ABSTRACT
In this paper we share our experiences with the design and use of motion recognition for assistive systems in production environments (ASiPE) and introduce a concept for gamification. While simple manual production tasks have been widely replaced by automation, more complex assembly tasks still use manual production. We expect that the need for manual assembly tasks will grow as we move towards more individualized products. In developed countries impaired workers and people with disabilities often work on simple manual production tasks. To empower these people to carry out more challenging and rewarding tasks we investigate assistive systems, and in particular systems using motion recognition to guide the assembly task. We argue that gamification in the design of assistive systems for production has the potential to improve both the workers' motivation and the quality of the work and the products. We outline how user interfaces for assistive systems in manual production can be designed to include gamification aspects. Our contribution is three-fold and materializes in i) reasons for the growing need for assistive systems in production, ii) a description of how motion recognition can be used in assistive systems for production and which obstacles occur and iii) a perspective on how gamification can be integrated into assistive systems.
- Schmidt, A., Implicit Human Computer Interaction Through Context. In Personal Technologies, vol. 4, no. 2&3, pp. 191--199, June 2000.Google Scholar
- Steg, H.; Strese, H.; Loroff, C.; Hull, J. & Schmidt, S. 2006: Europe is facing a demographic challenge. Ambient assisted living offers solutions. Report compiled within the Specific Support Action "Ambient Assisted Living", Berlin, GermanyGoogle Scholar
- Anders, T. R.; Fozard, J. L. and Lillyquist, T. D. 1972. "Effects of age upon retrieval from short-term memory". In: Developmental Psychology, vol. 6, iss. 2, 214--217Google Scholar
- Satre, D.; Knight, B. G.; David, S. 2006: Cognitive behavioral interventions with older adults: Integrating clinical and gerontological research. In Professional Psychology: Research and Practice, (37):489--498 http://escholarship.org/uc/item/1qg446xkGoogle Scholar
- Maynard, H. B.; Stegemerten, G. J.; Schwab, J. L. 1948: Methods-time measurement. New York, USAGoogle Scholar
- Deuse, J. 2010: MTM -- die Prozesssprache für ein modernes Industrial Engineering. In Britzke, B. (ed.): MTM in einer globalisierten Wirtschaft. Arbeitsprozesse systematisch gestalten und optimieren, Munich, GermanyGoogle Scholar
- Zäh, M. F.; Wiesbeck, M; Engstler, F; Friesdorf, F; Schubö, A.; Stork, S; Bannat, A; Wallhoff, F. 2007: "Kognitive Assistenzsysteme in der manuellen Montage. Adaptive Montageführung mittels zustandsbasierter, umgebungsabhängiger Anweisungsgenerierung. In: wt Werkstattstechnik online, 644--650Google Scholar
- Sardis, E., Doulamis, A., Kosmopoulos, D. 2010: An Industrial Video Surveillance System for Quality Assurance of a Manufactory Assembly. In Proceedings of the 3rd International Conference on PErvasive Technologies Related to Assistive Environments, New York, USA Google ScholarDigital Library
- Mankoff, J.; Hayes, G. H.; Kasnitz, D. 2010: Disability Studies as a Source of Critical Inquiry for the Field of Assistive Technology. In: Proceedings of the 12th International ACM SIGACCESS Conference on Computers and Accessibility, New York, USA, 3--10 Google ScholarDigital Library
- Knoop, S.; Vacek, S; Dillmann, R. 2006: Sensor fusion for 3D human body tracking with an articulated 3D body model. In Proc. ICRAGoogle ScholarCross Ref
- Siddiqui, M.; Medioni, G. 2010: Human pose estimation from a single view point, real-time range sensor. In CVCG at CVPR Google ScholarDigital Library
- Shotton, J.; Fitzgibbon, A.; Cook, M.; Sharp, T.; Finocchio, M.; Moore, R.; Kipman, A.; Blake, A. 2011: Real-Time Human Pose Recognition in Parts from Single Depth Images. In CVPR, Proceedings of the IEEE Computer Vision and Pattern Recognition Google ScholarDigital Library
- OpenCVWiki, 2012. Retrieved April 27, 2012 from willowgarage.com, http://opencv.willowgarage.com/wiki/Google Scholar
- Nunes, F.; Silva, P. A.; Abrantes, F. 2010: Human-Computer Interaction and the Older Adult: An Example Using User Research and Personas. In PETRA '10 Proceedings of the 3rd International Conference on PErvasive Technologies Related to Assistive Environments, ACM, New York, USA Google ScholarDigital Library
- Brach, M. & Korn, O.: Assistive Technologies at Home and in the Workplace -- A Field of Research for Exercise Science and Human Movement Science. In EURAPA (European Review of Aging and Physical Activity), vol. 9, 2012, DOI=10.1007/s11556-012-0099-zGoogle ScholarCross Ref
- Deterding, S.; Sicart, M.; Nacke, L.; O'Hara, K.; Dixon, D. 2011: Gamification: Using Game Design Elements in Non-Gaming Contexts. In Proceedings of the 2011 annual conference on Human factors in computing systems, ACM, New York, NY, USA Google ScholarDigital Library
- Csikszentmihalyi, M.; Abuhamdeh, S.; Nakamura, J. 2005: Flow. In Elliot, A. (ed.): Handbook of Competence and Motivation, New York, USA, 598--69Google Scholar
Index Terms
- Assistive systems in production environments: exploring motion recognition and gamification
Recommendations
Context-aware assistive systems at the workplace: analyzing the effects of projection and gamification
PETRA '14: Proceedings of the 7th International Conference on PErvasive Technologies Related to Assistive EnvironmentsContext-aware assistive systems (CAAS) have become ubiquitous in cars or smartphones but not in industrial work contexts: while there are systems controlling work results, context-specific assistance during the processes is hardly offered. As a result ...
Towards a gamification of industrial production: a comparative study in sheltered work environments
EICS '15: Proceedings of the 7th ACM SIGCHI Symposium on Engineering Interactive Computing SystemsUsing video game elements to improve user experience and user engagement in non-game applications is called "gamification". This method of enriching human-computer interaction has been applied successfully in education, health and general business ...
Industrial playgrounds: how gamification helps to enrich work for elderly or impaired persons in production
EICS '12: Proceedings of the 4th ACM SIGCHI symposium on Engineering interactive computing systemsThis paper introduces an approach for implementing motivating mechanics from game design to production environments by integrating them in a new kind of computer-based assistive system. This process can be called "gamification". By using motion ...
Comments