Refine
Year of publication
Document Type
- Conference Proceeding (83)
- Article (75)
- Book (12)
- Part of a Book (6)
- Report (2)
- Contribution to a Periodical (1)
- Talk (1)
Keywords
- Gamification (3)
- Digital Twin (2)
- IO-Link (2)
- 10BASE-T1L (1)
- 802.15.4 (1)
- Adaptive Systems (1)
- Arduino (1)
- Assembly (1)
- Asset Administration Shell (1)
- Augmented Reality (1)
- Bluetooth (1)
- Designpraxis (1)
- Digital Twins (1)
- Distributed Control Systems, (1)
- Einbetten in das Internet der Dinge (1)
- Error Recovery (1)
- Ethernet (1)
- Field device (1)
- Human factors (1)
- Industrial Automation Technology, (1)
- Industrial Communication (1)
- Industry 4.0 (1)
- Knowledge Transfer (1)
- Level system (1)
- Minimal-Ansatz für Embedded-Systeme (1)
- Multi-agent Systems (1)
- PROFINET (1)
- Rapid-prototyping (1)
- Sensors (1)
- Support System (1)
- Training (1)
- User study (1)
- Virtual reality (1)
- Wireless Networks (1)
- adaptive systems (1)
- assistance system (1)
- cyber-physical production systems (1)
- digital factory (1)
- event-based simulation (1)
- gamification (1)
- industrial agents (1)
- manufacturing (1)
- multi-agent systems (1)
Institute
- Fachbereich Maschinenbau und Mechatronik (176)
- MASKOR Institut für Mobile Autonome Systeme und Kognitive Robotik (10)
- IaAM - Institut für angewandte Automation und Mechatronik (2)
- ECSM European Center for Sustainable Mobility (1)
- Fachbereich Architektur (1)
- Fachbereich Luft- und Raumfahrttechnik (1)
- Fachbereich Wirtschaftswissenschaften (1)
Analysis of error and time behavior of the IEEE 802.15.4 PHY-layer in an industrial environment
(2006)
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.
The implementation of IO-Link in the automation industry has increased over the years. Its main advantage is it offers a digital point-to-point plugand-play interface for any type of device or application. This simplifies the communication between devices and increases productivity with its different features like self-parametrization and maintenance. However, its complete potential is not always used.
The aim of this paper is to create an Arduino based framework for the development of generic IO-Link devices and increase its implementation for rapid prototyping. By generating the IO device description file (IODD) from a graphical user interface, and further customizable options for the device application, the end-user can intuitively develop generic IO-Link devices. The peculiarity of this framework relies on its simplicity and abstraction which allows to implement any sensor functionality and virtually connect any type of device to an IO-Link master. This work consists of the general overview of the framework, the technical background of its development and a proof of concept which demonstrates the workflow for its implementation.
Eine SPS im Kraftfahrzeug? Das geht ja gar nicht – da gibt es doch all die Hersteller für Kfz-Steuergeräte, die konfigurierbare Hardware anbieten. Im Prinzip ja, aber leider sind gerade die Sensoren oder Aktoren nicht ansteuerbar, die der Entwickler genau für sein aktuelles Projekt benötigt. Dieser Beitrag gibt einen kleinen Einblick in neue Möglichkeiten des Rapid Prototyping für mechatronische Systeme auf der Basis von Speicherprogrammierbaren Steuerungen (SPS).
Bluetooth in der Klemme
(2008)
Bussysteme
(2006)
Der Embedded Wireless-Report
(2014)
Die Kunst des Weglassens : Windows NT Embedded - Was die neue Version vom Standard-NT unterscheidet
(1999)
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.
Dot net und Sun ONE - Wettbewerb oder Mitspieler? Neue Programmiermodelle machen das Web interaktiv
(2003)
Energietransparenz und optimierter Energieverbrauch durch ganzheitliche Automatisierungskonzepte
(2012)
Feldbustechnologie
(2014)
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.
Harte Echtzeit für Windows
(1999)
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.