@article{WollbrinkMasloZimmeretal.2020, author = {Wollbrink, Moritz and Maslo, Semir and Zimmer, Daniel and Abbas, Karim and Arntz, Kristian and Bergs, Thomas}, title = {Clamping and substrate plate system for continuous additive build-up and post-processing of metal parts}, series = {Procedia CIRP}, volume = {93}, journal = {Procedia CIRP}, publisher = {Elsevier}, address = {Amsterdam}, issn = {2212-8271}, doi = {10.1016/j.procir.2020.04.015}, pages = {108 -- 113}, year = {2020}, abstract = {The manufacturing share of laser powder bed fusion (L-PBF) increases in industrial application, but still many process steps are manually operated. Additionally, it is not possible to achieve tight dimensional tolerances or low surfaces roughness. Hence, a process chain has to be set up to combine additive manufacturing (AM) with further machining technologies. To achieve a continuous workpiece flow as basis for further industrialization of L-PBF, the paper presents a novel substrate system and its application on L-PBF machines and post-processing. The substrate system consists of a zero-point clamping system and a matrix-like interface of contact pins to be substantially connected to the workpiece within the L-PBF process.}, language = {en} } @article{WangAnikFrohberg1988, author = {Wang, Mao and Anik, Sabri and Frohberg, Martin G.}, title = {Experiments on the electrochemical determination of the sulphur activities in the system copper-silver at 1200°C}, series = {Zeitschrift f{\"u}r Metallkunde}, volume = {79}, journal = {Zeitschrift f{\"u}r Metallkunde}, number = {5}, issn = {0044-3093}, pages = {336 -- 339}, year = {1988}, language = {en} } @article{WangAnikFrohberg1987, author = {Wang, Mao and Anik, Sabri and Frohberg, Martin G.}, title = {Thermodynamics of oxygen in the lead-antimony system at 1173 K}, series = {Erzmetall : Rohstoffgewinnung, Verarbeitung, Recycling, Umwelttechnik}, volume = {40}, journal = {Erzmetall : Rohstoffgewinnung, Verarbeitung, Recycling, Umwelttechnik}, number = {6}, issn = {0044-2658}, pages = {316 -- 319}, year = {1987}, 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{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} } @article{StarkeKuhneFrassek1984, author = {Starke, G{\"u}nther and Kuhne, A.H. and Frassek, B.}, title = {Components for the automated GMAW process. Bestandteile des automatischen Metall-Schutzgas-Schweissverfahrens}, series = {Welding Journal. 63 (1984), H. 1}, journal = {Welding Journal. 63 (1984), H. 1}, isbn = {0043-2296}, pages = {31 -- 34}, year = {1984}, language = {en} } @article{StarkeDrews1994, author = {Starke, G{\"u}nther and Drews, P.}, title = {Le soudage au siecle de l'informatique}, series = {Souder. 18 (1994), H. 6}, journal = {Souder. 18 (1994), H. 6}, isbn = {0246-1900}, pages = {33 -- 44}, year = {1994}, language = {en} } @article{StarkeDrews1985, author = {Starke, G{\"u}nther and Drews, P.}, title = {Development approaches for advanced control in automated arc welding}, pages = {115 -- 124}, year = {1985}, language = {en} } @article{Starke1994, author = {Starke, G{\"u}nther}, title = {Welding in the century of information technology. Session 1}, series = {Welding in the World. 34 (1994), H. 9}, journal = {Welding in the World. 34 (1994), H. 9}, isbn = {0043-2288}, pages = {1 -- 20}, year = {1994}, language = {en} }