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There are different types of games that try to make use of the motivation of a gaming situation in learning contexts. This paper introduces the new terminology ‘Competence Developing Game’ (CDG) as an umbrella term for all games with this intention. Based on this new terminology, an assessment framework has been developed and validated in scope of an empirical study. Now, all different types of CDGs can be evaluated according to a defined and uniform set of assessment criteria and, thus, are comparable according to their characteristics and effectiveness.
Hands-on-training in high technology areas is usually limited due to the high cost for lab infrastructure and equipment. One specific example is the field of MEMS, where investment and upkeep of clean rooms with microtechnology equipment is either financed by production or R&D projects greatly reducing the availability for education purposes. For efficient hands-on-courses a MEMS training foundry, currently used jointly by six higher education institutions, was established at FH Kaiserslautern. In a typical one week course, students manufacture a micromachined pressure sensor including all lithography, thin film and packaging steps. This compact and yet complete program is only possible because participants learn to use the different complex machines in advance via a Virtual Training Lab (VTL). In this paper we present the concept of the MEMS training foundry and the VTL preparation together with results from a scientific evaluation of the VTL over the last three years.
Eine neue Generation von Praktika an Hochschulen wächst heran. Moderne Wege beim Verstehen und Erlernen naturwissenschaftlicher Zusammenhänge sowie industrieller Fertigungsprozesse sind gefordert. Das Technologiepraktikum „Virtuelle Sensor- Fertigung“, entwickelt im Verbundprojekt INGMEDIA an den Fachhochschulen Aachen und Zweibrücken, trägt als neuartiges Lern- und Lehrmodul dieser Forderung Rechnung. Die Studierenden lernen einen vollständigen Fertigungsprozess mit Hilfe von virtuellen, in LabVIEW programmierten Maschinen kennen, bevor sie die reale Prozesskette im Reinraum durchführen.
Unsteady flow measurements in the wake behind a wind-tunnel car model by using high-speed planar PIV
(2015)
This study investigates unsteady characteristics of the wake behind a 28%-scale car model in a wind tunnel using highspeed planar particle image velocimetry (PIV). The car model is based on a hatchback passenger car that is known to have relatively high fluctuations in its aerodynamic loads. This study primarily focuses on the lateral motion of the flow on the horizontal plane to determine the effect of the flow motion on the straight-line stability and the initial steering response of the actual car on a track. This paper first compares the flow fields in the wake behind the above mentioned model obtained using conventional and high-speed planar PIV, with sampling frequencies of 8 Hz and 1 kHz, respectively. Large asymmetrically coherent flow structures, which fluctuate at frequencies below 2 Hz, are observed in the results of highspeed PIV measurements, whereas conventional PIV is unable to capture these features of the flow owing to aliasing. This flow pattern with a laterally swaying motion is represented by opposite signs of cross-correlation coefficients of streamwise velocity fluctuations for the two sides of the car model. Effects of two aerodynamic devices that are known to reduce the
fluctuation levels of the aerodynamic loads are then extensively investigated. The correlation analyses reveal that these devices indeed reduce the fluctuation levels of the flow and the correlation values around the rear combination-lamp, but it is found that the effects of these devices are different around the c-pillar.
Analysis of Big Data Streams to obtain Braking Reliability Information for Train Protection systems
(2017)
Rare event simulation to optimise maintenance intervals of safety critical redundant subsystems
(2018)
Towards inclusion of the freight rail system in the industrial internet of things - Wagon 4.0
(2017)
Für die Herstellung von metallischen Bauteilen wird in der heutigen Zeit eine Vielzahl von Verfahren auf dem Markt angeboten. Dabei stehen die additiven im Wettbewerb zu den konventionellen Verfahren. Die erreichbaren Oberflächenqualitäten der additiven sind nicht mit denen spanender Verfahren vergleichbar. Für diesen Beitrag wurde analysiert, ob sich ein mittels Selektivem Laserschmelzen (SLM) additiv hergestellter Edelstahl hinsichtlich seiner Oberflächenqualität nach der Zerspanung von einem umgeformten konventionell hergestellten Edelstahl gleicher Sorte unterscheidet.
The potential of SMART climbing robot combined with a weatherproof cabin for rotor blade maintenance
(2016)
This paper presents the laser-based powder bed fusion (L-PBF) using various glass powders (borosilicate and quartz glass). Compared to metals, these require adapted process strategies. First, the glass powders were characterized with regard to their material properties and their processability in the powder bed. This was followed by investigations of the melting behavior of the glass powders with different laser wavelengths (10.6 µm, 1070 nm). In particular, the experimental setup of a CO2 laser was adapted for the processing of glass powder. An experimental setup with integrated coaxial temperature measurement/control and an inductively heatable build platform was created. This allowed the L-PBF process to be carried out at the transformation temperature of the glasses. Furthermore, the component’s material quality was analyzed on three-dimensional test specimen with regard to porosity, roughness, density and geometrical accuracy in order to evaluate the developed L-PBF parameters and to open up possible applications.
Theoretische und experimentelle Untersuchung des spaltungsinduzierten Versagens von TRC Prüfkörpern
(2011)
Konvergenz von drahtlosen und drahtgebundenen Kommunikationstechnologien in der Gebäudeautomation
(2009)
Adapting augmented reality systems to the users’ needs using gamification and error solving methods
(2021)
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.
Industry 4.0 imposes many challenges for manufacturing companies and their employees. Innovative and effective training strategies are required to cope with fast-changing production environments and new manufacturing technologies. Virtual Reality (VR) offers new ways of on-the-job, on-demand, and off-premise training. A novel concept and evaluation system combining Gamification and VR practice for flexible assembly tasks is proposed in this paper and compared to existing works. It is based on directed acyclic graphs and a leveling system. The concept enables a learning speed which is adjustable to the users’ pace and dynamics, while the evaluation system facilitates adaptive work sequences and allows employee-specific task fulfillment. The concept was implemented and analyzed in the Industry 4.0 model factory at FH Aachen for mechanical assembly jobs.
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.
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.
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.
Die fortschreitende Digitalisierung und Globalisierung fordert von den Unternehmen eine erhöhte Flexibilität und Anpassungsfähigkeit. Um dies zu erreichen, sind qualifizierte und engagierte Mitarbeiter/-innen unabdingbar. Gamification bietet die Möglichkeit, Beschäftigte individuell in ihren Tätigkeiten zu unterstützen und mittels Feedbackmechanismen zu motivieren. In dieser Arbeit wird ein Gamification Konzept bestehend aus einem intelligenten Arbeitsplatz, einer Wissensdatenbank und einer Gamification Plattform vorgestellt, welches an bestehende Produktionsumgebungen adaptiert werden kann. Das Konzept wird am Beispiel der Longboardproduktion in der Industrie 4.0 Modellfabrik der FH Aachen implementiert und evaluiert.