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
Linkhttps://link.springer.com/chapter/10.1007%2F978-3-319-60633-0_8

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
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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