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61.
室内火灾旋转火焰燃烧特性实验研究   总被引:1,自引:0,他引:1  
在小尺寸实验中重现了火焰的旋转现象,并在没有外部鼓风的情况下,实现了旋转火焰自发产生;对室内火灾的旋转火焰现象进行了描述,得出旋转火焰具有自旋、根部变细、焰柱增长和旋转中心飘移等特征;并进一步分析了旋转与非旋转火焰各火灾参数的不同,结果表明,旋转火焰比非旋转火焰具有更大的火灾危险性。  相似文献   
62.
在教学中运用建构学习理论,针对“基于经验的知识建构活动”进行有益尝试。在此理论背景下,教师最重要的任务是利用三个层次的建构性经验源为学生提供知识建构的良好条件,并探讨这一理念在教学中的具体应用及其效果。  相似文献   
63.
In this article, we discuss the optimal allocation problem in a multiple stress levels life‐testing experiment when an extreme value regression model is used for statistical analysis. We derive the maximum likelihood estimators, the Fisher information, and the asymptotic variance–covariance matrix of the maximum likelihood estimators. Three optimality criteria are defined and the optimal allocation of units for two‐ and k‐stress level situations are determined. We demonstrate the efficiency of the optimal allocation of units in a multiple stress levels life‐testing experiment by using real experimental situations discussed earlier by McCool and Nelson and Meeker. Monte Carlo simulations are used to show that the optimality results hold for small sample sizes as well. © 2006 Wiley Periodicals, Inc. Naval Research Logistics, 2007  相似文献   
64.
We study a pull‐type, flexible, multi‐product, and multi‐stage production/inventory system with decentralized two‐card kanban control policies. Each stage involves a processor and two buffers with finite target levels. Production stages, arranged in series, can process several product types one at a time. Transportation of semi‐finished parts from one stage to another is performed in fixed lot sizes. The exact analysis is mathematically intractable even for smaller systems. We present a robust approximation algorithm to model two‐card kanban systems with batch transfers under arbitrary complexity. The algorithm uses phase‐type modeling to find effective processing times and busy period analysis to identify delays among product types in resource contention. Our algorithm reduces the effort required for estimating performance measures by a considerable margin and resolves the state–space explosion problem of analytical approaches. Using this analytical tool, we present new findings for a better understanding of some tactical and operational issues. We show that flow of material in small procurement sizes smoothes flow of information within the system, but also necessitates more frequent shipments between stages, raising the risk of late delivery. Balancing the risk of information delays vis‐à‐vis shipment delays is critical for the success of two‐card kanban systems. Although product variety causes time wasted in setup operations, it also facilitates relatively short production cycles enabling processors to switch from one product type to another more rapidly. The latter point is crucial especially in high‐demand environments. Increasing production line size prevents quick response to customer demand, but it may improve system performance if the vendor lead‐time is long or subject to high variation. Finally, variability in transportation and processing times causes the most damage if it arises at stages closer to the customer. © 2007 Wiley Periodicals, Inc. Naval Research Logistics, 2007  相似文献   
65.
In many practical multiserver queueing systems, servers not only serve randomly arriving customers but also work on the secondary jobs with infinite backlog during their idle time. In this paper, we propose a c‐server model with a two‐threshold policy, denoted by (e d), to evaluate the performance of this class of systems. With such a policy, when the number of idle servers has reached d (<c), then e (<d) idle agents will process secondary jobs. These e servers keep working on the secondary jobs until they find waiting customers exist in the system at a secondary job completion instant. Using the matrix analytic method, we obtain the stationary performance measures for evaluating different (e, d) policies. © 2006 Wiley Periodicals, Inc. Naval Research Logistics, 2007.  相似文献   
66.
This paper deals with a two searchers game and it investigates the problem of how the possibility of finding a hidden object simultaneously by players influences their behavior. Namely, we consider the following two‐sided allocation non‐zero‐sum game on an integer interval [1,n]. Two teams (Player 1 and 2) want to find an immobile object (say, a treasure) hidden at one of n points. Each point i ∈ [1,n] is characterized by a detection parameter λi (μi) for Player 1 (Player 2) such that pi(1 ? exp(?λixi)) (pi(1 ? exp(?μiyi))) is the probability that Player 1 (Player 2) discovers the hidden object with amount of search effort xi (yi) applied at point i where pi ∈ (0,1) is the probability that the object is hidden at point i. Player 1 (Player 2) undertakes the search by allocating the total amount of effort X(Y). The payoff for Player 1 (Player 2) is 1 if he detects the object but his opponent does not. If both players detect the object they can share it proportionally and even can pay some share to an umpire who takes care that the players do not cheat each other, namely Player 1 gets q1 and Player 2 gets q2 where q1 + q2 ≤ 1. The Nash equilibrium of this game is found and numerical examples are given. © 2006 Wiley Periodicals, Inc. Naval Research Logistics, 2007  相似文献   
67.
设计了一种径向基神经网络(RBF NN)飞行控制器结构,并给出了相应的控制律和参数调节律。由于调节了RBF NN的全部参数(连接权、高斯函数的中心和宽度),得到了很好的控制性能。以F8战斗机为控制对象进行了仿真分析,仿真表明,在存在70%的模型误差的情况下,该控制器仍然能实现较好的跟踪控制,表现出很好的鲁棒性,远远优于传统的只调节连接权值的算法。  相似文献   
68.
We study a component inventory planning problem in an assemble‐to‐order environment faced by many contract manufacturers in which both quick delivery and efficient management of component inventory are crucial for the manufacturers to achieve profitability in a highly competitive market. Extending a recent study in a similar problem setting by the same authors, we analyze an optimization model for determining the optimal component stocking decision for a contract manufacturer facing an uncertain future demand, where product price depends on the delivery times. In contrast to our earlier work, this paper considers the situation where the contract manufacturer needs to deliver the full order quantity in one single shipment. This delivery requirement is appropriate for many industries, such as the garment and toy industries, where the economies of scale in transportation is essential. We develop efficient solution procedures for solving this optimization problem. We use our model results to illustrate how the different model parameters affect the optimal solution. We also compare the results under this full‐shipment model with those from our earlier work that allows for multiple partial shipments. © 2007 Wiley Periodicals, Inc. Naval Research Logistics, 2007  相似文献   
69.
Analytical resolution of search theory problems, as formalized by B.O. Koopman, may be applied with some model extension to various resource management issues. However, a fundamental prerequisite is the knowledge of the prior target density. Though this assumption has the definite advantage of simplicity, its drawback is clearly that target reactivity is not taken into account. As a preliminary step towards reactive target study stands the problem of resource planning under a min–max game context. This paper is related to Nakai's work about the game planning of resources for the detection of a stationary target. However, this initial problem is extended by adding new and more general constraints, allowing a more realistic modeling of the target and searcher behaviors. © 2007 Wiley Periodicals, Inc. Naval Research Logistics, 2007  相似文献   
70.
We introduce and develop models for a physical goods storage system based on the 15‐puzzle, a classic children's game in which 15 numbered tiles slide within a 4 × 4 grid. The objective of the game is to arrange the tiles in numerical sequence, starting from a random arrangement. For our purposes, the tiles represent totes, pallets, or even containers that must be stored very densely, and the objective is to maneuver items to an input–output point for retrieval or processing. We develop analytical results for storage configurations having a single empty location (as in the game) and experimental results for configurations with multiple empty locations. Designs with many empty locations can be made to form aisles, allowing us to compare puzzle‐based designs with traditional aisle‐based designs found in warehousing systems. © 2007 Wiley Periodicals, Inc. Naval Research Logistics, 2007  相似文献   
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