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Towards a gamification of industrial production: a comparative study in sheltered work environments
(2015)
Using video game elements to improve user experience and user engagement in non-game applications is called "gamification". This method of enriching human-computer interaction has been applied successfully in education, health and general business processes. However, it has not been established in industrial production so far.
After discussing the requirements specific for the production domain we present two workplaces augmented with gamification. Both implementations are based on a common framework for context-aware assistive systems but exemplify different approaches: the visualization of work performance is complex in System 1 and simple in System 2.
Based on two studies in sheltered work environments with impaired workers, we analyze and compare the systems' effects on work and on workers. We show that gamification leads to a speed-accuracy-tradeoff if no quality-related feedback is provided. Another finding is that there is a highly significant raise in acceptance if a straightforward visualization approach for gamification is used.
Design approaches for the gamification of production environments: a study focusing on acceptance
(2015)
Gamification is an ever more popular method to increase motivation and user experience in real-world settings. It is widely used in the areas of marketing, health and education. However, in production environments, it is a new concept. To be accepted in the industrial domain, it has to be seamlessly integrated in the regular work processes.
In this work we make the following contributions to the field of gamification in production: (1) we analyze the state of the art and introduce domain-specific requirements; (2) we present two implementations gamifying production based on alternative design approaches; (3) these are evaluated in a sheltered work organization. The comparative study focuses acceptance, motivation and perceived happiness.
The results reveal that a pyramid design showing each work process as a step on the way towards a cup at the top is strongly preferred to a more abstract approach where the processes are represented by a single circle and two bars.
With projectors and depth cameras getting cheaper, assistive systems in industrial manufacturing are becoming increasingly ubiquitous. As these systems are able to continuously provide feedback using in-situ projection, they are perfectly suited for supporting impaired workers in assembling products. However, so far little research has been conducted to understand the effects of projected instructions on impaired workers. In this paper, we identify common visualizations used by assistive systems for impaired workers and introduce a simple contour visualization. Through a user study with 64 impaired participants we compare the different visualizations to a control group using no visual feedback in a real world assembly scenario, i.e. assembling a clamp. Furthermore, we introduce a simplified version of the NASA-TLX questionnaire designed for impaired participants. The results reveal that the contour visualization is significantly better in perceived mental load and perceived performance of the participants. Further, participants made fewer errors and were able to assemble the clamp faster using the contour visualization compared to a video visualization, a pictorial visualization and a control group using no visual feedback.
It is the purpose of this paper to address ethical issues concerning the development and application of Assistive Technology at Workplaces (ATW). We shall give a concrete technical concept how such technology might be constructed and propose eight technical functions it should adopt in order to serve its purpose. Then, we discuss the normative questions why one should use ATW, and by what means. We argue that ATW is good to the extent that it ensures social inclusion and consider four normative domains in which its worth might consists in. In addition, we insist that ATW must satisfy two requirements of good workplaces, which we specify as (a) an exploitation restraint and (b) a duty of care.
The Effect of Gamification on Emotions - The Potential of Facial Recognition in Work Environmentsns
(2015)
Gamification means using video game elements to improve user experience and user engagement in non-game services and applications. This article describes the effects when gamification is used in work contexts. Here we focus on industrial production. We describe how facial recognition can be employed to measure and quantify the effect of gamification on the users’ emotions.
The quantitative results show that gamification significantly reduces both task completion time and error rate. However, the results concerning the effect on emotions are surprising. Without gamification there are not only more unhappy expressions (as to expect) but surprisingly also more happy expressions. Both findings are statistically highly significant.
We think that in redundant production work there are generally more (negative) emotions involved. When there is no gamification happy and unhappy balance each other. In contrast gamification seems to shift the spectrum of moods towards “relaxed”. Especially for work environments such a calm attitude is a desirable effect on the users. Thus our findings support the use of gamification.
Video game developers continuously increase the degree of details and realism in games to create more human-like characters. But increasing the human-likeness becomes a problem in regard to the Uncanny Valley phenomenon that predicts negative feelings of people towards artificial entities. We developed an avatar creation system to examine preferences towards parametrized faces and explore in regard to the Uncanny Valley phenomenon how people design faces that they like or reject. Based on the 3D model of the Caucasian average face, 420 participants generate 1341 faces of positively and negatively associated concepts of both gender. The results show that some characteristics associated with the Uncanny Valley are used to create villains or repulsive faces. Heroic faces get attractive features but are rarely and little stylized. A voluntarily designed face is very similar to the heroine. This indicates that there is a tendency of users to design feminine and attractive but still credible faces.
Recent advances in motion recognition allow the development of Context-Aware Assistive Systems (CAAS) for industrial workplaces that go far beyond the state of the art: they can capture a user's movement in real-time and provide adequate feedback. Thus, CAAS can address important questions, like Which part is assembled next? Where do I fasten it? Did an error occur? Did I process the part in time? These new CAAS can also make use of projectors to display the feedback within the corresponding area on the workspace (in-situ). Furthermore, the real-time analysis of work processes allows the implementation of motivating elements (gamification) into the repetitive work routines that are common in manual production. In this chapter, the authors first describe the relevant backgrounds from industry, computer science, and psychology. They then briefly introduce a precedent implementation of CAAS and its inherent problems. The authors then provide a generic model of CAAS and finally present a revised and improved implementation.
Zeitungsverlage haben jahrzehntelang in einem sehr stabilen Marktumfeld agiert, sodass die Kunst darin bestand, das Umfeld möglichst weiterhin konstant zu halten und die bestehenden Märkte und Produkte zu optimieren. Die neuen Medien- und Produktformen, die in dieser Zeit im Publikums- und Werbemarkt aufkamen, wurden bei den lokalen und regionalen Verlagen in das eigene Angebotsspektrum integriert, sodass am Ende im Regelfall ein oftmals kleiner, aber hochprofitabler Medienkonzern ins Internetzeitalter eintrat. Hier kommen nun zunehmend Anforderungen an digitale Geschäftsmodelle auf, die neue Geschäftsmodelle erfordern, die skalierbar sind.
With major intellectual properties there is a long tradition of cross-media value chains -- usually starting with books and comics, then transgressing to film and TV and finally reaching interactive media like video games. In recent years the situation has changed: (1) smaller productions start to establish cross media value chains; (2) there is a trend from sequential towards parallel content production. In this work we describe how the production of a historic documentary takes a cross media approach right from the start. We analyze how this impacts the content creation pipelines with respect to story, audience and realization. The focus of the case study is the impact on the production of a documentary game. In a second step we reflect on the experiences gained so far and derive recommendations for future small-scale cross media productions.