Archive for the ‘assistive technology’ Category

Towards a Gamification of Industrial Production. A Comparative Study in Sheltered Work Environments

EICS-2015-Workplace-with-GamificationKorn, Oliver; Funk, Markus; Schmidt, Albrecht:

Towards a Gamification of Industrial Production. A Comparative Study in Sheltered Work Environments

In: Proceedings of the 7th ACM SIGCHI Symposium on Engineering Interactive Computing Systems, ACM, New York, NY, USA, 2015 [to be published]
DOI = 10.1145/2774225.2774834

Abstract

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.

Presentation

This work will be presented at the EICS 2015 in Duisburg, Germany.

Enabling End Users to Program for Smart Environments

By Oliver on March 10th, 2015 in assistive systems, assistive technology, conferences, HCI, HMI, publications

CHI-15_WorkshopFunk, Markus; Korn, Oliver; Schmidt, Albrecht:
Enabling End Users to Program for Smart Environments

In: Proceedings of the ACM SIGCHI Conference on Human Factors in Computing Systems, Workshop End-User Development in the Internet of Things Era (EUDITE) ACM, New York, NY, USA, 2015 [to be published]
DOI = n/a

Abstract

In the Internet of Things area, sensor-based smart environments are becoming more and more ubiquitous. Smart environments can support user’s cognitive abilities and support them in various tasks e.g. assembling, or cooking.

However, programming applications for smart environments still requires a lot of e ort as many sensors
need to be programmed and synchronized. In this work, we present a novel approach for programming procedures in smart environments through demonstrating a task. We de fine abstract high-level areas that are triggered by the user while performing a task. According to the triggered areas, projected instructions for performing the task again are automatically created. Those instructions can then be transferred to other users to learn how to assemble a product or to cook a meal.

We present a prototypical implementation of a smart environment using optical sensors and present how it can be used in a smart factory and in a smart kitchen.

Presentation

This work will be presented at the CHI 2015 in Seoul, Korea.

Book chapter: Assistive Systems for the Workplace: Towards Context-Aware Assistance

By Oliver on February 10th, 2015 in assistive systems, assistive technology, HCI, HMI, publications

Korn, Oliver; Funk, Markus; Schmidt, Albrecht:
Assistive Systems for the Workplace: Towards Context-Aware Assistance

In: Assistive Technologies for Physical and Cognitive Disabilities. IGI Global, 2015. pp 121-135
DOI = 10.4018/978-1-4666-7373-1.ch006

Abstract

Assist-Sys-for-the-WorkplaceRecent 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.

http://www.igi-global.com/chapter/assistive-systems-for-the-workplace/122906

Gamification of Business Processes: Re-Designing Work in Production and Service Industry

Korn, Oliver; Schmidt, Albrecht:
Gamification of Business Processes: Re-Designing Work in Production and Service Industry

In: Procedia Manufacturing, 2015 [to be published]
DOI = 10.1016/j.promfg.2015.07.616

AbstractGamification-in-Production

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 implications. 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.

Presentation

This work will be presented at the AHFE 2015, the 6th International Conference on Applied Human Factors and Ergonomics within the conference track: 3rd International Conference on Human Side of Service Engineering

The Effect of Gamification on Emotions. The Potential of Facial Recognition in Work Environments

Korn, Oliver; Boffo, Sandra; Schmidt, Albrecht:
The Effect of Gamification on Emotions. The Potential of Facial Recognition in Work Environments

In: Human-Computer Interaction: Design and Evaluation, Lecture Notes in Computer Science, Vol. 9169, 489-499, Springer, Heidelberg, 2015
DOI = 10.1007/978-3-319-20901-2_46

Abstract

Emotion-DetectionGamification is a delightful concept: it is a creditable idea to use “video game elements to improve user experience and user engagement in non-game services and applications”. The link between emotions and motivation, especially in context of employee motivation, is important: after all, increased engagement should have numerous benefits like improved performance and greater user satisfaction.

This article describes how gamification can be used in work contexts like industrial production. Since industrial production already involves processes with measurable physical outcomes (e.g. the number of parts produced per hour), gaming elements like scores and leaderboards could be implemented with comparatively little effort. Ideally the system should also be able to measure the effect on speed and quality of the gamified work processes.

Presentation

The work will be presented at HCI International 2015 in Los Angeles, CA, USA, 2-7 August 2015

PhD thesis: Context-Aware Assistive Systems for Augmented Work. A Framework Using Gamification and Projection

At May 21st I finished my PhD in Computer Science at the Institute for Visualization and Interactive Systems (VIS) at the University of Stuttgart. The advisors were Prof. Dr. Albrecht Schmidt from the VIS and Prof. Dr. Fillia Makedon from the Universiy of Texas Alington (UTA). The work is based on the project ASLM acquired by Prof. Dr. Thomas Hörz from the University of Applied Sciences Esslingen and was continued in the project motionEAP.

Diss-CoverThe PhD is situated in the University of Stuttgart’s SimTech Cluster and was supported by the German Federal Ministry for Economic Affairs and Energy. It is published as “Open Source” – this means you can download and distribute this work freely as long as you indicate the source:

Context-Aware Assistive Systems for Augmented Work. A Framework Using Gamification and Projection (PDF, 7.7 MB)

If you prefer a printed version you can order it at Lulu Press.

Keywords:

assistive systems, assistive technologies, gamification, projection, motion recognition, context-aware, game design, human computer interaction, HCI, elderly, impaired, ethics, digital factory, cyber-physical systems, CPS

Abstract:

While context-aware assistive systems (CAAS) have become ubiquitous in cars or smartphones, most workers in production environments still rely on their skills and expertise to make the right choices and movements. (more…)

PETRA ’14

The 7th International Conference on PErvasive Technologies
Related to Assistive Environments

(organized by the University of Texas at Arlington, USA)

PETRA-14

http://www.petrae.org/

May 27-30, Island of Rhodes, Greece

Presentation of Paper: Context-aware Assistive Systems at the Workplace. Analyzing the Effects of Projection and Gamification

Context-aware Assistive Systems at the Workplace. Analyzing the Effects of Projection and Gamification

CAAS-ModelKorn, Oliver; Funk, Markus; Abele, Stephan; Schmidt, Albrecht; Hörz, Thomas:
Context-aware Assistive Systems at the Workplace. Analyzing the Effects of Projection and Gamification

In: PETRA ’14 Proceedings of the 7th International Conference on PErvasive Technologies Related to Assistive Environments, ACM, New York, NY, USA, 2014
DOI =10.1145/2674396.2674406

Abstract

Context-aware assistive systems (CAAS) have become ubiquitous in cars or smartphones but not in industrial work contexts: while there are systems controlling work results, context-specific assistance during the processes is hardly offered. As a result production workers still have to rely on their skills and expertise. While un-impaired workers may cope well with this situation, elderly or impaired persons in production environments need context-sensitive assistance.

The contribution of the research presented here is three-fold: (1) We provide a framework for context-aware assistive systems in production environments. These systems are based on motion recognition and use projection and elements from game design (gamification) to augment work. (2) Based on this framework we describe a prototype with respect to both the physical and the software implementation. (3) We present the results of a study with impaired workers and quantifying the effects of the augmentations on work speed and quality.

An Augmented Workplace for Enabling User-Defined Tangibles

Funk, Markus; Korn, Oliver; Schmidt, Albrecht:User-defined-Tangibles

An Augmented Workplace for Enabling User-Defined Tangibles

In: Extended Abstracts of the ACM SIGCHI Conference on Human Factors in Computing Systems, ACM, New York, NY, USA, 2014, DOI =10.1145/2559206.2581142

Abstract

In this work, we introduce a novel setup for an augmented workplace, which allows for de ning and interacting with user-de ned tangibles. State-of-the-art tangible user interface systems equip both the underlying surface and the tangible control with sensors or markers. At the workplace, having unique tangibles for each available action results in confusion. Furthermore, tangible controls mix with regular objects and induce a messy desk. Therefore, we introduce the concept of user-de fined tangibles, which enable a spontaneous binding between physical objects and digital functions. With user-de fined tangibles, the need for specially designed tangible controls disappears and each physical object on the augmented
workplace can be turned into a tangible control. We introduce our prototypical system and outline our proposed interaction concept.

Assisitive Augmentation at the Manual Workplace using In-Situ Projection

table_sketchFunk, Markus; Korn, Oliver; Schmidt, Albrecht:
Assisitive Augmentation at the Manual Assembly Workplace using In-Situ Projection

In: CHI ’14 Workshop on Assistive Augmentation. April 27th 2014.

Abstract [CHI-Worshop Paper]

In this paper, we argue for using in-situ projection to augment a user’s working experience. By recognizing objects on a workplace, the system is able to detect the current step within a workflow. Based on the information about position and orientation of the work-piece, speci c feedback can be given – even as a projection on top of the workpiece. So far, our work indicates that this technology is accepted by the industry. Currently, we are investigating the use of gami cation elements on the error rate. Additionally, we introduce a model for the conception of context aware assistive systems (CAAS). With our workshop participation, we want to discuss the potentials of in-situ projection at the manual workplace with the participants.

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