SlideShare una empresa de Scribd logo
1 de 37
1 © Hajime Mizuyama1
ColPMan: A Serious Game for Practicing
Collaborative Production Management
Hajime Mizuyama, Tomomi Nonaka,
Yuko Yoshikawa, and Kentaro Miki
Aoyama Gakuin University
mizuyama@ise.aoyama.ac.jp
ISAGA 2015 @ Kyoto 18/July/2015
2 © Hajime Mizuyama2
• A large-scale MTO company is composed of several sites,
and planning and control of their operations is a huge problem.
• Production and delivery operations in those sites are affected
by stationary and non-stationary disturbances.
• The information on the changing environment is dispersed
among the sites, and it is difficult to collect all the relevant
information in one place in a timely manner.
• Operational planning and control in the in-house supply chain
of such a company is divided into several sub-problems
and handled by multiple decision makers in those sites.
In-house SC of a large-scale MTO company
3 © Hajime Mizuyama3
• The inter-related sub-problems should be repeatedly solved
reflecting the changing environment.
• None of the decision makers hold the entire picture of the
environment.
• It is important for the decision makers
– not only to appropriately solve the respective sub-problems
– but also to effectively communicate and coordinate with
one another in the dynamic environment.
In-house SC of a large-scale MTO company
4 © Hajime Mizuyama4
• Such dynamic decision-making skills are not easy to be
trained in lectures alone.
• Experiential learning is potentially effective supplemental
approach and serious games are a suitable medium for it.
• The objective of this research is
– to develop an original serious game suitable for training
the dynamic organizational decision-making skills, and
– to test how the developed game named ColPMan works.
Research Objective
5 © Hajime Mizuyama5
• Research background and objective
• Game design
• Game implementation
• Application case
• Conclusions
Agenda
6 © Hajime Mizuyama6
Hierarchical
The relation between a site, e.g. HQ, deciding an abstract plan
and the other, e.g. a factory, deciding a detailed schedule under
the constraint of the abstract plan.
Serial
The relations between a pair of factories, where one’s output is
used as the input of the other.
Parallel
The relations between a pair of factories, which are in charge of
a same production function and are substitutable to each other.
Typical relations among sites
7 © Hajime Mizuyama7
Downstream
factory
(DSF)
Downstream
factory
(DSF)
Parallel
Headquarters
(HQ)
Downstream
factory
(DSF)
Overall topology of in-house SC
Hierarchical
Upstream
factory
(USF)
Serial
DSF1 player
DSF2 player
DSF3 player
USF player
HQ player
8 © Hajime Mizuyama8
Order assignment
Upstream
factory
(USF)
Make-to-stock
Make-to-order
Custo-
mers
Materials
inventory
Materials
inventory
Orders
Products
inventory
Delivery
Information
Material
Downstream
factory 1
(DSF1)
Headquarters
(HQ)
Downstream
factory 2
(DSF2)
Downstream
factory 3
(DSF3)
Overall topology of in-house SC
Five material types
×
Five product sizes
Five material types
×
Five product sizes
9 © Hajime Mizuyama9
Upstream
factory
(USF)
Make-to-stock
Make-to-order
Custo-
mers
Materials
inventory
Materials
inventory
Orders
Products
inventory
Delivery
Information
Material
Downstream
factory 1
(DSF1)
Headquarters
(HQ)
Downstream
factory 2
(DSF2)
Downstream
factory 3
(DSF3)
How SC is operated
Order assignment
Five material types
×
Five product sizes
Five material types
×
Five product sizes
10 © Hajime Mizuyama10
66
55
44
33
22
11
0
• Customer’s location
• Customer’s importance
• Material type
• Product size
• Number of products
• Remaining time to due date
0
• Customer’s location
• Customer’s importance
• Material type
• Product size
• Number of products
• Remaining time to due date
Order arrivals from customers
Random
arrival
11 © Hajime Mizuyama11
Order assignment
Upstream
factory
(USF)
Make-to-stock
Make-to-order
Custo-
mers
Materials
inventory
Materials
inventory
Products
inventory
Delivery
Information
Material
Downstream
factory 1
(DSF1)
Headquarters
(HQ)
Downstream
factory 2
(DSF2)
Downstream
factory 3
(DSF3)
How SC is operated
Orders
Five material types
×
Five product sizes
Five material types
×
Five product sizes
12 © Hajime Mizuyama12
This term Next term
Term after
the next
DSF1
DSF2
DSF3
Decisions made by HQ player
List of
orders
List of
orders
13 © Hajime Mizuyama13
Order assignment
Upstream
factory
(USF)
Make-to-stock
Make-to-order
Custo-
mers
Materials
inventory
Materials
inventory
Orders
Products
inventory
Delivery
Information
Material
Downstream
factory 1
(DSF1)
Headquarters
(HQ)
Downstream
factory 2
(DSF2)
Downstream
factory 3
(DSF3)
How SC is operated
Five material types
×
Five product sizes
Five material types
×
Five product sizes
14 © Hajime Mizuyama14
Production schedule
• Each DSF is modeled as a single machine with sequence-
dependent setup times (and costs).
• Which orders among those assigned to the factory are to be
processed in this term, and their sequence should be
determined.
Materials order
• The materials inventory in each DSF is controlled by the
respective DSF player.
• How many materials of each type are ordered should be
determined.
Decisions made by DSF players
15 © Hajime Mizuyama15
Order assignment
Upstream
factory
(USF)
Make-to-stock
Make-to-order
Custo-
mers
Materials
inventory
Materials
inventory
Orders
Products
inventory
Delivery
Information
Material
Downstream
factory 1
(DSF1)
Headquarters
(HQ)
Downstream
factory 2
(DSF2)
Downstream
factory 3
(DSF3)
How SC is operated
Five material types
×
Five product sizes
Five material types
×
Five product sizes
16 © Hajime Mizuyama16
Production schedule
• USF is modeled as a single machine of fixed-size lot
production with sequence-dependent setup times (and costs).
• The materials inventory in USF is controlled by the USF player.
• How many lots of each type are to be produced in this term,
and their sequence should be determined.
Decisions made by USF player
17 © Hajime Mizuyama17
Discrete event simulation representing SC operations
according to given plans under uncertainties
Game flow
Table discussionTable discussion
DSF1
player
DSF2
player
DSF3
player
USF
player
HQ
player
USF
DSF3DSF1 DSF2
HQ
Planning information
Progress information
18 © Hajime Mizuyama18
Environmental disturbances incorporated into the game
– Orders and their arrival times
– Production lead-time in DSF
– Defectives and machine failures in DSF
– Material delivery lead-time
– Production lead-time in USF
– Defectives and machine failures in USF
Uncertainties in simulation
19 © Hajime Mizuyama19
Terms and periods
Time
Term 1 Term 2 Term 3 ...
Period 1-5 Period 1-5 Period 1-5 ...
20 © Hajime Mizuyama20
P mode
Time
Term 1 Term 2 Term 3 ...
Period 1-5 Period 1-5 Period 1-5 ...
A team of playersA team of players
SimulationSimulation SimulationSimulation SimulationSimulation SimulationSimulation
Planning
information
Progress
information
21 © Hajime Mizuyama21
PDCA mode
Time
Term 1 Term 2 Term 3 ...
Period 1-5 Period 1-5 Period 1-5 ...
A team of playersA team of players
22 © Hajime Mizuyama22
Game score
Profit = Revenue - Costs
Revenue
∝ The number of products delivered to customers
Costs
– Materials inventory cost at both USF and DSF
– Setup cost in both USF and DSF
– Material delivery cost
– Product inventory cost
– Product delivery cost
– Late delivery penalty cost
Game score
23 © Hajime Mizuyama23
• Research background and objective
• Game design
• Game implementation
• Application case
• Conclusions
Agenda
24 © Hajime Mizuyama24
• The computer simulation part and its graphical interfaces with
human players are implemented with Processing, a Java-
based programming language suitable for interactive graphics.
• A screen is provided to each site and basic information on the
progress directly observable from the site is visually
displayed on it.
• More detailed progress information is given in CSV files.
• The simulator incorporates the decisions made by the players
also from CSV files.
Implementation outline
25 © Hajime Mizuyama25
A short demoA short demo
Resultant game system
26 © Hajime Mizuyama26
• Research background and objective
• Game design
• Game implementation
• Application case
• Conclusions
Agenda
27 © Hajime Mizuyama27
• Participants are 107 junior students in the dept. of industrial
and systems engineering, Aoyama Gakuin University, Japan.
• The class is open every Thursday and is composed of two 90-
minute time slots with 15-minute break in between.
• The whole class lasts 15 weeks, but only five weeks are
instructed by the authors.
• The objective of the class is (1) to understand how
optimization techniques work in practical situation, and (2) to
brush up programming skills by related exercises.
• Thus, two weeks are devoted to programming exercises, and
only three time slots are given to playing ColPMan.
Class outline
28 © Hajime Mizuyama28
1st time slot (90 min.) 2nd time slot (90 min.)
1st week Introduction to ColPMan Game play #1
2nd week
Lecture on production
management techniques
Game play #2
3rd week
Introduction to
programming exercises
Programming #1
4th week Programming #2 Programming #3
5th week Game play #3 Presentation
Class schedule
29 © Hajime Mizuyama29
• 107 students are randomly grouped into 12 teams; each is
composed of nine or eight students.
• One of them is assigned to a role called facilitator, who
operates the simulation software.
• The others are assigned to one of the five sites. This means
that some sites are controlled by a sub-team of two players.
• The role assignments are determined by the students
themselves.
• After each game play session, all the students are requested
to hand in a report discussing how to get high score.
Team formation and role assignment
30 © Hajime Mizuyama30
• All the reports submitted by the students are read through
and individual items describing a key point are carefully
picked up.
• The obtained items are classified into different principles.
• They are also categorized into overall, HQ-related, USF-
related, and DSF-related principles.
• It results in nine overall, seven HQ-related, eight USF-
related, 17 DSF-related principles.
Indirect evaluation of learning effects
31 © Hajime Mizuyama31
Number of principles learned
0123456
1st report
2nd report
3rd report
Overall HQ
-related
USF
-related
DSF
-related
Facilitator players
0123456
1st report
2nd report
3rd report
Overall HQ
-related
USF
-related
DSF
-related
Upstream factory players
0123456
1st report
2nd report
3rd report
Overall HQ
-related
USF
-related
DSF
-related
Downstream factory players
0123456
1st report
2nd report
3rd report
Overall HQ
-related
USF
-related
DSF
-related
Headquarters players
32 © Hajime Mizuyama32
Q1: Did you enjoy playing ColPMan?
Q2: Did your tactics change as you repeat playing ColPMan?
Q3: Was it possible to apply your strategy prepared beforehand?
Q4: Was your motivation encouraged by the game score?
Q5: If you have a chance, do you want to play ColPMan again?
Q6: Was it difficult for you to play ColPMan?
Q7: Is the ColPMan software easy to operate?
Subjective evaluation questions #1
33 © Hajime Mizuyama33
Yes
(Lecture)
Slightly
yes
Neutral
Slightly
no
No
(Game)
Q1 47 42 11 2 0
Q2 45 48 8 1 0
Q3 32 57 5 6 2
Q4 55 33 10 4 0
Q5 36 40 16 7 3
Q6 22 55 21 4 1
Q7 15 34 13 33 7
Q8 72 26 2 1 1
Q9 35 58 6 2 1
Q10 7 10 10 27 48
Q11 54 37 9 1 1
Subjective evaluation results
34 © Hajime Mizuyama34
Q8: Did ColPMan facilitate communication among the team
members?
Q9: Did ColPMan deepen your understanding on production
management?
Q10: Which do you think more helpful for deepen your
understanding lectures or games like ColPMan?
Q11: Do you want to use a simulation game like ColPMan for
other purposes?
Subjective evaluation questions #2
35 © Hajime Mizuyama35
• Research background and objective
• Game design
• Game implementation
• Application case
• Conclusions
Agenda
36 © Hajime Mizuyama36
• A serious game called ColPMan is developed as a medium for
experiential learning of dynamic decision-making skills for
collaborative production management.
• The developed game is actually tested as an undergraduate
classroom exercise.
• The learning effects provided by ColPMan game are
indirectly observed, and the game obtained positive
response from the students.
• The future directions include simplification of the game
structure so as to level the workload of different roles.
Conclusions
37
Thank you for your kind attention!
Questions and comments are welcome.
Thank you for your kind attention!
Questions and comments are welcome.

Más contenido relacionado

Similar a ColPMan: A Serious Game for Practicing Collaborative Production Management

Space Age Furniture Company The Space Age Furniture Company manufa.docx
Space Age Furniture Company The Space Age Furniture Company manufa.docxSpace Age Furniture Company The Space Age Furniture Company manufa.docx
Space Age Furniture Company The Space Age Furniture Company manufa.docx
whitneyleman54422
 

Similar a ColPMan: A Serious Game for Practicing Collaborative Production Management (20)

Lecture 5 -6(CSC205).pptx jsksnxbbxjxksnsnz
Lecture 5 -6(CSC205).pptx jsksnxbbxjxksnsnzLecture 5 -6(CSC205).pptx jsksnxbbxjxksnsnz
Lecture 5 -6(CSC205).pptx jsksnxbbxjxksnsnz
 
C03.04-Estimating.key.pdf
C03.04-Estimating.key.pdfC03.04-Estimating.key.pdf
C03.04-Estimating.key.pdf
 
module 1 hw questions uploaded
module 1 hw questions uploadedmodule 1 hw questions uploaded
module 1 hw questions uploaded
 
Production guidance
Production guidanceProduction guidance
Production guidance
 
Getting Agile with Srum
Getting Agile with SrumGetting Agile with Srum
Getting Agile with Srum
 
The Extreme Programming (XP) Model
The Extreme Programming (XP) ModelThe Extreme Programming (XP) Model
The Extreme Programming (XP) Model
 
Reducing Rakuten Ichiba's development lead time - A Pattern Language-
Reducing Rakuten Ichiba's development lead time - A Pattern Language- Reducing Rakuten Ichiba's development lead time - A Pattern Language-
Reducing Rakuten Ichiba's development lead time - A Pattern Language-
 
Introduction to Scrum
Introduction to ScrumIntroduction to Scrum
Introduction to Scrum
 
Agile with scrum methodology
Agile with scrum methodologyAgile with scrum methodology
Agile with scrum methodology
 
English redistributable-intro-scrum
English redistributable-intro-scrumEnglish redistributable-intro-scrum
English redistributable-intro-scrum
 
presentation fdm-3.pptx
presentation fdm-3.pptxpresentation fdm-3.pptx
presentation fdm-3.pptx
 
XP_Planning.pptx
XP_Planning.pptxXP_Planning.pptx
XP_Planning.pptx
 
Getting agile-with-scrum-ndc-2104
Getting agile-with-scrum-ndc-2104Getting agile-with-scrum-ndc-2104
Getting agile-with-scrum-ndc-2104
 
Agile Methodology
Agile MethodologyAgile Methodology
Agile Methodology
 
Chapter 2 Time boxing & agile models
Chapter 2   Time boxing & agile modelsChapter 2   Time boxing & agile models
Chapter 2 Time boxing & agile models
 
Software Engineer- A unity 3d Game
Software Engineer- A unity 3d GameSoftware Engineer- A unity 3d Game
Software Engineer- A unity 3d Game
 
Getting Agile with Srum
Getting Agile with SrumGetting Agile with Srum
Getting Agile with Srum
 
Space Age Furniture Company The Space Age Furniture Company manufa.docx
Space Age Furniture Company The Space Age Furniture Company manufa.docxSpace Age Furniture Company The Space Age Furniture Company manufa.docx
Space Age Furniture Company The Space Age Furniture Company manufa.docx
 
Customized Scrum
Customized ScrumCustomized Scrum
Customized Scrum
 
Introduction to scrum
Introduction to scrumIntroduction to scrum
Introduction to scrum
 

Más de haji mizu

A Serious Game for Eliciting Tacit Strategies for Dynamic Table Assignment in...
A Serious Game for Eliciting Tacit Strategies for Dynamic Table Assignment in...A Serious Game for Eliciting Tacit Strategies for Dynamic Table Assignment in...
A Serious Game for Eliciting Tacit Strategies for Dynamic Table Assignment in...
haji mizu
 
集団意思決定における知識生産のモデル化とそれに基づくプロトコル分析
集団意思決定における知識生産のモデル化とそれに基づくプロトコル分析集団意思決定における知識生産のモデル化とそれに基づくプロトコル分析
集団意思決定における知識生産のモデル化とそれに基づくプロトコル分析
haji mizu
 
A Prototype Prediction Market Game for Enhancing Knowledge Sharing among Sale...
A Prototype Prediction Market Game for Enhancing Knowledge Sharing among Sale...A Prototype Prediction Market Game for Enhancing Knowledge Sharing among Sale...
A Prototype Prediction Market Game for Enhancing Knowledge Sharing among Sale...
haji mizu
 
A Prototype Crowdsourcing Approach for Document Summarization Service
A Prototype Crowdsourcing Approach for Document Summarization ServiceA Prototype Crowdsourcing Approach for Document Summarization Service
A Prototype Crowdsourcing Approach for Document Summarization Service
haji mizu
 
A Prediction Market Game for Route Selection under Uncertainty
A Prediction Market Game for Route Selection under UncertaintyA Prediction Market Game for Route Selection under Uncertainty
A Prediction Market Game for Route Selection under Uncertainty
haji mizu
 
A comparison between choice experiments and prediction markets for collecting...
A comparison between choice experiments and prediction markets for collecting...A comparison between choice experiments and prediction markets for collecting...
A comparison between choice experiments and prediction markets for collecting...
haji mizu
 

Más de haji mizu (15)

ゲームで切り込む暗黙知的なスキルやノウハウ
ゲームで切り込む暗黙知的なスキルやノウハウゲームで切り込む暗黙知的なスキルやノウハウ
ゲームで切り込む暗黙知的なスキルやノウハウ
 
A Serious Game for Eliciting Tacit Strategies for Dynamic Table Assignment in...
A Serious Game for Eliciting Tacit Strategies for Dynamic Table Assignment in...A Serious Game for Eliciting Tacit Strategies for Dynamic Table Assignment in...
A Serious Game for Eliciting Tacit Strategies for Dynamic Table Assignment in...
 
実験計画法入門 Part 4
実験計画法入門 Part 4実験計画法入門 Part 4
実験計画法入門 Part 4
 
実験計画法入門 Part 3
実験計画法入門 Part 3実験計画法入門 Part 3
実験計画法入門 Part 3
 
実験計画法入門 Part 2
実験計画法入門 Part 2実験計画法入門 Part 2
実験計画法入門 Part 2
 
実験計画法入門 Part 1
実験計画法入門 Part 1実験計画法入門 Part 1
実験計画法入門 Part 1
 
製品・サービスに対する主観的属性収集のためのGWAPシステムの提案
製品・サービスに対する主観的属性収集のためのGWAPシステムの提案製品・サービスに対する主観的属性収集のためのGWAPシステムの提案
製品・サービスに対する主観的属性収集のためのGWAPシステムの提案
 
集団意思決定における知識生産のモデル化とそれに基づくプロトコル分析
集団意思決定における知識生産のモデル化とそれに基づくプロトコル分析集団意思決定における知識生産のモデル化とそれに基づくプロトコル分析
集団意思決定における知識生産のモデル化とそれに基づくプロトコル分析
 
集合知メカニズムの研究
集合知メカニズムの研究集合知メカニズムの研究
集合知メカニズムの研究
 
A Prototype Prediction Market Game for Enhancing Knowledge Sharing among Sale...
A Prototype Prediction Market Game for Enhancing Knowledge Sharing among Sale...A Prototype Prediction Market Game for Enhancing Knowledge Sharing among Sale...
A Prototype Prediction Market Game for Enhancing Knowledge Sharing among Sale...
 
集合知とコミュニケーション場のメカニズムデザイン
集合知とコミュニケーション場のメカニズムデザイン集合知とコミュニケーション場のメカニズムデザイン
集合知とコミュニケーション場のメカニズムデザイン
 
A Prototype Crowdsourcing Approach for Document Summarization Service
A Prototype Crowdsourcing Approach for Document Summarization ServiceA Prototype Crowdsourcing Approach for Document Summarization Service
A Prototype Crowdsourcing Approach for Document Summarization Service
 
A Prediction Market Game for Route Selection under Uncertainty
A Prediction Market Game for Route Selection under UncertaintyA Prediction Market Game for Route Selection under Uncertainty
A Prediction Market Game for Route Selection under Uncertainty
 
A comparison between choice experiments and prediction markets for collecting...
A comparison between choice experiments and prediction markets for collecting...A comparison between choice experiments and prediction markets for collecting...
A comparison between choice experiments and prediction markets for collecting...
 
Trading Uncertainty for Collective Wisdom
Trading Uncertainty for Collective WisdomTrading Uncertainty for Collective Wisdom
Trading Uncertainty for Collective Wisdom
 

Último

Call Girls Navi Mumbai Just Call 9907093804 Top Class Call Girl Service Avail...
Call Girls Navi Mumbai Just Call 9907093804 Top Class Call Girl Service Avail...Call Girls Navi Mumbai Just Call 9907093804 Top Class Call Girl Service Avail...
Call Girls Navi Mumbai Just Call 9907093804 Top Class Call Girl Service Avail...
Dipal Arora
 
FULL ENJOY Call Girls In Majnu Ka Tilla, Delhi Contact Us 8377877756
FULL ENJOY Call Girls In Majnu Ka Tilla, Delhi Contact Us 8377877756FULL ENJOY Call Girls In Majnu Ka Tilla, Delhi Contact Us 8377877756
FULL ENJOY Call Girls In Majnu Ka Tilla, Delhi Contact Us 8377877756
dollysharma2066
 

Último (20)

B.COM Unit – 4 ( CORPORATE SOCIAL RESPONSIBILITY ( CSR ).pptx
B.COM Unit – 4 ( CORPORATE SOCIAL RESPONSIBILITY ( CSR ).pptxB.COM Unit – 4 ( CORPORATE SOCIAL RESPONSIBILITY ( CSR ).pptx
B.COM Unit – 4 ( CORPORATE SOCIAL RESPONSIBILITY ( CSR ).pptx
 
Best VIP Call Girls Noida Sector 40 Call Me: 8448380779
Best VIP Call Girls Noida Sector 40 Call Me: 8448380779Best VIP Call Girls Noida Sector 40 Call Me: 8448380779
Best VIP Call Girls Noida Sector 40 Call Me: 8448380779
 
Regression analysis: Simple Linear Regression Multiple Linear Regression
Regression analysis:  Simple Linear Regression Multiple Linear RegressionRegression analysis:  Simple Linear Regression Multiple Linear Regression
Regression analysis: Simple Linear Regression Multiple Linear Regression
 
Cracking the Cultural Competence Code.pptx
Cracking the Cultural Competence Code.pptxCracking the Cultural Competence Code.pptx
Cracking the Cultural Competence Code.pptx
 
It will be International Nurses' Day on 12 May
It will be International Nurses' Day on 12 MayIt will be International Nurses' Day on 12 May
It will be International Nurses' Day on 12 May
 
The Path to Product Excellence: Avoiding Common Pitfalls and Enhancing Commun...
The Path to Product Excellence: Avoiding Common Pitfalls and Enhancing Commun...The Path to Product Excellence: Avoiding Common Pitfalls and Enhancing Commun...
The Path to Product Excellence: Avoiding Common Pitfalls and Enhancing Commun...
 
KYC-Verified Accounts: Helping Companies Handle Challenging Regulatory Enviro...
KYC-Verified Accounts: Helping Companies Handle Challenging Regulatory Enviro...KYC-Verified Accounts: Helping Companies Handle Challenging Regulatory Enviro...
KYC-Verified Accounts: Helping Companies Handle Challenging Regulatory Enviro...
 
How to Get Started in Social Media for Art League City
How to Get Started in Social Media for Art League CityHow to Get Started in Social Media for Art League City
How to Get Started in Social Media for Art League City
 
Enhancing and Restoring Safety & Quality Cultures - Dave Litwiller - May 2024...
Enhancing and Restoring Safety & Quality Cultures - Dave Litwiller - May 2024...Enhancing and Restoring Safety & Quality Cultures - Dave Litwiller - May 2024...
Enhancing and Restoring Safety & Quality Cultures - Dave Litwiller - May 2024...
 
RSA Conference Exhibitor List 2024 - Exhibitors Data
RSA Conference Exhibitor List 2024 - Exhibitors DataRSA Conference Exhibitor List 2024 - Exhibitors Data
RSA Conference Exhibitor List 2024 - Exhibitors Data
 
Grateful 7 speech thanking everyone that has helped.pdf
Grateful 7 speech thanking everyone that has helped.pdfGrateful 7 speech thanking everyone that has helped.pdf
Grateful 7 speech thanking everyone that has helped.pdf
 
Call Girls Navi Mumbai Just Call 9907093804 Top Class Call Girl Service Avail...
Call Girls Navi Mumbai Just Call 9907093804 Top Class Call Girl Service Avail...Call Girls Navi Mumbai Just Call 9907093804 Top Class Call Girl Service Avail...
Call Girls Navi Mumbai Just Call 9907093804 Top Class Call Girl Service Avail...
 
Call Girls Pune Just Call 9907093804 Top Class Call Girl Service Available
Call Girls Pune Just Call 9907093804 Top Class Call Girl Service AvailableCall Girls Pune Just Call 9907093804 Top Class Call Girl Service Available
Call Girls Pune Just Call 9907093804 Top Class Call Girl Service Available
 
Yaroslav Rozhankivskyy: Три складові і три передумови максимальної продуктивн...
Yaroslav Rozhankivskyy: Три складові і три передумови максимальної продуктивн...Yaroslav Rozhankivskyy: Три складові і три передумови максимальної продуктивн...
Yaroslav Rozhankivskyy: Три складові і три передумови максимальної продуктивн...
 
Mondelez State of Snacking and Future Trends 2023
Mondelez State of Snacking and Future Trends 2023Mondelez State of Snacking and Future Trends 2023
Mondelez State of Snacking and Future Trends 2023
 
Pharma Works Profile of Karan Communications
Pharma Works Profile of Karan CommunicationsPharma Works Profile of Karan Communications
Pharma Works Profile of Karan Communications
 
Mysore Call Girls 8617370543 WhatsApp Number 24x7 Best Services
Mysore Call Girls 8617370543 WhatsApp Number 24x7 Best ServicesMysore Call Girls 8617370543 WhatsApp Number 24x7 Best Services
Mysore Call Girls 8617370543 WhatsApp Number 24x7 Best Services
 
VIP Call Girls In Saharaganj ( Lucknow ) 🔝 8923113531 🔝 Cash Payment (COD) 👒
VIP Call Girls In Saharaganj ( Lucknow  ) 🔝 8923113531 🔝  Cash Payment (COD) 👒VIP Call Girls In Saharaganj ( Lucknow  ) 🔝 8923113531 🔝  Cash Payment (COD) 👒
VIP Call Girls In Saharaganj ( Lucknow ) 🔝 8923113531 🔝 Cash Payment (COD) 👒
 
FULL ENJOY Call Girls In Majnu Ka Tilla, Delhi Contact Us 8377877756
FULL ENJOY Call Girls In Majnu Ka Tilla, Delhi Contact Us 8377877756FULL ENJOY Call Girls In Majnu Ka Tilla, Delhi Contact Us 8377877756
FULL ENJOY Call Girls In Majnu Ka Tilla, Delhi Contact Us 8377877756
 
👉Chandigarh Call Girls 👉9878799926👉Just Call👉Chandigarh Call Girl In Chandiga...
👉Chandigarh Call Girls 👉9878799926👉Just Call👉Chandigarh Call Girl In Chandiga...👉Chandigarh Call Girls 👉9878799926👉Just Call👉Chandigarh Call Girl In Chandiga...
👉Chandigarh Call Girls 👉9878799926👉Just Call👉Chandigarh Call Girl In Chandiga...
 

ColPMan: A Serious Game for Practicing Collaborative Production Management

  • 1. 1 © Hajime Mizuyama1 ColPMan: A Serious Game for Practicing Collaborative Production Management Hajime Mizuyama, Tomomi Nonaka, Yuko Yoshikawa, and Kentaro Miki Aoyama Gakuin University mizuyama@ise.aoyama.ac.jp ISAGA 2015 @ Kyoto 18/July/2015
  • 2. 2 © Hajime Mizuyama2 • A large-scale MTO company is composed of several sites, and planning and control of their operations is a huge problem. • Production and delivery operations in those sites are affected by stationary and non-stationary disturbances. • The information on the changing environment is dispersed among the sites, and it is difficult to collect all the relevant information in one place in a timely manner. • Operational planning and control in the in-house supply chain of such a company is divided into several sub-problems and handled by multiple decision makers in those sites. In-house SC of a large-scale MTO company
  • 3. 3 © Hajime Mizuyama3 • The inter-related sub-problems should be repeatedly solved reflecting the changing environment. • None of the decision makers hold the entire picture of the environment. • It is important for the decision makers – not only to appropriately solve the respective sub-problems – but also to effectively communicate and coordinate with one another in the dynamic environment. In-house SC of a large-scale MTO company
  • 4. 4 © Hajime Mizuyama4 • Such dynamic decision-making skills are not easy to be trained in lectures alone. • Experiential learning is potentially effective supplemental approach and serious games are a suitable medium for it. • The objective of this research is – to develop an original serious game suitable for training the dynamic organizational decision-making skills, and – to test how the developed game named ColPMan works. Research Objective
  • 5. 5 © Hajime Mizuyama5 • Research background and objective • Game design • Game implementation • Application case • Conclusions Agenda
  • 6. 6 © Hajime Mizuyama6 Hierarchical The relation between a site, e.g. HQ, deciding an abstract plan and the other, e.g. a factory, deciding a detailed schedule under the constraint of the abstract plan. Serial The relations between a pair of factories, where one’s output is used as the input of the other. Parallel The relations between a pair of factories, which are in charge of a same production function and are substitutable to each other. Typical relations among sites
  • 7. 7 © Hajime Mizuyama7 Downstream factory (DSF) Downstream factory (DSF) Parallel Headquarters (HQ) Downstream factory (DSF) Overall topology of in-house SC Hierarchical Upstream factory (USF) Serial DSF1 player DSF2 player DSF3 player USF player HQ player
  • 8. 8 © Hajime Mizuyama8 Order assignment Upstream factory (USF) Make-to-stock Make-to-order Custo- mers Materials inventory Materials inventory Orders Products inventory Delivery Information Material Downstream factory 1 (DSF1) Headquarters (HQ) Downstream factory 2 (DSF2) Downstream factory 3 (DSF3) Overall topology of in-house SC Five material types × Five product sizes Five material types × Five product sizes
  • 9. 9 © Hajime Mizuyama9 Upstream factory (USF) Make-to-stock Make-to-order Custo- mers Materials inventory Materials inventory Orders Products inventory Delivery Information Material Downstream factory 1 (DSF1) Headquarters (HQ) Downstream factory 2 (DSF2) Downstream factory 3 (DSF3) How SC is operated Order assignment Five material types × Five product sizes Five material types × Five product sizes
  • 10. 10 © Hajime Mizuyama10 66 55 44 33 22 11 0 • Customer’s location • Customer’s importance • Material type • Product size • Number of products • Remaining time to due date 0 • Customer’s location • Customer’s importance • Material type • Product size • Number of products • Remaining time to due date Order arrivals from customers Random arrival
  • 11. 11 © Hajime Mizuyama11 Order assignment Upstream factory (USF) Make-to-stock Make-to-order Custo- mers Materials inventory Materials inventory Products inventory Delivery Information Material Downstream factory 1 (DSF1) Headquarters (HQ) Downstream factory 2 (DSF2) Downstream factory 3 (DSF3) How SC is operated Orders Five material types × Five product sizes Five material types × Five product sizes
  • 12. 12 © Hajime Mizuyama12 This term Next term Term after the next DSF1 DSF2 DSF3 Decisions made by HQ player List of orders List of orders
  • 13. 13 © Hajime Mizuyama13 Order assignment Upstream factory (USF) Make-to-stock Make-to-order Custo- mers Materials inventory Materials inventory Orders Products inventory Delivery Information Material Downstream factory 1 (DSF1) Headquarters (HQ) Downstream factory 2 (DSF2) Downstream factory 3 (DSF3) How SC is operated Five material types × Five product sizes Five material types × Five product sizes
  • 14. 14 © Hajime Mizuyama14 Production schedule • Each DSF is modeled as a single machine with sequence- dependent setup times (and costs). • Which orders among those assigned to the factory are to be processed in this term, and their sequence should be determined. Materials order • The materials inventory in each DSF is controlled by the respective DSF player. • How many materials of each type are ordered should be determined. Decisions made by DSF players
  • 15. 15 © Hajime Mizuyama15 Order assignment Upstream factory (USF) Make-to-stock Make-to-order Custo- mers Materials inventory Materials inventory Orders Products inventory Delivery Information Material Downstream factory 1 (DSF1) Headquarters (HQ) Downstream factory 2 (DSF2) Downstream factory 3 (DSF3) How SC is operated Five material types × Five product sizes Five material types × Five product sizes
  • 16. 16 © Hajime Mizuyama16 Production schedule • USF is modeled as a single machine of fixed-size lot production with sequence-dependent setup times (and costs). • The materials inventory in USF is controlled by the USF player. • How many lots of each type are to be produced in this term, and their sequence should be determined. Decisions made by USF player
  • 17. 17 © Hajime Mizuyama17 Discrete event simulation representing SC operations according to given plans under uncertainties Game flow Table discussionTable discussion DSF1 player DSF2 player DSF3 player USF player HQ player USF DSF3DSF1 DSF2 HQ Planning information Progress information
  • 18. 18 © Hajime Mizuyama18 Environmental disturbances incorporated into the game – Orders and their arrival times – Production lead-time in DSF – Defectives and machine failures in DSF – Material delivery lead-time – Production lead-time in USF – Defectives and machine failures in USF Uncertainties in simulation
  • 19. 19 © Hajime Mizuyama19 Terms and periods Time Term 1 Term 2 Term 3 ... Period 1-5 Period 1-5 Period 1-5 ...
  • 20. 20 © Hajime Mizuyama20 P mode Time Term 1 Term 2 Term 3 ... Period 1-5 Period 1-5 Period 1-5 ... A team of playersA team of players SimulationSimulation SimulationSimulation SimulationSimulation SimulationSimulation Planning information Progress information
  • 21. 21 © Hajime Mizuyama21 PDCA mode Time Term 1 Term 2 Term 3 ... Period 1-5 Period 1-5 Period 1-5 ... A team of playersA team of players
  • 22. 22 © Hajime Mizuyama22 Game score Profit = Revenue - Costs Revenue ∝ The number of products delivered to customers Costs – Materials inventory cost at both USF and DSF – Setup cost in both USF and DSF – Material delivery cost – Product inventory cost – Product delivery cost – Late delivery penalty cost Game score
  • 23. 23 © Hajime Mizuyama23 • Research background and objective • Game design • Game implementation • Application case • Conclusions Agenda
  • 24. 24 © Hajime Mizuyama24 • The computer simulation part and its graphical interfaces with human players are implemented with Processing, a Java- based programming language suitable for interactive graphics. • A screen is provided to each site and basic information on the progress directly observable from the site is visually displayed on it. • More detailed progress information is given in CSV files. • The simulator incorporates the decisions made by the players also from CSV files. Implementation outline
  • 25. 25 © Hajime Mizuyama25 A short demoA short demo Resultant game system
  • 26. 26 © Hajime Mizuyama26 • Research background and objective • Game design • Game implementation • Application case • Conclusions Agenda
  • 27. 27 © Hajime Mizuyama27 • Participants are 107 junior students in the dept. of industrial and systems engineering, Aoyama Gakuin University, Japan. • The class is open every Thursday and is composed of two 90- minute time slots with 15-minute break in between. • The whole class lasts 15 weeks, but only five weeks are instructed by the authors. • The objective of the class is (1) to understand how optimization techniques work in practical situation, and (2) to brush up programming skills by related exercises. • Thus, two weeks are devoted to programming exercises, and only three time slots are given to playing ColPMan. Class outline
  • 28. 28 © Hajime Mizuyama28 1st time slot (90 min.) 2nd time slot (90 min.) 1st week Introduction to ColPMan Game play #1 2nd week Lecture on production management techniques Game play #2 3rd week Introduction to programming exercises Programming #1 4th week Programming #2 Programming #3 5th week Game play #3 Presentation Class schedule
  • 29. 29 © Hajime Mizuyama29 • 107 students are randomly grouped into 12 teams; each is composed of nine or eight students. • One of them is assigned to a role called facilitator, who operates the simulation software. • The others are assigned to one of the five sites. This means that some sites are controlled by a sub-team of two players. • The role assignments are determined by the students themselves. • After each game play session, all the students are requested to hand in a report discussing how to get high score. Team formation and role assignment
  • 30. 30 © Hajime Mizuyama30 • All the reports submitted by the students are read through and individual items describing a key point are carefully picked up. • The obtained items are classified into different principles. • They are also categorized into overall, HQ-related, USF- related, and DSF-related principles. • It results in nine overall, seven HQ-related, eight USF- related, 17 DSF-related principles. Indirect evaluation of learning effects
  • 31. 31 © Hajime Mizuyama31 Number of principles learned 0123456 1st report 2nd report 3rd report Overall HQ -related USF -related DSF -related Facilitator players 0123456 1st report 2nd report 3rd report Overall HQ -related USF -related DSF -related Upstream factory players 0123456 1st report 2nd report 3rd report Overall HQ -related USF -related DSF -related Downstream factory players 0123456 1st report 2nd report 3rd report Overall HQ -related USF -related DSF -related Headquarters players
  • 32. 32 © Hajime Mizuyama32 Q1: Did you enjoy playing ColPMan? Q2: Did your tactics change as you repeat playing ColPMan? Q3: Was it possible to apply your strategy prepared beforehand? Q4: Was your motivation encouraged by the game score? Q5: If you have a chance, do you want to play ColPMan again? Q6: Was it difficult for you to play ColPMan? Q7: Is the ColPMan software easy to operate? Subjective evaluation questions #1
  • 33. 33 © Hajime Mizuyama33 Yes (Lecture) Slightly yes Neutral Slightly no No (Game) Q1 47 42 11 2 0 Q2 45 48 8 1 0 Q3 32 57 5 6 2 Q4 55 33 10 4 0 Q5 36 40 16 7 3 Q6 22 55 21 4 1 Q7 15 34 13 33 7 Q8 72 26 2 1 1 Q9 35 58 6 2 1 Q10 7 10 10 27 48 Q11 54 37 9 1 1 Subjective evaluation results
  • 34. 34 © Hajime Mizuyama34 Q8: Did ColPMan facilitate communication among the team members? Q9: Did ColPMan deepen your understanding on production management? Q10: Which do you think more helpful for deepen your understanding lectures or games like ColPMan? Q11: Do you want to use a simulation game like ColPMan for other purposes? Subjective evaluation questions #2
  • 35. 35 © Hajime Mizuyama35 • Research background and objective • Game design • Game implementation • Application case • Conclusions Agenda
  • 36. 36 © Hajime Mizuyama36 • A serious game called ColPMan is developed as a medium for experiential learning of dynamic decision-making skills for collaborative production management. • The developed game is actually tested as an undergraduate classroom exercise. • The learning effects provided by ColPMan game are indirectly observed, and the game obtained positive response from the students. • The future directions include simplification of the game structure so as to level the workload of different roles. Conclusions
  • 37. 37 Thank you for your kind attention! Questions and comments are welcome. Thank you for your kind attention! Questions and comments are welcome.