• Deutsch
Login

Open Access

  • Home
  • Search
  • Browse
  • Administration
  • FAQ
  • Institutes
  • FH Aachen

MASKOR Institut für Mobile Autonome Systeme und Kognitive Robotik

Refine

Author

  • Alexander Ferrein (43)
  • Stefan Schiffer (12)
  • Gerald Steinbauer (11)
  • Tim Niemueller (11)
  • Stephan Kallweit (10)
  • Gerhard Lakemeyer (9)
  • Sebastian Reuter (8)
  • Heiko Engemann (7)
  • Sabina Jeschke (7)
  • Ingrid Scholl (6)
  • Jörg Wollert (6)
  • Chi-Tsun Cheng (5)
  • Sebastian Braun (5)
  • Steve Dowey (5)
  • Jessica Ulmer (4)
  • Nicolas Limpert (4)
  • Shengzhi Du (4)
  • Tobias Neumann (4)
  • Riaan Stopforth (3)
  • Christoph Henke (2)
+ more

Year of publication

  • 2022 (3)
  • 2021 (6)
  • 2020 (6)
  • 2019 (8)
  • 2018 (2)
  • 2017 (12)
  • 2016 (11)
  • 2015 (11)
  • 2013 (1)

Document Type

  • Conference Proceeding (41)
  • Article (13)
  • Part of a Book (6)

Language

  • English (56)
  • German (4)

Has Fulltext

  • no (55)
  • yes (5)

Keywords

  • Gamification (3)
  • 10BASE-T1L (1)
  • Adaptive Systems (1)
  • Assembly (1)
  • Augmented Reality (1)
  • Computational modeling (1)
  • Digital Twin (1)
  • Error Recovery (1)
  • Ethernet (1)
  • Field device (1)
  • GPU (1)
  • Heuristic algorithms (1)
  • IO-Link (1)
  • Level system (1)
  • Sensors (1)
  • Support System (1)
  • User study (1)
  • Virtual reality (1)
  • autonomous driving (1)
  • autonomous navigation (1)
+ more

Institute

  • MASKOR Institut für Mobile Autonome Systeme und Kognitive Robotik (60)
  • Fachbereich Elektrotechnik und Informationstechnik (46)
  • Fachbereich Maschinenbau und Mechatronik (16)
  • IaAM - Institut für angewandte Automation und Mechatronik (2)

60 search hits

  • 1 to 10
  • BibTeX
  • CSV
  • RIS
  • 10
  • 20
  • 50
  • 100

Sort by

  • Year
  • Year
  • Title
  • Title
  • Author
  • Author
Usage of digital twins for gamification applications in manufacturing (2022)
Jessica Ulmer ; Sebastian Braun ; Chi-Tsun Cheng ; Steve Dowey ; Jörg Wollert
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.
10BASE-T1L industry 4.0 smart switch for field devices based on IO-Link (2022)
Victor Francisco Chavez Bermudez ; Jörg Wollert
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.
Gamification of virtual reality assembly training: Effects of a combined point and level system on motivation and training results (2022)
Jessica Ulmer ; Sebastian Braun ; Chi-Tsun Cheng ; Steve Dowey ; Jörg Wollert
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.
A robot-assisted large-scale inspection of wind turbine blades in manufacturing using an autonomous mobile manipulator (2021)
Heiko Engemann ; Patrick Cönen ; Harshal Dawar ; Shengzhi Du ; Stephan Kallweit
Wind energy represents the dominant share of renewable energies. The rotor blades of a wind turbine are typically made from composite material, which withstands high forces during rotation. The huge dimensions of the rotor blades complicate the inspection processes in manufacturing. The automation of inspection processes has a great potential to increase the overall productivity and to create a consistent reliable database for each individual rotor blade. The focus of this paper is set on the process of rotor blade inspection automation by utilizing an autonomous mobile manipulator. The main innovations include a novel path planning strategy for zone-based navigation, which enables an intuitive right-hand or left-hand driving behavior in a shared human–robot workspace. In addition, we introduce a new method for surface orthogonal motion planning in connection with large-scale structures. An overall execution strategy controls the navigation and manipulation processes of the long-running inspection task. The implemented concepts are evaluated in simulation and applied in a real-use case including the tip of a rotor blade form.
Adapting Augmented Reality Systems to the users’ needs using Gamification and error solving methods (2021)
Jessica Ulmer ; Sebastian Braun ; Chi-Tsun Cheng ; Steve Dowey ; Jörg Wollert
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.
GPU based model-predictive path control for self-driving vehicles (2021)
Eduard Chajan ; Joschua Schulte-Tigges ; Michael Reke ; Alexander Ferrein ; Dominik Matheis ; Thomas Walter
One central challenge for self-driving cars is a proper path-planning. Once a trajectory has been found, the next challenge is to accurately and safely follow the precalculated path. The model-predictive controller (MPC) is a common approach for the lateral control of autonomous vehicles. The MPC uses a vehicle dynamics model to predict the future states of the vehicle for a given prediction horizon. However, in order to achieve real-time path control, the computational load is usually large, which leads to short prediction horizons. To deal with the computational load, the control algorithm can be parallelized on the graphics processing unit (GPU). In contrast to the widely used stochastic methods, in this paper we propose a deterministic approach based on grid search. Our approach focuses on systematically discovering the search area with different levels of granularity. To achieve this, we split the optimization algorithm into multiple iterations. The best sequence of each iteration is then used as an initial solution to the next iteration. The granularity increases, resulting in smooth and predictable steering angle sequences. We present a novel GPU-based algorithm and show its accuracy and realtime abilities with a number of real-world experiments.
Performance evaluation of skill-based order-assignment in production environments with multi-agent systems (2021)
Sebastian Braun ; Chi-Tsun Cheng ; Steve Dowey ; Jörg Wollert
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.
Work in Progress: Interdisciplinary projects in times of COVID-19 crisis – challenges, risks and chances (2021)
Felix Hüning ; Marcel Stüttgen
Compiling ROS Schooling Curricula via Contentual Taxonomies (2021)
Alexander Ferrein ; Marcus Meeßen ; Nicolas Limpert ; Stefan Schiffer
OMNIVIL - an autonomous mobile manipulator for flexible production (2020)
Heiko Engemann ; Shengzhi Du ; Stephan Kallweit ; Patrick Cönen ; Harshal Dawar
  • 1 to 10

OPUS4 Logo

  • Contact
  • Imprint
  • Datenschutzerklärung
  • Sitelinks