Archive for the ‘digital factory’ Category

Ethical Implications Regarding Assistive Technology at Workplaces

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

In: Collective Agency and Cooperation in Natural and Artificial Systems. Springer, 2015. pp 109-130
DOI = 10.1007/978-3-319-15515-9_6

Cover-Collective-AgencyAbstract

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.

http://link.springer.com/chapter/10.1007/978-3-319-15515-9_6

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…)

Augmented Manufacturing: A Study with Impaired Persons on Assistive Systems Using In-Situ Projection

Augmented Manufacturing - In Situ ProjectionKorn, Oliver; Schmidt, Albrecht; Hörz, Thomas:
Augmented Manufacturing: A Study with
Impaired Persons on Assistive Systems
Using In-Situ Projection

In: PETRA ’13 Proceedings of the 6th International Conference on PErvasive Technologies Related to Assistive Environments, ACM, New York, NY, USA, 2013
DOI = 10.1145/2504335.2504356

Abstract

Production work requires a high level of awareness and especially manual assembly work is prone to human errors. At the same time the demand for manual assembly grows. Assistive systems in production environments (ASiPE) have to be augmented to improve the overall performance and reduce skill requirements.

In this study the prototype of an augmented ASiPE is applied in an experiment with impaired persons. It uses in-situ projection (i.e. the projection of work-relevant information directly into the working space, Figures 1, 8) to cognitively assist users in assembly and to improve their inclusion in regular work processes. The aim is to observe their behavior with this new form of human computer interaction and to empirically quantify the effects on performance both in time and quality.

The results show that the augmentation has a catalytic effect: The test subjects assembling slowly could not cope with the augmented ASiPE and performed worse than their counterparts without augmentation. The test subjects who worked faster than average assembled the product significantly better, both with respect to time (14.5% reduction) and especially to quality (45.8% error reduction). The ability to access the potential of augmented workplaces seems to be related to a worker’ cognitive potential which is not adequately mapped by the competence ratios sheltered work organizations currently use.

EICS ’12 Conference


The fourth ACM SIGCHI Symposium on Engineering Interactive Computing Systems
organizedy by the IT University of Copenhagen

http://eics-conference.org/2012/index.html

June 25–28, Copenhagen, Denmark

Presentation of Paper: Industrial Playgrounds. How Gamification Helps to Enrich Work for Elderly or Impaired Persons in Production

Industrial Playgrounds. How Gamification Helps to Enrich Work for Elderly or Impaired Persons in Production


Korn, Oliver:
Industrial Playgrounds. How Gamification Helps to Enrich Work for Elderly or Impaired Persons in Production
In: Proceedings of the 4th ACM SIGCHI Symposium on Engineering Interactive Computing Systems, ACM, New York, 2012, 313-316
DOI:10.1145/2305484.2305539

Abstract

(more…)

Assistive Systems in Production Environments: Exploring Motion Recognition and Gamification

Korn, Oliver; Schmidt, Albrecht; Hörz, Thomas:
Assistive Systems in Production Environments:
Exploring Motion Recognition and Gamification

In: PETRA ’12 Proceedings of the 5th International Conference on PErvasive Technologies Related to Assistive Environments, ACM, New York, NY, USA, 2012
DOI=10.1145/2413097.2413109

Abstract

(more…)

Enterprise Interactive

Korn, Oliver:
Enterprise Interactive. 

In: Siepmann, Frank; Müller, Peter (eds.): Yearbook E-Learning & Knowledge Management 2011, Albstedt 2010, 116f [translated from original German title]

Serious Games in 2D and 3D – New Trends in a Young Market

By Oliver on March 28th, 2012 in digital factory, gamification, HCI, KORION, serious game, simulation

Korn, Oliver:
Serious Games in 2D and 3D – New Trends in a Young Market
In: dotGAMES. GameDays 2009, 14  [translated from original German title]

Learning while Playing – Simulations in Vocational Education

By Oliver on March 28th, 2012 in digital factory, games, gamification, publications, serious game, simulation

Korn, Oliver:
Learning while Playing – Simulations in Vocational Education

In: Dotzler, Gerhard (ed.): Computer Art Faszination, Mühlheim 2007, 84f  [translated from original German title]

Authentic Learning Arrangements with Simulations: Best Practices on Company Competence Development

By Oliver on March 28th, 2012 in digital factory, publications, serious game, simulation

Korn, Oliver:
Authentic Learning Arrangements with Simulations: Best Practices on Company Competence Development

In: Schulz, Manuel; Neusius, Andrea (eds.): Distance Learning Evolves, Augsburg 2007 [translated from original German title]