WEKIT Press release 2 – Industrial Trials 2017

A trans-European team of researchers and developers is transforming industrial learning and training with the use of innovative Augmented Reality and Wearable Technology (AR/WT).

The new WEKIT.one AR system, involving the Hololens and other wearable devices, was recently put into action for the first time when it was tested with 142 experts and trainees at three separate organisations; in Tromsø, halfway to the North Pole in the Arctic circle, and in Turin and Genoa, Italy.

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Community Learning Analytics with Industry 4.0 and Wearable Sensor Data

Authors: István Koren and Ralf Klamma
Type: Conference proceedings
Source: Third International Conference of the Immersive Learning Research Network (iLRN 2017)
Publisher: Springer, Cham
Date: 26 June, 2017

Abstract: Learning analytics in formal learning contexts is often restricted to collect and analyze data from students following curricula through a learning management system. In informal learning, however, a deep understanding of learners and entities interacting with each other is needed. The practice of exploring these interactions is known as community learning analytics. Mobile devices, wearables and interconnected Industry 4.0 production machines equipped with a multitude of sensors collecting vast amounts of data are ideal candidates to capture the goals and activities of informal learning settings. What is missing is a methodological approach to collect, manage, analyze and exploit data coming from such an interconnected network of artifacts. In this paper, we present a concept and prototypical implementation of a framework that is able to gather, transform and visualize data coming from Industry 4.0 and wearable sensors and actuators. Our collaborative Web-based visual analytics platform is highly embeddable and extensible on various levels. Its open source availability fosters research on community learning analytics on a broad level.

Technology Acceptance of Augmented Reality and Wearable Technologies

Authors: Fridolin Wild, Roland Klemke, Paul Lefrere, Mikhail Fominykh, Timo Kuula
Type: Conference proceedings
Source: Third International Conference of the Immersive Learning Research Network (iLRN 2017)
Publisher: Springer, Cham
Date: 26 June, 2017

Abstract: Augmented Reality and Wearables are the recent media and computing technologies, similar, but different from established technologies, even mobile computing and virtual reality. Numerous proposals for measuring technology acceptance exist, but have not been applied, nor fine-tuned to such new technology so far. Within this contribution, we enhance these existing instruments with the special needs required for measuring technology acceptance of Augmented Reality and Wearable Technologies and we validate the new instrument with participants from three pilot areas in industry, namely aviation, medicine, and space. Findings of such baseline indicate that respondents in these pilot areas generally enjoy and look forward to using these technologies, for being intuitive and easy to learn to use. The respondents currently do not receive much support, but like working with them without feeling addicted. The technologies are still seen as forerunner tools, with some fear of problems of integration with existing systems or vendor-lock. Privacy and security aspects surprisingly seem not to matter, possibly overshadowed by expected productivity increase, increase in precision, and better feedback on task completion. More participants have experience with AR than not, but only few on a regular basis.

Do You Know What Your Nonverbal Behavior Communicates? – Studying a Self-reflection Module for the Presentation Trainer

Authors: Jan Schneider, Dirk Börner, Peter van Rosmalen and Marcus Specht
Type: Conference proceedings
Source: the Third International Conference of the Immersive Learning Research Network (iLRN 2017)
Publisher: Springer, Cham
Date: 26 June, 2017

Abstract: In recent years, research on multimodal sensor-based technologies has produced different prototypes designed to support the development of public skills. These prototypes are able to analyze the nonverbal communication of learners and provide them with feedback, in cases where human feedback is not available. One of these prototypes is called the Presentation Trainer (PT). Experts in public speaking claim that ultimately there is not such thing as the right way to do a presentation. They pointed out that it would be useful for tools such as the PT to present learners with the opportunity to become aware of their own nonverbal communication. Following this suggestion we developed a self-reflection module for the PT. In this study we conducted user tests exploring the use of this module. Results from these tests showed that participants perceived that the self-reflection module helped them to reflect about their performance, and point out research paths to further investigate the influence of self-reflection in the learners’ performance.

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

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

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.