Sourcing strategy across product life cycle stages: relevance of multiple-mode governance

2020 ◽  
Vol 13 (1) ◽  
pp. 1
Author(s):  
Santosh Mahapatra ◽  
Ram Narasimhan ◽  
G. Tomas M. Hult
Procedia CIRP ◽  
2021 ◽  
Vol 98 ◽  
pp. 442-447
Author(s):  
Vimal K.E.K ◽  
Jayakrishna Kandasamy ◽  
Vedant Gite

2021 ◽  
Vol 2 (6) ◽  
pp. 18-23
Author(s):  
A. A. ALESHIN ◽  
◽  
Yu. D. MYAKISHEV ◽  
N. E. PARMANOVA ◽  
M. A. M. A. ◽  
...  

The global trend of digital business transformation forces a new look at many traditional disciplines and methodologies, in particular, the management of the logistics of a digital enterprise at the stages of the cycle of creating products for a given cost and in a given time. In order to achieve the desired competitiveness of production, it is necessary to manage the material and technical support of the digital enterprise at the stages of the cycle of creating products at a given cost and in a given time, in order to constantly find reserves for improvement.


Author(s):  
João Gilberto Mendes dos Reis ◽  
Sivanilza Teixeira Machado ◽  
Pedro Luiz de Oliveira Costa Neto ◽  
Irenilza de Alencar Nääs

2019 ◽  
Vol 39 ◽  
pp. 1097-1103
Author(s):  
Gürsel Süer ◽  
Berna Ulutas ◽  
Ikou Kaku ◽  
Yong Yin

2006 ◽  
Vol 6 (2) ◽  
pp. 114-126 ◽  
Author(s):  
G. Chen ◽  
Y.-S. Ma ◽  
G. Thimm ◽  
S.-H. Tang

Features allow one to associate human knowledge and product geometry. The authors proposed, in earlier publications, a unified feature modeling scheme with the aim to maintain the integrity and consistency of a product model. Different application feature models within and across different product life-cycle stages are integrated, and especially, nongeometric relations (besides geometric ones) are handled. In this paper, as an improvement to the previous work, two types of associations are introduced: sharing and dependency. In the context of conceptual and detail design stages, these associations are described and the implementation is discussed in detail.


2019 ◽  
Vol 10 (1) ◽  
pp. 1-24
Author(s):  
Reynaldi Dwi Junianta ◽  
Sanaji Sanaji

The purpose of this research is to get the Product Life Cycle’s phase from Dota 2 and CS:GO based on Polli and Cook model and to know the difference of impact of Marketing Event Dota 2 and CS:GO strategy on Product Life Cycle Dota 2 and CS:GO. The method of this research is qualitative. The data used are secondary data collected through documents on the internet. The data processed by the Polli and Cook formulas to produce the Product Life Cycle stages and data on Event Marketing both games are collected and compared each criteria. The results show that product life cycle both online games can be proved by Polli and Cook model. At each stage the two games have different strategies. Dota 2 Product Life Cycle stages are: 1) the introduction phase starts and ends in July 2012; 2) the growth stage starts in July 2012 and ends in November 2012; 3) the maturity phase starts in December 2012 until now. CS:GO Product Life Cycle stages are: 1) introduction phase starts and ends in August 2012; 2) the growth stage starts in August 2012 and ends in January 2014; 3) the maturity stage starts in February 2014 until now.


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