10,079 research outputs found

    Human Factor Guideline for Applying AR-based Manuals in Industry

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    Science Arts & Métiers (SAM)

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    International audienceAugmented Reality (AR) technology facilitates interactions with information and understanding of complex situations. Aeronautical Maintenance combines complexity induced by the variety of products and constraints associated to aeronautic sector and the environment of maintenance. AR tools seem well indicated to solve constraints of productivity and quality on the aeronautical maintenance activities by simplifying data interactions for the workers. However, few evaluations of AR have been done in real processes due to the difficulty of integrating the technology without proper tools for deployment and assessing the results. This paper proposes a method to select suitable criteria for AR evaluation in industrial environment and to deploy AR solutions suited to assist maintenance workers. These are used to set up on-field experiments that demonstrate benefits of AR on process and user point of view for different profiles of workers. Further work will consist on using these elements to extend results to AR evaluation on the whole aeronautical maintenance process. A classification of maintenance activities linked to workers specific needs will lead to prediction of the value that augmented reality would bring to each activity

    Instructions on Small Screens : Analysing the Multimodality of Technical Communication Through a Design Experiment

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    Tässä tutkielmassa analysoin teknisen viestinnän multimodaalisuutta kokeellisen suunnittelun avulla. Kokeessani suunnittelen ja konvertoin älylasien pienelle näytölle kolme lyhyttä KONE Oyj:n asennus- ja huolto-ohjetta. Vaikka käytän kokeessani älylaseja, tutkimuksen näyttö voisi periaatteessa olla mikä tahansa pieni näyttö, esimerkiksi älypuhelin tai älykello, jonka ajantasainen sisältö on teoriassa helpommin kuljetettavissa mukana kuin paperille tulostettu perinteinen PDF-ohje. Konvertoin ohjeet käyttäen kahta teoriaa: visuaaliset ohjeet (Gattullo et al. 2019) ja minimalismiheuristiikka (van der Meij ja Carroll, 1998). Ymmärtääkseni paremmin ohjeiden koko käyttökontekstia, rakennan konversioiden testaamiseen yhteistyönä KONE Oyj:ssä käyttäjätestiympäristön simuloimaan ammattimaista hissin asennus- ja huoltoympäristöä. Vaikka nykytekniikka mahdollistaa digitaalisten, pienten näyttöjen käytön, ohjeiden tarkoitus ei muutu: niiden pitää ymmärrettävästi auttaa lukijaa suorittamaan tehtävänsä. Täten konversio- ja suunnitteluteorioiden vastapainoksi multimodaalisuuden teoriat (esimerkiksi, Bateman, Wildfeuer ja Hiippala, 2017) auttavat analysoimaan konversioiden ymmärrettävyyden eroja systemaattisesti. Käytän tutkielmassani multimodaalisuuden teorioita ymmärtääkseni konversioiden vaikutukset ohjeiden ymmärrettävyyteen. Multimodaalisuuden teorioiden avulla tunnistan ohjeiden käyttötilanteen, käytetyn median (älylasit) ominaisuudet, sekä rajaan varsinaiseksi tutkimuskohteekseni konvertoiduilta ohjenäytöiltä tunnistamani semioottiset moodit ja niiden vaikutukset konvertoitujen ohjeiden ymmärtämiseen. Johtopäätöksinä esitän, ettei yksittäisiä konvertoituja ohjenäyttöjä tutkimalla synny mimimalismiheuristiikan osalta ymmärrettävyyden kannalta merkittäviä eroja lähtötilanteen PDF-ohjeeseen nähden, lukuun ottamatta muutamien helposti pääteltävien kohtien poisjättämistä. Yleisesti ottaen molemmissa konversioissa älylaseille siirtyy multimodaalisesti samankaltainen, kaksiulotteista sivunäkymää hyödyntävä ohje kuin lähtötilanteen PDF. Koska toinen tutkimani teoria, visuaaliset ohjeet, perustuvat verbien korvaamiseen symboleilla, symbolien ymmärrettävyys korostuu merkittävänä erona visuaalisten ohjeiden käytettävyydessä. Johtopäätöksiä selventää, etten hyödynnä älylasien kaikkia ilmaisukeinoja, kuten liikkuvaa kuvaa ja ääntä, koska kokeessani huomioin kustannustehokkaan, teollisten ohjeiden tuotantoprosessin. Lopuksi ehdotan erityisesti teknisen viestinnän viitekehyksessä jatkotutkimuksen aiheiksi uusien digitaalisten medioiden kaikkien ominaisuuksien ja niiden multimodaalisten käyttötilanteiden tutkimista ja hyödyntämistä, pienien näyttöjen sisällöntuotannon standardisoinnin tutkimista ja kehitystä, sekä symbolien ymmärrettävyyden tutkimista

    Human factor in industry of the future - Knowledge acquisition and motivation

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    Industry of the future bases on people knowledge, creativeness and motivations. Although, the number of workers needed in factories of the future decreases, the requiremenets concerning employees skills have been increasing. The knowledge of employees determines the factory system quality and efficiency. The motivation of people determines continuous improvement and development realized by problems identification and elimination. Hence, adequate learning methods are required to be implemented to achieve the following goals: empower and motivate people. This paper presents chosen methods such as learning by doing, computer simulations and virtual reality which support knowledge acquisition by people being prepared for work in factories of the future. The presented methods also increase employee awareness concerning possibilities of improvements

    Fusing Self-Reported and Sensor Data from Mixed-Reality Training

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    Military and industrial use of smaller, more accurate sensors are allowing increasing amounts of data to be acquired at diminishing costs during training. Traditional human subject testing often collects qualitative data from participants through self-reported questionnaires. This qualitative information is valuable but often incomplete to assess training outcomes. Quantitative information such as motion tracking data, communication frequency, and heart rate can offer the missing pieces in training outcome assessment. The successful fusion and analysis of qualitative and quantitative information sources is necessary for collaborative, mixed-reality, and augmented-reality training to reach its full potential. The challenge is determining a reliable framework combining these multiple types of data. Methods were developed to analyze data acquired during a formal user study assessing the use of augmented reality as a delivery mechanism for digital work instructions. A between-subjects experiment was conducted to analyze the use of a desktop computer, mobile tablet, or mobile tablet with augmented reality as a delivery method of these instructions. Study participants were asked to complete a multi-step technical assembly. Participants’ head position and orientation were tracked using an infrared tracking system. User interaction in the form of interface button presses was recorded and time stamped on each step of the assembly. A trained observer took notes on task performance during the study through a set of camera views that recorded the work area. Finally, participants each completed pre and post-surveys involving self-reported evaluation. The combination of quantitative and qualitative data revealed trends in the data such as the most difficult tasks across each device, which would have been impossible to determine from self-reporting alone. This paper describes the methods developed to fuse the qualitative data with quantified measurements recorded during the study

    Development of an intelligent personal assistant to empower operators in industry 4.0 environments

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    Mestrado de dupla diplomação com a UTFPR - Universidade Tecnológica Federal do ParanáIndustry 4.0 brings a high level of automation to industrial environments and changes the way companies operate, both in operational aspects and in human relations. It is important to define the role of the millions of operators affected in this new socioeconomic paradigm, integrating new technologies and empowering the workforce to take advantage of aspects such as the flexibility and versatility that human operators bring to production lines. To advance the implementation of this objective, this work proposes the development of an intelligent personal assistant, using concepts of human-in-the-loop cyber-physical systems and context awareness, to assist operators during manufacturing tasks, providing the necessary information for the fulfillment of operations and verifying the accuracy to inform them about possible errors. The implementation is divided in two parts. The first part focuses on an application that supports the real-time operations that can be present in the industry, such as pick and place in warehouses and the assembly of complex equipment on an assembly line. Through an interface, the instruction is given and, using artificial vision techniques with images coming from an IntelRealsense camera, it verifies if the operation is being correctly performed. The gathering of this information occurs in a context awareness algorithm, fulfilling the requirement of intelligent personal assistant and providing feedback to the operator so that the tasks are performed with efficiency and lower incidence of errors. The second part includes the training of these operators in an immersive environment through a virtual reality equipment such as the Oculus Go. The immersive scenario, developed in Unity3D, uses as a model the real workbench, bringing the possibility of performing these trainings in any environment and excluding the need to use real equipment, which could be damaged by the user’s inexperience. The results achieved during the validation tests performed in these two parts, commenting on the strengths, challenges and failures found in the system in general. These results are also qualitatively compared with traditional applications of the proposed case studies in order to prove the fulfillment of the objectives proposed in this work. Finally, the usability test is presented, which provides data on weak points in the user experience for possible improvements in future work.A indústria 4.0 traz um nível elevado de automação a ambientes industriais e muda a forma em que empresas funcionam, tanto em aspectos operacionais quanto em relações humanas. É importante a definição do papel dos milhões de operadores afetados neste novo paradigma socioeconômico, fazendo a integração das novas tecnologias e capacitando a mão de obra para fazer proveito de aspectos como a flexibilidade e versatilidade que operadores humanos trazem às linhas de produção. Para avançar a implementação deste objetivo, este trabalho propõe o desenvolvimento de uma assistente pessoal inteligente, utilizando conceitos de human-in-the-loop cyberphysical systems e context awareness, para auxiliar operadores durante tarefas de manufatura, provendo informações necessárias para o cumprimento de operações e verificando a acurácia para informá-lo sobre possíveis erros. A implementação está dividida em duas partes. A primeira parte foca em uma aplicação de operações em tempo real que podem estar presentes na indústria como pick-andplace em armazéns e a montagem de equipamentos complexos em uma linha de montagem. Através de uma interface é dada a instrução a ser realizada e, utilizando técnicas de visão artificial, com imagens vindas de uma câmera IntelRealsense, verifica se a operação está sendo corretamente executada. A junção dessas informações ocorre em um algoritmo de context awareness, cumprindo o requisito de assistente pessoal inteligente e fornecendo o feedback ao operador para que as tarefas sejam realizadas com eficiência e menor incidência de erros. Já a segunda parte engloba o treinamento destes operadores em um ambiente imersivo através de um equipamento de realidade virtual como o Oculus Go. O cenário, desenvolvido no Unity3D, utiliza como modelo a bancada real, trazendo a possibilidade de se realizar esses treinamentos em qualquer ambiente, excluindo a necessidade da utilização de equipamentos reais e possíveis danos originados de inexperiência do usuário. Os resultados apresentam os testes de validação realizados nestas duas partes, comentando os pontos fortes, desafios e falhas encontradas no sistema em geral. Estes resultados também são comparados qualitativamente com aplicações tradicionais dos casos de estudo propostos de forma a comprovar o cumprimento dos objetivos propostos neste trabalho. Por fim, é apresentado o teste de usabilidade que fornece dados em pontos fracos na experiência de usuários para possíveis melhorias em futuros trabalhos

    Examining Thai students' experiences of augmented reality technology in a university language education classroom

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    Descriptive mixed-methods were employed to investigate the experiences and perceptions of English as a Foreign Language (EFL) Thai students in higher education in integrating Augmented Reality technology (AR) in their reading classroom. Participants were queried on their habitual use of computers and the Internet, their perceptions of the advantages and disadvantages of AR, their experiences in using AR, and their reflective reports of self-efficacy in using AR in creating English vocabulary flashcards as supplemental learning resources. A questionnaire on their use of computers and the Internet was employed with 48 EFL, English-major undergraduates. Subsequently, the participants underwent the Classroom Activity Treatment which comprised 1) the Teacher Showcase, 2) the AR Computer Tutorial, and 3) the Student Showcase, respectively. Classroom observation notes were taken during the three phases. Besides, at the end of each of these three phases, a questionnaire on the acceptance and self-efficacy of AR was administered. Subsequently, 24 students participated in semi-structured interviews to elicit further insights into their perceptions of the effectiveness of AR in EFL instruction and learning. The Technology Acceptance Model 3 (Vankatesh & Bala, 2008) was employed for theoretical perspective on the data. Findings revealed most participants had no prior knowledge or understanding about AR before the study. Participants reported AR as advantageous for stimulating student engagement and motivation, and for enhancing memory and memorization. AR was reported to promote learning and practicing digital literacy skills. Participants reported relatively high levels of self-efficacy in using AR, which were primarily driven by their self-satisfaction, creativity and enthusiasm, peer and teacher assistance, as well as technological training and infrastructure. Participants also reported that they would continue using AR in the future when necessary resources, time, and access were secured, for the purposes of professional productivity and development. Analysis suggested that English education curricula be improved and re-designed to integrate the implementation of AR technology to tailor the learning experiences to the students’ needs and learning styles. Professional development and training should also be provided for teachers and students to educate them in using AR in language education teaching and learning

    Factors Affecting the Accessibility of IT Artifacts : A Systematic Review

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    Accessibility awareness and development have improved in the past two decades, but many users still encounter accessibility barriers when using information technology (IT) artifacts (e.g., user interfaces and websites). Current research in information systems and human-computer interaction disciplines explores methods, techniques, and factors affecting the accessibility of IT artifacts for a particular population and provides solutions to address these barriers. However, design realized in one solution should be used to provide accessibility to the widest range of users, which requires an integration of solutions. To identify the factors that cause accessibility barriers and the solutions for users with different needs, a systematic literature review was conducted. This paper contributes to the existing body of knowledge by revealing (1) management- and development-level factors, and (2) user perspective factors affecting accessibility that address different accessibility barriers to different groups of population (based on the International Classification of Functioning by the World Health Organization). Based on these findings, we synthesize and illustrate the factors and solutions that need to be addressed when creating an accessible IT artifact.© 2022 by the Association for Information Systems. Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and full citation on the first page. Copyright for components of this work owned by others than the Association for Information Systems must be honored. Abstracting with credit is permitted. To copy otherwise, to republish, to post on servers, or to redistribute to lists requires prior specific permission and/or fee. Request permission to publish from: AIS Administrative Office, P.O. Box 2712 Atlanta, GA, 30301-2712 Attn: Reprints are via e-mail from [email protected]=vertaisarvioitu|en=peerReviewed
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