Bridging the Skills Gap of Workers in Industry 4.0 by Human Performance Augmentation Tools: Challenges and Roadmap

Authors: Eric Ras, Fridolin Wild, Christoph Stahl and Alexandre Baudet
Type: Conference proceedings
Source: 10th International Conference on PErvasive Technologies Related to Assistive Environments (PETRA 2017)
Publisher: ACM New York, NY, USA
Date: 21 June, 2017
Linkhttps://dl.acm.org/citation.cfm?doid=3056540.3076192

Abstract: Industry 4.0 is a coordinated push for automation in Smart Factories and other Cyber-Physical Systems (CPS). The increasing complexity of frequently changing production environments challenges shop floor workers to perform well. The tasks they work on are getting less routine and ask for continuous knowledge and skills development. For example, the skills portfolio of workers likely requires improved higher-order thinking and decision-making skills. A wide range of research and development efforts already today sets focus on different areas of workplace learning, including performance appraisals, pedagogy and education, technology, and business economics. Bridging the skills gap, however, requires novel user-facing technologies — such as Augmented Reality (AR) and wearables — for human performance augmentation to improve efficiency and effectiveness of staff delivered through live guidance. AR branches out beyond mobile apps with 3D-object superimposition for marketing purposes to rather complex use cases delivered by a rapidly growing innovation ecosystem of hard- and software providers collaborating closely with R&D organisations. This paper provides a first shared vision on how AR can tackle four different challenges related to handling complexity in a CPS environment: develop intelligent assistance systems for learning and performance assessment at the workplace, adapt job profiles accordingly, and last but not least to address also the issue of work-life balance. The paper concludes with an outline of a research roadmap.

D6.6 Evaluation Process and Results for Space case – first version

The purpose of this document is to describe the first trial of the WEKIT prototype for the Space Industrial Case. The selected use case for the test was a procedure from the astronaut training scenario. The users had to execute the steps of the procedure using the WEKIT Player application while the creation of the steps was guided by the trainers and by using the WEKIT Recorder.

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Preparing research projects for sustainable software engineering in society

Authors: Dominik Renzel, István Koren, Ralf Klamma and Matthias Jarke
Type: Conference proceedings
Source: 39th International Conference on Software Engineering: Software Engineering in Society Track
Publisher: IEEE Press Piscataway, NJ, USA
Date: 20 May, 2017
Linkhttps://dl.acm.org/citation.cfm?id=3103222

Abstract: With the pervasive need for digitization in modern information society, publicly funded research projects increasingly focus on engineering digital approaches to manage societal processes. Such projects inherently face the challenge of establishing a sustainable software engineering culture. A major challenge thereby is that project consortia need to establish a distributed developer community that effectively and resource-efficiently aligns development efforts with the goals and needs of complex societal constellations beyond project lifetime. In this paper we extract empirical evidence from longitudinal studies in two large-scale research projects to outline typical challenges in such problem contexts and to develop an open source software engineering methodology for research projects, including supportive infrastructure and social instruments of community building and awareness. We thus contribute a comprehensive strategy preparing collaborative research projects for sustainable societal software engineering.

D2.4 First Prototype

The WEKIT Deliverable 2.4 assesses the completion of the first prototype of the WEKIT platform, including the results of technical testing in cycle 1 of development. D2.4 follows the development pattern “MVP” (minimum viable product), also called “DEM: Demonstrator, pilot, prototype”. The main design goals concerned both hard- and software aspects of the MVP-prototype. This report describes how those goals were met and then evaluated in trials. The integrated prototype described in the deliverable contains input from WP2, WP3, WP4, and WP5.

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D5.4 Visualization design solutions – first version

The objective the this Deliverable relates to design areas of Visualization Design Solutions and more generally the following challenges:

  • To define a design methodology for wearability and for ergonomics in workplaces.
  • To define design recommendations for wearable experience capturing and re-enactment.
  • To perform user testing of hardware and software design solutions.
  • To generate an interactive toolkit.
  • To create an interactive repository of captured experience content.

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D5.3 Design Methodology for Ergonomics – first version

Use in the workplace of the wearable technology that is a deliverable for the WEKIT project can only be initiated if prior preparation has taken place for it to be integrated into the three scenario’s existing workplace environments, processes and systems.
Workplace Integration preparation involves many aspects but amongst the key perspectives that need to be considered are challenges with the Workplace Integration Factors.

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D5.1 Design Methodology for Wearability – first version

The authors conducted an extensive literature survey from desk-based research and looked at existing practices for designing methodologies for a system of devices to be optimised for Wearability. The authors then evaluated the literature to identify case studies and emerging toolkits going on to document factors related to Ergonomics (Human Factors) for usability and their role in practice-based design methods. From this research, the authors defined a methodology for implementation. At this stage the current draft has revealed lacunae and areas for further study in the wider field of research into Wearables. For the moment these are presented as they stand but a future edition of this report is envisaged that would lead to a WEKIT-directed synthesis of the present broad review.

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