535,769 research outputs found

    Enhancing Robot Programming through Digital Twin and Augmented Reality

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    Nowadays, robots are widespread across diverse application contexts. However, robot programming is a cumbersome and error-prone task that requires a high domain and programming expertise. To simplify the process of robot programming, we combine Augmented Reality (AR) with the concept of Digital Twin (DT). By combining them, the robot system can be simulated through a digital equivalent representation while the real environment is extended with useful virtual artifacts. To enable users to work in the robot space, reducing the amount of mentally taxing coordinate space conversions, we have developed the DT- and AR-based robot programming framework, called DART. DART supports users to program a robot through interactive gestures, offers AR in-place program simulation, and direct building of finished programs to the real robot. We evaluated our AR-based programming approach regarding usability compared to a web-based robot programming approach. The evaluation showed that our approach is more usable than the conventional method and has the potential to enrich and ease current robot programming processes

    The Development Of A Methodology For Assessing Industrial Workstations Using Computer-Aided Ergonomics And Digital Human Models

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    This study examined an existing industrial workstation at an automobile assembly plant using computer aided ergonomics and digital human models. The purpose of this evaluation was the development of a methodology useful for evaluating workstations to identify potential design issues that could result in musculoskeletal injury in a real work environment. An ergonomic risk assessment was conducted on a lifting task while being performed both manually and using an assist device. JACK digital human modeling and ergonomics software were used to conduct a computer-based ergonomic analysis. Four analysis tools in JACK (static strength analysis, rapid upper limb assessment, metabolic energy expenditure analysis and NIOSH lift analysis) were used to evaluate the potential injury risk of the current method of task performance and there is any difference between using and not using the assist device. Muscle activity was measured by electromyography (EMG) to identify physiological indicators of fatigue. Also, Borg‘¯s Rate of Perceived Exertion (RPE) scale was administered to obtain psychophysical data. Results of this study revealed that there were relative stresses on the trunk and arm areas when the task was performed manually. The results also suggest although using the assist device decreased injury risk potentially, use of the assist device had an adverse impact on the productivity of the assembly line. Based on the findings of this study, the methodology used appears to be an appropriate ergonomic analysis tool for assessing and predicting potential risks associated with the design of industrial workstations. Furthermore this methodology can be extended to designing and redesigning industrial workstations

    Multimedia Content Recommendation in Digital Convergence Environments: An Approach Based on Data Mining and Semantic Web

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    The emerging scenario of interactive Digital TV (iDTV) is promoting the increase of interactivity in the communication process and also in audiovisual production, thus raising the number of channels and resources available to the user. This reality makes the task of finding the desired content becoming a costly and possibly ineffective action. The incorporation of recommender systems in the iDTV environment is emerging as a possible solution to this problems. This work aims to propose a hybrid approach to content recommendation in iDTV, based on data mining techniques, integrated to the semantic web concepts, allowing structuring and standardization of data and consequently making possible sharing of information, providing semantics and automated reasoning. For the proposed service it is considered the Brazilian Digital TV System (SBTVD) and the middleware Ginga. A prototype has been developed and experiments carried out with a NetFlix database. As results, it was obtained an average accuracy of 30% using only the data mining technique. On the other hand, the evaluation including semantic rules obtained an average accuracy of 35%

    Stress and Coping Mechanisms in Gig Work

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    Advancements in digital technology have given rise to the creation of digital platforms and the growth of gig work. Gig work is a new form of work based on short-term, contract arrangements through the open marketplaces on digital platforms (Valley, 2000). As a result of the contract-based work arrangement, participants in gig work are more entrepreneurial and individualistic. To be considered gig work, the work must meet the following requirements: platform-related; predominantly microtasks, which are menial, monotonous, and tightly bounded; external contributors are classified by the platforms as independent contractors self-employed status and being evaluated digitally (Howcroft, 2019). In the gig work environment, workers enjoy a sense of autonomy in making job decisions on a digital platform (Deng and Joshi, 2016), but they are also being managed through a micro-level task control (Howcroft, 2019). Instead of having overall work being observed, gig workers found each function and task being monitored. The relations of the platforms working as intermediaries from a job provider to a job seeker are more like an automated job manager where some platforms combine automation with humans (Howcroft, 2019, p. 26). The platforms have created and applied algorithms to manage job listings and work processes. This type of management enables the platforms to meticulously track workers in an optimized manner over a large scale (Howcroft, 2019, p. 30). In the gig work environment, this management style pushes workers to become dependent on computer algorithms for work and performance evaluation. In the cases where a worker is underperforming, the platform puts pressure on the worker by intense supervisory pressure and discipline on the basis of remote covert monitoring of their work (Wood, 2019, p. 62). In addition to benefits, this new gig work opportunity has also brought problems that should be addressed. One of the problems that we find necessary to address is gig workers’ stress condition and coping mechanism. Stress can be defined as antecedent conditions within one\u27s job or the organization which require adaptive responses on the part of the employees (Jex & Beehr, 1991, p. 312). Multiple factors can lead to the gig worker being stressed. Lazarus and Folkman (1984, p. 141) defined coping as constantly changing cognitive and behavioral efforts to manage specific external and/or internal demands that are appraised as taxing or exceeding the resources of the person. It is necessary to understand the best coping mechanism to generate insights to inform key stakeholders in the gig economy, including workers, platform companies, and client organizations. This study has the potential to help gig workers manage or develop a coping mechanism that helps reduce their emotional and physical stress. Based on our data analysis, we were able to identify some important characteristics of gig workers. Workers with different levels of participation in crowdwork were found to be associated differently with their financial stress. Financial stress is defined as an individual concern about his/her ability to earn sufficient income to provide for their basic needs. Furthermore, the data analysis shows gig workers cope with stress by using different strategies, including reaching out, escape, or avoidance. Our next step for this study is to consider additional individual background factors such as gender, age, and financial dependence on gig work platforms. In addition to the qualitative data analysis, we will also use quantitative analysis to understand the behaviors of the gig work participants. Our study will contribute to gig work research by understanding the factors leading to gig work stress and offering insights into the coping mechanisms to help gig workers reduce stress

    Can virtual reality predict body part discomfort and performance of people in realistic world for assembling tasks?

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    This paper presents our work on relationship of evaluation results between virtual environment (VE) and realistic environment (RE) for assembling tasks. Evaluation results consist of subjective results (BPD and RPE) and objective results (posture and physical performance). Same tasks were performed with same experimental configurations and evaluation results were measured in RE and VE respectively. Then these evaluation results were compared. Slight difference of posture between VE and RE was found but not great difference of effect on people according to conventional ergonomics posture assessment method. Correlation of BPD and performance results between VE and RE are found by linear regression method. Moreover, results of BPD, physical performance, and RPE in VE are higher than that in RE with significant difference. Furthermore, these results indicates that subjects feel more discomfort and fatigue in VE than RE because of additional effort required in VE

    HILT IV : subject interoperability through building and embedding pilot terminology web services

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    A report of work carried out within the JISC-funded HILT Phase IV project, the paper looks at the project's context against the background of other recent and ongoing terminologies work, describes its outcome and conclusions, including technical outcomes and terminological characteristics, and considers possible future research and development directions. The Phase IV project has taken HILT to the point where the launch of an operational support service in the area of subject interoperability is a feasible option and where both investigation of specific needs in this area and practical collaborative work are sensible and feasible next steps. Moving forward requires detailed work, not only on terminology interoperability and associated service delivery issues, but also on service and end user needs and engagement, service sustainability issues, and the practicalities of interworking with other terminology services and projects in UK, Europe, and global contexts

    Digital manufacturing in fiat group automobiles: virtual simulations for preliminary ergonomics optimization of workcells in the design phase of a new car model

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    New standards on work organization in the automotive industry, require a new concept of design methods: the human centred process. In Fiat Group Automobiles (FGA) the β€œDigital Manufacturing” (DM) project has started with the goal to create simulation tools and methods to improve the design of new cars’manufacturing processes giving a special attention to manual operations. The DM approach is based on a detailed β€œvirtual plant” where virtual mannequins interact with digital models of car’s components, equipment, containers, etc. in order to simulate and improve working conditions with many benefits on ergonomics, safety, final product quality, work organization and general production costs. The key factor for this approach is that with DM methodologies, designers and engineers have, already in the design phase of a new car’s manufacturing process, a preliminary estimation of the numerical indices used in the plants to check if workcells are compliant to international standards and regional safety laws. In this way the most important ergonomic indices (like Niosh, Snook & Ciriello, EAWS, etc.) become a β€œdesign tool” that allow to change/improve project solutions (designing easy and comfortable work tasks, equipment, tools, etc.) and to distribute the work load in an optimal way between workers

    A framework for design engineering education in a global context

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    This paper presents a framework for teaching design engineering in a global context using innovative technologies to enable distributed teams to work together effectively across international and cultural boundaries. The DIDET Framework represents the findings of a 5-year project conducted by the University of Strathclyde, Stanford University and Olin College which enhanced student learning opportunities by enabling them to partake in global, team based design engineering projects, directly experiencing different cultural contexts and accessing a variety of digital information sources via a range of innovative technology. The use of innovative technology enabled the formalization of design knowledge within international student teams as did the methods that were developed for students to store, share and reuse information. Coaching methods were used by teaching staff to support distributed teams and evaluation work on relevant classes was carried out regularly to allow ongoing improvement of learning and teaching and show improvements in student learning. Major findings of the 5 year project include the requirement to overcome technological, pedagogical and cultural issues for successful eLearning implementations. The DIDET Framework encapsulates all the conclusions relating to design engineering in a global context. Each of the principles for effective distributed design learning is shown along with relevant findings and suggested metrics. The findings detailed in the paper were reached through a series of interventions in design engineering education at the collaborating institutions. Evaluation was carried out on an ongoing basis and fed back into project development, both on the pedagogical and the technological approaches

    DIGITAL: multidisciplinary and multidimensional in the classrooms

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    In this paper our aim is to analyse and present some pedagogical paths that prefigure and guide the teaching-learning devices developed "around" the digital tools. In this context issues related to the implementation with teaching methodologies and teaching techniques acquire a new dimension due to the need of transpose them into online learning environments (technologies to teach to technologies to learn). This starting point is a deep understanding from the analysis of actors in the online learning process: student, teacher, platform and e- contents. Thus, it is our goal in this chapter to promote digital education, think of teaching methods, tools and learning processes, to adapted to eLearninginfo:eu-repo/semantics/publishedVersio
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