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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.
A wet-chemical treatment system for electrochemically coating flat substrates with coating material, has having a basin for receiving an electrolyte, a transporting means, by means of which the flat substrates can be transported through the electrolyte horizontally, and at least one contact element which comprises a shaft having an axis of rotation and a cylindrical circumferential surface suitable for rolling on the substrate, wherein the circumferential surface comprises at least one electrically insulated segment and at least one electrically conductive segment which can be connected to a current source in such a way that the polarity can be reversed, wherein the axis of rotation of the contact element is positioned above the surface of the electrolyte, and wherein the contact element is designed as a consumable electrode.
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.
The invention concerns a method for spectrum monitoring a given frequency band, in which the spectral power density (S(f)) within the given frequency band is determined for all noise and signal components in the frequency band and, in order to detect the presence of one or more signals within the given frequency band, it is evaluated whether the spectral power density (S(f)) exceeds a threshold value (&lgr;). According to the invention, the threshold value (&lgr;) is calculated in accordance with an estimation of a distribution density (hR(S)) for the noise component of the spectral power density (S(f)) within the given frequency band and in accordance with a predefined value for the false-alarm probability (Pfa).
In this work we provide an overview of gamification, i.e. the application of methods from game design to enrich non-gaming processes. The contribution is divided into five subsections: an introduction focusing on the progression of gamification through the hype cycle in the recent years (1), a brief introduction to gamification mechanics (1) and an overview of the state of the art in established areas (3). The focus is a discussion of more recent attempts of gamification in service and production (4). We also discuss the ethical implications (5) and the future perspectives (6) of gamified business processes. Gamification has been successfully applied in the domains education (serious games) and health (exergames) and is spreading to other areas. In recent years there have been various attempts to “gamify” business processes. While the first efforts date back as far as the collection of miles in frequent flyer programs, we will portray some of the more recent and comprehensive software-based approaches in the service industry, e.g. the gamification of processes in sales and marketing. We discuss their accomplishments as well as their social and ethical implicatio. Finally a very recent approach is presented: the application of gamification in the domain of industrial production. We discuss the special requirements in this domain and the effects on the business level and on the users. We conclude with a prognosis on the future development of gamification.
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.
Energietechnik
(2015)
Kurz und prägant werden die Energieumwandlungsprozesse dargestellt. Die Schwerpunkte reichen von der kompletten Beschreibung der nachhaltigen, erneuerbaren Energietechniken, über Gas- und Dampfturbinen-Kraftwerke sowie Kraft-Wärme-Kälte-Kopplungsanlagen bis hin zur Energieverteilung und zum Kyoto-Protokoll. Zu allen Kapiteln gibt es Aufgaben mit vollständigen Lösungen im Anhang. In der aktuellen Auflage wurden in den Kapiteln 3 und 15 die Zahlenwerte aktualisiert. Kapitel 9 wurde entsprechend der neuen Anbieterstruktur überarbeitet und Kapitel 10 um die Adsorptionstechniken ergänzt. Die Kapitel 17-20 wurden vollständig überarbeitet und stellen den aktuellen Stand der globalen politischen Aspekte dar.
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.
Verfahren zur Bestimmung von Eigenschaften einer Rohrleitung, insbesondere der Position eines Abzweigs einer Abwasserrohrleitung, (a) bei dem ein Schallwellensendesignal (S, S') an einem vorgegebenen Einspeisepunkt in die Rohrleitung (1) eingespeist wird und sich in axialer Richtung der Rohrleitung (1) ausbreitet, (b) wobei das Frequenzspektrum des Schallwellensendesignals (S, S') eine Frequenzkomponente oder einen Spektralbereich aufweist, dessen maximale Frequenz kleiner ist als die untere Grenzfrequenz (fc) für die erste Obermode, (c) bei dem innerhalb der Rohrleitung (1) reflektierte Anteile (Sr1, Sr2, Sr3, S'r1, S'r2, S'r3) des Schallwellensendesignals (S, S') als Schallwellenempfangssignal (E, E') detektiert werden, und (d) bei dem die Rohrleitung (1) durch eine Auswertung des Schallwellenempfangssignal (E, E') in Bezug auf das Schallwellensendesignal (S, S') hinsichtlich des Vorhandenseins von Schallwellenreflexionen (Sr1, Sr2, Sr3, S'r1, S'r2, S'r3) verursachenden Reflexionsorten entlang der Rohrleitung (1) untersucht wird, (e) wobei mittels der Auswertung des Schallwellenempfangssignals (E, E') zumindest jeweils der Abstand (I) eines Reflexionsortes von dem Einspeisepunkt bestimmt wird.
Verlage, die ihr Kernverbreitungsgebiet in lokalen oder regionalen Märkten haben, sind bereits seit Jahrzehnten in diesen Märkten im Werbe- und Nutzermarkt verankert. Beim Aufbau digitaler Geschäftsfelder können die bestehenden Kundenbeziehungen und Erfahrungen dazu benutzt werden, neue Dienste aufzubauen, die die Entwicklung zu mobilen Anwendungen, mit sozialem und lokalem Bezug für Anwendungen (z. B. Apps) mit echtem Informations- oder Gebrauchsmehrwert nutzen.
본 발명은 기판들을 금속화하기 위한 디바이스에 관한 것이다. 특별히, 본 발명은 습식-화학물질 연속 (인-라인) 처리 시스템 환경에서 솔라 셀들을 전기도금하기 위해 사용되는 컨택 엘리먼트(contact element)들의 분야에 관한 것이다. 코팅 재료로 평평한 기판들(1)들을 전기화학적으로 코팅하기 위한 본 발명에 따른 습식-화학물질 처리 시스템은 전해질 용액, 이송 수단들 - 이송 수단들을 이용하여 평평한 기판(1)이 전해질 용액을 통과하여 수평으로 이송될 수 있는 - 을 수용하는 용기(basin), 및 회전축(5)을 갖는 샤프트(4) 및 기판(1) 위에서 구르기에 적합한 원통형의 원주 표면을 포함하는 적어도 하나의 컨택 엘리먼트(2)를 가지며, 원주 표면은 극성이 역전될 수 있는 방식으로 전류 소스 (6)에 연결될 수 있는 적어도 하나의 전기적으로 전도성인 세그먼트 (3A) 및 적어도 하나의 전기적으로 절연된 세그먼트 (3B)를 포함하고, 컨택 엘리먼트 (2)의 회전축 (5)은 전해질 용액의 표면 위에 위치되고, 컨택 엘리먼트 (2)는 소모 전극(consumable electrode)으로 디자인된다.
Alexander von Humboldt, a German scientist and explorer of the 19th century, viewed the natural world holistically and described the harmony of nature among the diversity of the physical world as a conjoining between all physical disciplines. He noted in his diary: “Everything is interconnectedness.”
The main feature of Humboldt’s pioneering work was later named “Humboldtian science”, meaning the accurate study of interconnected real phenomena in order to find a definite law and a dynamic cause.
Following Humboldt's idea of nature, an Internet edition of his works must preserve the author’s original intention, retain an awareness of all relevant works, and still adhere to the requirements of scholarly edition.
At the present time, however, the highly unconventional form of his publications has undermined the awareness and a comprehensive study of Humboldt’s works.
Digital libraries should supply dynamic links to sources, maps, images, graphs and relevant texts. New forms of interaction and synthesis between humanistic texts and scientific observation need to be created.
Information technology is the only way to do justice to the broad range of visions, descriptions and the idea of nature of Humboldt’s legacy. It finally leads to virtual research environments as an adequate concept to redesign our digital archives, not only for Humboldt’s documents, but for all interconnected data.
This article sets the focus on methods of information technology in the Humboldt Portal, which represents an ongoing research project to develop a virtual research environment on the Internet for the legacy of Alexander von Humboldt. Based on the experiences of developing and providing the Humboldt Digital Library (www.avhumboldt.net) for more than a decade, we defined a working plan to create an Internet portal for comprehensive access to Humboldt’s writings, no matter if documents are provided as PDF files, scan images or XML-TEI documents on external archives (Google Books, Internet Archive, Deutsches Textarchiv, Bibliotheque National de France). Going far beyond services of a digital library we will provide an information network with multimedia assets, which are containing objects like terms, paragraphs, data tables, scan images, or illustrations, together with correlated properties like thematic linkage to other objects, relevant keywords with optional synonyms and dynamic hyperlinks to related translations in different languages. So the Humboldt Portal can contribute to the key question, how to present interconnected data in an appropriate form using information technologies on the Web.