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jasss系列:"Simulating the Emergence of Task Rotation " P10

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发表于 2007-12-14 21:56:11 | 显示全部楼层 |阅读模式
86仿真币
为了促进学术交流,SimulWay推出“基于Agent仿真前沿学术论文翻译系列”,同时方便大家获取仿真币途径。
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Simulating the Emergence of Task Rotation # g' [; B. s% S- g
Journal of Artificial Societies and Social Simulation vol. 9, no. 1
! ~' Z0 S7 ]3 x9 T2 h. Ahttp://jasss.soc.surrey.ac.uk/9/1/5.html;

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7 K* [5 `% o3 U5 r请翻译,只有通顺正确的翻译才可能赢得悬赏!
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work groups(工作组), task rotation(工作轮换),multi agent simulation(多Agent仿真),emerge(涌现),task performance(任务绩效)。' r6 O9 A6 N7 U8 u7 `4 E( B0 {

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! X+ g$ t% x0 u+ jConclusions and Discussion Conclusions 5.1
) m2 Q+ `) s: C& B- F3 \/ DWith regard to self-organisation, we conclude that the influence of self-organisation on expertise and performance shows that in the situations where task rotation emerged, the system delivered a better performance than in case of no self-organisation. This finding suggests that, when performing a task, workers must have the freedom to rotate tasks whenever they feel bored. As regards boredom/recovery, we have arrived at two conclusions: First, if the boredom/recovery rate decreases, it takes more cycles before the agents start to rotate tasks. Consequently, it takes more time before they develop a second skill. If the boredom/recovery rate drops beneath a certain point, the agents will specialise in only one skill, because the time it takes to decrease the motivation enough to rotate tasks exceeds the time that it takes to forget the second best skill. Second, if the boredom/recovery rate decreases, at a certain point the motivational processes become slower than the expertise processes. This implies that, with respect to a particular skill, at the time the agents are bored, the level of their expertise has become quite high. This results in a situation in which the agents only rotate tasks when their level of motivation is very low and rotate back before they have fully recovered. As regards the task rotation frequency, we conclude that with respect to expertise, the decrease in the rotation frequency has the same effect as the decrease in boredom/recovery. We found no significant effects of the interacton of self-organisation and boredom or boredom and task rotation frequency, except in the situation with a low degree of boredom: This situation is 'close to the edge', which means that in the setting with a high task rotation frequency, which we used to manipulate by adjusting the boredom/recovery rate, the agents still rotated tasks. But as soon as we lowered the boredom/recovery rate from 29 to 28, the edge was crossed and task rotation did no longer emerge. The same happens if we lower the task rotation frequency. In the other situation, a frequency of once every 78 cycles still led to task rotation. However, in this particular setting the process of task rotation did no longer occur at a frequency lower than 1/25. Therefore, if an organisation or a work group needs workers that are capable of using multiple skills, for instance to create flexibility, the components described in this study should be taken into account. A low task rotation frequency and a task that is interesting (low level of boredom) more easily lead to the specialisation in one particular skill than a boring task or a high task rotation frequency does. / ^% m* {+ s* d' y
Discussion 5.2 1 E# U1 ?7 m6 W# e# ?5 i' Y) l
In the present study we used expertise and motivation as components that determine group performance. These components can be considered as elements within a broad range of factors that affect team performance, such as work-related attitudes, team composition, commitment, and team cohesion (e.g. Cohen, Ledford & Spreitzer 1996). Although motivation and expertise are important components that affect performance (Wilke et al. 1994), it is obvious that they do not cover all the other factors. Moreover, we supposed that processes, such as getting bored, were solely influenced by the repetitiveness of tasks, whereas it is likely that several other factors might cause boredom, such as for example, the physical condition of an agent. Factors that we consider to be fruitful extensions of our model are, for example, coordination costs (e.g. Cohen et al., 1996), task interdependence (Van der Vegt & Van de Vliert 2005) team size and team composition (e.g. Molleman 2005). Regarding coordination costs, prior tests have indicated that simulation experiments could only produce plausible outcomes if the interactions among agents led to the emergence of rotation rules and routines that decrease coordination costs (see Zoethout et al. in press). Task interdependence might seriously affect the possibilities to divide tasks among agents, and the composition of teams in terms of team size, the distribution of skills, demographic characteristics and personality traits has proven to influence team functioning (Molleman 2005). Inclusion of such factors will bring our model more close to reality, but will also make the results much more difficult to interpret.
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Several studies have elucidated the benefits of job rotation within teams (e.g., Van den Beukel 2003). These studies have led to a so-called design-based view on organisations, i.e., since job rotation has proven to bring forth advantages, management should implement it. As a consequence, job rotation has been implemented by management in various settings, even in work designs that are considered as self-managing teams. This may raise the question whether job rotation that is designed for and implemented in a system by an external party has the same effect as job rotation that has spontaneously emerged from the part of the workers themselves. Of course, the discussion about designing job rotation externally versus spontaneous development within the organisation itself involves a lot more issues than dealt with in the present study. Nevertheless, our use of computer simulation has made it possible to start comparing both approaches. We therefore conclude that simulation studies of this kind contribute to the understanding and analysis of the social dynamics of work groups. 7 @) h$ K& C# O) q
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发表于 2007-12-18 10:33:41 | 显示全部楼层

结论和讨论结论

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对于自律组织,我们的结论的影响,自我组织,对专业知识和业绩表明,在何种情况下工作轮换出现时,系统发表了更好的表现比在案件没有自律组织。这一发现表明,当在执行一项任务,工人必须有自由旋转任务时,他们觉得无聊。至于解闷/恢复,我们已经来到了两个结论:第一,如果解闷/回收速率降低,它考虑更多的循环之前,代理商开始轮换任务。因此,它需要更多的时间,才能建立一个第二技能。如果解闷/回收率下降下方的某一点,代理人将专注于只有一个技能,因为所花费的时间,以减少动机不够轮换任务,超过时间,它忘记了第二个最佳技巧。其次,如果解闷/回收率下降,在某个时刻激励过程变得更加缓慢,较专长的进程。这意味着,针对某一特定的技能,在当时的代理人,是无聊,竞技水平,他们的专业知识已经成为相当高。这一结果在这样一种情况,即代理人只能轮换任务时,其水平的动机是非常低和旋转回之前,他们已完全康复。至于任务的轮换频率,我们的结论是尊重知识,减少轮换频率具有相同的法律效力减少解闷/复苏。我们并没有发现重大的影响,该interacton的自我组织和苦闷,或无聊和任务的轮换频率,但在形势与低度解闷:这种情况是'接近边缘' ,即在设定一个高任务轮换频率,而我们用的操纵通过调整解闷/回收率,代理人仍轮换任务。但我们一旦降低解闷/回收率从29日至28日,是边缘交叉和轮换工作,并不再出现。同样的情况下,如果我们下任务轮换频率。在其他情况下,频率为每78个周期,仍然导致了工作轮换。不过,在这特别设置的过程中的工作轮换也不再发生在一个频率低于1 / 25 。因此,如果一个组织或一个工作组需要工人,有能力使用多种技能,例如创造的灵活性,组件描述在这项研究中应加以考虑。低任务轮换频率和任务,这就是有趣(低水平解闷)更容易导致该行业分工,在一个特殊的技巧比枯燥的工作,或高工作轮换频率是否。
. Y" b1 y: Y+ p; n* ^讨论5.2
- @/ g! r& }8 ]( A- _. s在本研究中,我们用专业知识和动机作为组件,确定小组的表现。这些组件可被视为分子,范围广泛的各种因素影响团队绩效,例如与工作有关的态度,团队组成,承诺和团队凝聚力(如科恩,莱德福& spreitzer 1996 ) 。虽然动机和专业知识是重要的组成部分,影响业绩(威尔克等人1994年),这是显而易见的,他们并不涵盖所有其他方面的因素。此外,我们假定进程,如越来越无聊,无非是受重复性的任务,而可能是其他几个因素可能会引起无聊的,例如,身体状况的一个代理人。因素,我们认为是富有成果的扩展我们的模型,例如,协调费用(如科恩等人, 1996年) ,任务相互依存(的Van der vegt网8月26日德vliert 2005 )团队规模和团队的组成(如molleman 2005 )。在协调方面的费用,事先测试表明,模拟试验仅能产生似是而非的结果,如果之间的相互作用代理商导致出现轮换规则和套路即减少协调费用(见 zoethout等人在报章)。任务的相互依存关系,可能严重影响的可能性,以鸿沟任务,其中代理商,并组成工作队而言,球队的规模,经费的分配技能,人口结构特征和个性特征,已证实的影响,团队运作( molleman 2005 ) 。列入这样的因素,将使我们的模型更加贴近实际,贴近生活,而且还会使结果更加难以解释。
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9 e) s+ L7 d& ?+ F& v几项研究已经阐明的好处,岗位轮换的团队(例如,范登beukel 2003 )。这些研究导致了一个所谓的设计为基础的看法机构,即自岗位轮换已经证明,以达到优势,管理部门应贯彻执行。因此,岗位轮换已实施管理层在不同场合的,即使在工作中的设计,也被认为是自我管理团队。这可能引起的问题,是否有岗位轮换的是设计和实施的一种制度,一个对外党有相同的法律效力岗位轮换已自发涌现出的部分工人自己。当然,谈设计岗位轮换的外部银两自发的发展,该组织本身涉及很多问题多于处理,在本研究中。不过,我们在使用计算机模拟技术,使之有可能开始比较这两种办法。因此,我们的结论是,仿真研究这一类有助于理解和分析社会动态的工作小组。
 楼主| 发表于 2007-12-18 12:39:13 | 显示全部楼层
感谢参与悬赏翻译,如果可能的话,请在继续完善一下您的翻译。! ~, V; C1 A( A2 s  N  T* S4 C
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尽量能让其他朋友只看您翻译稿就感觉到很通顺,能理解什么意思。
发表于 2007-12-19 09:30:13 | 显示全部楼层
对dyr1986的翻译进行修正不算是侵权吧?
 楼主| 发表于 2007-12-19 09:53:16 | 显示全部楼层
当然不算的了。
 楼主| 发表于 2007-12-25 10:27:41 | 显示全部楼层

帮你把翻译内容贴出来

结论与讨论
/ @* N3 V9 W2 q8 v( J6 T7 z' {结论5.1
! e8 g2 E$ {, O7 H, _; c3 a由于考虑到组织工会,我们推断出在专家意见和执行上组织工会的影响显示,在出现与任务相反的情势出现,系统释放出的性能比没有组织工会的性能要好得更多.这个发现揭示了,当执行一项任务时,在任何时候当工人们感到无聊时,工人须有自由的改变任务. 至于厌倦/恢复,我们已经得出两个结论:第一个结论,如果厌倦/恢复率下降,在代理商开始旋转任务之前, 厌倦/恢复将有一个很长的周期.因此,在开展第二项技术之前,将是一个很长的时间. 如果厌倦/恢复率下降到某个点,代理商将只能专门研究一个技术,因为减少动机以致旋转任务的时间足够超过忽略第二项技术的时间.第二个结论,如果厌倦/恢复率减少到某一个点,动机过程比专业过程更加明显.这就意味着,至于一个特定的技术,在代理商已经是很厌倦的,他们的专业水平就会变得很高.这就导致了代理商只旋转任务的一种情形,这种情形是当他们的动机水平是很低的和在他们完全恢复过来的时候.至于任务经常旋转,我们得出结论是关于专家,旋转的经常性减少与厌倦/恢复有着同样的效果.我们发现:组织工会与厌倦或者厌倦与任务旋转的经常性的交叉没有重要的影响,除了在很低的厌倦程度的情况下:这种情况是’关闭’的边缘,意思就是说在很高任务旋转的经常性的前提下, 我们通过调整厌倦/恢复率使用操作,代理商仍然旋转任务.但是,当厌倦/恢复率从29跌到28时,边缘就会交叉和任务旋转不会再涌现.如果我们降低任务旋转频率,同样的事情就会发生.在另外一种情况下,一个78天的周期的频率将导致任务旋转.然而,在这种特殊的前提下,当频率低于40%时任务旋转的路径将不再重现.因此,例如创造柔性,一个组织或者一个工作组需要一些会使用操作技术的工人,在研究中描述的组成成分将会被考虑到.一个旋转频率很低的任务和一项在一个特定的技术很特别的任务比一个厌倦任务或者一个高度任务旋转频率很容易地导致专门任务.
, W1 f, N+ u% `0 ]; g0 E% p- o% C讨论5.2
/ I; F5 M8 r5 t- r% J& S今研究中,我们使用专家和动机作为构成部分,这些构成部分决定工作组的绩效.这些构成部分被作为广泛的要素,这些要素影响团队绩效,例如基于工作关系的工作态度,团队成分, 委托事项和团队的凝聚力(例如, Cohen, Ledford & Spreitzer 1996).虽然动机和专家都是很重要的构成部分,这些构成部分影响绩效(Wilke et al. 1994),但是这些构成部分不能覆盖其它因素,这是很明显的.而且,例如变得令人厌倦, ,我们提出通过任务的重复,加工路径是唯一的影响因素.尽管这样很象一些其它因素导致厌倦,例如代理机构的生理状况.我们考虑到我们模型的富有成效的范围的因素,例如协调费用(例如Cohen et al., 1996),任务相互依存(的Van der vegt网8月26日德vliert 2005 )团队规模和团队的组成(如molleman 2005 )。在协调方面的费用,事先测试表明,模拟试验仅能产生似是而非的结果,如果之间的相互作用代理商导致出现轮换规则和套路即减少协调费用(见 zoethout等人在报章)。任务的相互依存关系,可能严重影响的可能性,以鸿沟任务,其中代理商,并组成工作队而言,球队的规模,经费的分配技能,人口结构特征和个性特征,已证实的影响,团队运作( molleman 2005 ) 。列入这样的因素,将使我们的模型更加贴近实际,贴近生活,而且还会使结果更加难以解释。% X. y. Z0 o! R7 j; W8 Q
讨论5.3
( I/ g; y" W) r5 R5 G, B几项研究已经阐明的好处,岗位轮换的团队(例如,范登beukel 2003 )。这些研究导致了一个所谓的设计为基础的机构,即自岗位轮换,以达到优势,管理部门应贯彻执行。因此,岗位轮换已实施管理层在不同场合的,即使在工作中的设计,也被认为是自我管理团队。这可能引起的问题,是否有岗位轮换的是设计和实施的一种制度,一个对外党有相同的法律效力岗位轮换已自发涌现出的部分工人自己。当然,谈设计岗位轮换的外部银两自发的发展,该组织本身涉及很多问题多于处理,在本研究中。不过,我们在使用计算机模拟技术,使之有可能开始比较这两种办法。因此,我们的结论是,仿真研究这一类有助于理解和分析社会动态的工作小组。
 楼主| 发表于 2007-12-25 10:31:52 | 显示全部楼层
哈哈,看来翻译好不容易啊,一定要让大家一读,感觉不到是翻译才好啊。 * R& o& t1 q# H1 W8 `: j: L: m
可以参考一下这个翻译例子:http://www.simulway.com/bbs/thread-10144-1-1.html
发表于 2008-1-6 15:02:04 | 显示全部楼层

这位仁兄好逆害哟,翻了那么长!

逆害,实在厉害!佩服,佩服!
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