TY - CHAP A1 - Thomas, F. A1 - Wollert, Jörg T1 - Internet und OO-Systeme in der Logistik T2 - Risikofaktor Software : Tagung Mannheim, 21. und 22.November 2000. (VDI-Berichte ; 1577) Y1 - 2000 SN - 3180915773 SP - 149 EP - 164 PB - VDI-Verl. CY - Hüthig ER - TY - CHAP A1 - Thurn, Laura A1 - Balc, Nicolae A1 - Gebhardt, Andreas A1 - Kessler, Julia T1 - Education packed in technology to promote innovations: Teaching Additive Manufacturing based on a rolling Lab T2 - Modern Technologies in Manufacturing (MTeM 2017 - AMaTUC) Y1 - 2017 U6 - http://dx.doi.org/10.1051/matecconf/201713702013 SN - 2261-236X N1 - MATEC Web Conf. Volume 137, 2017 Matec Web of Conferences., 137(2017)02013 ER - TY - CHAP A1 - Thurn, Laura A1 - Gebhardt, Andreas T1 - Arousing Enthusiasm for STEM: Teaching 3D Printing Technology T2 - Conference Proceedings: New Perspectives in Science Education Y1 - 2017 SN - 978-88-6292-847-2 SP - 87 EP - 92 PB - liberiauniversitaria.it CY - Padua ER - TY - CHAP A1 - Thurn, Laura A1 - Gebhardt, Andreas T1 - Strategy of Education on Materials for Students T2 - Conference Proceedings: „New Perspectives in Science Education" Y1 - 2018 SN - 978-88-6292-976-9 SP - 156 EP - 161 CY - Florence, Italy ER - TY - PAT A1 - Troeder, Christoph A1 - Benner, Joachim A1 - Altherr, Marcel A1 - Schiessl, Helmut F. T1 - Topfspinnvorrichtung : [Offenlegungsschrift] T1 - Pot spinning device : [Patentschrift] N2 - "The invention relates to a pot spinning device (1) comprising a thread guide (9) which can be moved backwards and forwards and introduced into an opening (8) on the end side of the pot (7) so as to deposit a thread on the inside wall of a spinning pot. In order to improve upon pot spinning devices of this kind, the spinning pot is connected to an electric drive mechanism (10), mounted in magnetic bearings and provided with a gastight housing. Said housing encompasses the spinning pot (7), is open in the area where there is an opening in the end side of the pot and is provided with a seal (19) to seal off the intermediate area (17) between the housing and spinning pot. The housing is also connected to a supply of light-gas via a feed line (18), thereby enabling a light-gas atmosphere to be maintained in the intermediate area." Y1 - 1999 N1 - Außerdem veröffentlicht als: DE19815546(C2), CA2334866(A1), AU3704699(A) und AR019018(A1) PB - Deutsches Patent- und Markenamt ; Weltorganisation für Geistiges Eigentum CY - München ; Genf ER - TY - JOUR A1 - Troeder, Christoph A1 - Benner, Joachim A1 - Spielvogel, A. A1 - Platt, Werner T1 - Expertensystem wählt und dimensioniert drehelastische Kupplungen JF - Technische Rundschau : TR ; das Schweizer Industrie-Magazin Y1 - 1986 SN - 0040-1498 SN - 1662-3096 SN - 0040-148X SN - 1023-0823 VL - 78 IS - 1 SP - 92 EP - 95 PB - Binkert Medien CY - Laufenburg 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 - JOUR A1 - Ulmer, Jessica A1 - Braun, Sebastian A1 - Cheng, Chi-Tsun A1 - Dowey, Steve A1 - Wollert, Jörg 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 - http://dx.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 - 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 - CHAP A1 - Ulmer, Jessica A1 - Braun, Sebastian A1 - Cheng, Chi-Tsun A1 - Dowey, Steve A1 - Wollert, Jörg T1 - Simulation und Verifikation komplexer Handarbeitsprozesse durch die Kombination von Virtual Reality und Augmented Reality im Single-Piece-Workflow T2 - AALE 2020, 17. Fachkonferenz Angewandte Automatisierungstechnik in Lehre und Entwicklung, Automatisierung und Mensch-Technik-Interaktion, Leipzig, DE, 4.-6.3.2020 Y1 - 2020 SN - 978-3-8007-5180-8 SP - 1 EP - 4 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 - CHAP A1 - Ulmer, Jessica A1 - Braun, Sebastian A1 - Lai, Chow Yin A1 - Cheng, Chi-Tsun A1 - Wollert, Jörg T1 - Generic integration of VR and AR in product lifecycles based on CAD models T2 - Proceedings of The 23rd World Multi-Conference on Systemics, Cybernetics and Informatics: WMSCI 2019 Y1 - 2019 ER - TY - CHAP A1 - Ulmer, Jessica A1 - Braun, Sebastian A1 - Wollert, Jörg T1 - Generische IoT Adapter für semantische Maschinenschnittstellen T2 - Internet of Things – vom Sensor bis zur Cloud Y1 - 2018 SP - 1 EP - 5 ER - TY - CHAP A1 - Ulmer, Jessica A1 - Braun, Sebastian A1 - Wollert, Jörg T1 - Adaptive VR-Produktionsumgebungen für Evaluations- und Schulungstätigkeiten T1 - Adaptive VR production environments for evaluation and training purposes T2 - Automation 2021: Navigating towards resilient Production N2 - Industrie 4.0 stellt viele Herausforderungen an produzierende Unternehmen und ihre Beschäf-tigten. Innovative und effektive Trainingsstrategien sind erforderlich, um mit den sich schnell verändernden Produktionsumgebungen und neuen Fertigungstechnologien Schritt halten zu können. Virtual Reality (VR) bietet neue Möglichkeiten für On-the-Job, On-Demand- und Off-Premise-Schulungen. Diese Arbeit stellt ein neues VR Schulungssystem vor, welches sich flexible an unterschiedliche Trainingsobjekte auf Grundlage von Rezepten und CAD Modellen anpassen lässt. Das Konzept basiert auf gerichteten azyklischen Graphen und einem Level-system. Es ermöglicht eine benutzerindividuelle Lerngeschwindigkeit mittels visueller Ele-mente. Das Konzept wurde für einen mechanischen Anwendungsfall mit Industriekomponen-ten implementiert und in der Industrie 4.0-Modellfabrik der FH Aachen umgesetzt. N2 - Industry 4.0 poses many challenges for manufacturing companies and their employees. Inno-vative and effective training strategies are needed to keep pace with rapidly changing produc-tion environments and new manufacturing technologies. Virtual reality (VR) offers new oppor-tunities for on-the-job, on-demand, and off-premise training. This work presents a new VR training system that can be flexibly adapted to different training objects based on recipes and CAD models. The concept is based on directed acyclic graphs and a level system. It allows a user-individual learning speed by means of visual elements. The concept was implemented for a mechanical use case with industrial components and implemented in the industry 4.0 model factory of the FH Aachen University of Applied Sciences. Y1 - 2021 SN - 978-3-18-092392-5 U6 - http://dx.doi.org/10.51202/9783181023921-55 SN - 0083-5560 N1 - 22. Leitkongress der Mess- und Automatisierungstechnik, 9. und 30. Juni 2021. SP - 55 EP - 64 PB - VDI CY - Düsseldorf ER - TY - JOUR A1 - Ulmer, Jessica A1 - Gröninger, Marc A1 - Braun, Sebastian A1 - Wollert, Jörg T1 - AR Arbeitsplätze: Für hochflexible und skalierbare Produktionsumgebungen JF - atp Magazin N2 - Trotz fortschreitender Automatisierung bleiben manuelle Tätigkeiten ein wichtiger Baustein der Fertigung kundenindividueller Produkte. Um die Mitarbeiter(innen) zu unterstützen und um eine effiziente Arbeit zu ermöglichen, werden zunehmend auf Augmented Reality (AR) basierende Systeme eingesetzt. Die vorgestellte Arbeit konzentriert sich auf die Entwicklung ganzheitlicher AR-Arbeitsplätze für den Einsatz in kleinen und mittleren Unternehmen (KMU). Das entwickelte AR- Handarbeitskonzept beinhaltet eine Just-in-time-Darstellung der Arbeitsaufgaben auf Werkstücken mit automatisierter Fertigungskontrolle. Als Reaktion auf kurze Produktlebenszyklen und hohe Produktvielfalten sind alle Komponenten auf maximale Flexibilität ausgelegt. Ein Umrüsten auf neue Produkte kann innerhalb von Minuten erfolgen. Y1 - 2020 U6 - http://dx.doi.org/10.17560/atp.v62i10.2495 SN - 2364-3137 VL - 62 IS - 10 PB - Vulkan-Verlag CY - Essen ER - TY - CHAP A1 - Ulmer, Jessica A1 - Lai, Chow Yin A1 - Cheng, Chi-Tsun A1 - Wollert, Jörg T1 - Integration von VR und AR in Produktlebenszyklen - Eine Übersicht über die Nutzung virtueller Technologien im industriellen Umfeld T2 - Automation 2019 Y1 - 2019 N1 - Project Industrie 4.0 Model Factory at FH Aachen SP - 1 EP - 12 ER - TY - CHAP A1 - Ulmer, Jessica A1 - Mostafa, Youssef A1 - Wollert, Jörg T1 - Digital Twin Academy: From Zero to Hero through individual learning experiences T2 - Tagungsband AALE 2022 / Herausgegeben von der Hochschule für Technik, Wirtschaft und Kultur Leipzig 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 - Konferenz: 18. AALE-Konferenz. Pforzheim, 09.03.-11.03.2022 This cross-border research was conducted in frame of the Interreg Euregio Meuse-Rhine project Digital Twin Academy, funded by the European Regional Development Fund of the European Union. SP - 1 EP - 9 ER - TY - CHAP A1 - Ulmer, Jessica A1 - Wollert, Jörg A1 - Cheng, C. A1 - Dowey, S. T1 - Enterprise Gamification für produzierende mittelständische Unternehmen T2 - Shaping automation for our future: 21. Leitkongress Mess- u. Automatisierungstechnik : Automation 2020 : 30. Juni u. 01. Juli 2020 Y1 - 2020 SN - 978-3-18-092375-8 N1 - VDI-Berichte ; 2375 SP - 157 EP - 165 PB - VDI-Verlag CY - Düsseldorf ER -