Abstract: Program synthesis is the task to automatically generate
programs based on user specification. In this paper, we present a
framework that synthesizes programs from flow charts that serve as
accurate and intuitive specification. In order doing so, we propose a
deep neural network called GRCNN that recognizes graph structure
from its image. GRCNN is trained end-to-end, which can predict edge
and node information of the flow chart simultaneously. Experiments
show that the accuracy rate to synthesize a program is 66.4%, and
the accuracy rates to recognize edge and node are 94.1% and 67.9%,
respectively. On average, it takes about 60 milliseconds to synthesize
a program.
Abstract: Games-based learning (GBL) has become increasingly important in teaching and learning. This paper explains the first two phases (analysis and design) of a GBL development project, ending up with a prototype design based on students’ and teachers’ perceptions. The two phases are part of a full cycle GBL project aiming to help secondary school students in Thailand in their study of Comprehensive Sex Education (CSE). In the course of the study, we invited 1,152 students to complete questionnaires and interviewed 12 secondary school teachers in focus groups. This paper found that GBL can serve students in their learning about CSE, enabling them to gain understanding of their sexuality, develop skills, including critical thinking skills and interact with others (peers, teachers, etc.) in a safe environment. The objectives of this paper are to outline the development of GBL variables from the research question(s) into the developers’ flow chart, to be responsive to the GBL beneficiaries’ preferences and expectations, and to help in answering the research questions. This paper details the steps applied to generate GBL variables that can feed into a game flow chart to develop a GBL prototype. In our approach, we detailed two models: (1) Game Elements Model (GEM) and (2) Game Object Model (GOM). There are three outcomes of this research – first, to achieve the objectives and benefits of GBL in learning, game design has to start with the research question(s) and the challenges to be resolved as research outcomes. Second, aligning the educational aims with engaging GBL end users (students) within the data collection phase to inform the game prototype with the game variables is essential to address the answer/solution to the research question(s). Third, for efficient GBL to bridge the gap between pedagogy and technology and in order to answer the research questions via technology (i.e. GBL) and to minimise the isolation between the pedagogists “P” and technologist “T”, several meetings and discussions need to take place within the team.
Abstract: In this paper, we discuss the deteriorated standing of engineering companies, some of the reasons behind it and the problems facing engineering enterprises during the financial crisis. We show the part that financial analysis plays in the detection of the main factors affecting the standing of a company, classify internal problems and the reasons influencing efficiency thereof. The publication contains the analysis of municipal engineering companies in post-Soviet transitional economies. In the wake of the 2008 world financial crisis the issue became even more poignant. It should be said though that even before the problem had been no less acute for some post-Soviet states caught up in a lengthy transitional period. The paper highlights shortcomings in the management of transportation companies, with new, more appropriate methods suggested. In analyzing the financial stability of a company, three elements need to be considered: current assets, investment policy and structural management of the funding sources leveraging the stability, should be focused on. Inappropriate management of the three may create certain financial problems, with timely and accurate detection thereof being an issue in terms of improved standing of an enterprise. In this connection, the publication contains a diagram reflecting the reasons behind the deteriorated financial standing of a company, as well as a flow chart thereof. The main reasons behind low profitability are also discussed.
Abstract: Milk is considered as an essential and complete food.
The present study was conducted at Milk Plant Mohali especially in
reference to the procurement section where the cash inflow was
maximum, with the objective to achieve higher productivity and
reduce wastage of milk. In milk plant it was observed that during the
month of Jan-2014 to March-2014 the average procurement of milk
was Rs. 4, 19, 361 liter per month and cost of procurement of milk is
Rs 35/- per liter. The total cost of procurement thereby equal to Rs.
1crore 46 lakh per month, but there was mismatch in procurementproduction
of milk, which leads to an average loss of Rs. 12, 94, 405
per month. To solve the procurement-production problem Quality
Control Tools like brainstorming, Flow Chart, Cause effect diagram
and Pareto analysis are applied wherever applicable. With the
successful implementation of Quality Control tools an average saving
of Rs. 4, 59, 445 per month is done.
Abstract: Land reallocation is one of the most important steps in
land consolidation projects. Many different models were proposed for
land reallocation in the literature such as Fuzzy Logic, block priority
based land reallocation and Spatial Decision Support Systems. A
model including four parts is considered for automatic block
reallocation with genetic algorithm method in land consolidation
projects. These stages are preparing data tables for a project land,
determining conditions and constraints of land reallocation, designing
command steps and logical flow chart of reallocation algorithm and
finally writing program codes of Genetic Algorithm respectively. In
this study, we designed the first three steps of the considered model
comprising four steps.
Abstract: Lean manufacturing is a production philosophy made
popular by Toyota Motor Corporation (TMC). It is globally known as
the Toyota Production System (TPS) and has the ultimate aim of
reducing cost by thoroughly eliminating wastes or muda. TPS
embraces the Just-in-time (JIT) manufacturing; achieving cost
reduction through lead time reduction. JIT manufacturing can be
achieved by implementing Pull system in the production.
Furthermore, TPS aims to improve productivity and creating
continuous flow in the production by arranging the machines and
processes in cellular configurations. This is called as Cellular
Manufacturing Systems (CMS). This paper studies on integrating the
CMS with the Pull system to establish a Big Island-Pull system
production for High Mix Low Volume (HMLV) products in an
automotive component industry. The paper will use the build-in JIT
system steps adapted from TMC to create the Pull system production
and also create a shojinka line which, according to takt time, has the
flexibility to adapt to demand changes simply by adding and taking
out manpower. This will lead to optimization in production.
Abstract: CFlow is a flow chart software, it contains facilities to
draw and evaluate a flow chart. A flow chart evaluation applies a
simulation method to enable presentation of work flow in a flow
chart solution. Flow chart simulation of CFlow is executed by
manipulating the CFlow data file which is saved in a graphical vector
format. These text-based data are organised by using a data
classification technic based on a Library classification-scheme. This
paper describes the file format for flow chart simulation software of
CFlow.