Research of Multi-Satellite TT&C Scheduling Problem

2012 ◽  
Vol 263-266 ◽  
pp. 476-484 ◽  
Author(s):  
Xiao Dong Ling ◽  
Wei Kang Zhu ◽  
Jin Mei Wu ◽  
Xiao Yue Wu

Multi-Satellite TT&C Scheduling Problem(MuSTSP) is to the keypoint of help doing high level design for space TT&C network and the conflict is the most important thing which result in MuSTSP. In this paper, the conflict is aboratively analyzed. Some new conceptions are proposed. Then a new heuristic scheduling method based on conflict-resolvation is introduced. A simple example is given to elaborate the feasibility of this method.

2009 ◽  
Vol 19 (2) ◽  
pp. 281-298 ◽  
Author(s):  
Ivan Stanimirovic ◽  
Marko Petkovic ◽  
Predrag Stanimirovic ◽  
Miroslav Ciric

We introduce a heuristic method for the single resource constrained project scheduling problem, based on the dynamic programming solution of the knapsack problem. This method schedules projects with one type of resources, in the non-preemptive case: once started an activity is not interrupted and runs to completion. We compare the implementation of this method with well-known heuristic scheduling method, called Minimum Slack First (known also as Gray-Kidd algorithm), as well as with Microsoft Project.


2009 ◽  
Vol 16-19 ◽  
pp. 743-747
Author(s):  
Yu Wu ◽  
Xin Cun Zhuang ◽  
Cong Xin Li

Solve the flexible dynamic scheduling problem by using “dynamic management & static scheduling” method. Aim at the property of flexible Manufacturing systems, the dynamic scheduling methods are analyzed and a coding method based on working procedure is improved in this paper. Thus it can be efficiently solve the problem of multiple working routes selection under the active distribution principle. On the other hand, the self-adaptive gene is provided and the parameters of the genetic algorithm are defined. In such a solution, the scheduling is confirmed to be simple and efficient.


2017 ◽  
Vol 37 (2) ◽  
pp. 111-119
Author(s):  
VICTOR EDWIN COLLAZOS ◽  
HELGA DUARTE AMAYA

Enterprise Architecture (EA) has gained importance in recent years, mainly for its concept of “alignment” between the strategic and operational levels of organizations. Such alignment occurs when Information Technology (IT) is applied correctly and timely, working in synergy and harmony with strategy and the operation to achieve mutually their own goals and satisfy the organizational needs.Both the strategic and operational levels have standards that help model elements necessary to obtain desired results. In this sense, BMM and BPMN were selected because both have the support of OMG and they are fairly well known for modelling the strategic level and operational level, respectively. In addition, i* modeling goal can be used for reducing the gap between these two standards. This proposal may help both the high-level design of the information system and to the appropriate identification of the business processes that will support it.This paper presents a methodology for aligning strategy and the operation based on standards and heuristics. We have made a classification for elements of the models and, for some specific cases, an extension of the heuristics associated between them. This allows us to propose methodology, which uses above-mentioned standards and combines mappings, transformations and actions to be considered in the alignment process.


2017 ◽  
Vol 13 (3) ◽  
pp. 1-37 ◽  
Author(s):  
Pablo Peñil ◽  
Alvaro Díaz ◽  
Hector Posadas ◽  
Julio Medina ◽  
Pablo Sánchez

Author(s):  
Hyunmin Cheong ◽  
Wei Li ◽  
Francesco Iorio

This paper presents a novel application of gamification for collecting high-level design descriptions of objects. High-level design descriptions entail not only superficial characteristics of an object, but also function, behavior, and requirement information of the object. Such information is difficult to obtain with traditional data mining techniques. For acquisition of high-level design information, we investigated a multiplayer game, “Who is the Pretender?” in an offline context. Through a user study, we demonstrate that the game offers a more fun, enjoyable, and engaging experience for providing descriptions of objects than simply asking people to list them. We also show that the game elicits more high-level, problem-oriented requirement descriptions and less low-level, solution-oriented structure descriptions due to the unique game mechanics that encourage players to describe objects at an abstract level. Finally, we present how crowdsourcing can be used to generate game content that facilitates the gameplay. Our work contributes towards acquiring high-level design knowledge that is essential for developing knowledge-based CAD systems.


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