TY - JOUR A1 - Ulmer, Jessica A1 - Braun, Carsten A1 - Cheng, Chi-Tsun A1 - Dowey, Steve A1 - Wollert, Jörg T1 - A human factors-aware assistance system in manufacturing based on gamification and hardware modularisation JF - International Journal of Production Research N2 - Assistance systems have been widely adopted in the manufacturing sector to facilitate various processes and tasks in production environments. However, existing systems are mostly equipped with rigid functional logic and do not provide individual user experiences or adapt to their capabilities. This work integrates human factors in assistance systems by adjusting the hardware and instruction presented to the workers’ cognitive and physical demands. A modular system architecture is designed accordingly, which allows a flexible component exchange according to the user and the work task. Gamification, the use of game elements in non-gaming contexts, has been further adopted in this work to provide level-based instructions and personalised feedback. The developed framework is validated by applying it to a manual workstation for industrial assembly routines. KW - Human factors KW - assistance system KW - gamification KW - adaptive systems KW - manufacturing Y1 - 2023 U6 - http://dx.doi.org/10.1080/00207543.2023.2166140 SN - 0020-7543 (Print) SN - 1366-588X (Online) PB - Taylor & Francis ER - TY - CHAP A1 - Evans, Benjamin A1 - Braun, Sebastian A1 - Ulmer, Jessica A1 - Wollert, Jörg T1 - AAS implementations - current problems and solutions T2 - 20th International Conference on Mechatronics - Mechatronika (ME) N2 - The fourth industrial revolution presents a multitude of challenges for industries, one of which being the increased flexibility required of manufacturing lines as a result of increased consumer demand for individualised products. One solution to tackle this challenge is the digital twin, more specifically the standardised model of a digital twin also known as the asset administration shell. The standardisation of an industry wide communications tool is a critical step in enabling inter-company operations. This paper discusses the current state of asset administration shells, the frameworks used to host them and their problems that need to be addressed. To tackle these issues, we propose an event-based server capable of drastically reducing response times between assets and asset administration shells and a multi-agent system used for the orchestration and deployment of the shells in the field. KW - Industry 4.0 KW - Multi-agent Systems KW - Digital Twin KW - Asset Administration Shell Y1 - 2022 SN - 978-1-6654-1040-3 U6 - http://dx.doi.org/10.1109/ME54704.2022.9982933 PB - IEEE ER - TY - CHAP A1 - Fiedler, Gerda A1 - Gottschlich-Müller, Birgit A1 - Melcher, Karin ED - Liu-Henke, Xiaobo ED - Durak, Umut T1 - Online-Prüfungen mit STACK Aufgaben T2 - Tagungsband ASIM Workshop STS/GMMS/EDU 2021 N2 - Wir stellen hier exemplarisch STACK Aufgaben vor, die frei von der Problematik sind, welche sich durch diverse Kommunikationswege und (webbasierte) Computer Algebra Systeme (CAS) ergibt. Daher sind sie insbesondere für eine Open-Book Online Prüfung geeignet, da eine faire Prüfungssituation gewährleistet werden kann. Y1 - 2021 SN - 978-3-901608-69-8 U6 - http://dx.doi.org/10.11128/arep.45 N1 - Virtueller Workshop, ASIM STS/GMMS & EDU 2021, 11.-12. März 2021 PB - ARGESIM Verlag CY - Wien ER - TY - CHAP A1 - Weiss, Christian A1 - Heslenfeld, Jonas A1 - Saewe, Jasmin Kathrin A1 - Bremen, Sebastian A1 - Häfner, Constantin Leon T1 - Investigation on the influence of powder humidity in Laser Powder Bed Fusion (LPBF) T2 - Procedia CIRP N2 - In the Laser Powder Bed Fusion (LPBF) process, parts are built out of metal powder material by exposure of a laser beam. During handling operations of the powder material, several influencing factors can affect the properties of the powder material and therefore directly influence the processability during manufacturing. Contamination by moisture due to handling operations is one of the most critical aspects of powder quality. In order to investigate the influences of powder humidity on LPBF processing, four materials (AlSi10Mg, Ti6Al4V, 316L and IN718) are chosen for this study. The powder material is artificially humidified, subsequently characterized, manufactured into cubic samples in a miniaturized process chamber and analyzed for their relative density. The results indicate that the processability and reproducibility of parts made of AlSi10Mg and Ti6Al4V are susceptible to humidity, while IN718 and 316L are barely influenced. KW - LPBF KW - Additive Manufacturing KW - Powder Material KW - Humidity Y1 - 2022 U6 - http://dx.doi.org/10.1016/j.procir.2022.08.102 SN - 2212-8271 N1 - Teil der Sonderausgabe: 12th CIRP Conference on Photonic Technologies [LANE 2022] VL - 111 SP - 115 EP - 120 PB - Elsevier CY - Amsterdam ER - TY - CHAP A1 - König, Johannes Alexander A1 - Wolf, Martin T1 - A new definition of competence developing games - and a framework to assess them T2 - ACHI 2016 : The Ninth International Conference on Advances in Computer-Human Interactions N2 - There are different types of games that try to make use of the motivation of a gaming situation in learning contexts. This paper introduces the new terminology ‘Competence Developing Game’ (CDG) as an umbrella term for all games with this intention. Based on this new terminology, an assessment framework has been developed and validated in scope of an empirical study. Now, all different types of CDGs can be evaluated according to a defined and uniform set of assessment criteria and, thus, are comparable according to their characteristics and effectiveness. KW - Serious Games KW - Gamification KW - Business Simulations KW - Assessment Y1 - 2016 SN - 978-1-61208-468-8 N1 - Proceeding of the Ninth International Conference on Advances in Computer-Human Interactions (ACHI 2016), Venice. SP - 95 EP - 97 ER - TY - CHAP A1 - Dannen, Tammo A1 - Schindele, Benedikt A1 - Prümmer, Marcel A1 - Arntz, Kristian A1 - Bergs, Thomas T1 - Methodology for the self-optimizing determination of additive manufacturing process eligibility and optimization potentials in toolmaking T2 - Procedia CIRP N2 - Additive Manufacturing (AM) of metallic workpieces faces a continuously rising technological relevance and market size. Producing complex or highly strained unique workpieces is a significant field of application, making AM highly relevant for tool components. Its successful economic application requires systematic workpiece based decisions and optimizations. Considering geometric and technological requirements as well as the necessary post-processing makes deciding effortful and requires in-depth knowledge. As design is usually adjusted to established manufacturing, associated technological and strategic potentials are often neglected. To embed AM in a future proof industrial environment, software-based self-learning tools are necessary. Integrated into production planning, they enable companies to unlock the potentials of AM efficiently. This paper presents an appropriate methodology for the analysis of process-specific AM-eligibility and optimization potential, added up by concrete optimization proposals. For an integrated workpiece characterization, proven methods are enlarged by tooling-specific figures. The first stage of the approach specifies the model’s initialization. A learning set of tooling components is described using the developed key figure system. Based on this, a set of applicable rules for workpiece-specific result determination is generated through clustering and expert evaluation. Within the following application stage, strategic orientation is quantified and workpieces of interest are described using the developed key figures. Subsequently, the retrieved information is used for automatically generating specific recommendations relying on the generated ruleset of stage one. Finally, actual experiences regarding the recommendations are gathered within stage three. Statistic learning transfers those to the generated ruleset leading to a continuously deepening knowledge base. This process enables a steady improvement in output quality. KW - Additive manufacturing KW - Laser-Powder Bed Fusion KW - L-PBF KW - Binder Jetting KW - Directed Energy Deposition Y1 - 2022 U6 - http://dx.doi.org/10.1016/j.procir.2022.05.188 SN - 2212-8271 N1 - 55th CIRP Conference on Manufacturing Systems VL - 107 SP - 1539 EP - 1544 PB - Elsevier CY - Amsterdam ER - TY - CHAP A1 - Ulmer, Jessica A1 - Braun, Sebastian A1 - Cheng, Chi-Tsun A1 - Dowey, Steve A1 - Wollert, Jörg T1 - Usage of digital twins for gamification applications in manufacturing T2 - Procedia CIRP N2 - Gamification applications are on the rise in the manufacturing sector to customize working scenarios, offer user-specific feedback, and provide personalized learning offerings. Commonly, different sensors are integrated into work environments to track workers’ actions. Game elements are selected according to the work task and users’ preferences. However, implementing gamified workplaces remains challenging as different data sources must be established, evaluated, and connected. Developers often require information from several areas of the companies to offer meaningful gamification strategies for their employees. Moreover, work environments and the associated support systems are usually not flexible enough to adapt to personal needs. Digital twins are one primary possibility to create a uniform data approach that can provide semantic information to gamification applications. Frequently, several digital twins have to interact with each other to provide information about the workplace, the manufacturing process, and the knowledge of the employees. This research aims to create an overview of existing digital twin approaches for digital support systems and presents a concept to use digital twins for gamified support and training systems. The concept is based upon the Reference Architecture Industry 4.0 (RAMI 4.0) and includes information about the whole life cycle of the assets. It is applied to an existing gamified training system and evaluated in the Industry 4.0 model factory by an example of a handle mounting. KW - Gamification KW - Digital Twin KW - Support System Y1 - 2022 U6 - http://dx.doi.org/10.1016/j.procir.2022.05.044 SN - 2212-8271 N1 - 55th CIRP Conference on Manufacturing Systems VL - 107 SP - 675 EP - 680 PB - Elsevier CY - Amsterdam ER - TY - CHAP A1 - Chavez Bermudez, Victor Francisco A1 - Wollert, Jörg T1 - 10BASE-T1L industry 4.0 smart switch for field devices based on IO-Link T2 - 2022 IEEE 18th International Conference on Factory Communication Systems (WFCS) N2 - The recent amendment to the Ethernet physical layer known as the IEEE 802.3cg specification, allows to connect devices up to a distance of one kilometer and delivers a maximum of 60 watts of power over a twisted pair of wires. This new standard, also known as 10BASE-TIL, promises to overcome the limits of current physical layers used for field devices and bring them a step closer to Ethernet-based applications. The main advantage of 10BASE- TIL is that it can deliver power and data over the same line over a long distance, where traditional solutions (e.g., CAN, IO-Link, HART) fall short and cannot match its 10 Mbps bandwidth. Due to its recentness, IOBASE- TIL is still not integrated into field devices and it has been less than two years since silicon manufacturers released the first Ethernet-PHY chips. In this paper, we present a design proposal on how field devices could be integrated into a IOBASE-TIL smart switch that allows plug-and-play connectivity for sensors and actuators and is compliant with the Industry 4.0 vision. Instead of presenting a new field-level protocol for this work, we have decided to adopt the IO-Link specification which already includes a plug-and-play approach with features such as diagnosis and device configuration. The main objective of this work is to explore how field devices could be integrated into 10BASE-TIL Ethernet, its adaption with a well-known protocol, and its integration with Industry 4.0 technologies. KW - 10BASE-T1L KW - Ethernet KW - Field device KW - Sensors KW - IO-Link Y1 - 2022 SN - 978-1-6654-1086-1 SN - 978-1-6654-1087-8 U6 - http://dx.doi.org/10.1109/WFCS53837.2022.9779176 N1 - 2022 IEEE 18th International Conference on Factory Communication Systems (WFCS), 27-29 April 2022, Pavia, Italy- PB - IEEE ER - TY - JOUR A1 - Ulmer, Jessica A1 - Braun, Sebastian A1 - Cheng, Chi-Tsun A1 - Dowey, Steve A1 - Wollert, Jörg T1 - Gamification of virtual reality assembly training: Effects of a combined point and level system on motivation and training results JF - International Journal of Human-Computer Studies N2 - Virtual Reality (VR) offers novel possibilities for remote training regardless of the availability of the actual equipment, the presence of specialists, and the training locations. Research shows that training environments that adapt to users' preferences and performance can promote more effective learning. However, the observed results can hardly be traced back to specific adaptive measures but the whole new training approach. This study analyzes the effects of a combined point and leveling VR-based gamification system on assembly training targeting specific training outcomes and users' motivations. The Gamified-VR-Group with 26 subjects received the gamified training, and the Non-Gamified-VR-Group with 27 subjects received the alternative without gamified elements. Both groups conducted their VR training at least three times before assembling the actual structure. The study found that a level system that gradually increases the difficulty and error probability in VR can significantly lower real-world error rates, self-corrections, and support usages. According to our study, a high error occurrence at the highest training level reduced the Gamified-VR-Group's feeling of competence compared to the Non-Gamified-VR-Group, but at the same time also led to lower error probabilities in real-life. It is concluded that a level system with a variable task difficulty should be combined with carefully balanced positive and negative feedback messages. This way, better learning results, and an improved self-evaluation can be achieved while not causing significant impacts on the participants' feeling of competence. KW - Gamification KW - Virtual reality KW - Assembly KW - User study KW - Level system Y1 - 2022 U6 - http://dx.doi.org/10.1016/j.ijhcs.2022.102854 SN - 1071-5819 VL - 165 IS - Art. No. 102854 PB - Elsevier CY - Amsterdam ER - TY - CHAP A1 - Schmidt, Thomas A1 - Kasch, Susanne A1 - Eichler, Fabian A1 - Thurn, Laura T1 - Process strategies on laser-based melting of glass powder T2 - Lasers in Manufacturing Conference 2021 N2 - This paper presents the laser-based powder bed fusion (L-PBF) using various glass powders (borosilicate and quartz glass). Compared to metals, these require adapted process strategies. First, the glass powders were characterized with regard to their material properties and their processability in the powder bed. This was followed by investigations of the melting behavior of the glass powders with different laser wavelengths (10.6 µm, 1070 nm). In particular, the experimental setup of a CO2 laser was adapted for the processing of glass powder. An experimental setup with integrated coaxial temperature measurement/control and an inductively heatable build platform was created. This allowed the L-PBF process to be carried out at the transformation temperature of the glasses. Furthermore, the component’s material quality was analyzed on three-dimensional test specimen with regard to porosity, roughness, density and geometrical accuracy in order to evaluate the developed L-PBF parameters and to open up possible applications. KW - 3D-printing KW - glass KW - additive manufactureing KW - laser based powder fusion Y1 - 2021 ER -