Conference Proceeding
Refine
Year of publication
Document Type
- Conference Proceeding (44) (remove)
Has Fulltext
- no (44) (remove)
Keywords
- Digital Twin (2)
- Gamification (2)
- IO-Link (2)
- 10BASE-T1L (1)
- Adaptive Systems (1)
- Arduino (1)
- Asset Administration Shell (1)
- Augmented Reality (1)
- Automation (1)
- Computational modeling (1)
- Connected Automated Vehicle (1)
- Control (1)
- Error Recovery (1)
- Ethernet (1)
- Field device (1)
- GPU (1)
- Heuristic algorithms (1)
- Industrial Communication (1)
- Industry 4.0 (1)
- Minimum Risk Manoeuvre (1)
- Mpc (1)
- Multi-agent Systems (1)
- Navigation (1)
- Operational Design Domain (1)
- Path-following (1)
- Rapid-prototyping (1)
- Sensors (1)
- Support System (1)
- Transiton of Control (1)
- V2X (1)
- autonomous driving (1)
- do-it-yourself (1)
- education (1)
- embedded hardware (1)
- information systems (1)
- model-predictive control (1)
- sensor networks (1)
Institute
- MASKOR Institut für Mobile Autonome Systeme und Kognitive Robotik (44) (remove)
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.
The RoboCup Logistics League (RCLL) is a robotics competition in a production logistics scenario in the context of a Smart Factory. In the competition, a team of three robots needs to assemble products to fulfill various orders that are requested online during the game. This year, the Carologistics team was able to win the competition with a new approach to multi-agent coordination as well as significant changes to the robot’s perception unit and a pragmatic network setup using the cellular network instead of WiFi. In this paper, we describe the major components of our approach with a focus on the changes compared to the last physical competition in 2019.