@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{ChavezBermudezWollert2022, author = {Chavez Bermudez, Victor Francisco and Wollert, J{\"o}rg}, title = {10BASE-T1L industry 4.0 smart switch for field devices based on IO-Link}, series = {2022 IEEE 18th International Conference on Factory Communication Systems (WFCS)}, booktitle = {2022 IEEE 18th International Conference on Factory Communication Systems (WFCS)}, publisher = {IEEE}, isbn = {978-1-6654-1086-1}, doi = {10.1109/WFCS53837.2022.9779176}, pages = {4 Seiten}, year = {2022}, abstract = {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.}, language = {en} } @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} } @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} } @article{BraunChengDoweyetal.2021, author = {Braun, Sebastian and Cheng, Chi-Tsun and Dowey, Steve and Wollert, J{\"o}rg}, title = {Performance evaluation of skill-based order-assignment in production environments with multi-agent systems}, series = {IEEE Journal of Emerging and Selected Topics in Industrial Electronics}, journal = {IEEE Journal of Emerging and Selected Topics in Industrial Electronics}, number = {Early Access}, publisher = {IEEE}, address = {New York}, issn = {2687-9735}, doi = {10.1109/JESTIE.2021.3108524}, year = {2021}, abstract = {The fourth industrial revolution introduces disruptive technologies to production environments. One of these technologies are multi-agent systems (MASs), where agents virtualize machines. However, the agent's actual performances in production environments can hardly be estimated as most research has been focusing on isolated projects and specific scenarios. We address this gap by implementing a highly connected and configurable reference model with quantifiable key performance indicators (KPIs) for production scheduling and routing in single-piece workflows. Furthermore, we propose an algorithm to optimize the search of extrema in highly connected distributed systems. The benefits, limits, and drawbacks of MASs and their performances are evaluated extensively by event-based simulations against the introduced model, which acts as a benchmark. Even though the performance of the proposed MAS is, on average, slightly lower than the reference system, the increased flexibility allows it to find new solutions and deliver improved factory-planning outcomes. Our MAS shows an emerging behavior by using flexible production techniques to correct errors and compensate for bottlenecks. This increased flexibility offers substantial improvement potential. The general model in this paper allows the transfer of the results to estimate real systems or other models.}, language = {en} } @inproceedings{UlmerBraunChengetal.2020, author = {Ulmer, Jessica and Braun, Sebastian and Cheng, Chi-Tsun and Dowey, Steve and Wollert, J{\"o}rg}, title = {Simulation und Verifikation komplexer Handarbeitsprozesse durch die Kombination von Virtual Reality und Augmented Reality im Single-Piece-Workflow}, series = {AALE 2020, 17. Fachkonferenz Angewandte Automatisierungstechnik in Lehre und Entwicklung, Automatisierung und Mensch-Technik-Interaktion, Leipzig, DE, 4.-6.3.2020}, booktitle = {AALE 2020, 17. Fachkonferenz Angewandte Automatisierungstechnik in Lehre und Entwicklung, Automatisierung und Mensch-Technik-Interaktion, Leipzig, DE, 4.-6.3.2020}, isbn = {978-3-8007-5180-8}, pages = {1 -- 4}, year = {2020}, language = {de} } @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} } @inproceedings{ChavezBermudezWollert2020, author = {Chavez Bermudez, Victor Francisco and Wollert, J{\"o}rg}, title = {Arduino based Framework for Rapid Application Development of a Generic IO-Link interface}, series = {Kommunikation und Bildverarbeitung in der Automation}, booktitle = {Kommunikation und Bildverarbeitung in der Automation}, publisher = {Springer Vieweg}, address = {Berlin}, isbn = {978-3-662-59895-5}, doi = {10.1007/978-3-662-59895-5_2}, pages = {21 -- 33}, year = {2020}, abstract = {The implementation of IO-Link in the automation industry has increased over the years. Its main advantage is it offers a digital point-to-point plugand-play interface for any type of device or application. This simplifies the communication between devices and increases productivity with its different features like self-parametrization and maintenance. However, its complete potential is not always used. The aim of this paper is to create an Arduino based framework for the development of generic IO-Link devices and increase its implementation for rapid prototyping. By generating the IO device description file (IODD) from a graphical user interface, and further customizable options for the device application, the end-user can intuitively develop generic IO-Link devices. The peculiarity of this framework relies on its simplicity and abstraction which allows to implement any sensor functionality and virtually connect any type of device to an IO-Link master. This work consists of the general overview of the framework, the technical background of its development and a proof of concept which demonstrates the workflow for its implementation.}, language = {en} } @article{UlmerGroeningerBraunetal.2020, author = {Ulmer, Jessica and Gr{\"o}ninger, Marc and Braun, Sebastian and Wollert, J{\"o}rg}, title = {AR Arbeitspl{\"a}tze: F{\"u}r hochflexible und skalierbare Produktionsumgebungen}, series = {atp Magazin}, volume = {62}, journal = {atp Magazin}, number = {10}, publisher = {Vulkan-Verlag}, address = {Essen}, issn = {2364-3137}, doi = {10.17560/atp.v62i10.2495}, year = {2020}, abstract = {Trotz fortschreitender Automatisierung bleiben manuelle T{\"a}tigkeiten ein wichtiger Baustein der Fertigung kundenindividueller Produkte. Um die Mitarbeiter(innen) zu unterst{\"u}tzen und um eine effiziente Arbeit zu erm{\"o}glichen, werden zunehmend auf Augmented Reality (AR) basierende Systeme eingesetzt. Die vorgestellte Arbeit konzentriert sich auf die Entwicklung ganzheitlicher AR-Arbeitspl{\"a}tze f{\"u}r den Einsatz in kleinen und mittleren Unternehmen (KMU). Das entwickelte AR- Handarbeitskonzept beinhaltet eine Just-in-time-Darstellung der Arbeitsaufgaben auf Werkst{\"u}cken mit automatisierter Fertigungskontrolle. Als Reaktion auf kurze Produktlebenszyklen und hohe Produktvielfalten sind alle Komponenten auf maximale Flexibilit{\"a}t ausgelegt. Ein Umr{\"u}sten auf neue Produkte kann innerhalb von Minuten erfolgen.}, language = {de} } @inproceedings{ChavezBermudezWollert2019, author = {Chavez Bermudez, Victor Francisco and Wollert, J{\"o}rg}, title = {Gateway for Automation Controllers and Cloud based Voice Recognition Services}, series = {KommA, 10. Jahreskolloquium Kommunikation in der Automation}, booktitle = {KommA, 10. Jahreskolloquium Kommunikation in der Automation}, publisher = {Institut f{\"u}r Automation und Kommunikation}, address = {Magdeburg}, organization = {KommA, 2019, Jahreskolloquium Kommunikation in der Automation, 10., Lemgo, DE, 2019-11-20 - 2019-11-21}, isbn = {978-3-944722-85-6}, pages = {1 -- 8}, year = {2019}, language = {en} }