TY - JOUR A1 - Chwallek, Constanze A1 - Nawrath, Lara A1 - Krastina, Anzelika A1 - Bruksle, Ieva T1 - Supportive research on sustainable entrepreneurship and business practices JF - SECA Sustainable Entrepreneurship for Climate Action Y1 - 2024 SN - 978-952-316-514-4 (pdf) SN - 2954-1654 (on-line publication) IS - 3 PB - Lapland University of Applied Sciences Ltd CY - Rovaniemi ER - TY - CHAP A1 - Schürmann, Volker A1 - Keller, Alex A1 - Wollert, Jörg F. T1 - Internet based middleware approach for building services T2 - Proceedings / IMETI 2009, the 2nd International Multi-Conference on Engineering and Technological Innovation : July 10 - 13, 2009 Orlando, Florida, USA ; vol. 1 Y1 - 2009 SN - 1-934272-68-X ; 978-1-934272-68-8 SP - 30 EP - 34 PB - IIIS CY - Winter Garden, Fla. ER - TY - JOUR A1 - Braun, Sebastian A1 - Cheng, Chi-Tsun A1 - Dowey, Steve A1 - Wollert, Jörg F. T1 - Performance evaluation of skill-based order-assignment in production environments with multi-agent systems JF - IEEE Journal of Emerging and Selected Topics in Industrial Electronics N2 - 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. KW - cyber-physical production systems KW - event-based simulation KW - multi-agent systems KW - digital factory KW - industrial agents Y1 - 2021 U6 - https://doi.org/10.1109/JESTIE.2021.3108524 SN - 2687-9735 IS - Early Access PB - IEEE CY - New York ER - TY - CHAP A1 - Buschkühle, Peter A1 - Schürmann, Volker A1 - Wollert, Jörg F. T1 - Abstraction of wireless communication by a convergence middleware in conjunction with a XML-configuration T2 - Information technology and electrical engineering : devices and systems, materials and technologies for the future ; Ilmenau 07 - 10 September 2009 ; 54. IWK Internationales Wissenschaftliches Kolloquium Y1 - 2009 SN - 978-3-938843-44-4 SP - 95 EP - 96 PB - Techn. Univ. CY - Ilmenau ER - TY - JOUR A1 - Ulmer, Jessica A1 - Braun, Sebastian A1 - Cheng, Chi-Tsun A1 - Dowey, Steve A1 - Wollert, Jörg F. 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 - https://doi.org/10.1016/j.ijhcs.2022.102854 SN - 1071-5819 VL - 165 IS - Art. No. 102854 PB - Elsevier CY - Amsterdam ER - TY - CHAP A1 - Chavez Bermudez, Victor Francisco A1 - Wollert, Jörg F. T1 - 10BASE-T1L industry 4.0 smart switch for field devices based on IO-Link T2 - 2022 IEEE 18th International Conference on Factory Communication Systems (WFCS) N2 - 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. KW - 10BASE-T1L KW - Ethernet KW - Field device KW - Sensors KW - IO-Link Y1 - 2022 SN - 978-1-6654-1086-1 SN - 978-1-6654-1087-8 U6 - https://doi.org/10.1109/WFCS53837.2022.9779176 N1 - 2022 IEEE 18th International Conference on Factory Communication Systems (WFCS), 27-29 April 2022, Pavia, Italy PB - IEEE CY - New York, NY ER - TY - JOUR A1 - Ulmer, Jessica A1 - Braun, Sebastian A1 - Cheng, Chi-Tsun A1 - Dowey, Steve A1 - Wollert, Jörg F. 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 - https://doi.org/10.1080/00207543.2023.2166140 SN - 0020-7543 (Print) SN - 1366-588X (Online) PB - Taylor & Francis ER - TY - CHAP A1 - Buda, Aurel A1 - Schürmann, Volker A1 - Wollert, Jörg F. T1 - Wireless technologies in factory automation T2 - Factory automation / ed. by Javier Silvestre-Blanes Y1 - 2010 SN - 978-953-7619-42-8 SP - 29 EP - 50 PB - Intech CY - London ER - TY - CHAP A1 - Chavez Bermudez, Victor Francisco A1 - Cruz Castanon, Victor Fernando A1 - Ruchay, Marco A1 - Wollert, Jörg F. ED - Leipzig, Hochschule für Technik, Wirtschaft und Kultur T1 - Rapid prototyping framework for automation applications based on IO-Link T2 - Tagungsband AALE 2022: Wissenstransfer im Spannungsfeld von Autonomisierung und Fachkräftemangel N2 - The development of protype applications with sensors and actuators in the automation industry requires tools that are independent of manufacturer, and are flexible enough to be modified or extended for any specific requirements. Currently, developing prototypes with industrial sensors and actuators is not straightforward. First of all, the exchange of information depends on the industrial protocol that these devices have. Second, a specific configuration and installation is done based on the hardware that is used, such as automation controllers or industrial gateways. This means that the development for a specific industrial protocol, highly depends on the hardware and the software that vendors provide. In this work we propose a rapid-prototyping framework based on Arduino to solve this problem. For this project we have focused to work with the IO-Link protocol. The framework consists of an Arduino shield that acts as the physical layer, and a software that implements the IO-Link Master protocol. The main advantage of such framework is that an application with industrial devices can be rapid-prototyped with ease as its vendor independent, open-source and can be ported easily to other Arduino compatible boards. In comparison, a typical approach requires proprietary hardware, is not easy to port to another system and is closed-source. KW - Rapid-prototyping KW - Arduino KW - IO-Link KW - Industrial Communication Y1 - 2022 SN - 978-3-910103-00-9 U6 - https://doi.org/10.33968/2022.28 N1 - 18. AALE-Konferenz. Pforzheim, 09.03.-11.03.2022 CY - Leipzig ER - TY - CHAP A1 - Braun, Sebastian A1 - Cheng, Chi-Tsun A1 - Dowey, Steve A1 - Wollert, Jörg F. T1 - Survey on Security Concepts to Adapt Flexible Manufacturing and Operations Management based upon Multi-Agent Systems T2 - 2020 IEEE 29th International Symposium on Industrial Electronics (ISIE), Proceedings N2 - The increasing digitalization brings new opportunities but also puts new challenges to modern industrial systems. Software agents are one of the key technologies towards self-optimizing factories and are currently used to address the needs of cyber-physical production systems (CPPS). However their interplay in industrial settings needs to be understood better.This paper focusses on securing a cloud infrastructure for multi-agent systems for industrial sites. An industrial site contains multiple production processes that need to communicate with each other and each physical resource is abstracted with a software agent. This volatile architecture needs to be managed and protected from manipulation. The proposed infrastructure presents a security concept for TCP/IP communication between agents, machines, and external networks. It is based on open-source software and tested on a three-node edge cloud controlling a model-plant. Y1 - 2020 U6 - https://doi.org/10.1109/ISIE45063.2020.9152210 N1 - 2020 IEEE 29th International Symposium on Industrial Electronics (ISIE), 17 - 19 June, 2020, Delft, Netherlands PB - IEEE CY - New York, NY ER - TY - CHAP A1 - Schürmann, Volker A1 - Buda, Aurel A1 - Jonker, Stefan A1 - Palmhof, Norman A1 - Wollert, Jörg F. T1 - Wireless in future automotive applications T2 - Mobile and wireless communications network layer and circuit level design / ed. by Salma Ait Fares ... Y1 - 2010 SN - 978-953-307-042-1 SP - 71 EP - 92 PB - Intech CY - London ER - TY - CHAP A1 - Wollert, Jörg F. T1 - The performance of UWB-communication in an industrial environment T2 - IEEE 1st International Symposium on Wireless Systems : (IDAACS-SWS) : Offenburg, 20-21 Sept. 2012 Y1 - 2012 SN - 978-1-4673-4678-8 U6 - https://doi.org/10.1109/IDAACS-SWS.2012.6377639 SP - 85 EP - 90 PB - IEEE CY - Piscataway, NJ ER - TY - CHAP A1 - Ulmer, Jessica A1 - Braun, Sebastian A1 - Cheng, Chi-Tsun A1 - Dowey, Steve A1 - Wollert, Jörg F. T1 - Usage of digital twins for gamification applications in manufacturing T2 - Procedia CIRP Leading manufacturing systems transformation – Proceedings of the 55th CIRP Conference on Manufacturing Systems 2022 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 - https://doi.org/10.1016/j.procir.2022.05.044 SN - 2212-8271 N1 - 55th CIRP Conference on Manufacturing Systems, Jun 29, 2022 - Jul 01, 2022, Lugano, Switzerland VL - 107 SP - 675 EP - 680 PB - Elsevier CY - Amsterdam ER - TY - CHAP A1 - Ulmer, Jessica A1 - Mostafa, Youssef A1 - Wollert, Jörg F. T1 - Digital Twin Academy: From Zero to Hero through individual learning experiences T2 - Tagungsband AALE 2022: Wissenstransfer im Spannungsfeld von Autonomisierung und Fachkräftemangel N2 - Digital twins are seen as one of the key technologies of Industry 4.0. Although many research groups focus on digital twins and create meaningful outputs, the technology has not yet reached a broad application in the industry. The main reasons for this imbalance are the complexity of the topic, the lack of specialists, and the unawareness of the twin opportunities. The project "Digital Twin Academy" aims to overcome these barriers by focusing on three actions: Building a digital twin community for discussion and exchange, offering multi-stage training for various knowledge levels, and implementing realworld use cases for deeper insights and guidance. In this work, we focus on creating a flexible learning platform that allows the user to select a training path adjusted to personal knowledge and needs. Therefore, a mix of basic and advanced modules is created and expanded by individual feedback options. The usage of personas supports the selection of the appropriate modules. KW - Digital Twins KW - Knowledge Transfer KW - Training Y1 - 2022 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bsz:l189-qucosa2-776097 SN - 978-3-910103-00-9 N1 - 18. AALE-Konferenz. Pforzheim, 09.03.-11.03.2022 SP - 1 EP - 9 ER - TY - CHAP A1 - Evans, Benjamin A1 - Braun, Sebastian A1 - Ulmer, Jessica A1 - Wollert, Jörg F. T1 - AAS implementations - current problems and solutions T2 - 20th International Conference on Mechatronics - Mechatronika (ME) N2 - The fourth industrial revolution presents a multitude of challenges for industries, one of which being the increased flexibility required of manufacturing lines as a result of increased consumer demand for individualised products. One solution to tackle this challenge is the digital twin, more specifically the standardised model of a digital twin also known as the asset administration shell. The standardisation of an industry wide communications tool is a critical step in enabling inter-company operations. This paper discusses the current state of asset administration shells, the frameworks used to host them and their problems that need to be addressed. To tackle these issues, we propose an event-based server capable of drastically reducing response times between assets and asset administration shells and a multi-agent system used for the orchestration and deployment of the shells in the field. KW - Industry 4.0 KW - Multi-agent Systems KW - Digital Twin KW - Asset Administration Shell Y1 - 2022 SN - 978-1-6654-1040-3 U6 - https://doi.org/10.1109/ME54704.2022.9982933 N1 - 20th International Conference on Mechatronics - Mechatronika (ME), 07-09 December 2022, Pilsen, Czech Republic PB - IEEE CY - New York, NY ER - TY - JOUR A1 - Ulmer, Jessica A1 - Braun, Sebastian A1 - Cheng, Chi-Tsun A1 - Dowey, Steve A1 - Wollert, Jörg F. T1 - Human-Centered Gamification Framework for Manufacturing Systems JF - Procedia CIRP N2 - 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. Y1 - 2020 U6 - https://doi.org/10.1016/j.procir.2020.04.076 SN - 2212-8271 VL - 93 SP - 670 EP - 675 PB - Elsevier CY - Amsterdam ER - TY - CHAP A1 - Braun, Sebastian A1 - Cheng, Chi-Tsun A1 - Lai, Chow Yin A1 - Wollert, Jörg F. T1 - Microservice Architecture for Automation - Realization by the example of a model-factory’s manufacturing execution system T2 - Proceedings of the 23rd World Multi-Conference on Systemics, Cybernetics and Informatics: WMSCI 2019 Y1 - 2019 SP - 33 EP - 37 ER - TY - CHAP A1 - Chávez Bermúdez, Victor Francisco A1 - Wollert, Jörg F. T1 - An industry 4.0 ontology-based architecture for interoperability at the field level T2 - Automation, Robotics & Communications for Industry 4.0/5.0 N2 - Industrial field devices exchange information through standardized communication interfaces and data models, encompassing process data, communication properties, and vendor details. Despite enhancing interoperability within a specific protocol, integrating these devices with diverse systems poses challenges due to data model fragmentation and custom interfaces. The absence of a universal semantic model for categorizing field device process data independently of standards necessitates engineers to repetitively devise custom exchange data models for different sensors and actuators, relying on standards like OPC-UA. In response, this work proposes an ontology-based architecture to tackle information data model fragmentation, aiming for seamless data interoperability across a universal interface. By focusing on two open-access field device standards, IO-Link and CANOpen, we compare their information data models, identify existing limitations, and put forth a semantic information model. The objective is to offer an interoperable interface for Industry 4.0 applications, showcasing the potential of an ontology-based approach in streamlining data exchange and reducing heterogeneity among field devices. KW - Field devices KW - Interoperability KW - Ontology KW - Industry 4.0 KW - IO-Link Y1 - 2024 SN - 978-84-09-58219-8 U6 - https://doi.org/10.13140/RG.2.2.20923.18722 SN - 2938-4796 N1 - 4th IFSA Winter Conference on Automation, Robotics & Communications for Industry 4.0 / 5.0 (ARCI’ 2024), 7-9 February 2024, Innsbruck, Austria SP - 319 EP - 321 PB - IFSA CY - Barcelona ER - TY - JOUR A1 - Ziemons, Karl A1 - Bruyndonckx, Peter A1 - Perez, Jose M. A1 - Pietrzyk, Uwe A1 - Rato, P. A1 - Tavernier, Stefaan T1 - Beyond ClearPET: Next Aims JF - 5th IEEE International Symposium on Biomedical Imaging: From Nano to Macro Symposium Proceedings ISBI 2008 N2 - The CRYSTAL CLEAR collaboration, in short CCC, is a consortium of 12 academic institutions, mainly from Europe, joining efforts in the area of developing instrumentation for nuclear medicine and medical imaging. In the framework of the CCC a high performance small animal PET system, called ClearPET, was developed by using new technologies in electronics and crystals in a phoswich arrangement combining two types of lutetium- based scintillator materials: LSO:Ce and LuYAP:Ce. Our next aim will be the development of hybrid image systems. Hybrid MR-PET imaging has many unique advantages for brain research. This has sparked a new research line within CCC for the development of novel MR-PET compatible technologies. MRI is not as sensitive as PET but PET has poorer spatial resolution than MRI. Two major advantages of PET are sensitivity and its ability to acquire metabolic information. To assess these innovations, the development of a 9.4T hybrid animal MR-PET scanner is proposed based on an existing 9.4T MR scanner that will be adapted to enable simultaneous acquisition of MR and PET data using cutting- edge technology for both MR and PET. Y1 - 2008 SN - 978-1-4244-2003-2 SP - 1421 EP - 1424 ER - TY - JOUR A1 - Wedrowski, Mateusz A1 - Bruyndonckx, Peter A1 - Tavernier, Stefaan A1 - Zhi, Li A1 - Dang, Jun A1 - Mendes, Pedro Rato A1 - Perez, Jose Manuel A1 - Ziemons, Karl T1 - Robustness of neural networks algorithm for gamma detection in monolithic block detector, positron emission tomography JF - 2009 IEEE Nuclear Science Symposium Conference Record (NSS/MIC) N2 - The monolithic scintillator block approach for gamma detection in the Positron Emission Tomography (PET) avoids estimating Depth of Interaction (DOI), reduces dead zones in detector and diminishes costs of detector production. Neural Networks (NN) are very efficient to determine the entrance point of a gamma incident on a scintillator block. This paper presents results on the robustness of the spatial resolution as a function of the random fraction in the data, temperature and HV fluctuations. This is important when implementing the method in a real scanner. Measurements were done with two Hamamatsu S8550 APD arrays, glued on a 20 × 20 × 10 mm3 monolithic LSO crystal block. Y1 - 2009 SN - 1082-3654 SP - 2625 EP - 2628 ER -