Hochschulbibliographie der Hochschule für Technik und Wirtschaft des Saarlandes
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Model-based design optimization of soft polymeric domes used as nonlinear biasing systems for dielectric elastomer actuators
Human-Centered Optimization of Assembly Systems with the Help of Design Thinking
Learning factories often focus on manual assembly systems to teach elementary production and lean principles. The implementation of Industry 4.0 and Industry 5.0 is also creating new technological opportunities to optimise industrial workplaces. These optimisations generally aim to avoid errors and improve quality or minimise manufacturing costs. In the course of this growing technification of manual workplaces, the needs of workers are often insufficiently considered. This is a problem because these new technologies also have their downsides. Examples of this can be the usual work process changes, employees feel monitored, etc. Classical approaches to production optimisation only take these factors into account to a limited extent. With Design Thinking, a methodology is currently establishing in companies that shows promising results for the user-centred solution of complex problems. The question is whether and how Design Thinking can be used in the context of assembly optimisation to improve user-centricity in this typically technical process. For this purpose, the classic Design Thinking approach is adapted to assembly optimisation and tested in the context of manual assembly in a learning factory. The article concludes with a critical reflection of the findings
Human-centered optimization of assembly systems with the help of design thinking
Learning factories often focus on manual assembly systems to teach elementary production and lean principles. The implementation of Industry 4.0 and Industry 5.0 is also creating new technological opportunities to optimise industrial workplaces. These optimisations generally aim to avoid errors and improve quality or minimise manufacturing costs. In the course of this growing technification of manual workplaces, the needs of workers are often insufficiently considered. This is a problem because these new technologies also have their downsides. Examples of this can be the usual work process changes, employees feel monitored, etc. Classical approaches to production optimisation only take these factors into account to a limited extent. With Design Thinking, a methodology is currently establishing in companies that shows promising results for the user-centred solution of complex problems. The question is whether and how Design Thinking can be used in the context of assembly optimisation to improve user-centricity in this typically technical process. For this purpose, the classic Design Thinking approach is adapted to assembly optimisation and tested in the context of manual assembly in a learning factory. The article concludes with a critical reflection of the findings
Nanoscale nickel-based thin films as highly conductive electrodes for dielectric elastomer applications with extremely high stretchability up to 200%
Finite element modeling and parameter study of a fully-polymeric array of coupled dielectric elastomers
Differenzsensibel und diskriminierungskritisch im Umgang mit muslimischen Lebenswelten : ein (möglicher) Qualitätsrahmen für Fachkräfte Sozialer Arbeit in der Jugendhilfe
Connecting Work System Planning, Optimization and Training Processes via Simulation Model: Use Case and Critical Reflection
The rapid changes in industry and used technologies, especially driven by an accelerated development of digitalization, has created a significant need for highly qualified specialists with a wide range of skills. In this context, the role of professionals with digital skills is becoming increasingly important, as they are the driving force behind innovation and growth in an increasingly digitized world. The learning factory is a key factor in developing and promoting competences, as according to North, competences are achieved by applying knowledge through action. The implementation of the future-oriented learning factory in the degree program can therefore specifically support the promotion of digital competences and practical skills. In order to make the development and promotion verifiable with the support of the learning factory, a new course series was designed using the use case of digital work planning and optimization. The knowledge-building learning sessions of the technical production planning course in the industrial engineering degree program are supplemented by learning sessions in the learning factory.
The planned learning session consists of the four phases planning, simulating, training and optimizing. In the planning and simulating phases, students create the work environment as well as simulate and evaluate the work processes of the work case assembly using emaWD. After that, the simulation model is used for a tryout and training in a virtual environment using VR glasses. The final concept of the assembly process is carried out and optimized at the manual workstation in the learning factory. At the end of the session, the use of digital twins and technologies is discussed and reflected with the students.
In summary, the concept introduces the students to a new form of learning. The evaluation of the concept shows a high overall confidence and potential to verifiably promote the competence “digital planning of an assembly process” through the integration of the transformed learning sessions in the learning factory
Uncovering the theoretical basis of user types: an empirical analysis and critical discussion of user typologies in research on tailored gameful design
Gamification has become one of the main areas in information systems and human–computer interaction research related to users’ motivations and behaviors. Within this context, a significant research gap is the lack of understanding of how users’ characteristics, especially in terms of their preferences for gameful interaction (i.e., user typologies), moderate the effects of gamification and, furthermore, how gamification could be tailored to individual needs. Despite their prominence in classifying users, current typologies and their use in research and practice have received severe criticism regarding validity and reliability, as well as the application and interpretation of their results. Therefore, it is essential to reconsider the relationships and foundations of common user typologies and establish a sound empirical basis to critically discuss their value and limits for personalized gamification. To address this research gap, this study investigated the psychometric properties of the most popular player types within tailored gamification literature (i.e., Bartle’s player types, Yee’s motivations to play, BrainHex, and HEXAD) through a survey study (n=877) using their respective measurement instruments, followed by a correlation analysis to understand their empirical relations and an exploratory factor analysis to identify the underlying factors. The results confirm that user typologies, despite their different origins, show considerable overlap, some being consistent whereas others contradicted theoretically assumed relationships. Furthermore, we show that these four user typologies overall factor into five underlying and fundamental dimensions of Socialization, Escapism, Achievement, Reward Pursuit, and Independence, which could be considered common concepts that may essentially reflect key determinants of user motivation in gamification. Our findings imply that future research and practice in tailored gamification design should shift the focus from developing and applying ever more nuanced typologies to understanding and measuring the key underlying determinants of user motivation in gameful systems. Moreover, given the considerable interrelationships between these determinants, we also argue that researchers should favor continuous representations of users’ motivations in specific situations instead of a dichotomous operationalization of user types as static manifestations of their preferences