@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 Leading manufacturing systems transformation - Proceedings of the 55th CIRP Conference on Manufacturing Systems 2022}, volume = {107}, booktitle = {Procedia CIRP Leading manufacturing systems transformation - Proceedings of the 55th CIRP Conference on Manufacturing Systems 2022}, 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{HofmannLimpertMatareetal.2019, author = {Hofmann, Till and Limpert, Nicolas and Matar{\´e}, Victor and Ferrein, Alexander and Lakemeyer, Gerhard}, title = {Winning the RoboCup Logistics League with Fast Navigation, Precise Manipulation, and Robust Goal Reasoning}, series = {RoboCup 2019: Robot World Cup XXIII. RoboCup}, booktitle = {RoboCup 2019: Robot World Cup XXIII. RoboCup}, publisher = {Springer}, address = {Cham}, isbn = {978-3-030-35699-6}, doi = {10.1007/978-3-030-35699-6_41}, pages = {504 -- 516}, year = {2019}, 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: Robot World Cup XXV}, booktitle = {RoboCup 2022: Robot World Cup XXV}, 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{HueningStuettgen2021, author = {H{\"u}ning, Felix and St{\"u}ttgen, Marcel}, title = {Work in Progress: Interdisciplinary projects in times of COVID-19 crisis - challenges, risks and chances}, series = {2021 IEEE Global Engineering Education Conference (EDUCON)}, booktitle = {2021 IEEE Global Engineering Education Conference (EDUCON)}, publisher = {IEEE}, address = {New York, NY}, doi = {10.1109/EDUCON46332.2021.9454006}, pages = {1175 -- 1179}, year = {2021}, abstract = {Project work and inter disciplinarity are integral parts of today's engineering work. It is therefore important to incorporate these aspects into the curriculum of academic studies of engineering. At the faculty of Electrical Engineering and Information Technology an interdisciplinary project is part of the bachelor program to address these topics. Since the summer term 2020 most courses changed to online mode during the Covid-19 crisis including the interdisciplinary projects. This online mode introduces additional challenges to the execution of the projects, both for the students as well as for the lecture. The challenges, but also the risks and chances of this kind of project courses are subject of this paper, based on five different interdisciplinary projects}, language = {en} }