Standard mass-production is a well-known manufacturing concept. To make small quantities or even single items of a product according to user specifications at an affordable price, alternative agile production paradigms should be investigated and developed. The system presented in this paper is based on a grid of cheap reconfigurable production units, called equiplets. A grid of these equiplets is capable to produce a variety of different products in parallel at an affordable price. The underlying agent-based software for this system is responsible for the agile manufacturing. An important aspect of this type of manufacturing is the transport of the products along the available equiplets. This transport of the products from equiplet to equiplet is quite different from standard production. Every product can have its own unique path along the equiplets. In this paper several topologies are discussed and investigated. Also, the planning and scheduling in relation to the transport constraints is subject of this study. Some possibilities of realization are discussed and simulations are used to generate results with the focus on efficiency and usability for different topologies and layouts of the grid and its internal transport system.
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Abstract: Last few years the hindrance, accidents, pollution and other negative side effects of construction projects and namely construction transport have become an issue particularly in urban areas across Europe such as in London, and in the Netherlands as well, including the cities of Utrecht, Rotterdam and Amsterdam. Municipalities have issued new legislation and stricter conditions for vehicles to be able to access cities and city centres in particular and accessibility of older and polluting vehicles. Considerate clients, public as well private, have started developing tender policies to encourage contractors to reduce the environmental impact of construction projects. Contractors and third party logistics providers have started applying consolidation centres. These developments have shown considerable reductions of number of vehicles needed to deliver goods and to transport workers to site. In addition these developments have led to increased transport efficiency, labour productivity and cost reductions on site as well as down the supply chain. Besides these developments have led to increased innovations in the field of logistics planning software, use of ICT , and handling hardware and equipment. This paper gives an overview of current developments and applications in the field of construction logistics in the Netherlands, and in a few project cases in particular. Those cases are underway as part of an ongoing applied research project and studied by using an ethnographic participative action research approach. The case findings and project results show initial advantages how the projects, the firms involved and the environment can profit from the advancement of logistics management leading to reduced environmental impact and increased efficiencies of construction transport.
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Standard mass-production is a well-known manufacturing concept. To make small quantities or even single items of a product according to user specifications at an affordable price, alternative agile production paradigms should be investigated and developed. The system presented in this article is based on a grid of cheap reconfigurable production units, called equiplets. A grid of these equiplets is capable to produce a variety of different products in parallel at an affordable price. The underlying agent-based software for this system is responsible for the agile manufacturing. An important aspect of this type of manufacturing is the transport of the products along the available equiplets. This transport of the products from equiplet to equiplet is quite different from standard production. Every product can have its own unique path along the equiplets. In this article several topologies are discussed and investigated. Also, the planning and scheduling in relation to the transport constraints is subject of this study. Some possibilities of realization are discussed and simulations are used to generate results with the focus on efficiency and usability for different topologies and layouts of the grid and its internal transport system. Closely related with this problem is the scheduling of the production in the grid. A discussion about the maximum achievable load on the production grid and its relation with the transport system is also included.
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The transition from diesel-driven urban freight transport towards more electric urban freight transport turns out to be challenging in practice. A major concern for transport operators is how to find a reliable charging strategy for a larger electric vehicle fleet that provides flexibility based on different daily mission profiles within that fleet, while also minimizing costs. This contribution assesses the trade-off between a large battery pack and opportunity charging with regard to costs and operational constraints. Based on a case study with 39 electric freight vehicles that have been used by a parcel delivery company and a courier company in daily operations for over a year, various scenarios have been analyzed by means of a TCO analysis. Although a large battery allows for more flexibility in planning, opportunity charging can provide a feasible alternative, especially in the case of varying mission profiles. Additional personnel costs during opportunity charging can be avoided as much as possible by a well-integrated charging strategy, which can be realized by a reservation system that minimizes the risk of occupied charging stations and a dense network of charging stations.
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Terwijl we inmiddels bij elektriciteit en gas met centrale planning werken, wil de minister de benodigde investeringen in de waterstofinfra juist aan de markt overlaten. Martien Visser waarschuwt voor onbalans in het energiesysteem.
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This paper examines how a serious game approach could support a participatory planning process by bringing stakeholders together to discuss interventions that assist the development of sustainable urban tourism. A serious policy game was designed and played in six European cities by a total of 73 participants, reflecting a diverse array of tourism stakeholders. By observing in-game experiences, a pre- and post -game survey and short interviews six months after playing the game, the process and impact of the game was investigated. While it proved difficult to evaluate the value of a serious game approach, results demonstrate that enacting real-life policymaking in a serious game setting can enable stakeholders to come together, and become more aware of the issues and complexities involved with urban tourism planning. This suggests a serious game can be used to stimulate the uptake of academic insights in a playful manner. However, it should be remembered that a game is a tool and does not, in itself, lead to inclusive participatory policymaking and more sustainable urban tourism planning. Consequently, care needs to be taken to ensure inclusiveness and prevent marginalization or disempowerment both within game-design and the political formation of a wider participatory planning approach.
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Cities all over the world are rethinking their mobility policies in light of environmental and quality of life objectives. As space is one of cities’ scarcest resources, mobility’s spatial footprint is increasingly scrutinized as externality to mitigate. Similar to passenger transport, goods transport is envisioned to shift towards efficient and zero emission mobilities. To achieve an urban logistics system that eliminates inefficiencies and fossil fuels, the logistics sector requires space to unload, cross-dock, consolidate and stock goods closer to their destinations. Such a ‘proximity logistics’ is however at odds with ‘logistics sprawl’, the historic outward migration pattern of logistics facilities. With policies and planning, cities can support the (re)integration of logistics facilities in urban areas to facilitate and enable the shift to an efficient urban logistics system. Logistics still being a largely neglected policy subject in many cities, knowledge on how to approach this (re)integration is hardly available. Therefore, we compare two pioneering cities: Rotterdam and Paris. Both cities have an established track record in advancing urban logistics policies and are spearheading the practice of planning for logistics. Based on interviews and policy analyses, we develop best practices on how to address the integration of urban logistics facilities for cities.
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Background: The built environment is increasingly recognized as a determinant for health and health behaviors. Existing evidence regarding the relationship between environment and health (behaviors) is varying in significance and magnitude, and more high-quality longitudinal studies are needed. The aim of this study was to evaluate the effects of a major urban redesign project on physical activity (PA), sedentary behavior (SB), active transport (AT), health-related quality of life (HRQOL), social activities (SA) and meaningfulness, at 29–39 months after opening of the reconstructed area. Methods: PA and AT were measured using accelerometers and GPS loggers. HRQOL and sociodemographic characteristics were assessed using questionnaires. In total, 241 participants provided valid data at baseline and follow-up. We distinguished three groups, based on proximity to the intervention area: maximal exposure group, minimal exposure group and no exposure group. Results: Both the maximal and minimal exposure groups showed significantly different trends regarding transportbased PA levels compared to the no exposure group. In the exposure groups SB decreased, while it increased in the no exposure group. Also, transport-based light intensity PA remained stable in the exposure groups, while it significantly decreased in the no exposure group. No intervention effects were found for total daily PA levels. Scores on SA and meaningfulness increased in the maximal exposure group and decreased in the minimal and no exposure group, but changes were not statistically significant. Conclusion: The results of this study emphasize the potential of the built environment in changing SB and highlights the relevance of longer-term follow-up measurements to explore the full potential of urban redesign projects.
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This paper examines how a serious game approach could support a participatory planning process by bringing stakeholders together to discuss interventions that assist the development of sustainable urban tourism. A serious policy game was designed and played in six European cities by a total of 73 participants, reflecting a diverse array of tourism stakeholders. By observing in-game experiences, a pre- and post -game survey and short interviews six months after playing the game, the process and impact of the game was investigated. While it proved difficult to evaluate the value of a serious game approach, results demonstrate that enacting real-life policymaking in a serious game setting can enable stakeholders to come together, and become more aware of the issues and complexities involved with urban tourism planning. This suggests a serious game can be used to stimulate the uptake of academic insights in a playful manner. However, it should be remembered that a game is a tool and does not, in itself, lead to inclusive participatory policymaking and more sustainable urban tourism planning. Consequently, care needs to be taken to ensure inclusiveness and prevent marginalization or disempowerment both within game-design and the political formation of a wider participatory planning approach.
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