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This article is a review of the book "Brain computation as hierarchical abstraction" by Dana H. Ballard published by MIT press in 2015. The book series computational neuroscience familiarizes the reader with the computational aspects of brain functions based on neuroscientific evidence. It provides an excellent introduction of the functioning, i.e. the structure, the network and the routines of the brain in our daily life. The final chapters even discuss behavioral elements such as decision-making, emotions and consciousness. These topics are of high relevance in other sciences such as economics and philosophy. Overall, Ballard’s book stimulates a scientifically well-founded debate and, more importantly, reveals the need of an interdisciplinary dialogue towards social sciences.
Efficiency in supply chain risk management (SCRM) is a major topic in industries with serial production and a complex supply chain due to limited management and financial resources. A high number of possible risk situations and intertwined processes create a more challenging environment for resource allocation. Managers cannot perform SCRM in all possible supply chain areas and hence have to decide where available resources should be utilised for highest possible risk reduction. This makes it important to quickly and systematically evaluate input and output relationships among risk mitigation actions to determine which actions are deployed first for efficient risk level reduction. This paper introduces a new SCRM method based on the failure mode and effects analysis (FMEA) in order to perform an efficiency-oriented risk action prioritisation. By considering the cost-benefit evaluation of identified risk mitigation actions for each assessed risk and by determining the implementation effort for risk mitigation actions, also considered as the cost for realising a specific risk action the method allows finding those risk and risk mitigation actions, which are most efficient for risk reduction and should be implemented first in the process of risk steering.
Gamification, the use of game elements for non-gaming purposes, may just make a huge impact on education, a contribution the world in general and South Africa in particular, desperately needs. In today’s fast-paced work environment, there is not only a severe skills shortage, but also a great need for graduates with practical knowledge - students that are not purely “book smart”. Didactic teaching habits have created an education realm in which reciting facts is more often than not what gets students to pass. Learning factories are physical, operational factories that serve as exemplary and realistic hands-on learning environments and provide an important step towards more industry-prepared graduates. Top universities around the world are establishing such environments and are showing superb results. This paper explores the potential benefit of applying gamification in such a setting to enhance the learning environment even further, and provide opportunities for training otherwise difficult to teach topics, such as shop floor management.
During the first years of their employment, the graduates are a liability to industry. The employer goes an extra mile to bridge the gap between university-exiting and profitable employment of engineering graduates. Unfortunately some cannot take this risk. Given this scenario, this paper presents a learning factory approach as a platform for the application of knowledge so as to develop the required engineering competences in South African engineering graduates before they enter the labour market. It spells out the components of a Stellenbosch University Learning Factory geared towards production of engineering graduates with the required industrial skills. It elaborates on the didactics embedded in the learning factory environment, tailor-made to produce engineers who can productively contribute to the growth of the industry upon exiting the university.
Increasingly volatile market conditions and manufacturing environments combined with a rising demand for highly personalized products, the emergence of new technologies like cyber-physical systems and additive manufacturing as well as an increasing cross-linking of different entities (Industrie 4.0) will result in fundamental changes of future work and logistics systems. The place of production, the logistical network and the respective production system will underlie the requirements of constant changes and therefore sources and sinks of logistical networks have to obey the versatility of (cyber-physical) production systems. To cope with the arising complexity to control and monitor changeable production and logistics systems, decentralized control systems are the mean of choice since centralized systems are pushed to their limits in this regard. This paradigm shift will affect the overall concept under which production and logistics is planned, managed and controlled and how companies interact and collaborate within the emerging value chains by using dynamic methods to generate and execute the created network and to allocate available resources to fulfill the demand for customized products. In this field of research learning factories, like the ESB Logistics Learning Factory at ESB Business School (Reutlingen University), provide a great potential as a risk free test bed to develop new methods and technical solutions, to investigate new technologies regarding their practical use and to transfer the latest state of knowledge and specific competences into the training of students and professionals. Keeping with these guiding principles ESB Business School is transferring its existing production system into a cyber-physical production system to investigate innovative solutions for the design of human-machine collaboration and technical assistance systems as wells as to develop decentralized control methods for intralogistics systems following the requirements of changeable work systems including the respective design of dynamic inbound and outbound logistic networks.
Due to the complexity of assembly processes, a high ratio of tasks is still performed by human workers. Short-cyclically changing work contents due to smaller lot sizes, especially the varied series assesmbly, increases both the need for information support as well as the risk of rising physical and psychological stress. The use of technical and digital assistance systems can counter these challenges. Through the integration of information and communication technology as well as collaborative assembly technologies, hybrid cyber-physical assembly systems will emerge. Widely established assembly planning approaches for digital and technical support systems in cyber physical assembly systems will be outlined and discussed with regard to synergies and delimitations of planning perspectives.
The most important objective of event marketing is to improve the image of a brand or a company. The paper presents an image transfer model for event marketing. Based on current research, an image transfer model for event marketing is developed and the conditions required for an image transfer to take place from an event to a brand or a company are explained. Depending on which conditions are met, there are different consequences with regard to the image transfer from the event to the brand or company that are structured and characterized in detail. The image transfer model is developed against the backdrop of selected event types often used in actual practice. The focus of its application lies mainly in brand-oriented leisure and infotainment events directed towards external target groups. The model provides a discussion and analysis of the impact category of the image transfer in event marketing. The paper explains that the possibility of an attitude change is given within the context of event marketing. The presented model serves to structure the image transfer in event marketing. It is intended to illustrate the steps that are involved in the emergence of an image transfer as well as the resulting alternative consequences.
Sport marketing is the specific application of marketing principles and processes to sports products and services. In 2014 the biggest sports event in the world, the FIFA World Cup, took place in Brazil. Billions of spectators around the world saw Germany win the trophy in Rio de Janeiro for the fourth time in history. Yet unlike in previous World Cups, conversation was not only taking place at the numerous public viewings which were held in open spaces like bars and restaurants. For the entire tournament social media like Facebook or Twitter were playing a dominant role in all aspects. With 672 million tweets on Twitter and three billion conversations on Facebook, this was the most social World Cup as well as the most social mega sports event so far. It did not matter whether it were users, athletes or companies, everyone was trying to catch up on the conversation to be informed or inform others about their opinion or latest news. This paper analyzes the implementation of social media marketing during mega sports events with a focus on Adidas’ and Nike’s social media campaigns in the frame of the FIFA World Cup 2014 in Brazil. The analysis shows that social media marketing in the frame of mega sports events gains importance. Those companies finding topics that affect people personally with a relationship to their products achieve success through social media marketing.
It is assumed that more education leads to better understanding of complex systems. Some researchers claim, however, find indications that simple mechanisms like stocks and flows are not well understood even by people who have passed higher education. In this paper, we test people’s understanding of complex systems with the widely studied stock-and-flow (SF) tasks (Booth Sweeney and Sterman 2000). SF tasks assess people’s understanding of the interplay between stocks and flows. We investigate SF failure of domain experts and novices in different knowledge domains. In particular, we compare performance on the original study’s Bathtub task with the square wave pattern (Booth Sweeney and Sterman 2000) with two alternative cover stories from the engineering and business domains on different groups of business and engineering students from different semesters. Further, we show that, while engineering students perform better than business students, with progressing in higher education, students seem to lose the capability of dealing with simple SF tasks from domains other than their field. We thus find hints on déformation professionelle in higher education.