scholarly journals Towards a conceptualisation of Order Picking 4.0

2021 ◽  
pp. 107511
Author(s):  
Sven Winkelhaus ◽  
Eric H. Grosse ◽  
Stefan Morana
Keyword(s):  
2020 ◽  
Vol 67 (1) ◽  
pp. 3-20 ◽  
Author(s):  
Nils Boysen ◽  
David Füßler ◽  
Konrad Stephan

2009 ◽  
Vol 25 (5-7) ◽  
pp. 461-467 ◽  
Author(s):  
Rupert Reif ◽  
Willibald A. Günthner

Author(s):  
Georgianna Lin ◽  
Malcolm Haynes ◽  
Sarthak Srinivas ◽  
Pramod Kotipalli ◽  
Thad Starner

Where should a HWD be placed in a user's visual field? We present two studies that compare comfort, preference, task efficiency and accuracy for various HWD positions. The first study offsets a 9.2° horizontal field-of-view (FOV) display temporally (toward the ear) from 0° to 30° in 10° steps. 30° proves too uncomfortable while 10° is the most preferred position for a simple button-pushing game, corroborating results from previous single-task reading experiments. The second experiment uses a Magic Leap One to compare 10° x 10° FOV interfaces centered at line-of-sight, temporally offset 15° (center-right), inferiorly offset 15° (bottom-center), and offset in both directions (bottom-right) for an order picking task. The bottom-right position proved worst in terms of accuracy and several subjective metrics when compared to the line-of-sight position.


Logistics ◽  
2021 ◽  
Vol 5 (1) ◽  
pp. 14
Author(s):  
Athina G. Bright ◽  
Stavros T. Ponis

In the last decade, the Industry 4.0 concept has introduced automation and cyber-physical systems as the core elements of future logistics, supported by an array of technologies, such as augmented reality (AR) providing the necessary support for the digital transformation of manufacturing and logistics and the smartification and digital refinement of traditional pre-Industry 4.0 processes. This paper studies the influence and the potential of gamification techniques in supporting innovative Industry 4.0-enhanced processes in the contemporary warehouse work ecosystem. Gamification in the workplace aims to motivate the employees and increase their involvement in an activity, while at the same time creating a sense of an everyday different experience rather than a set of repetitive and monotonous tasks. Since the design of such a system is a complex process, the most widespread design frameworks are studied, and the emphasis is on the principal game elements and their connection to mobilization mechanisms. Finally, an initial proposal of a gamification framework to support the AR-enhanced order picking process in contemporary logistics centers is provided with an emphasis on the mechanics of a fair and functional reward system. The proposed approach aims to showcase the potential alignment of business processes to human motivation, respecting the differences between tasks and the workers’ cognitive workload.


2012 ◽  
Vol 601 ◽  
pp. 347-353
Author(s):  
Xiong Zhi Wang ◽  
Guo Qing Wang

We study the order picking problem in carousels system with a single picker. The objective is to find a picking scheduling to minimizing the total order picking time. After showing the problem being strongly in NP-Hard and finding two characteristics, we construct an approximation algorithm for a special case (two carousels) and a heuristics for the general problem. Experimental results verify that the solutions are quickly and steadily achieved and show its better performance.


2017 ◽  
Vol 30 (4) ◽  
pp. 813-843 ◽  
Author(s):  
Stef Moons ◽  
Katrien Ramaekers ◽  
An Caris ◽  
Yasemin Arda

Sign in / Sign up

Export Citation Format

Share Document