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Configuration based on Industry 4.0 technologies as a step towards an affordable smart warehouse 基于工业 4.0 技术的配置是向经济型智能仓库迈出的一步
Pub Date : 2024-07-05 DOI: 10.3233/scs-240001
José E. Ruiz, Irma Martínez, Carlos Juárez
The rise of Industry 4.0, marked by its focus on digitalization and intelligent technologies, is redefining traditional warehouse operations within smart cities. This new era leverages tools like Artificial Intelligence (AI) and the Internet of Things (IoT) to create automated solutions that address the complex challenges faced by modern urban centers. While smart cities grapple with interconnected issues, traditional methods often fall short. Data-driven, technology-powered solutions offer a more efficient approach. In the field of logistics, innovative warehouse solutions are emerging to address the growing complexities of the supply chain. One major challenge faced by many small businesses is inaccurate inventory knowledge, leading to inefficient warehouse management. This research proposes a cost-effective solution that utilizes Industry 4.0 technologies, specifically AI and IoT, to optimize inventory control and reorder point forecasting. This approach aims to democratize warehouse efficiency in smart cities by making it accessible to businesses of all sizes. This paves the way for a “smarter” future, upgrading warehouses with intelligent yet affordable solutions.
以数字化和智能技术为标志的工业 4.0 的兴起,正在重新定义智慧城市中的传统仓储业务。这个新时代利用人工智能(AI)和物联网(IoT)等工具来创建自动化解决方案,以应对现代城市中心所面临的复杂挑战。在智慧城市努力解决相互关联的问题时,传统方法往往会出现不足。数据驱动、技术推动的解决方案提供了一种更高效的方法。在物流领域,创新型仓库解决方案不断涌现,以解决供应链日益复杂的问题。许多小型企业面临的一个主要挑战是库存知识不准确,导致仓库管理效率低下。本研究提出了一种经济高效的解决方案,利用工业 4.0 技术,特别是人工智能和物联网,优化库存控制和再订货点预测。这种方法旨在通过让各种规模的企业都能使用,实现智慧城市仓库效率的民主化。这就为 "更智能 "的未来铺平了道路,用智能而又经济实惠的解决方案升级仓库。
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引用次数: 0
Use of natural language processing to understand users’ perspective on the art places/places of interest in global cities Singapore and Hong Kong 利用自然语言处理技术了解用户对全球城市新加坡和香港的艺术场所/景点的看法
Pub Date : 2024-07-04 DOI: 10.3233/scs-240005
Xinyu Zeng, F. P. Ortner, Bige Tunçer
The Art Places/Places of Interest (POI) are increasingly important for Singapore and Hong Kong in their bid to be Global Cities. The design and operation of such Art Places are often led by the museum owners, city government and panel of experts from a top down approach, as well as funded by national governments for public benefit as part of long-term planning. The inputs from the actual users are often neglected. Public participation in Art Places/POI is often limited by individual visits and interactions. The diverse views and feedback on the design and operation of Art Places are difficult to capture accurately. In order to understand the perceptions of the users, extensive and expensive surveys and interviews need to be undertaken. Despite this, there is still a challenge of selection bias and interpretation bias. This paper explores the use of technology and big data to understand the similarities and differences between well-liked and disappointing areas of Art Places/POI in Singapore and Hong Kong. Public reviews on Art Places/POI in Singapore and Hong Kong will be examined using Natural Language Processing tools including the prevalent topic modelling method, namely Latent Dirichlet Allocation. The study revealed common strengths and weaknesses among artistic venues in Singapore and Hong Kong. “Place and experience” emerged as a common strength, while “price and content” were identified as a shared weakness. Singapore’s Art Places were distinguished by a unique strength in their “kid-friendly element,” whereas Hong Kong excelled in “food and shopping.” However, Singapore faced a unique weakness in “racial enclaves,” whereas Hong Kong’s distinctive weakness lay in “service.” These insights can aid urban planners and operators in comprehending and addressing areas of improvement highlighted by negative reviews, thereby enhancing overall performance.
在新加坡和香港争创全球城市的过程中,艺术场所/名胜古迹(POI)越来越重要。这些艺术场所的设计和运营通常由博物馆业主、市政府和专家小组自上而下地主导,并由国家政府作为长期规划的一部分为公共利益提供资金。实际使用者的意见往往被忽视。公众对艺术空间/POI 的参与往往局限于个人参观和互动。对艺术空间的设计和运作的不同意见和反馈很难准确捕捉。为了了解用户的看法,需要进行广泛而昂贵的调查和访谈。尽管如此,仍然存在选择偏差和解释偏差的挑战。本文探讨了如何利用技术和大数据来了解新加坡和香港的艺术场所/POI中受人喜爱的区域和令人失望的区域之间的异同。本文将使用自然语言处理工具,包括流行的主题建模方法,即潜在德里希勒分配法,来研究新加坡和香港公众对艺术场所/POI 的评论。研究揭示了新加坡和香港艺术场所的共同优缺点。"场所和体验 "是共同的优势,而 "价格和内容 "则是共同的劣势。新加坡艺术场所的独特优势在于 "儿童友好元素",而香港则在 "美食和购物 "方面表现出色。然而,新加坡的独特弱点在于 "种族飞地",而香港的独特弱点在于 "服务"。这些见解可以帮助城市规划者和运营商理解和解决负面评论中突出的需要改进的地方,从而提高整体绩效。
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引用次数: 0
Preface to the Journal of Smart Cities and Society issue 3(2) 智慧城市与社会》杂志第 3(2)期序言
Pub Date : 2024-07-04 DOI: 10.3233/scs-246001
Juan Carlos Augusto
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引用次数: 0
An investigation of worker decision-making optimization for smart manufacturing 针对智能制造的工人决策优化研究
Pub Date : 2024-06-10 DOI: 10.3233/scs-240002
Theresa Castor, Melissa Gregg, Molly McBride, Peggy James
The transition to smart factories, characterized by computer-integrated facilities and advanced technologies, has heightened the demand for specific and advanced skills in workers. This multidisciplinary project brings together insights from cognitive psychology research and qualitative field research to present a framework that identifies factors at the individual and organizational system levels for success in smart manufacturing. The cognitive psychology research indicated that augmenting human cognition, particularly memory, significantly improved performance in training scenarios. The field research resulted in a multi-factor framework to address individual and organizational decision-making factors. A proposal is presented to apply the research findings to designing a training paradigm for smart manufacturing workers and facilities to be adaptable for a variety of situations.
向以计算机集成设施和先进技术为特征的智能工厂转型,提高了对工人特殊技能和高级技能的需求。这个多学科项目汇集了认知心理学研究和定性实地研究的见解,提出了一个框架,从个人和组织系统层面确定了智能制造取得成功的因素。认知心理学研究表明,增强人的认知能力,尤其是记忆力,可显著提高培训场景中的绩效。实地研究产生了一个多因素框架,以解决个人和组织的决策因素。本文提出了一项建议,将研究成果应用于设计智能制造工人和设施的培训范例,以适应各种情况。
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引用次数: 0
Using IoT and AI to replenish household food supplies: A systematic review 利用物联网和人工智能补充家庭食品供应:系统回顾
Pub Date : 2024-02-22 DOI: 10.3233/scs-230022
Khaled Mosaed Almassar, Mohammad T. Khasawneh
Food wastage because of the lack or incompletion of a household replenishment system is an essential topic to be addressed. An appropriate utilization of Internet of Things (IoT) and Artificial Intelligence (AI) technologies with particular components is needed to design a smart household replenishment system to reduce food wastage. Therefore, this systematic review is dedicated to survey papers utilizing IoT and AI tools for perishable items storage compartments, as they are always full of items that need to be monitored. This study was conducted by following the PRISMA search strategy. It examined 70 papers in chronological order starting from 2000 when LG Electronics invented the first smart refrigerator, and research on technology involvement in food storage compartments increased. This comprehensive research aims to point out the approaches, contributions, used components and limitations of the reviewed papers to develop a unified framework for a household replenishment system. The analysis resulted in 43 approaches using IoT technology, 27 using AI, and recently the use of AIoT has been trending in the past two years. This systematic review provides future directions for researchers acquired from the limitations of the reviewed papers to enhance the household replenishment system by developing and adding required features in smart food storage compartments. Further investigation into smart home appliances would lead to extensive approaches like smart shops, industries, and eventually smart cities.
由于缺乏或不完善家庭补给系统而造成的食物浪费是一个亟待解决的重要课题。需要适当利用物联网(IoT)和人工智能(AI)技术的特定组件来设计智能家居补给系统,以减少食品浪费。因此,本系统综述专门针对将物联网和人工智能工具用于易腐物品储藏室的调查论文,因为储藏室里总是堆满了需要监控的物品。本研究按照 PRISMA 搜索策略进行。从 2000 年 LG 电子公司发明第一台智能冰箱开始,按时间顺序研究了 70 篇论文。这项综合研究旨在指出所审查论文的方法、贡献、使用的组件和局限性,从而为家庭补给系统制定一个统一的框架。分析结果显示,有 43 种方法使用了物联网技术,27 种使用了人工智能,而近两年使用人工智能物联网已成为趋势。这篇系统性综述为研究人员提供了未来的方向,他们可以从综述论文的局限性中获得启发,通过开发和添加智能食品储藏室所需的功能来增强家庭补给系统。对智能家用电器的进一步研究将带来广泛的方法,如智能商店、工业以及最终的智能城市。
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引用次数: 0
Exploring motivations for social games in virtual reality for smart cities 探索智能城市虚拟现实社交游戏的动机
Pub Date : 2024-01-22 DOI: 10.3233/scs-230020
Kawin Meksumphun, C. Kerdvibulvech
The Metaverse is experiencing widespread adoption by organizations aiming to elevate brand engagement, particularly in computer engineering’s burgeoning field focused on virtual world gamification. This trend spans various sectors, including network science, smart cities, and online games. This study aims to reveal the motivations driving the use of virtual media, providing valuable insights into diverse user preferences. Integrating this information into smart city development holds promise for enhancing responsiveness to user needs, making our dataset relevant for both governmental and private entities seeking to create virtual media platforms or smart cities tailored to user demands. This research contributes to the ongoing evolution of smart city design, aligning with user motivations and adapting to evolving trends in user behavior. The findings offer a foundation for informed decision-making, promoting a user-centric and responsive approach in developing virtual experiences within the smart city context. Our research paper focuses on investigating the motivation and necessity of virtual reality (VR) games for potential integration into smart cities. Targeting a specific demographic of 40 individuals aged 18 to 24 in the capital of Thailand, we utilized correlational research methods to explore motivations and needs for VR games. Through the development of a socially virtual game-free asset using Unity, our experiments shed light on the significant motivations for Generation Z in Thailand, emphasizing convenience, product appearance, and game effects. The findings highlight the pivotal roles of social engagement and the motivation for self-disclosure in building relationships. Additionally, our study suggests that social connections and shared experiences strongly motivate individuals to participate in gaming activities. Notably, female players are significantly influenced by social connections, while branding has a minimal impact on their motivation and desire.
Metaverse 正在被旨在提升品牌参与度的企业广泛采用,尤其是在计算机工程这一以虚拟世界游戏化为重点的新兴领域。这一趋势横跨多个领域,包括网络科学、智能城市和网络游戏。本研究旨在揭示使用虚拟媒体的动机,为了解不同用户的偏好提供有价值的见解。将这些信息整合到智慧城市的发展中,有望提高对用户需求的响应速度,这使得我们的数据集对于政府和私营实体创建虚拟媒体平台或根据用户需求量身打造智慧城市都具有重要意义。这项研究有助于智慧城市设计的不断发展,与用户动机保持一致,并适应用户行为不断变化的趋势。研究结果为明智决策提供了基础,促进了在智慧城市背景下开发虚拟体验时采用以用户为中心、顺应用户需求的方法。我们的研究论文侧重于调查虚拟现实(VR)游戏潜在融入智慧城市的动机和必要性。我们以泰国首都年龄在 18 至 24 岁之间的 40 名特定人群为对象,利用相关研究方法来探索 VR 游戏的动机和需求。通过使用 Unity 开发无社交虚拟游戏资产,我们的实验揭示了泰国 Z 世代的重要动机,强调了便利性、产品外观和游戏效果。研究结果强调了社交参与和自我披露动机在建立关系中的关键作用。此外,我们的研究还表明,社会联系和共同经历是个人参与游戏活动的强大动力。值得注意的是,女性玩家受社交关系的影响很大,而品牌对她们的动机和欲望影响很小。
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引用次数: 0
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