@inproceedings{ZugNiemuellerHochgeschwenderetal.2017, author = {Zug, Sebastian and Niemueller, Tim and Hochgeschwender, Nico and Seidensticker, Kai and Seidel, Martin and Friedrich, Tim and Neumann, Tobias and Karras, Ulrich and Kraetzschmar, Gerhard K. and Ferrein, Alexander}, title = {An Integration Challenge to Bridge the Gap Among Industry-Inspired RoboCup Leagues}, series = {RoboCup 2016: Robot World Cup XX. RoboCup 2016.}, booktitle = {RoboCup 2016: Robot World Cup XX. RoboCup 2016.}, publisher = {Springer}, address = {Cham}, isbn = {978-3-319-68792-6}, doi = {10.1007/978-3-319-68792-6_13}, pages = {157 -- 168}, year = {2017}, language = {en} } @inproceedings{WiesenEngemannLimpertetal.2018, author = {Wiesen, Patrick and Engemann, Heiko and Limpert, Nicolas and Kallweit, Stephan}, title = {Learning by Doing - Mobile Robotics in the FH Aachen ROS Summer School}, series = {European Robotics Forum 2018, TRROS18 Workshop}, booktitle = {European Robotics Forum 2018, TRROS18 Workshop}, pages = {47 -- 58}, year = {2018}, language = {en} } @inproceedings{WalentaSchellekensFerreinetal.2017, author = {Walenta, Robert and Schellekens, Twan and Ferrein, Alexander and Schiffer, Stefan}, title = {A decentralised system approach for controlling AGVs with ROS}, series = {AFRICON, Proceedings}, booktitle = {AFRICON, Proceedings}, publisher = {IEEE}, isbn = {978-1-5386-2775-4}, issn = {2153-0033}, doi = {10.1109/AFRCON.2017.8095693}, pages = {1436 -- 1441}, year = {2017}, language = {en} } @inproceedings{ViehmannLimpertHofmannetal.2023, author = {Viehmann, Tarik and Limpert, Nicolas and Hofmann, Till and Henning, Mike and Ferrein, Alexander and Lakemeyer, Gerhard}, title = {Winning the RoboCup logistics league with visual servoing and centralized goal reasoning}, series = {RoboCup 2022}, booktitle = {RoboCup 2022}, editor = {Eguchi, Amy and Lau, Nuno and Paetzel-Pr{\"u}smann, Maike and Wanichanon, Thanapat}, publisher = {Springer}, address = {Cham}, isbn = {978-3-031-28468-7 (Print)}, doi = {https://doi.org/10.1007/978-3-031-28469-4_25}, pages = {300 -- 312}, year = {2023}, abstract = {The RoboCup Logistics League (RCLL) is a robotics competition in a production logistics scenario in the context of a Smart Factory. In the competition, a team of three robots needs to assemble products to fulfill various orders that are requested online during the game. This year, the Carologistics team was able to win the competition with a new approach to multi-agent coordination as well as significant changes to the robot's perception unit and a pragmatic network setup using the cellular network instead of WiFi. In this paper, we describe the major components of our approach with a focus on the changes compared to the last physical competition in 2019.}, language = {en} } @inproceedings{UlmerBraunChengetal.2021, author = {Ulmer, Jessica and Braun, Sebastian and Cheng, Chi-Tsun and Dowey, Steve and Wollert, J{\"o}rg}, title = {Adapting Augmented Reality Systems to the users' needs using Gamification and error solving methods}, series = {Procedia CIRP}, volume = {104}, booktitle = {Procedia CIRP}, publisher = {Elsevier}, address = {Amsterdam}, issn = {2212-8271}, doi = {10.1016/j.procir.2021.11.024}, pages = {140 -- 145}, year = {2021}, abstract = {Animations of virtual items in AR support systems are typically predefined and lack interactions with dynamic physical environments. AR applications rarely consider users' preferences and do not provide customized spontaneous support under unknown situations. This research focuses on developing adaptive, error-tolerant AR systems based on directed acyclic graphs and error resolving strategies. Using this approach, users will have more freedom of choice during AR supported work, which leads to more efficient workflows. Error correction methods based on CAD models and predefined process data create individual support possibilities. The framework is implemented in the Industry 4.0 model factory at FH Aachen.}, language = {en} } @inproceedings{UlmerBraunChengetal.2022, author = {Ulmer, Jessica and Braun, Sebastian and Cheng, Chi-Tsun and Dowey, Steve and Wollert, J{\"o}rg}, title = {Usage of digital twins for gamification applications in manufacturing}, series = {Procedia CIRP}, volume = {107}, booktitle = {Procedia CIRP}, publisher = {Elsevier}, address = {Amsterdam}, issn = {2212-8271}, doi = {10.1016/j.procir.2022.05.044}, pages = {675 -- 680}, year = {2022}, abstract = {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.}, language = {en} } @inproceedings{UlmerBraunChengetal.2020, author = {Ulmer, Jessica and Braun, Sebastian and Cheng, Chi-Tsun and Dowey, Steve and Wollert, J{\"o}rg}, title = {Gamified Virtual Reality Training Environment for the Manufacturing Industry}, doi = {10.1109/ME49197.2020.9286661}, pages = {1 -- 6}, year = {2020}, language = {de} } @article{UlmerBraunChengetal.2022, author = {Ulmer, Jessica and Braun, Sebastian and Cheng, Chi-Tsun and Dowey, Steve and Wollert, J{\"o}rg}, title = {Gamification of virtual reality assembly training: Effects of a combined point and level system on motivation and training results}, series = {International Journal of Human-Computer Studies}, volume = {165}, journal = {International Journal of Human-Computer Studies}, number = {Art. No. 102854}, publisher = {Elsevier}, address = {Amsterdam}, issn = {1071-5819}, doi = {10.1016/j.ijhcs.2022.102854}, year = {2022}, abstract = {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.}, language = {en} } @article{UlmerBraunChengetal.2023, author = {Ulmer, Jessica and Braun, Carsten and Cheng, Chi-Tsun and Dowey, Steve and Wollert, J{\"o}rg}, title = {A human factors-aware assistance system in manufacturing based on gamification and hardware modularisation}, series = {International Journal of Production Research}, journal = {International Journal of Production Research}, publisher = {Taylor \& Francis}, issn = {0020-7543 (Print)}, doi = {10.1080/00207543.2023.2166140}, year = {2023}, abstract = {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.}, language = {en} } @inproceedings{StopforthFerreinSteinbauer2015, author = {Stopforth, Riaan and Ferrein, Alexander and Steinbauer, Gerald}, title = {Europe and South African collaboration on the Mechatronics and Robotics systems as part of the SA Robotics Center}, series = {ICRA 2015 Developing Countries Forum}, booktitle = {ICRA 2015 Developing Countries Forum}, pages = {3 S.}, year = {2015}, abstract = {Mechatronics consist of the integration of mechanical engineering, electronic integration and computer science/ engineering. These broad fields are essential for robotic systems, yet it makes it difficult for the researchers to specialize and be experts in all these fields. Collaboration between researchers allow for the integration of experience and specialization, to allow optimized systems. Collaboration between the European countries and South Africa is critical, as each country has different resources available, which the other countries might not have. Applications with the need for approval of any restrictions, can also be obtained easier in some countries compared to others, thus preventing the delays of research. Some problems that have been experienced are discussed, with the Robotics Center of South Africa as a possible solution.}, language = {en} }