Digitalization and automation are leading to fundamental changes in the industrial landscape. In the German-speaking countries, this development is often summarized under the term Industry 4.0. Simultaneously, interaction technologies have made huge developments in the last decades. The use of mobile devices and touch screens is ubiquitous, augmented and virtual reality technologies have made their way into the market and new interaction concepts have become established. While new interaction technologies offer new possibilities for organizing or executing work in the context of Industry 4.0, the transformation of industrial processes also creates a need for new work practices.
This book sheds light on the interplay of Industry 4.0 and new interaction technologies. It presents selected research articles on the topic of Human-Technology Interaction in the context of Industry 4.0. Researchers from various disciplines present the current state of research with regard to future interactions with production environments to develop a common vision of how to design future interactions in the industrial domain.
In this context, various topics are covered: a detailed overview on assistive systems for supporting manual work is given, including technological and design aspects as well as implementation strategies. Industrial use-cases for extended reality (XR) technologies such as augmented and virtual reality (AR and VR) are presented, also covering aspects of how to author content in XR environments. The role of new work practices is examined, for example, by presenting concepts of gamification and human-machine teamwork for supporting well-being. Finally, topics of trust and technology acceptance are discussed in the context of Industry 4.0. Given this broad perspective, a vision is sketched of how to design future human-technology interactions in a way that realizes their full technical and human potential.
Author(s): Carsten Röcker, Sebastian Büttner
Publisher: Springer
Year: 2022
Language: English
Pages: 398
City: Cham
Contents
Contributors
1: Human-Technology Interaction in the Context of Industry 4.0: Current Trends and Challenges
1.1 Introduction
1.2 Toward Industry 4.0
1.3 Human-Technology Interaction Perspectives on Industry 4.0
1.3.1 Technical Innovations
1.3.1.1 Touch Interfaces
1.3.1.2 Natural User Interfaces (NUI)
1.3.1.3 Extended Reality (XR) User Interfaces
1.3.2 Application Areas
1.3.2.1 Manufacturing
1.3.2.2 Logistics
1.3.2.3 Maintenance and Repair
1.3.2.4 Training
1.4 Research Challenges and Contributions in this Collection
1.4.1 How Can Assistance Systems Be Implemented and Integrated into the Work Process?
1.4.2 How Can XR Technology Support Future Work?
1.4.3 Will Work Become more Human-Centered due to New Technology?
1.4.4 How Can Technology Acceptance and Trust Within Industry 4.0 Systems Be Achieved?
1.5 Conclusion
References
2: Digital Assembly Assistance Systems: Methods, Technologies and Implementation Strategies
2.1 Background
2.2 Strategies for the Successful Implementation and Institutionalization of Digital Assistance and Learning Systems
2.2.1 Objectives of a Successful Implementation Process
2.2.2 Challenges in the Implementation Process
2.2.3 Strategies for Implementation and Institutionalization
2.2.3.1 Overview: Participatory Design Strategies
2.2.3.2 Process Design Phases
2.2.3.3 Guiding Questions for Self-Review and Contextual Review
2.2.3.4 Guiding Questions for Process Design
2.3 Human Factors Design of the Technological Solution and the Adjacent Work Processes
2.3.1 Individual and Organizational Parameters
2.3.2 Technological and Educational Design Dimensions
2.3.3 Using the Methodology
2.3.4 Designing Digital Assistance Systems Conducive to Learning
2.4 Implementing Innovative Assistance, Inspection and Learning Technologies
2.4.1 HCI Technologies for User and Context Awareness
2.4.1.1 Data Acquisition Pipeline for Contextually Relevant Information
2.4.1.2 Complex Event Processing as Central Building Block
2.4.2 HCI for Ergonomic Assistance
2.4.2.1 Method of Detecting Poor Ergonomic Posture
Working Zone
Working Posture
Working Angle
Working Position
2.4.2.2 Ergonomic Feedback for Employees
2.4.3 HCI for Quality Assurance
2.4.3.1 Current Clamping System Assembly Situation
2.4.3.2 Clamping System Assembly Solution
2.4.3.3 AR Technology as the Outcome of Systematic Technology Selection
2.4.3.4 Systems Design and Use
2.4.3.5 Findings
2.5 Conclusion and Outlook
2.5.1 Conclusion
2.5.2 Outlook
References
3: Cognitive Operator Support in the Manufacturing Industry - Three Tools to Help SMEs Select, Test and Evaluate Operator Supp...
3.1 Introduction: Outline of the Chapter
3.2 Industry 4.0 and the Augmented Worker
3.2.1 Developments Leading to an Interest in Cognitive Operator Support
3.2.1.1 Zero Defect and First Time Right for High-Mix Low-Volume and High-Complexity Manufacturing
3.2.1.2 Travel Restrictions from COVID-19 Pandemic
3.2.1.3 Employment: Personnel Shortages and Inclusiveness
3.2.1.4 SME´s Technology Position
3.3 Operator Support (OS) Canvas Workshop as a Selection Guide
3.3.1 OS-Canvas in Short
3.3.2 Technology: What Kind of Technologies Are Available?
3.3.3 Filling in the Canvas
3.3.3.1 Goal: Why Implement a New Way of Providing Work Instructions?
3.3.3.2 Target Group: Who Is It for?
3.3.3.3 Process in Scope: Which Process Steps Are Reviewed in the Canvas Session?
3.3.3.4 Process Description: What Are the Process Steps?
3.3.3.5 Information Needs: What Is Needed for Comfortable, Fast and Zero-Defect Process Execution?
3.3.3.6 Context: What Requirements Come from the Context?
3.3.3.7 Report: Canvas Summary and Short Business Case Analysis
3.3.4 Use Case Descriptions: Canvas Examples from Two Use Cases
3.3.4.1 Company A: Shipment Assembly
3.3.4.2 Company B: Assembly of a Smart Wallet Counter Display Model
3.4 Pilots on the Shop Floor
3.4.1 How Do We Set Up the Small-Scale Pilots?
3.4.2 Use Case Descriptions: Results from Two Shop Floor Pilots with Operator Support Technology
3.4.2.1 Company C: Precision Machining
About
The Pilot
Results
3.4.2.2 Company D: Sheltered Workspace
About
The Pilot
Results
3.4.3 Additional Examples: Two Short Test Descriptions
3.4.3.1 Company E: Various Operator Support Solutions in Maintenance of Sorting Systems
3.4.3.2 Company F: Manual Electronic Product Assembly Supported by Digital Work Instructions
3.5 Business Case Analysis
3.5.1 Quantifiable Costs and Benefits
3.5.2 Non-quantifiable Costs and Benefits
3.5.3 Use Case Descriptions: Was There a Business Case in Our Pilots?
3.5.3.1 Company G, Sheltered Workplace2: Moderate to Strong Business Case
3.5.3.2 Company H, Gearbox Assembly: Weak Business Case
3.5.3.3 Company I, Step-by-Step Remote Assistance: Strong Business Case
3.6 In Conclusion: Lessons Learnt and Future Developments?
3.6.1 Implementing Cognitive Operator Support
3.6.2 Our Methodology and Tools
3.6.2.1 OS-Canvas
3.6.2.2 Evaluating Usability
3.6.2.3 Business Case
3.6.3 Technology
3.6.4 Future Developments
References
4: Human-Centered Adaptive Assistance Systems for the Shop Floor
4.1 Introduction
4.2 Human-Centered Adaptivity
4.2.1 Design Space for Adaptable Human-Centered Assistance
4.2.2 Dimensions of Adaptive Assistance
4.2.2.1 Goal of the Adaptation
4.3 Three Exemplary Scenarios for Adaptivity
4.3.1 Scenario 1
4.3.2 Scenario 2
4.3.3 Scenario 3
4.4 Building Blocks for Adaptive Assistance
4.4.1 Analysis of Existing Concepts and Implementations
4.4.2 The Reference Architecture
4.4.3 Knowledge Base
4.5 Algorithms for Adaptive Behavior
4.5.1 Rule-Based Approaches
4.5.2 Methods of Machine Learning
4.5.3 Suitable Adaptation Algorithms for the Scenarios
4.6 Summary and Conclusion
References
5: Deep Learning-Based Action Detection for Continuous Quality Control in Interactive Assistance Systems
5.1 Introduction
5.2 Related Work
5.3 Concept
5.3.1 Overall Architecture
5.3.2 Assistance System
5.4 Dataset
5.5 Implementation
5.5.1 Hardware
5.5.2 Software
5.5.2.1 Machine Learning System
5.5.2.2 Model Generation
5.5.2.3 Assistance System
5.6 Evaluation
5.6.1 Method
5.6.2 Results
5.6.3 Discussion
5.7 Limitations
5.8 Conclusion and Future Work
References
6: Advancements in Vocational Training Through Mobile Assistance Systems
6.1 Introduction
6.2 Integration of Assistance Systems into Basic Training
6.2.1 Embedding Complex Technical Systems
6.2.2 Agility
6.2.3 Inclusion of Different Levels of Education
6.2.4 Place and Time-Independent Learning
6.2.5 General Appeal of Vocational Training
6.3 State of the Art
6.4 Design and Implementation Concept
6.4.1 The AS Modules
6.4.2 Module 1: The Trainer Software
6.4.3 Module 2: The Management Platform
6.4.4 Module 3: Cloud Storage and Database
6.4.5 Module 4: The Trainee Software
6.4.6 Module 5: Training Insights
6.5 Case Studies
6.5.1 Study 1: Work 4.0
6.5.2 Study 2: Joint Apprentice Workshop
6.6 Conclusion and Outlook
References
7: Designing User-Guidance for eXtendend Reality Interfaces in Industrial Environments
7.1 Introduction: Why Do We Need Guidance Techniques in XR?
7.2 Background
7.2.1 Mixing Realities: What Are AR, VR, MR, XR?
7.2.2 Specific Requirements of Industrial Applications
7.2.3 Guidance in XR: Why Arrows Are Not Enough
7.3 Related Work
7.3.1 Guidance Applications in XR
7.3.2 User Studies of Guidance Techniques
7.4 Approach
7.4.1 Design Processes and Process Integration
7.4.2 Design: Activities and Support
7.4.3 Support for Evaluation
7.5 Reflection and Future Work
References
8: Lenssembly: Authoring Assembly Instructions in Augmented Reality Using Programming-by-Demonstration
8.1 Introduction
8.2 Contribution Statement
8.3 Related Work
8.3.1 Augmented Reality Supported Assembly Guidance
8.3.2 Assembly Authoring, Object, and Action Recognition
8.4 Lenssembly: An Assembly Authoring and Playback System
8.4.1 Authoring Mode: Expert Authoring and Recording Systems
8.4.2 Playback Mode: Trainee Replay and Learning System
8.5 Evaluation of Lenssembly Through a User Study
8.5.1 Assembly Tasks
8.5.2 Data Set Collection and Model Training
8.5.3 Methodology
8.5.4 Procedure
8.5.5 Participants
8.6 Results
8.6.1 Task Completion Time
8.6.2 Number of Errors and Task Load
8.6.3 Qualitative Results
8.7 Discussion
8.7.1 Lenssembly Requires More Time than Paper Instructions
8.7.2 Lenssembly Elicits Fewer Errors and Less Task Load
8.7.3 Recording Assembly Instructions
8.7.4 Limitations
8.7.5 Future Work
8.8 Conclusion
References
9: Escaping the Holodeck: Designing Virtual Environments for Real Organizations
9.1 Introduction
9.2 Related Work
9.2.1 Immersive Environments in Manufacturing
9.2.2 Designing for Context of Use
9.2.3 Designing Immersive Environments for Organizations
9.3 Context and Research Methods
9.3.1 Customizing the VR Environment
9.3.2 Data Analysis and Procedures
9.4 Findings
9.4.1 Disrupting Workplace Norms
9.4.2 Conflicting Realities
9.4.3 Getting Lost in Translation
9.5 Discussion
9.5.1 Translating from 2D to 3D
9.5.2 Translating from 3D Back to 2D
9.6 Conclusion
References
10: Gamification in Industrial Production: An Overview, Best Practices, and Design Recommendations
10.1 Introduction
10.2 The Background
10.2.1 The Production Domain
10.2.2 Gamification and Flow
10.2.3 Recognizing Emotions to Sustain Flow
10.3 Designing Gamification in Production from 2012 to 2021
10.3.1 First Steps Towards Gamified Production
10.3.2 Evaluating Design Variations and Branding
10.3.3 Exploring Feedback Modalities
10.4 Best Practices for Designing Gamification in Production
10.4.1 Designing a Neat Integration into the Workplace
10.4.2 Designing Branded Gamification for Specific Companies
10.4.3 Designing Gamified Agents for Specific User Groups
10.5 Design Recommendations
References
11: New Industrial Work: Personalised Job Roles, Smooth Human-Machine Teamwork and Support for Well-Being at Work
11.1 Introduction
11.2 Related Work
11.2.1 Industry 4.0 from Workers´ Point of View
11.2.2 Well-Being at Work
11.2.3 Operator 4.0 Visions
11.2.4 Human-Centred Design of Industrial Systems
11.2.5 Research Gap
11.3 Surveys of Finnish Industry Workers
11.3.1 Industrial Work in EU and in Finland
11.3.2 Survey Methods
11.3.3 Many Decades of Experience
11.3.4 Investments in Human Capital
11.3.5 Attitudes and Expectations Are Mainly Positive
11.3.6 Work Safety and Well-Being
11.3.7 A Range of Individuals
11.4 A Vision of New Industrial Work: Personalised Job Roles, Smooth Human-Machine Teamwork and Support for Well-Being at Work
11.4.1 Operator 4.0 Skills Dimensions and Personalised Job Roles
11.4.2 Smooth Collaboration in Human-Machine Teams
11.4.3 Well-Being at the Centre
11.5 Recommendations for the Design of Factory Floor Solutions
11.6 Conclusions
References
12: Which Factors Influence Laboratory Employees´ Acceptance of Laboratory 4.0 Systems?
12.1 Introduction
12.2 Literature Review
12.2.1 Laboratory 4.0
12.2.2 Smart Home
12.2.3 Commonalities and Differences Between Laboratory 4.0 and Smart Home
12.2.4 Exploratory Factor Analysis
12.2.5 Structural Equation Modeling
12.2.6 Technology Acceptance Model
12.3 Research Model and Hypothesis
12.3.1 TAM Factors
12.3.2 Personal Factors
12.4 Methodology
12.5 Results
12.5.1 Descriptive Analysis
12.5.2 Exploratory Factor Analysis
12.5.3 Reflective Measurement Model
12.5.4 Structural Model
12.5.5 Supplemental Analysis
12.6 Discussion
12.6.1 Hypotheses
12.6.2 Intention to Use
12.6.3 Attitude Toward Use
12.6.4 Usefulness and Ease of Use
12.6.5 Laboratory 4.0 and Smart Home
12.6.6 Trust and Perceived Risk
12.6.7 Supplemental Analysis
12.6.8 Limitations
12.7 Conclusion
Appendices
Appendix 1: Questionnaire Items Used in the Survey
Appendix 2: Laboratory 4.0 Model
Appendix 3: Discriminant Validity: Fornell-Larcker Criterion
Appendix 4: Discriminant Validity: Outer Loadings/Cross-Loadings
Appendix 5: Collinearity Statistics (VIF)
Appendix 6: Influence Paths and Hypotheses Results
Appendix 7: Total Effects
References
13: Determinants of Trust in Smart Technologies
13.1 Introduction
13.2 Theoretical Background
13.2.1 Trust
13.2.2 Trust in Smart Technologies
13.3 Research Design
13.3.1 Data Access and Sample
13.3.2 Estimation Strategy
13.4 Results
13.5 Discussion
13.6 Conclusion
References
14: Interfaces, Interactions, and Industry 4.0: A Framework for the User-Centered Design of Industrial User Interfaces in the ...
14.1 Introduction
14.2 Industrial User Interfaces in an Internet of Production
14.2.1 Challenges
14.2.2 Context of the Research
14.3 A Journey Through Different Industrial User Interfaces
14.3.1 AR-Based Feed-Forward to Improve CFRP Product Quality
14.3.2 Understanding Motives and Barriers to Human-Robot Collaboration
14.3.3 What Happens When Autonomous Agents Face Moral Judgements?
14.3.4 Understanding Information Processing When Handling Production Data
14.3.5 Studying Basic Supply Chain Phenomena
14.3.6 Supply Chains with Added Complexity: The Quality Management Game
14.4 Destination and Conclusion of Our Journey
14.4.1 The SIU Framework
14.4.2 Application of the Framework
14.5 Outlook and Future Journeys to Go
References