mirrors the circulation of consumer goods upon which they depend for funding. I draw on critical theories of philanthropy, consumer culture, the welfare state, and time, as they contribute to our understanding of the inculcation of ascetics in relationship to contemporary practices of power. I substantiate these claims through an exploration of how the charity thrift shop belongs to a circuit of ascetic production involving the degradation and rehabilitation of consumer goods, which then, through the funding of training programs that belong to a particular temporal political economy, dictates the ability of many to achieve well-being by managing the degradation and rehabilitation of individuals.
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13

Lauer Schachter, Hindy. "Frederick Winslow Taylor, Henry Hallowell Farquhar, and the dilemma of relating management education to organizational practice." Journal of Management History 22, no. 2 (2016): 199–213. http://dx.doi.org/10.1108/jmh-07-2015-0193.

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Purpose The purpose of this paper is to analyze the approach of Frederick Winslow Taylor and an early shop management proponent and Harvard Business School instructor, Henry Hallowell Farquhar, to how management education should connect to business practice. Such analysis has implications both for understanding the philosophical underpinnings of Taylor’s work on shop management and for important dilemmas facing contemporary management curricula. Design/methodology/approach The methodology involves analyzing published and unpublished historical sources including books, articles, letters, memoranda, syllabi and other items on shop management education from Taylor, Farquhar and other Progressive Era educators. Findings The paper provides evidence that Taylor and some early shop management supporters had strong concerns about whether university management programs would help graduates succeed under actual working conditions. The evidence shows that Taylor and Farquhar believed that effective management education required students to have actual plant experience and contact with practicing managers. The interest in educational links to practice related at least in part to whether programs could install proper character in their students. The concern with manager disposition and attitudes related to a contemporary re-evaluation of Taylorism because it shows a humanist tendency to shop management thought that much literature on Taylor neglects. Originality/value The analysis uses a wide variety of published and unpublished sources. It discusses early use of shop management insights in engineering and business programs which are generally analyzed in separate literatures. The discussion focuses attention on the need for contemporary management programs to expand opportunities for practitioner participation in educational development.
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14

Bryce-Clegg, Alistair. "Going back to the shop floor: putting ideas into practice." Early Years Educator 13, no. 1 (2011): 38–44. http://dx.doi.org/10.12968/eyed.2011.13.1.38.

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15

Ros, Ellen de Lange, and Harry Boer. "Theory and practice of continuous improvement in shop-floor teams." International Journal of Technology Management 22, no. 4 (2001): 244. http://dx.doi.org/10.1504/ijtm.2001.002968.

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16

McGraw, Peter, and Ian Palmer. "Human Resource Managers and the Closed Shop: Individuals and Organizations in NSW." Journal of Industrial Relations 36, no. 4 (1994): 519–29. http://dx.doi.org/10.1177/002218569403600404.

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The closed shop is once again a focus of attention as the result of several states introdctcing legislation that seeks to outlaw the practice. This is despite a number of academic studies that have suggested that managers have much to gain from the closed shop and are often active supporters of it. In this study the impact of the anti-closed shop provisions of the Industrial Relations Act, 1991 (NSW) are assessed by way of a survey that asked seventy human resource managers to indicate how the legislation had affected their organizations. The same managers were also asked about their personal views on the closed shop and any advantages and disadvantages they associated with the practice. The study concludes that, at the time of the survey, the impact of the legislation was limited and that 60 per cent of the surveyed organizations continued to operate closed shops as they did before the Act came into effect. This is despite the fact that the majority of managers had a strong personal antipathy to the closed shop and claimed to see few advantages in the practice. A number of possible explanations are put forward to explain the dissonance between individual views and organizational practices.
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17

Lin, Min. "Study of Badminton Net Shot Technology Based on Dynamics." Advanced Materials Research 791-793 (September 2013): 1431–35. http://dx.doi.org/10.4028/www.scientific.net/amr.791-793.1431.

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In the sport of badminton, net shot is one of the extremely important technologies. With the continuous development and innovation of badminton sport, net technology has been paid more and more attention to. In addition, in many badminton games, it has become an important technical means to change active to passive by taking effective use of net shot changes. Firstly, this paper elaborates the division of badminton net technology area and technology selection. And then, based on this, combined with the principle of aerodynamics, this paper makes an analysis on the dynamics of badminton net techniques. At the same time, this paper also makes an analysis on the dynamics of net ball chop technique. Thus, to some extent, it provides theoretical basis and technical guidance for the teaching and practice of badminton net shot.
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18

Rajendran, Janarthanan, Richard Lewis, Vivek Veeriah, Honglak Lee, and Satinder Singh. "How Should an Agent Practice?" Proceedings of the AAAI Conference on Artificial Intelligence 34, no. 04 (2020): 5454–61. http://dx.doi.org/10.1609/aaai.v34i04.5995.

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We present a method for learning intrinsic reward functions to drive the learning of an agent during periods of practice in which extrinsic task rewards are not available. During practice, the environment may differ from the one available for training and evaluation with extrinsic rewards. We refer to this setup of alternating periods of practice and objective evaluation as practice-match, drawing an analogy to regimes of skill acquisition common for humans in sports and games. The agent must effectively use periods in the practice environment so that performance improves during matches. In the proposed method the intrinsic practice reward is learned through a meta-gradient approach that adapts the practice reward parameters to reduce the extrinsic match reward loss computed from matches. We illustrate the method on a simple grid world, and evaluate it in two games in which the practice environment differs from match: Pong with practice against a wall without an opponent, and PacMan with practice in a maze without ghosts. The results show gains from learning in practice in addition to match periods over learning in matches only.
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Marstine, Janet. "Cultural Collisions in Socially Engaged Artistic Practice." Museum Worlds 1, no. 1 (2013): 153–78. http://dx.doi.org/10.3167/armw.2013.010110.

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In this article I explore how socially engaged artistic practice draws upon hybridity as a methodological approach advancing social justice. Through the case study of Theaster Gates’s To Speculate Darkly (2010), a project commissioned by the Chipstone Foundation of Milwaukee, Wisconsin, and shown at the Milwaukee Art Museum, I consider how socially engaged practice mobilizes continually shifting notions of postcolonial hybridity to help museums make meaningful symbolic reparations toward equality and inclusivity. The research is based on interviews I conducted with Gates and with the director and the curator of the Chipstone Foundation. The article will demonstrate that, with hybridity, artists have the potential to subvert hegemonic power structures and to inspire reconciliations between museums and communities. While such reconciliations generally involve complex processes with no clear end point, the evolving concept of hybridity is an effective vehicle to foster pluralistic institutions, cultural organizations characterized by practices built upon shared authority, reciprocity, and mutual trust. Theaster Gates refers to the methodology of hybridity as ‘temple swapping’, an exchange of values between seemingly unlike groups, in his case the black church and the museum, to explore their interconnections and relational sensibilities. Temple swapping, I aim to show, is a valuable metaphor through which to examine socially engaged artistic practice and its implications for museum ethics.
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Ezechieli, Marco, Stephan Berger, Christian-Heige Siebert, and Oliver Miltner. "Injury rates of the German Women’s American Football National Team from 2009 to 2011." Orthopedic Reviews 4, no. 3 (2012): 28. http://dx.doi.org/10.4081/or.2012.e28.

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American football is one of the leading causes of athletic-related injuries. Injury rates in female elite players are mostly unknown. We hypothesized that the injury rates of female was comparable to those in men’s football during practice, as well as games. From 2009 to 2011, injury data were collected from the German female national team during training camps, World Championship 2010 and International friendly matches. The injury was categorized by location on the body and recorded as fracture/dislocation, strain, concussion, contusion or other injury. Injury rates were determined based on the exposure of an athlete to a game or practice event. The injury rate was calculated as the ratio of injuries per 1000 athlete exposures (AE). The rate of injury was significantly higher during games (58.8/1000 AE) than practices [16.3/1000 AE, (P<0.01)]. Furthermore, the injury rate in the tryouts was significantly higher (24.05/1000 AE) compared to other training sessions with the national team (11.24/1000 AE). Our findings show that the injury rates in female elite American football players can be compared to those described for male players. Higher injury rates during matches than in training should also be underlined.
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Iguchi, Junta, Yosuke Yamada, Misaka Kimura, et al. "Injuries in a Japanese Division I Collegiate American Football Team: A 3-Season Prospective Study." Journal of Athletic Training 48, no. 6 (2013): 818–25. http://dx.doi.org/10.4085/1062-6050-48.4.15.

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Context: Previous research on American football injuries in Japan has focused on incidence proportion in terms of the number of injuries divided by the number of players. This is the first study to examine injury rates over several seasons. Objective: To conduct a prospective study of injuries in a Japanese Division I collegiate American football team over the 2007 through 2009 seasons. Design: Cohort study. Setting: Collegiate football team at Doshisha University, Kyoto, Japan. Patients or Other Participants: All 289 athletes who played on the collegiate Division I football team during the 2007 through 2009 seasons. Main Outcome Measure(s): A certified athletic trainer kept a daily record of all practice and game injuries. Injury rates were calculated according to season, injury type, body part, severity, and mechanism. Injuries were also analyzed according to position of player, school year, and playing experience. Results: The game injury rate (GIR; 32.7 injuries/1000 athlete-exposures) was higher than the practice injury rate (PIR; 10.9 injuries/1000 athlete-exposures) over the 3 seasons (P < .05). The PIR was higher among Japanese players than the comparable United States collegiate football injury rates (5.8–7.0 injuries/1000 athlete-exposures). Ankle and foot injuries occurred more frequently during games, whereas thigh and gluteal injuries occurred more frequently during practices. Conclusions: Our data show differences between games and practices in terms of injury rates, body parts injured, and positions of players injured. The high PIR in Japan may be due to the increased contact during practices and length of practices compared with the United States. Further research involving multiple teams is recommended to validate the trends noted in this study. The expanded data set could assist in the development of safety regulations and preventive interventions for Japanese football.
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Wheeler, David. "Auditing for sustainability: Philosophy and practice of the body shop international." Eco-Management and Auditing 1, no. 1 (1993): 10–16. http://dx.doi.org/10.1002/ema.170.

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23

Candlin, Christopher N. "Talking shop: classroom practice, research, and the world of the learners." ELT Journal 54, no. 3 (2000): 291–96. http://dx.doi.org/10.1093/elt/54.3.291.

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24

Stawowy, A., and J. Duda. "Coordinated Production Planning and Scheduling Problem in a Foundry." Archives of Foundry Engineering 17, no. 3 (2017): 133–38. http://dx.doi.org/10.1515/afe-2017-0105.

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Abstract In the paper, we present a coordinated production planning and scheduling problem for three major shops in a typical alloy casting foundry, i.e. a melting shop, molding shop with automatic line and a core shop. The castings, prepared from different metal, have different weight and different number of cores. Although core preparation does not required as strict coordination with molding plan as metal preparation in furnaces, some cores may have limited shelf life, depending on the material used, or at least it is usually not the best organizational practice to prepare them long in advance. Core shop have limited capacity, so the cores for castings that require multiple cores should be prepared earlier. We present a mixed integer programming model for the coordinated production planning and scheduling problem of the shops. Then we propose a simple Lagrangian relaxation heuristic and evolutionary based heuristic to solve the coordinated problem. The applicability of the proposed solution in industrial practice is verified on large instances of the problem with the data simulating actual production parameters in one of the medium size foundry.
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Bachell, Alasdair, and Matthew Barr. "Video Game Preservation in the UK: A Survey of Records Management Practices." International Journal of Digital Curation 9, no. 2 (2014): 139–70. http://dx.doi.org/10.2218/ijdc.v9i2.294.

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Video games are a cultural phenomenon; a medium like no other that has become one of the largest entertainment sectors in the world. While the UK boasts an enviable games development heritage, it risks losing a major part of its cultural output through an inability to preserve the games that are created by the country’s independent games developers. The issues go deeper than bit rot and other problems that affect all digital media; loss of context, copyright and legal issues, and the throwaway culture of the ‘next’ game all hinder the ability of fans and academics to preserve video games and make them accessible in the future. This study looked at the current attitudes towards preservation in the UK’s independent (‘indie’) video games industry by examining current record-keeping practices and analysing the views of games developers. The results show that there is an interest in preserving games, and possibly a desire to do so, but issues of piracy and cost prevent the industry from undertaking preservation work internally, and from allowing others to assume such responsibility. The recommendation made by this paper is not simply for preservation professionals and enthusiasts to collaborate with the industry, but to do so by advocating the commercial benefits that preservation may offer to the industry.
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Finco, Mateus David, Eliseo Reategui, Milton Antonio Zaro, Dwayne D. Sheehan, and Larry Katz. "Exergaming as an Alternative for Students Unmotivated to Participate in Regular Physical Education Classes." International Journal of Game-Based Learning 5, no. 3 (2015): 1–10. http://dx.doi.org/10.4018/ijgbl.2015070101.

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With the novelty of exergames, an alternative form of entertainment and exercise emerged especially for physical education (PE). While video games have been historically associated to problems such as obesity, social introversion and aggressive behavior, exergames brought a new perspective in which these cultural artifacts could contribute to people's education concerning the practice of physical activity. This article presents a study about the setting up of an exergame lab focusing on kids and preadolescents who usually show signs of dissatisfaction with PE. The research methodology followed a qualitative observation approach, involving twenty-four students of both genders for three months. Results demonstrated that students who were normally unmotivated to participate in PE classes showed a positive attitude regarding the exergame practices and demonstrated their willingness to collaborate with peers. The study also showed that exergaming provides situations in which students can increase the regularity of their practice of physical exercises.
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Slobuski, Teresa, Diane Robson, and PJ Bentley. "Arranging the Pieces: A Survey of Library Practices Related to a Tabletop Game Collection." Evidence Based Library and Information Practice 12, no. 1 (2017): 2. http://dx.doi.org/10.18438/b84c96.

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Abstract
 
 Objective – The purpose of this study is to explore collection development, cataloguing, processing, and circulation practices for tabletop game collections in libraries. This study used the term “tabletop games” to refer to the array of game styles that are played in real-world, social settings, such as board games, dice and card games, collectible card games, and role-playing games.
 
 Methods – An online survey regarding tabletop games in libraries was developed with input from academic, public, and school librarians. Participants were recruited utilizing a snowball sampling technique involving electronic outlets and discussion lists used by librarians in school, public, and academic libraries. 
 
 Results – One hundred nineteen libraries answered the survey. The results show that tabletop games have a presence in libraries, but practices vary in regard to collection development, cataloguing, processing, and circulation. 
 
 Conclusion – Results indicate that libraries are somewhat fragmented in their procedures for tabletop collections. Libraries can benefit from better understanding how others acquire, process, and use these collections. Although they are different to other library collections, tabletop games do not suffer from extensive loss and bibliographic records are becoming more available. Best practices and guidance are still needed to fully integrate games into libraries and to help librarians feel comfortable piloting their own tabletop collections.
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Harrison, Stephen. "The Closed Shop and the National Health Service: A Case Study in Public Sector Labour Relations." Journal of Social Policy 17, no. 1 (1988): 61–81. http://dx.doi.org/10.1017/s0047279400016457.

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ABSTRACTDuring the second half of the 1970s, the practice of the closed shop became widespread in some parts of the British public sector, but was resisted in others. This paper examines the issue in relation to the National Health Service, where trade unionists made frequent demands for the closed shop and where many managers were apparently not unwilling to concede it. Yet very few closed shops actually resulted. The paper examines the origin and patterns of these demands, health authority policies towards them, and their outcomes in terms both of the operation of the closed shops which were agreed, and the reasons for failure to agree. The conclusion is that although NHS industrial relations had apparently matured very rapidly between 1973 and 1977, the trade unions were neither strong enough nor united enough to enforce the closed shop; nor were industrial relations so far developed as to make the practice a natural next step.
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Lammes, Sybille, and Clancy Wilmott. "The map as playground: Location-based games as cartographical practices." Convergence: The International Journal of Research into New Media Technologies 24, no. 6 (2016): 648–65. http://dx.doi.org/10.1177/1354856516679596.

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This article examines how maps in location-based mobile games are used as surfaces on which players can inscribe their whereabouts and other local information while being on the move. Using different examples of location-based games (LBGs) to which the map is central, our main argument is that such cartographical LBGs foreground the fluidity of mapping and emphasize the performative aspects of playing with maps. As such, we wish to move away from a conception of maps as representational texts and will show that it is far more productive to approach such cartographical games as processual and navigational practices. Instead of conceiving maps in such games as ‘mimetic interfaces’ (Juul, 2009), they should therefore be approached as what we will call navigational interfaces. To understand them as such, we will combine perspectives from game studies with non-representational understandings of maps as technological and spatial practices as developed in human geography and science and technology studies. By doing so, we wish to instigate a productive interdisciplinary debate about the relation between play and mapping as to deepen our understanding of LBGs as cultural cartographical practices.
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Ward, Phillip, Shannon Smith, and Tom Sharpe. "The Effects of Accountability on Task Accomplishment in Collegiate Football." Journal of Teaching in Physical Education 17, no. 1 (1997): 40–51. http://dx.doi.org/10.1123/jtpe.17.1.40.

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An A-B-A-B withdrawal design was used to evaluate whether accountability, in the form of public posting, was effective in improving football players’ performance in successfully blocking the forward momentum of the defense and in running routes to a criterion at, or greater than, 90% correct. Five wide receivers on a college football team participated in the study. Data were collected during practice sessions and weekly games. The players’ game performance was not intervened on and served as a measure of both the generality of the intervention and as a product measure of the practice performance. The data show that during public posting the players’ performances met or exceeded the criterion established for practices and that this criterion performance generalized to the game setting. These results support previous findings on tasks and accountability. Moreover, the public posting intervention was easy to implement by the coaches and welcomed by the players.
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Soewardini, Herfa Maulina Dewi, Hery Setiyawan, Dwi Juniati, Siti Khabibah, and Abdul Talib bin Bon. "Fostering Innovation of Thinking for Student-Facing Mathematics Difficulty Through Commercial Sport Video Games." IJEEIT : International Journal of Electrical Engineering and Information Technology 3, no. 1 (2020): 35–43. http://dx.doi.org/10.29138/ijeeit.v3i1.1081.

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Every student likes a game that can keep him entertained by the many lessons at school. When they find it difficult to understand mathematical concepts in class, they tend not to show innovation in thinking when completing practice questions. Students mostly access video games via smartphones to forget learning difficulties. Furthermore, designed digital audio media related to sports and that obtained by students, namely commercial sports video games. From the results of the study, it turns out students who play commercial sports video games show innovative thinking skills, more comfortable to learn concepts, and enjoy mathematics. They can interpret according to what is in the scheme and written using a mathematical model.
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32

Fox-Hodess, Katy. "Worker Power, Trade Union Strategy, and International Connections: Dockworker Unionism in Colombia and Chile." Latin American Politics and Society 61, no. 03 (2019): 29–54. http://dx.doi.org/10.1017/lap.2019.4.

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ABSTRACTThis article analyzes the constitution of dockworkers’ power and its impact on trade union strategy in recent labor disputes in Chile and Colombia. Dockworkers’ strategic location in the economies of both countries would predict a high degree of shop-floor power among both groups. In practice, however, Colombian dock-workers had far less shop-floor power than their Chilean counterparts, as a result of mitigating social and political factors. Consequently, they developed a strategy this study terms human rights unionism, relying on external allies and lawsuits for leverage, rather than shop-floor action. Dockworkers in Chile, by contrast, adopted a strategy termed class struggle unionism, relying on nationally and internationally coordinated shop-floor action. This article therefore proposes an expanded model of workers’ structural power, incorporating the roles of state and society to better account for power differentials and divergent strategic pathways among workers who share a common position in the economic system.
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Zhang, Pengfei, Jonathan F. Bard, Douglas J. Morrice, and Karl M. Koenig. "Extended open shop scheduling with resource constraints: Appointment scheduling for integrated practice units." IISE Transactions 51, no. 10 (2019): 1037–60. http://dx.doi.org/10.1080/24725854.2018.1542544.

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Zhang, Xiaodan. "Hidden Forms of Bargaining on China's Shop Floor." International Labor and Working-Class History 73, no. 1 (2008): 7–23. http://dx.doi.org/10.1017/s0147547908000021.

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AbstractThis article examines shop-floor bargaining in China in both the socialist and reform eras. Based on ethnographic fieldwork conducted in three manufacturing factories, document analysis, and secondary sources, the author discusses how government policies and organizational structure shape the interaction between workshop managers and workers and how the practice on the shop floor alters managerial attempts in return. The author argues that, despite different economic structures in the two historical periods, Chinese workers are not the docile labor force often portrayed in literature and media. Instead, they utilize any leverage given within organizational structures and bargain for not only economic gains, but also for respect and autonomy. Their bargaining, though different from institutionalized union bargaining, influences managerial decisionmaking in a subtle way with ideological implications.
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Zagała, Kacper, and Artur Strzelecki. "eSports Evolution in Football Game Series." Physical Culture and Sport. Studies and Research 83, no. 1 (2019): 50–62. http://dx.doi.org/10.2478/pcssr-2019-0020.

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AbstractSport used to be practiced and watched only live. Over time, it started to be broadcast by the radio or television. The development of sport on the Internet has led to the emergence of eSports and professionalization of virtual sports competitions. For some gamers playing computer games has turned into competition and later into the professionalization of the game. This paper explores the topic of electronic sports and virtual competition. It discusses eSports and the accompanying behaviors and practices. Authors delivered taxonomy of video game types, game modes and current phenomenon of both online and land-based tournaments as well eSports leagues. The paper also illustrates how gamers are preparing themselves for tournaments and a crucial role of gamers’ motivation. Authors present the FIFA football games series and its eSports application. The adopted research method allowed to obtain answers from n=452 gamers. Results show that 60% of gamers have been spending more than 7 hours a week playing games. More than half of gamers have been playing for more than ten years. Most players play in games because it is considered as a hobby. Most of the gamers consider eSports as a sport. Most of the players are also spectators, who had watched in streaming at least one eSports tournament We find that FIFA game series has an extensive eSports platform and filled the gap by exploring it. Gamers usually play 40 games each weekend in FIFA eSports league but casual eSports gamers and spectators rarely take part in land-based tournaments.
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M. M. Yusof, E., M. S. Othman, and R. M. Yusof. "Operational dashboard: Accelerator for shop floor workers." International Journal of Engineering & Technology 7, no. 2.29 (2018): 4. http://dx.doi.org/10.14419/ijet.v7i2.29.13115.

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Executing job tasks faster is essential for employees working in the operation section of manufacturing organizations nowadays in order to achieve target profit and gain customer satisfaction. Thus, having a tool to assist them in performing their work faster is necessary. Existing IT system does exist to supply the data they need. However, the entire process is invisible because there is no real-time information available. This causes delay in decisions that they need to make for the operation of the section. To address these issues, this paper presents the Operational Dashboard (OD) for the workers in the operation section of the manufacturing firm. The workers’ needs were first identified to ensure that a right dashboard is being constructed, which is the OD. The OD system was then implemented in the manufacturing firm following the users’ requirements. The implementation of the OD had shown its effectiveness in shortening the time of the data analysis by the employees in the section. This eventually led to improvement in the decision making process in such a way that the process was done faster as compared to the previous practice.
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Gilvin, Amanda. "Games of Seduction and Games of History: Alioum Moussa’s Fashion Victims in Niamey, Niger." African Studies Review 58, no. 1 (2015): 55–89. http://dx.doi.org/10.1017/asr.2015.4.

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Abstract:In his November 2011 solo art exhibition, Fashion Victims, held in Niamey, Niger, the Cameroonian artist Alioum Moussa launched a critique of global participation in the industrial fashion system by employing secondhand garments as his primary medium. The show had special resonance in a city attempting to cultivate both industrial and artisanal production of dress and fashion for global markets. Moussa demanded that viewers reckon with their own consumerist dress practices and potential fashion victimization in what he described as “global games of seduction,” and he offered tributes to the different “fashion victims” by inviting others to play in shared games of history.
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38

Telegin, Anatoly I., Andrey O. Nichiporuk, and Alexander G. Malyshkin. "METHOD OF DETERMINING EFFICIENCY DURING IMPLEMENTATION OF INSTRUMENTS FOR ACCURATE MEASUREMENT OF SHIP DRAUGHT." Russian Journal of Water Transport, no. 65 (November 23, 2020): 157–64. http://dx.doi.org/10.37890/jwt.vi65.139.

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The article justifies the relevance of improving the accuracy of determining the weight of cargo by draught of a vessel in order to increase the economic efficiency of the operation of ships. The authors propose to install remote draught meters on ships, and offer efficiency calculations for the introduction of devices for measuring the draught of ships and their application in practice. The analysis showed that, using traditional methods of draught determination, there is a very significant measurement error that negatively affects the quality of transportation and the reliability of determining the mass of the cargo. The authors present the methodology for determining the economic efficiency of ship equipment with remote draught meters. On test cases, performed for the conditions of transportation of various cargoes on specific lines, the expected efficiency of using remote precipitation gauges is shown in comparison with traditional methods for determining the ship's draft. According to the results obtained, the payback of the installation of draught meters on ships for low tariff cargoes occurs during five voyages, for more expensive and high tariff cargoes during the first voyage.
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Bouchery, Yann, Marco Slikker, and Jan C. Fransoo. "Intermodal Hinterland Network Design Games." Transportation Science 54, no. 5 (2020): 1272–87. http://dx.doi.org/10.1287/trsc.2020.0978.

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Intermodal hinterland transportation is becoming increasingly critical for global container supply chains. Managing intermodal hinterland networks is challenging because multiple actors often interact in practice. The intermodal hinterland network design games that we propose enable assessing the impact of having noncooperative users in intermodal networks. The games fall into the class of network design games but have key distinctive features. We provide some general results as well as an instance without a pure Nash equilibrium for the general case. Subsequently, we focus on the special case with a single intermodal connection available. We show that a pure Nash equilibrium always exists but that this one is not always unique. We additionally identify key structural properties for this single-hub game. These properties enable us to identify all pure Nash equilibria and a system-optimal solution in polynomial time. We illustrate our results with an application related to the development of an extended gate in the Netherlands and derive a series of insights. Overall, the results show that the multiple user feature of intermodal hinterland networks is critical and needs to be accounted for at the network design stage. We believe that this latter statement holds for general network design problems with multiple users.
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Morales, R. D., Lule G. Rubén, Francisco López, Jorge Camacho, and J. A. Romero. "The Slag Foaming Practice in EAF and Its Influence on the Steelmaking Shop Productivity." ISIJ International 35, no. 9 (1995): 1054–62. http://dx.doi.org/10.2355/isijinternational.35.1054.

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41

Flores, Ruben. "From Personal Troubles to Public Compassion: Charity Shop Volunteering as a Practice of Care." Sociological Review 62, no. 2 (2014): 383–99. http://dx.doi.org/10.1111/1467-954x.12118.

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42

Blondey, G., G. Didry, C. A. Dubois, R. Schutz, C. Grisvard, and J. C. Huber. "Direct tapping practice at the LWS converters of the steel shop of Sollac Lorraine." Revue de Métallurgie 99, no. 4 (2002): 317–23. http://dx.doi.org/10.1051/metal:2002122.

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43

Ahrens, Thomas, and Massimiliano Mollona. "Organisational control as cultural practice—A shop floor ethnography of a Sheffield steel mill." Accounting, Organizations and Society 32, no. 4-5 (2007): 305–31. http://dx.doi.org/10.1016/j.aos.2006.08.001.

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44

Hekneby, Torbjørn, Jos Benders, and Jonas A. Ingvaldsen. "Not so different altogether: Putting Lean and sociotechnical design into practice in a process industry." Journal of Industrial Engineering and Management 14, no. 2 (2021): 219. http://dx.doi.org/10.3926/jiem.3263.

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Purpose: The shop-floor organization under lean production (LP) has been hotly debated for about three decades. As this organization concept leaves considerable room for interpretation, the content of lean-inspired changes can vary widely. This paper pleads for a contingency view of how LP is implemented and how the outcomes of lean-inspired changes rely on users’ interpretations of the concept in particular production contexts.Design/methodology/approach: A case study was conducted in two large Norwegian chemical plants. Data from the observations and interviews were supplemented by interviews with top managers in 2017 and 2018. The first author also followed a management audit in one plant, assessing the plant’s overall implementation of the company-specific production system.Findings: The lean-inspired changes in the company had brought about a shop-floor organization typically associated with sociotechnical design (STD), including extensive employee choice autonomy and a broad span of control.Originality/value: Our findings demonstrate the importance of understanding how lean is interpreted in different contexts. Our contingency view may aid organizational designers in making more-informed choices by clarifying relevant issues and trade-offs in lean implementations.
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45

Winter, Felix, and Nysret Musliu. "Constraint-based Scheduling for Paint Shops in the Automotive Supply Industry." ACM Transactions on Intelligent Systems and Technology 12, no. 2 (2021): 1–25. http://dx.doi.org/10.1145/3430710.

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Factories in the automotive supply industry paint a large number of items requested by car manufacturing companies on a daily basis. As these factories face numerous constraints and optimization objectives, finding a good schedule becomes a challenging task in practice, and full-time employees are expected to manually create feasible production plans. In this study, we propose novel constraint programming models for a real-life paint shop scheduling problem. We evaluate and compare our models experimentally by performing a series of benchmark experiments using real-life instances in the industry. We also show that the decision variant of the paint shop scheduling problem is NP-complete.
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Rafferty, Anna N., Matei Zaharia, and Thomas L. Griffiths. "Optimally designing games for behavioural research." Proceedings of the Royal Society A: Mathematical, Physical and Engineering Sciences 470, no. 2167 (2014): 20130828. http://dx.doi.org/10.1098/rspa.2013.0828.

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Computer games can be motivating and engaging experiences that facilitate learning, leading to their increasing use in education and behavioural experiments. For these applications, it is often important to make inferences about the knowledge and cognitive processes of players based on their behaviour. However, designing games that provide useful behavioural data are a difficult task that typically requires significant trial and error. We address this issue by creating a new formal framework that extends optimal experiment design, used in statistics, to apply to game design. In this framework, we use Markov decision processes to model players' actions within a game, and then make inferences about the parameters of a cognitive model from these actions. Using a variety of concept learning games, we show that in practice, this method can predict which games will result in better estimates of the parameters of interest. The best games require only half as many players to attain the same level of precision.
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Tangkudung, James, Firmansyah Dlis, and M. Sahib Saleh. "THE EFFECT OF EXERCISE AND KINESTHETIC METHODS TO BACKHAND GROUNDSTROKE SKILLS ON FIELD TENNIS GAMES." JIPES - JOURNAL OF INDONESIAN PHYSICAL EDUCATION AND SPORT 3, no. 2 (2017): 193–215. http://dx.doi.org/10.21009/jipes.032.14.

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 This experimental research aims to know the influence of exercise and kinesthetic skills against the backhand groundstroke tennis sports field. The research was carried out at the tennis FIK UNM. Factorial design experiments using the method 2x3. The sample consists of 60 students. Technique of data analysis is a two-way analysis of variance (ANOVA) and tukey test T-: results of this research show that: (1) Wrist curl practice methods better influence from horizontal swing exercises against backhand groundstroke tennis field tennis, (2) Wrist curl practice method is better than cable rotation exercises on backhand groundstroke tennis skills, (3) Horizontal swing practice method is better than cable rotation practice on backhand groundstroke tennis skills, (4) There is interaction between wrist curl practice method, horizontal swing practice method, high rotation kinesthetic training method for backhand groundstroke tennis field tennis, (5) Wrist curl practice method is better than horizontal swing practice method against backhand groundstroke skill high tennis kinesthetic tennis, (6) wrist curl exercise method is not better his influence from the method of horizontal swing exercises against the skills of backhand groundstroke tennis kinesthetic high, (7) Cable rotation training method is better than the horizontal swing practice method against backhand groundstroke skills of high kinesthetic tennis field tennis, (8) The horizontal swing practice method is better than the wrist curl practice method for backhand groundstroke skills of low kinesthetic tennis court, (9) The cable rotation training method is better than the wrist curl practice method of backhand groundstroke skills of low kinesthetic tennis court, (10) The horizontal swing practice method is better than the cable rotation training method of backhand groundstroke skills on low kinesthetic tennis court.
 Keywords : Training methods, kinesthetic and backhand groundstroke skills on the tennis court
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48

Trinkle, Brad S., Robert E. Crossler, and Merrill Warkentin. "I'm Game, are You? Reducing Real-World Security Threats by Managing Employee Activity in Online Social Networks." Journal of Information Systems 28, no. 2 (2014): 307–27. http://dx.doi.org/10.2308/isys-50776.

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ABSTRACT Employees' use of online social networking (OSN) is dramatically increasing the risk exposure of companies. This study extends previous information security policy compliance research to include factors influencing employees to play OSN games on company-owned computers. An online factorial survey method experiment collected data from a sample of white-collar workers for testing hypotheses based upon accountability and boundary theories. The likelihood to play OSN games is tested with and without a policy related to this behavior. Results indicate that the presence of a social networking policy, logging awareness, and monitoring practices reduced participants' likelihood of playing OSN games on company-owned computers. After splitting the sample on the presence/absence of an OSN policy, results show that in the presence of a policy, monitoring practices and age significantly reduced the participants' likelihood of playing. In the absence of a policy, logging and monitoring reduced the likelihood of playing.
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Corley, H. W., and Phantipa Kwain. "A Cooperative Dual to the Nash Equilibrium for Two-Person Prescriptive Games." Journal of Applied Mathematics 2014 (2014): 1–4. http://dx.doi.org/10.1155/2014/806794.

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An alternative to the Nash equilibrium (NE) is presented for two-person, one-shot prescriptive games in normal form, where the outcome is determined by an arbiter. The NE is the fundamental solution concept in noncooperative game theory. It is based on the assumption that players are completely selfish. However, NEs are often not played in practice, so we present a cooperative dual as an alternative solution concept by which an arbiter can assign the players' actions. In this dual equilibrium (DE), each player acts in the other's best interest. We formally define prescriptive games and the DE, then summarize the duality relationships between the NE and DE for two players. We also apply the DE to some prescriptive games and compare it to other outcomes.
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Shi, Jing Dan, Min Li, and Qin He Zhang. "Research on Quality Operation Management of MES Based on the ISA-95 Standard." Applied Mechanics and Materials 444-445 (October 2013): 1770–75. http://dx.doi.org/10.4028/www.scientific.net/amm.444-445.1770.

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In the process of research and practice about quality management informatization, there are quality issues such as different functions and system integration. Quality management of assembly shop is the research object, by referring to ISA-95 standard, solve above problem by discussing function structure of quality operation management system. It is standardization and normalization, easy to change and configuration and good integration, it plays an important role on research and practice of MES and quality management informatization development.
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