Emergency logistics is one of the most important parts of disaster relief operations. Quick and adequate decision making in this sector is vital but sometimes hard to achieve. This issue is currently faced by several humanitarian organizations, where the high turnover of staff and the lack of adequate tools make it hard to learn from past experiences. Choosing the most appropriate supplier, the adapted warehouse and transportation means is a complicated task. Indeed, on the one hand there are many criteria to take into account in the decision-making process, and on the other hand the relative importance of those criteria is changing over time. Existing academic works on this issue are very difficult to implement on real case scenarios as they do not propose practical solutions. In this paper, a decision model which evolves over time, depending on operations progresses is proposed. Selection of supplier, warehouse and vehicle are taken into consideration thanks to the Multi-Criteria Decision Making (MCDM) approach. In order to achieve a proper decision, Analytic Hierarchy Process (AHP) is used first to analyze the structure of alternatives selection problem and to determine weights of criteria. Then Technique for Order of Preference by Similarity to Ideal Solution (TOPSIS) method is used to obtain final ranking in a four-phases of humanitarian operation life cycle. A numerical example based on preliminary data from the French Red Cross including the sensitivity analysis is presented to clarify and validate the methodology.
In Thailand, for most students in high school, remembering the periodic table is an important part of learning chemistry and to pass a university entrance examination in their scientific program. As many students live in the bigger city areas in Thailand, most of them encounter the same problems such as limitations on lesson time, and their involvement in a wide range of high school and extra-curricular activities which reduces the student's study time. Self-learning is one method that has been proven to be effective, convenient, and fast. Presently, there are few effective resources for students to enjoy self-learning. Game-based learning is one of the approaches that has been suggested, but most of them are too difficult to learn how to play, not attractive and not challenging. In this study, a smartphone-based learning game was designed and developed with better level design, including color emotional theory, and quality graphic design to provide a better user experience. The game consists of three stages, and at each stage, a mini-puzzle game is presented which plays a different style with different goals to be achieved. The first stage of the game is to remember the names and symbols of elements. The second stage is to remember the group and period, while the third stage allows students to apply elements to form chemical compounds. The results from an evaluation showed that 96% of 102 students, enjoyed playing the game, 87% said the game was challenging, and 94% remembered at least 3 elements more than before playing. The satisfaction questionnaire demonstrated the benefits of the game-based learning system on self-learning in chemistry.
Handmade textile production in Thailand has qualities that accord with sustainability. It is an intangible cultural heritage and a resourceful element for presenting the national identity of Thailand. However, handmade textile production and experienced weavers have been in severe decline. There is the potential loss of weaving skills and knowledge being transferred to younger generations. Design can help to foster a sustainable future of handmade textile producers. This research focused on design for marketing and sales that is to create a website for the Cotton Farm Limited Partnership. Website is a marketing tool to foster sales and convey the brand image. Research outcomes include: (i) a website: www.cottonfchiangmai.com; (ii) a design process and collaborative supportstrategies enabling people to participate in fostering a sustainable future of handmade textile production; (iii) perspectives towards business concept, craft courses and products. Lastly, it concludes with recommendations for new product ranges and potential areas for development.
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