scholarly journals Build and operate logistic chains — An approach to synchronise distributed production activities

Author(s):  
T. Kuhlmann ◽  
R. Lamping ◽  
C. Massow
2021 ◽  
Author(s):  
Maximilian Rolinck ◽  
Rishi Kumar ◽  
Bastian Thiede ◽  
Felipe Cerdas ◽  
Kuldip Singh Sangwan ◽  
...  

Author(s):  
Georgy Kolesnik

High competition in the markets of goods and services makes it urgent to improve the efficiencyof the use of production assets by the enterprises. One of the possible ways to solve the problem is joint use of the assets by different subjects. The use of this mechanism in the various branches grows rapidly in the last decade due to the opportunities for aggregation of supply and demand and automated contracting provided by the modern digital technologies. The basis for production asset management systems based on sharing is a mathematical model that allows determining the optimal modes of asset use in terms of their utilization, reducing the total cost of ownership and obtaining additional operating profit. This article considers a mathematical model of a multi-product spatially distributed production system that reflects the features of the activities of machine-building enterprises and assumes the possibility of joint use of their fixed assets. Economic and social criteria for the efficiency of fixed assets sharing are formulated in terms of maximizing the profit of enterprises, minimizing logistics and downtime costs. The optimal modes of joint use of the fixed assets concerning these criteria are investigated. It is shown that the joint use of fixed assets under the certain conditions can significantly improve the efficiency of the operating activities of enterprises.


Author(s):  
Sal Humphreys

This chapter considers how the interactive and social nature of massively multiplayer online games (MMOGs) presents challenges to systems of organisation, control, and regulation used for more conventional media products. It examines how the interactive structures of games cast players as producers of content, not merely consumers. This productive role creates a distributed production network that challenges the ideas of authorship which underpin copyright and intellectual property. The role of the publishers is shown to encompass community as well as intellectual property management. The communities generated within these games are a key source of economic benefit to the publishers. The contract that determines the conditions of access and the forms of governance inside proprietary worlds is considered in light of this newly intensified relationship between commerce and community. Questions are raised about the accountability of publishers, the role of the market, and the state in determining conditions of access.


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