1,615 research outputs found

    A New Concept of Digital Twin Supporting Optimization and Resilience of Factories of the Future

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    In the context of Industry 4.0, a growing use is being made of simulation-based decision-support tools commonly named Digital Twins. Digital Twins are replicas of the physical manufacturing assets, providing means for the monitoring and control of individual assets. Although extensive research on Digital Twins and their applications has been carried out, the majority of existing approaches are asset specific. Little consideration is made of human factors and interdependencies between different production assets are commonly ignored. In this paper, we address those limitations and propose innovations for cognitive modeling and co-simulation which may unleash novel uses of Digital Twins in Factories of the Future. We introduce a holistic Digital Twin approach, in which the factory is not represented by a set of separated Digital Twins but by a comprehensive modeling and simulation capacity embracing the full manufacturing process including external network dependencies. Furthermore, we introduce novel approaches for integrating models of human behavior and capacities for security testing with Digital Twins and show how the holistic Digital Twin can enable new services for the optimization and resilience of Factories of the Future. To illustrate this approach, we introduce a specific use-case implemented in field of Aerospace System Manufacturing.The present work was developed under the EUREKA–ITEA3 Project CyberFactory#1 (ITEA-17032), co-funded by Project CyberFactory#1PT (ANI|P2020 40124), from FEDER Funds through NORTE2020 program and from National Funds through FCT under the project UID/EEA/00760/2019 and by the Federal Ministry of Education and Research (BMBF, Germany, funding No. 01IS18061C).info:eu-repo/semantics/publishedVersio

    The tertiary education institution of the future towards 2030: scenarios for skills transformation

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    The research methodology used in this research was comprised of Inayatullah’s Six Pillars of Futures Studies, in which emphasis was placed on scenario planning and the creation of alternative scenarios for the tertiary education institutions in South Africa towards 2030. An environmental scan revealed the drivers of change in the education sector and in the world of work. Deepening of the future of education was done through Causal Layered Analysis (CLA) to facilitate the discerning of issues from various viewpoints in the creation and expansion of transformative stories so as to provide a window into possible futures for skills transformation. The four scenarios for the tertiary education institution of the future, namely “Stairway to Heaven”, “Highway to Hell”, “Bat out of Hell” and “Still Raining” were developed. These scenarios can be used as departure points by tertiary education providers to make strides towards the Global Sustainable Development Education 2030 targets and the attainment of South Africa’s Vision 2030 targets contained in the National Development Plan. Equally important, these scenarios make known what was previously unknown, exploring the possible and impossible, and encouraging new, innovative thinking for decision-makers. The “Stairway to Heaven” scenario supplies a future in which all stakeholders approve of and embrace the mandate of providing relevant skills and job readiness in a fast-changing world, and the benefits are maximised for all involved through co-creation. It is a scenario where industry, tertiary institutions and society have decided that the purpose of education should be lifelong learning for a viable, productive and sustainable world. The desired future of tertiary education is set against a backdrop of public and private sector collaboration, with the aim of turning the nation into an excellent hub for skills transformation. Furthermore, the scenario provides some insight on the vital measures required to embrace the innovation and the appropriate pedagogy. This research was motivated by the need to shine a light on the 21st century learner, rapidly obsoleting skills, no-collar worker, skills of the future, learning futures, and possible predictions about what new jobs may come into existence so that educationists can better prepare for the future. This research offers solutions on how institutions can prepare students for future jobs, especially considering the rapid changes in jobs and the unprecedented demise of certain jobs. The research closes a research gap through creating scenarios that offer various stakeholders in the tertiary education sector different insights and analysis into a number of interpretations of the potential paths that they can follow. The scenario application culminated in the formulation and creation of a “future vision of the tertiary education institution in South Africa towards 2030”, delivering a platform for skills transformation that will deliver adaptable workers, and sustainable and inclusive progress for all South Africans. To bring transformation into the present and design the future that embraces skills transformation, it is invaluable to interrogate the roles and choices that stakeholders of the educational sector make in determining the preferred future. The approach of this research makes it clear that, as the new world of work transpires, policymakers, students, labour, educational leaders, captains of industry and workers must proactively manage the workforce transitions. The focal issue is to discover the appropriate tools that will establish the confidence necessary to create the preferred future for skills transformation in tertiary institutions. This research has laid a platform for co-creation with various stakeholders in an effort to visualise a tertiary institution that contributes to skills development. The vision must accept that the South African jobs and skills historical profile is different from that of industrialised countries. Alternatively, the nation should respond to the double-barrelled challenge of participating in a high skills’ competitive environment on a global scale, as well as a local context that creates low-wage, blue-collar jobs to absorb the large numbers who are unemployed. The challenge is even greater for South Africa, because the economy – if highly service-oriented, with a big informal sector and a quality postgraduate education offering – is supported by a basic education system that is not producing enough critical thinkers who are equipped for university and work life. Thus, the system requires a double transformation to ensure student-centredness and meet the needs of a future worker

    Gamification of telematics data to enhance operators’ behaviour for improvement of machine productivity in loading cycles

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    Construction industry is suffering from low productivity rate in various projects such as excavation. Although this issue is discussed in literature and several approaches are proposed to address it, productivity rate is still low in construction industry compared to other domains like manufacturing. A gamified platform in which different operators from different organizations can share their achievements, or can get scored and ranked in a leader-board will potentially address this issue

    Gamification at Workplace: Theories, constructs and conceptual frameworks

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    Gamification has been an active area of interest for both academicians and practitioners for the last decade. Gamification has extended its application to many areas, including the workplace. This study aims to shed light on the theoretical scenario of the gamification literature at the workplace. The article reviews the recent literature on gamification in this context and analyses the theories, constructs, and frameworks used to study the phenomenon. There is a lack of focus on the theoretical framework in the existing reviews. We create a broad taxonomy of theories used in the literature of gamification of the workplace. Further, we also propose a causal-chain framework to explain how gamification influences employees in the workplace. The results indicate that gamification at the workplace is still in its nascent stage and requires more rigorous and in-depth research. We believe that the insights generated provide research avenues for future research studies

    A Suggested Strategic Roadmap for Public Egyptian Universities to Adopt and Adapt to the Requirements of the Fourth Industrial Revolution and Society 5.0 to Prepare Students for the Future Labor Market

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    Currently, the world is facing an unprecedented challenge which is “youth bulge” with a high rate of unemployment. It is argued that the employability challenges will be compounded by the impacts of the Fourth Industrial Revolution (4IR) and Society 5.0, and “Open talent economy” is the new economy replacing traditional permanent employees with talented “free lancers” to perform the required work from anywhere in the world. Currently, institutions around the world prefer to employ those who have skills for specific projects. Gig economy primarily depends on two forms of work: “crowd work” and “work on-demand”. In addition, in the last five years, "artificial intelligence" (AI) has begun to replace people in many of routine jobs, and will continue to replace people in new unimaginable jobs that may arise in the future due to the continuous developments of smart technologies. Accordingly, universities all over the world will face a new problem of preparing students for a new way of life and work with a somewhat uncertain future in the coming era that involves a new industrial revolution whose repercussions are unprecedented.Accordingly, there is increasing trend that calls for the necessity of preparing a flexible or liquid workforce able to constantly adapt itself to the requirements of fast-changing labor market, and establishing a culture of flexibility in moving between businesses according to the needs of the labor market which witnessed the emergence of new types of labor across the world. If universities failed to align employability competences with the requirements of 4IR and Society 5.0, the unemployment gap will increase. Thus, the main objective of this study is to propose a strategic roadmap for public Egyptian universities to adopt and adapt to the requirements of the fourth industrial revolution and society 5.0 to prepare students for the future labor market. To achieve this objective, the author adopted both descriptive and exploratory research design, and used mixed methods research approach. Since the requirements of 4IR and Society 5.0 and Gig economy do not depend on national educational institutions that operate in accordance with national standards, but reliance is on the standards set by transnational "digital institutions" and platform companies, so the national contexts will have minor influence on practices and structure of university education systems, therefore the suggested strategic proposal may be applied by many universities in different educational contexts. Keywords: The Fourth Industrial Revolution; Society 5.0; Strategic Roadmap; Education 4.0; Work 4.0; Egyptian Universities; Gig economy. DOI: 10.7176/JEP/11-29-03 Publication date:October 31st 202

    Digital Twin for Amyotrophic Lateral Sclerosis: a system for patient engagement

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    This chapter focuses on the context in which patients such as those with Amyotrophic Lateral Sclerosis (ALS) are placed and what possibilities information and communication technologies (ICTs) offer to keep them in touch with the world to reach Society 5.0. In particular, the authors intend to show how the healthcare sector can use digital twin (DT) through elements of augmented virtuality (AR) and building information modelling (BIM) to create interactive interfaces that can solve, in part, problems involving frail patients but at the same time allowing their monitoring. Interconnection is possible through a gamification approach. In addition, a solution that considers the user (patient) involvement and that aims at its increase through interaction with alternative places to their home so as to stimulate them to keep an active mind and the degree of fun in a limiting condition is proposed

    Applicability Of Gamification In Industrial Work Processes To Influence Target Variables

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    Today more than ever, companies are forced to regularly initiate projects in their factories in order to ensure competitiveness through constant adaptation and change. Such projects are controlled and managed individually. Implementing many projects frequently leads to situations however, in which different projects overlap regarding their planning and control. Deviation in the projects’ duration and scope further intensifies this effect. To manage environments consisting of projects with different scopes and timelines, companies make use of models for multi-project management (MPM). Due to their aim for general validity, existing models for MPM generally lack a specific focus on the targets and tasks of the factory environment. A new process model is therefore needed to effectively and efficiently plan and control a multi-project environment in the factory. Therefore, the project context and the interdependencies of the model’s tasks shall also be taken into account. In order to build a process model for multi-project management, according to the requirements of the factory, insights from MPM as well as the production environment are needed. In this article an overview of the approach is given and first findings are presented. Based on analogies between models of MPM and production planning and control (PPC), an exemplary excerpt of a combined know-how catalogue is shown, laying the foundation for the further development of a holistic process model

    Technological transformation in HRM through knowledge and training: Innovative business decision making

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    Human resource management (HRM) is a crucial aspect of the global economy, and there is a wealth of literature available on various aspects of managing human resources. There is a need to take these concepts and turn them into practical applications, and organizations and academic institutions have a vital role to play. By providing training and digital tools to enhance innovation and decision making, these entities can prepare the next generation of human resources and business leaders for the challenges they may face. This is especially relevant in light of the economic impact of pandemics and other unpredictable global events, which can have long-lasting effects on the economy. To address these challenges, a study was conducted to explore the potential use of business game simulators (BGS) as a solution. The results of the study are promising, showing that BGS can enhance pandemic preparedness, increase competitiveness, and provide a more comprehensive organizational viewpoint. To explore this hypothesis, the study used specific constructs, which were subjected to empirical processing and analysis. The results indicate that simulating past pandemics through BGS can help HRM and businesses be better prepared for future crises, and the BGS learning approach can offer a more realistic, global perspective for organization

    Gamification in Human-Centric Operations : Method for Manufacturing Execution Systems

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    Manual labor tasks can be repetitive and lack feedback, but what if we could add game-like elements to them, or enable gameful experiences? However, gamification, the addition of gamelike elements or gameful experiences, can address this issue. Gamification is a growing area of research that has gained attention and yielded results, particularly in education and general business processes. This thesis presents research on how gamification could be applied to a Manufacturing Execution System (MES). The research question is “How should a gamified MES be designed?” The research is commissioned by a company in the manufacturing sector, in cooperation with an international manufacturing company as part of their joint Industry 5.0 initiative. To begin, research establishes a theoretical background of gamification and its applications in similar manufacturing environments. This thesis presents practices, methods, recommendations, and features for gamification in general, as well as context-specific knowledge. The design science research methodology is used to achieve important outcomes, such as setting the knowledge base, designing and developing the gamification artifact, and demonstrating it through mock-ups. The design and development process is informed by qualitative data gathered through observation and interviews. The data is analyzed to gain knowledge about the context and users. The analysis resulted in nine dimensions of context, a player persona, and emerging knowledge. All these factors inform the design of the artifact, which provides recommendations for how gamification should be designed for MES. The main result of the research is the method artifact, which consists of actionable guidelines that companies can use to guide their future implementation of a gamified MES. Six design principles summarize the guidelines. The research yielded design principles for feedback on work, competence development, among others. Eleven wireframe mock-ups demonstrate the design principles and illustrate which gamification elements are appropriate for use in a gamified MES. The research only considers the employee's perspective and does not consider the business needs necessary for further implementation of a gamified MES. Therefore, future research should focus on aligning business needs with identified user needs, evaluating the artifact further, and implementing a gamified MES based on the artifact. Additionally, research should explore how the wider organization, including management, could benefit from a gamified MES. Another area for future research is the integration of a gamified MES with other systems, such as ERP, CRM, HR, or quality assurance systems, to improve feedback.Pelillistäminen eli pelielementtien tai pelimäisten kokemusten lisääminen voi tehdä manuaalisista työtehtävistä mielenkiintoisempia. Pelillistäminen on kasvava tutkimusalue, jota hyödynnetään erityisesti koulutuksessa ja liiketoimintakäytössä. Tässä pro gradu -tutkielma käsittelee pelillistämisen soveltamista MES-tuotannonohjausjärjestelmiin tutkimuskysymyksellä “Miten pelillistetty MES-järjestelmä pitäisi suunnitella?” Tutkimuksen toimeksiantajana on valmistusteollisuuden alalla toimiva yritys yhteistyössä alan kansainvälisen yrityksen kanssa. Tutkimus on osa heidän Teollisuus 5.0 -hankettaan. Tutkimus koostuu kirjallisuuskatsauksesta, jossa analysoidaan pelillistämistä ja sen sovelluksia vastaavissa tuotantoympäristöissä sekä suunnittelutieteellisen metodin mukaisesta tutkimuksesta. Työssä esitellään pelillistämisen käytäntöjä, menetelmiä, suosituksia sekä kontekstikohtaista tietoa. Suunnittelu- ja kehittämisprosessin perustana on kirjallisuuskatsauksen lisäksi tutkimusaineisto, joka kerättiin haastatteluilla ja havainnoinnin avulla. Tutkimusaineistosta tunnistettiin tietoa kontekstista ja käyttäjistä. Tutkimuksen päätuloksena on metodiartefakti, joka koostuu suosituksista, joita yritykset voivat käyttää ohjaamaan pelillistetyn MES-järjestelmän käyttöönottoa tulevaisuudessa. Suositukset muodostavat kuusi suunnitteluperiaatetta muun muassa palautteenantoon työhön ja osaamisen kehittämiseen liittyen. Yksitoista käyttöliittymäluonnosta havainnollistavat suunnitteluperiaatteita ja kuvittavat, mitkä pelillistämisen elementit soveltuvat käytettäväksi pelillistetyssä MES-järjestelmässä. Tutkimuksessa huomioidaan vain työntekijän näkökulma eikä liiketoiminnallisia tarpeita, jotka ovat välttämättömiä pelillistetyn MES-järjestelmän toteuttamiseksi. Siksi jatkotutkimuksessa tulisi keskittyä liiketoiminnan tarpeiden ja tunnistettujen käyttäjien tarpeiden yhteensovittamiseen, artefaktin tarkempaan arviointiin ja artefaktiin perustuvan pelillistetyn MES-järjestelmän toteuttamiseen. Lisäksi tulevaisuudessa voitaisiin tutkia, miten organisaatiossa voitaisiin hyötyä laajemmin pelillistetystä MES-järjestelmästä. Toinen tulevaisuuden tutkimusalue voisi olla pelillistetyn MES-järjestelmän integrointi muihin järjestelmiin, kuten ERP-, CRM-, HR- tai laadunvarmistusjärjestelmiin, palautteen parantamiseksi

    Convergence of Gamification and Machine Learning: A Systematic Literature Review

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    Recent developments in human–computer interaction technologies raised the attention towards gamification techniques, that can be defined as using game elements in a non-gaming context. Furthermore, advancement in machine learning (ML) methods and its potential to enhance other technologies, resulted in the inception of a new era where ML and gamification are combined. This new direction thrilled us to conduct a systematic literature review in order to investigate the current literature in the field, to explore the convergence of these two technologies, highlighting their influence on one another, and the reported benefits and challenges. The results of the study reflect the various usage of this confluence, mainly in, learning and educational activities, personalizing gamification to the users, behavioral change efforts, adapting the gamification context and optimizing the gamification tasks. Adding to that, data collection for machine learning by gamification technology and teaching machine learning with the help of gamification were identified. Finally, we point out their benefits and challenges towards streamlining future research endeavors.publishedVersio
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