TY - CHAP A1 - Zug, Sebastian A1 - Niemueller, Tim A1 - Hochgeschwender, Nico A1 - Seidensticker, Kai A1 - Seidel, Martin A1 - Friedrich, Tim A1 - Neumann, Tobias A1 - Karras, Ulrich A1 - Kraetzschmar, Gerhard K. A1 - Ferrein, Alexander T1 - An Integration Challenge to Bridge the Gap Among Industry-Inspired RoboCup Leagues T2 - RoboCup 2016: Robot World Cup XX. RoboCup 2016. Y1 - 2017 SN - 978-3-319-68792-6 U6 - http://dx.doi.org/10.1007/978-3-319-68792-6_13 N1 - Lecture Notes in Computer Science, LNCS, Vol 9776 SP - 157 EP - 168 PB - Springer CY - Cham ER - TY - CHAP A1 - Wiesen, Patrick A1 - Engemann, Heiko A1 - Limpert, Nicolas A1 - Kallweit, Stephan T1 - Learning by Doing - Mobile Robotics in the FH Aachen ROS Summer School T2 - European Robotics Forum 2018, TRROS18 Workshop Y1 - 2018 SP - 47 EP - 58 ER - TY - CHAP A1 - Walenta, Robert A1 - Schellekens, Twan A1 - Ferrein, Alexander A1 - Schiffer, Stefan T1 - A decentralised system approach for controlling AGVs with ROS T2 - AFRICON, Proceedings Y1 - 2017 SN - 978-1-5386-2775-4 U6 - http://dx.doi.org/10.1109/AFRCON.2017.8095693 SN - 2153-0033 N1 - AFRICON <2017, 18-20 Sept., Cape Town, South Africa> SP - 1436 EP - 1441 PB - IEEE ER - TY - CHAP A1 - Viehmann, Tarik A1 - Limpert, Nicolas A1 - Hofmann, Till A1 - Henning, Mike A1 - Ferrein, Alexander A1 - Lakemeyer, Gerhard ED - Eguchi, Amy ED - Lau, Nuno ED - Paetzel-Prüsmann, Maike ED - Wanichanon, Thanapat T1 - Winning the RoboCup logistics league with visual servoing and centralized goal reasoning T2 - RoboCup 2022 N2 - 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. Y1 - 2023 SN - 978-3-031-28468-7 (Print) SN - 978-3-031-28469-4 (Online) U6 - http://dx.doi.org/https://doi.org/10.1007/978-3-031-28469-4_25 N1 - Robot World Cup, RoboCup 2022. 17. July 2023. Bangkok, Thailand. Part of the Lecture Notes in Computer Science book series (LNAI,volume 13561) SP - 300 EP - 312 PB - Springer CY - Cham ER - TY - CHAP A1 - Ulmer, Jessica A1 - Braun, Sebastian A1 - Cheng, Chi-Tsun A1 - Dowey, Steve A1 - Wollert, Jörg T1 - Adapting Augmented Reality Systems to the users’ needs using Gamification and error solving methods T2 - Procedia CIRP N2 - 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. KW - Augmented Reality KW - Adaptive Systems KW - Gamification KW - Error Recovery Y1 - 2021 U6 - http://dx.doi.org/10.1016/j.procir.2021.11.024 SN - 2212-8271 N1 - Part of special issue: 54th CIRP CMS 2021 - Towards Digitalized Manufacturing 4.0 VL - 104 SP - 140 EP - 145 PB - Elsevier CY - Amsterdam ER - TY - CHAP A1 - Ulmer, Jessica A1 - Braun, Sebastian A1 - Cheng, Chi-Tsun A1 - Dowey, Steve A1 - Wollert, Jörg T1 - Usage of digital twins for gamification applications in manufacturing T2 - Procedia CIRP N2 - 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. KW - Gamification KW - Digital Twin KW - Support System Y1 - 2022 U6 - http://dx.doi.org/10.1016/j.procir.2022.05.044 SN - 2212-8271 N1 - 55th CIRP Conference on Manufacturing Systems VL - 107 SP - 675 EP - 680 PB - Elsevier CY - Amsterdam ER - TY - CHAP A1 - Ulmer, Jessica A1 - Braun, Sebastian A1 - Cheng, Chi-Tsun A1 - Dowey, Steve A1 - Wollert, Jörg T1 - Gamified Virtual Reality Training Environment for the Manufacturing Industry Y1 - 2020 U6 - http://dx.doi.org/10.1109/ME49197.2020.9286661 SP - 1 EP - 6 ER - TY - JOUR A1 - Ulmer, Jessica A1 - Braun, Sebastian A1 - Cheng, Chi-Tsun A1 - Dowey, Steve A1 - Wollert, Jörg T1 - Gamification of virtual reality assembly training: Effects of a combined point and level system on motivation and training results JF - International Journal of Human-Computer Studies N2 - 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. KW - Gamification KW - Virtual reality KW - Assembly KW - User study KW - Level system Y1 - 2022 U6 - http://dx.doi.org/10.1016/j.ijhcs.2022.102854 SN - 1071-5819 VL - 165 IS - Art. No. 102854 PB - Elsevier CY - Amsterdam ER - TY - JOUR A1 - Ulmer, Jessica A1 - Braun, Carsten A1 - Cheng, Chi-Tsun A1 - Dowey, Steve A1 - Wollert, Jörg T1 - A human factors-aware assistance system in manufacturing based on gamification and hardware modularisation JF - International Journal of Production Research N2 - 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. KW - Human factors KW - assistance system KW - gamification KW - adaptive systems KW - manufacturing Y1 - 2023 U6 - http://dx.doi.org/10.1080/00207543.2023.2166140 SN - 0020-7543 (Print) SN - 1366-588X (Online) PB - Taylor & Francis ER - TY - CHAP A1 - Stopforth, Riaan A1 - Ferrein, Alexander A1 - Steinbauer, Gerald T1 - Europe and South African collaboration on the Mechatronics and Robotics systems as part of the SA Robotics Center T2 - ICRA 2015 Developing Countries Forum N2 - 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. Y1 - 2015 ER -