@article{CosmaKesslerGebhardtetal.2020, author = {Cosma, Cosmin and Kessler, Julia and Gebhardt, Andreas and Campbell, Ian and Balc, Nicolae}, title = {Improving the Mechanical Strength of Dental Applications and Lattice Structures SLM Processed}, series = {Materials}, volume = {13}, journal = {Materials}, number = {4}, publisher = {MDPI}, address = {Basel}, issn = {1996-1944}, doi = {10.3390/ma13040905}, pages = {1 -- 18}, year = {2020}, abstract = {To manufacture custom medical parts or scaffolds with reduced defects and high mechanical characteristics, new research on optimizing the selective laser melting (SLM) parameters are needed. In this work, a biocompatible powder, 316L stainless steel, is characterized to understand the particle size, distribution, shape and flowability. Examination revealed that the 316L particles are smooth, nearly spherical, their mean diameter is 39.09 μm and just 10\% of them hold a diameter less than 21.18 μm. SLM parameters under consideration include laser power up to 200 W, 250-1500 mm/s scanning speed, 80 μm hatch spacing, 35 μm layer thickness and a preheated platform. The effect of these on processability is evaluated. More than 100 samples are SLM-manufactured with different process parameters. The tensile results show that is possible to raise the ultimate tensile strength up to 840 MPa, adapting the SLM parameters for a stable processability, avoiding the technological defects caused by residual stress. Correlating with other recent studies on SLM technology, the tensile strength is 20\% improved. To validate the SLM parameters and conditions established, complex bioengineering applications such as dental bridges and macro-porous grafts are SLM-processed, demonstrating the potential to manufacture medical products with increased mechanical resistance made of 316L.}, language = {en} } @article{FrankoDuKallweitetal.2020, author = {Franko, Josef and Du, Shengzhi and Kallweit, Stephan and Duelberg, Enno Sebastian and Engemann, Heiko}, title = {Design of a Multi-Robot System for Wind Turbine Maintenance}, series = {Energies}, volume = {13}, journal = {Energies}, number = {10}, publisher = {MDPI}, address = {Basel}, issn = {1996-1073}, doi = {10.3390/en13102552}, pages = {Article 2552}, year = {2020}, abstract = {The maintenance of wind turbines is of growing importance considering the transition to renewable energy. This paper presents a multi-robot-approach for automated wind turbine maintenance including a novel climbing robot. Currently, wind turbine maintenance remains a manual task, which is monotonous, dangerous, and also physically demanding due to the large scale of wind turbines. Technical climbers are required to work at significant heights, even in bad weather conditions. Furthermore, a skilled labor force with sufficient knowledge in repairing fiber composite material is rare. Autonomous mobile systems enable the digitization of the maintenance process. They can be designed for weather-independent operations. This work contributes to the development and experimental validation of a maintenance system consisting of multiple robotic platforms for a variety of tasks, such as wind turbine tower and rotor blade service. In this work, multicopters with vision and LiDAR sensors for global inspection are used to guide slower climbing robots. Light-weight magnetic climbers with surface contact were used to analyze structure parts with non-destructive inspection methods and to locally repair smaller defects. Localization was enabled by adapting odometry for conical-shaped surfaces considering additional navigation sensors. Magnets were suitable for steel towers to clamp onto the surface. A friction-based climbing ring robot (SMART— Scanning, Monitoring, Analyzing, Repair and Transportation) completed the set-up for higher payload. The maintenance period could be extended by using weather-proofed maintenance robots. The multi-robot-system was running the Robot Operating System (ROS). Additionally, first steps towards machine learning would enable maintenance staff to use pattern classification for fault diagnosis in order to operate safely from the ground in the future.}, language = {en} } @article{UlmerBraunChengetal.2020, author = {Ulmer, Jessica and Braun, Sebastian and Cheng, Chi-Tsun and Dowey, Steve and Wollert, J{\"o}rg}, title = {Human-Centered Gamification Framework for Manufacturing Systems}, series = {Procedia CIRP}, volume = {93}, journal = {Procedia CIRP}, publisher = {Elsevier}, address = {Amsterdam}, issn = {2212-8271}, doi = {10.1016/j.procir.2020.04.076}, pages = {670 -- 675}, year = {2020}, abstract = {While bringing new opportunities, the Industry 4.0 movement also imposes new challenges to the manufacturing industry and all its stakeholders. In this competitive environment, a skilled and engaged workforce is a key to success. Gamification can generate valuable feedbacks for improving employees' engagement and performance. Currently, Gamification in workspaces focuses on computer-based assignments and training, while tasks that require manual labor are rarely considered. This research provides an overview of Enterprise Gamification approaches and evaluates the challenges. Based on that, a skill-based Gamification framework for manual tasks is proposed, and a case study in the Industry 4.0 model factory is shown.}, language = {en} } @article{EngemannDuKallweitetal.2020, author = {Engemann, Heiko and Du, Shengzhi and Kallweit, Stephan and C{\"o}nen, Patrick and Dawar, Harshal}, title = {OMNIVIL - an autonomous mobile manipulator for flexible production}, series = {Sensors}, volume = {20}, journal = {Sensors}, number = {24, art. no. 7249}, publisher = {MDPI}, address = {Basel}, isbn = {1424-8220}, doi = {10.3390/s20247249}, pages = {1 -- 30}, year = {2020}, language = {en} } @article{RaffeisAdjeiKyeremehVroomenetal.2020, author = {Raffeis, Iris and Adjei-Kyeremeh, Frank and Vroomen, Uwe and Westhoff, Elmar and Bremen, Sebastian and Hohoi, Alexandru and B{\"u}hrig-Polaczek, Andreas}, title = {Qualification of a Ni-Cu alloy for the laser powder bed fusion process (LPBF): Its microstructure and mechanical properties}, series = {Applied Sciences}, volume = {10}, journal = {Applied Sciences}, number = {Art. 3401}, publisher = {MDPI}, address = {Basel}, issn = {2076-3417}, doi = {10.3390/app10103401}, pages = {1 -- 15}, year = {2020}, abstract = {As researchers continue to seek the expansion of the material base for additive manufacturing, there is a need to focus attention on the Ni-Cu group of alloys which conventionally has wide industrial applications. In this work, the G-NiCu30Nb casting alloy, a variant of the Monel family of alloys with Nb and high Si content is, for the first time, processed via the laser powder bed fusion process (LPBF). Being novel to the LPBF processes, optimum LPBF parameters were determined, and hardness and tensile tests were performed in as-built conditions and after heat treatment at 1000 °C. Microstructures of the as-cast and the as-built condition were compared. Highly dense samples (99.8\% density) were achieved after varying hatch distance (80 µm and 140 µm) with scanning speed (550 mm/s-1500 mm/s). There was no significant difference in microhardness between varied hatch distance print sets. Microhardness of the as-built condition (247 HV0.2) exceeded the as-cast microhardness (179 HV0.2.). Tensile specimens built in vertical (V) and horizontal (H) orientations revealed degrees of anisotropy and were superior to conventionally reported figures. Post heat treatment increased ductility from 20\% to 31\% (V), as well as from 16\% to 25\% (H), while ultimate tensile strength (UTS) and yield strength (YS) were considerably reduced.}, 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} } @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{AbbasBalcBremenetal.2022, author = {Abbas, Karim and Balc, Nicolae and Bremen, Sebastian and Skupin, Marco}, title = {Crystallization and aging behavior of polyetheretherketone PEEK within rapid tooling and rubber molding}, series = {Journal of Manufacturing and Materials Processing}, volume = {6}, journal = {Journal of Manufacturing and Materials Processing}, number = {5}, publisher = {MDPI}, address = {Basel}, issn = {2504-4494}, doi = {10.3390/jmmp6050093}, pages = {1 -- 12}, year = {2022}, abstract = {In times of short product life cycles, additive manufacturing and rapid tooling are important methods to make tool development and manufacturing more efficient. High-performance polymers are the key to mold production for prototypes and small series. However, the high temperatures during vulcanization injection molding cause thermal aging and can impair service life. The extent to which the thermal stress over the entire process chain stresses the material and whether it leads to irreversible material aging is evaluated. To this end, a mold made of PEEK is fabricated using fused filament fabrication and examined for its potential application. The mold is heated to 200 ◦C, filled with rubber, and cured. A differential scanning calorimetry analysis of each process step illustrates the crystallization behavior and first indicates the material resistance. It shows distinct cold crystallization regions at a build chamber temperature of 90 ◦C. At an ambient temperature above Tg, crystallization of 30\% is achieved, and cold crystallization no longer occurs. Additional tensile tests show a decrease in tensile strength after ten days of thermal aging. The steady decrease in recrystallization temperature indicates degradation of the additives. However, the tensile tests reveal steady embrittlement of the material due to increasing crosslinking.}, language = {en} } @article{Pfaff2023, author = {Pfaff, Raphael}, title = {Braking distance prediction for vehicle consist in low-speed on-sight operation: a Monte Carlo approach}, series = {Railway Engineering Science}, volume = {31}, journal = {Railway Engineering Science}, number = {2}, publisher = {SpringerOpen}, issn = {2662-4753 (eISSN)}, doi = {10.1007/s40534-023-00303-7}, pages = {135 -- 144}, year = {2023}, abstract = {The first and last mile of a railway journey, in both freight and transit applications, constitutes a high effort and is either non-productive (e.g. in the case of depot operations) or highly inefficient (e.g. in industrial railways). These parts are typically managed on-sight, i.e. with no signalling and train protection systems ensuring the freedom of movement. This is possible due to the rather short braking distances of individual vehicles and shunting consists. The present article analyses the braking behaviour of such shunting units. For this purpose, a dedicated model is developed. It is calibrated on published results of brake tests and validated against a high-definition model for low-speed applications. Based on this model, multiple simulations are executed to obtain a Monte Carlo simulation of the resulting braking distances. Based on the distribution properties and established safety levels, the risk of exceeding certain braking distances is evaluated and maximum braking distances are derived. Together with certain parameters of the system, these can serve in the design and safety assessment of driver assistance systems and automation of these processes.}, language = {en} } @article{UlmerBraunChengetal.2023, author = {Ulmer, Jessica and Braun, Sebastian 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} }