Skip to main content
Erschienen in: The International Journal of Advanced Manufacturing Technology 5-6/2024

03.04.2024 | ORIGINAL ARTICLE

GRAAL—modeling, prototyping and assessing a gamified responsible augmented assembly line system

verfasst von: Salvador S. Agati, Marcelo da S. Hounsell, Aleksander S. Paterno

Erschienen in: The International Journal of Advanced Manufacturing Technology | Ausgabe 5-6/2024

Einloggen

Aktivieren Sie unsere intelligente Suche, um passende Fachinhalte oder Patente zu finden.

search-config
loading …

Abstract

Human errors are prevalent in manual assembly line statistics, but humans are still a necessary and numerous working force for assembly tasks. Since faster and shorter production cycles lead to higher mental efforts, an alternative to decrease the cognitive load and errors of manual assembly lines is using augmented reality (AR). AR increases system interaction and assists operators in the step-by-step of any tasks performed. Its use allows granular production data, enabling an increase in quality control and timely detection of assembly problems. However, AR alone is not enough to avoid demotivation and lack of engagement in the task, which is repetitive. Gamification can become an auxiliary resource to increase operators’ motivation and engagement. This paper presents a system model to integrate AR and gamification for a manual assembly line of printed circuit boards (PCBs) called GRAAL, used to develop an actual system for PCB assembly, which can guide operators using AR but also tracks down their efficiency and efficacy which is then used for gamifying their performance. A prototype system was implemented and assessed by 34 specialist respondents. TAM 3 (Technology Acceptance Model 3) Questionnaire was used to assess the system, which allowed us to find that GRAAL was well accepted (all scores were above the center of a Likert scale from 1 to 7 values), suggesting that GRAAL may be useful as an auxiliary resource to manual assembly lines. We conclude that modeling a system that merges AR and gamification is feasible but a non-trivial task in industry. The system’s features are dependent on conditioning factors such as Application Environment, Application Context, Application Audience, AR hardware, and gamification elements.

Sie haben noch keine Lizenz? Dann Informieren Sie sich jetzt über unsere Produkte:

Springer Professional "Wirtschaft+Technik"

Online-Abonnement

Mit Springer Professional "Wirtschaft+Technik" erhalten Sie Zugriff auf:

  • über 102.000 Bücher
  • über 537 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Maschinenbau + Werkstoffe
  • Versicherung + Risiko

Jetzt Wissensvorsprung sichern!

Springer Professional "Technik"

Online-Abonnement

Mit Springer Professional "Technik" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 390 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Maschinenbau + Werkstoffe




 

Jetzt Wissensvorsprung sichern!

Literatur
1.
Zurück zum Zitat Becker C, Scholl A (2006) A survey on problems and methods in generalized assembly line balancing. Eur J Oper Res 168:694–715MathSciNetCrossRef Becker C, Scholl A (2006) A survey on problems and methods in generalized assembly line balancing. Eur J Oper Res 168:694–715MathSciNetCrossRef
2.
Zurück zum Zitat Hold P, Ranz F, Sihn W, Hummel V (2016) Planning operator support in cyber-physical assembly systems. IFAC-PapersOnLine 49:60–65MathSciNetCrossRef Hold P, Ranz F, Sihn W, Hummel V (2016) Planning operator support in cyber-physical assembly systems. IFAC-PapersOnLine 49:60–65MathSciNetCrossRef
3.
Zurück zum Zitat Le Y, Qiang S, Liangfa S, (2012) A novel method of analyzing quality defects due to human errors in engine assembly line. In: Proceedings of international conference on information management innovation management and industrial engineering, vol 3, pp 154–157 Le Y, Qiang S, Liangfa S, (2012) A novel method of analyzing quality defects due to human errors in engine assembly line. In: Proceedings of international conference on information management innovation management and industrial engineering, vol 3, pp 154–157
4.
Zurück zum Zitat Mukhopadhyay A et al (2019) PCB inspection in the context of smart manufacturing. In: Research into design for a connected world: proceedings of ICoRD 2019, vol 1, pp 655–663 Mukhopadhyay A et al (2019) PCB inspection in the context of smart manufacturing. In: Research into design for a connected world: proceedings of ICoRD 2019, vol 1, pp 655–663
5.
Zurück zum Zitat Värno K, Mahmood K, Otto, T, Kuts V (2019) Development of a smart workstation by using AR technology. In: Proceedings of DAAAM 30 Värno K, Mahmood K, Otto, T, Kuts V (2019) Development of a smart workstation by using AR technology. In: Proceedings of DAAAM 30
6.
Zurück zum Zitat Khuong BM et al (2014) The effectiveness of an AR-based context-aware assembly support system in object assembly. In: Proceedings of IEEE virtual reality (VR), pp 57–62 Khuong BM et al (2014) The effectiveness of an AR-based context-aware assembly support system in object assembly. In: Proceedings of IEEE virtual reality (VR), pp 57–62
7.
Zurück zum Zitat Azuma RT (1997) A survey of augmented reality. Presence: Teleoperators & Virtual Environments 6:355–385CrossRef Azuma RT (1997) A survey of augmented reality. Presence: Teleoperators & Virtual Environments 6:355–385CrossRef
8.
Zurück zum Zitat Dias DA, Zorzal ER (2013) Development of a serious game with augmented reality to support environmental education (in Portuguese). In: Proceedings of XII Simpósio Brasileiro de games e entretenimento digital, SBGames, São Paulo Dias DA, Zorzal ER (2013) Development of a serious game with augmented reality to support environmental education (in Portuguese). In: Proceedings of XII Simpósio Brasileiro de games e entretenimento digital, SBGames, São Paulo
9.
Zurück zum Zitat Tori R, Hounsell M (2018) Introduction to virtual and augmented reality (in Portuguese) (SBC) Tori R, Hounsell M (2018) Introduction to virtual and augmented reality (in Portuguese) (SBC)
10.
Zurück zum Zitat Milgram P, Takemura H, Utsumi A, Kishino F (1995) Augmented reality: a class of displays on the reality-virtuality continuum. Telemanipulator and Telepresence Technologies 2351:282–292CrossRef Milgram P, Takemura H, Utsumi A, Kishino F (1995) Augmented reality: a class of displays on the reality-virtuality continuum. Telemanipulator and Telepresence Technologies 2351:282–292CrossRef
11.
Zurück zum Zitat Marques B et al (2019) Investigating different augmented reality approaches in circuit assembly: a user study. In: Proceedings of Eurographics (Short Papers) pp 45–48 Marques B et al (2019) Investigating different augmented reality approaches in circuit assembly: a user study. In: Proceedings of Eurographics (Short Papers) pp 45–48
12.
Zurück zum Zitat Cardoso LF, Mariano FCMQ, Zorzal ER (2019) A survey of industrial augmented reality. Comput & Ind Eng 139:2–12 Cardoso LF, Mariano FCMQ, Zorzal ER (2019) A survey of industrial augmented reality. Comput & Ind Eng 139:2–12
13.
Zurück zum Zitat Schuldt J, Friedemann S (2017) The challenges of gamification in the age of Industry 4.0: focusing on man in future machine-driven working environments. In: Proceedings of IEEE global engineering education conference (EDUCON), pp 1622–1630 Schuldt J, Friedemann S (2017) The challenges of gamification in the age of Industry 4.0: focusing on man in future machine-driven working environments. In: Proceedings of IEEE global engineering education conference (EDUCON), pp 1622–1630
14.
15.
Zurück zum Zitat Hamari J, Koivisto J, Sarsa H (2014) Does gamification work? A literature review of empirical studies on gamification. In: Proceedings of 47th Hawaii international conference on system sciences vol 140, pp 3025–3034 Hamari J, Koivisto J, Sarsa H (2014) Does gamification work? A literature review of empirical studies on gamification. In: Proceedings of 47th Hawaii international conference on system sciences vol 140, pp 3025–3034
16.
Zurück zum Zitat Flatla DR, Gutwin C, Nacke LE, Bateman S, Mandryk RL (2011) Calibration games: making calibration tasks enjoyable by adding motivating game elements. In: Proceedings of the 24th annual ACM symposium on User interface software and technology, pp 403–412 Flatla DR, Gutwin C, Nacke LE, Bateman S, Mandryk RL (2011) Calibration games: making calibration tasks enjoyable by adding motivating game elements. In: Proceedings of the 24th annual ACM symposium on User interface software and technology, pp 403–412
17.
Zurück zum Zitat Warmelink H, Koivisto J, Mayer I, Hamari J, Vesa M (2018) Gamification of the work floor: a literature review of gamifying production and logistics operations. Proceedings of the 51st annual Hawaii international conference on system sciences (HICSS) Warmelink H, Koivisto J, Mayer I, Hamari J, Vesa M (2018) Gamification of the work floor: a literature review of gamifying production and logistics operations. Proceedings of the 51st annual Hawaii international conference on system sciences (HICSS)
18.
Zurück zum Zitat Wang X, Ong SK, Nee AY (2016) A comprehensive survey of augmented reality assembly research. Adv Manuf 4:1–22 Wang X, Ong SK, Nee AY (2016) A comprehensive survey of augmented reality assembly research. Adv Manuf 4:1–22
19.
Zurück zum Zitat Egger J, Masood T (2019) Augmented reality in support of intelligent manufacturing: a systematic literature review. Computers & Industrial Engineering, pp 1–34 Egger J, Masood T (2019) Augmented reality in support of intelligent manufacturing: a systematic literature review. Computers & Industrial Engineering, pp 1–34
21.
Zurück zum Zitat Hart SG, Staveland LE (1988) Development of NASA-TLX (Task Load Index): results of empirical and theoretical research. Adv Psychol 52:139–183 Hart SG, Staveland LE (1988) Development of NASA-TLX (Task Load Index): results of empirical and theoretical research. Adv Psychol 52:139–183
22.
Zurück zum Zitat Agati SS, Bauer RD, Hounsell MdS, Paterno AS (2020) Augmented reality for manual assembly in Industry 4.0: gathering guidelines. In: Proceedings of 22nd symposium on virtual and augmented reality (SVR) pp 179–188 Agati SS, Bauer RD, Hounsell MdS, Paterno AS (2020) Augmented reality for manual assembly in Industry 4.0: gathering guidelines. In: Proceedings of 22nd symposium on virtual and augmented reality (SVR) pp 179–188
23.
Zurück zum Zitat Warmelink H, Koivisto J, Mayer I, Vesa M, Hamari J (2020) Gamification of production and logistics operations: status quo and future directions. J Bus Res 106:331–340CrossRef Warmelink H, Koivisto J, Mayer I, Vesa M, Hamari J (2020) Gamification of production and logistics operations: status quo and future directions. J Bus Res 106:331–340CrossRef
24.
Zurück zum Zitat Chen J (2007) Flow in games (and everything else). Commun ACM 50:31–34CrossRef Chen J (2007) Flow in games (and everything else). Commun ACM 50:31–34CrossRef
25.
Zurück zum Zitat Sweetser P, Wyeth P (2005) GameFlow: a model for evaluating player enjoyment in games. Entertain Comput (CIE) 3:3–3CrossRef Sweetser P, Wyeth P (2005) GameFlow: a model for evaluating player enjoyment in games. Entertain Comput (CIE) 3:3–3CrossRef
26.
Zurück zum Zitat Korn O, Muschick P, Schmidt A (2017) Gamification of production? A study on the acceptance of gamified work processes in the automotive industry Advances in Affective and Pleasurable Design. Adv Intell Syst Comput 483:433–445CrossRef Korn O, Muschick P, Schmidt A (2017) Gamification of production? A study on the acceptance of gamified work processes in the automotive industry Advances in Affective and Pleasurable Design. Adv Intell Syst Comput 483:433–445CrossRef
27.
Zurück zum Zitat Korn O, Funk M, Schmidt A (2015) Towards a gamification of industrial production: a comparative study in sheltered work environments. In: Proceedings of the 7th ACM SIGCHI symposium on engineering interactive computing systems, pp 84–93 Korn O, Funk M, Schmidt A (2015) Towards a gamification of industrial production: a comparative study in sheltered work environments. In: Proceedings of the 7th ACM SIGCHI symposium on engineering interactive computing systems, pp 84–93
28.
Zurück zum Zitat Grund J et al (2020) A gamified and adaptive learning system for neurodivergent workers in electronic assembling tasks. In: Proceedings of the conference on mensch und computer, pp 491–494 Grund J et al (2020) A gamified and adaptive learning system for neurodivergent workers in electronic assembling tasks. In: Proceedings of the conference on mensch und computer, pp 491–494
29.
Zurück zum Zitat Yang Z et al (2019) Influences of augmented reality assistance on performance and cognitive loads in different stages of assembly task. Front Psychol 10:1703CrossRef Yang Z et al (2019) Influences of augmented reality assistance on performance and cognitive loads in different stages of assembly task. Front Psychol 10:1703CrossRef
30.
Zurück zum Zitat Bauer RD, Agati SS, Hounsell MdS, da Silva TA (2020) Manual PCB assembly using augmented reality: towards total quality. Proceedings of 22nd symposium on virtual and augmented reality (SVR) pp 189–198 Bauer RD, Agati SS, Hounsell MdS, da Silva TA (2020) Manual PCB assembly using augmented reality: towards total quality. Proceedings of 22nd symposium on virtual and augmented reality (SVR) pp 189–198
31.
Zurück zum Zitat Funk M, Kosch T, Kettne R, Korn O, Schmidt A (2016) motionEAP: an overview of 4 years of combining industrial assembly with augmented reality for Industry 4.0. In: Proceedings of the 16th international conference on knowledge technologies and data-driven business, pp 4 Funk M, Kosch T, Kettne R, Korn O, Schmidt A (2016) motionEAP: an overview of 4 years of combining industrial assembly with augmented reality for Industry 4.0. In: Proceedings of the 16th international conference on knowledge technologies and data-driven business, pp 4
33.
Zurück zum Zitat Diniz RL (2018) Avaliação da Demanda Física e Mental no Trabalho do Cirurgião em Procedimentos Eletivos (in Portuguese). Ph.D. thesis, Production Engineering Doctorate Program of Santa Catarina State University Diniz RL (2018) Avaliação da Demanda Física e Mental no Trabalho do Cirurgião em Procedimentos Eletivos (in Portuguese). Ph.D. thesis, Production Engineering Doctorate Program of Santa Catarina State University
34.
Zurück zum Zitat Benin FdMC, Pessa SLR (2019) NASA TLX Method: a systematic review of national scientific research production in the period from 2005 to 2017 (in Portuguese). In: Proceedings of the IX engineering congress of production Benin FdMC, Pessa SLR (2019) NASA TLX Method: a systematic review of national scientific research production in the period from 2005 to 2017 (in Portuguese). In: Proceedings of the IX engineering congress of production
35.
Zurück zum Zitat Conejo GG, Gasparini I, Hounsell MdS (2019) Detailing motivation in a gamification process. In: Proceedings of IEEE 19th international conference on advanced learning technologies (ICALT), vol 2161, pp 89–91 Conejo GG, Gasparini I, Hounsell MdS (2019) Detailing motivation in a gamification process. In: Proceedings of IEEE 19th international conference on advanced learning technologies (ICALT), vol 2161, pp 89–91
36.
Zurück zum Zitat Conejo GG, Gasparini I, Hounsell MdS (2019) 5W2H+ M: a broad gamification design process but focused on motivation. RENOTE 17:112–121CrossRef Conejo GG, Gasparini I, Hounsell MdS (2019) 5W2H+ M: a broad gamification design process but focused on motivation. RENOTE 17:112–121CrossRef
37.
Zurück zum Zitat McGinn J, Kotamraju N (2008) Data-driven persona development. In: Proceedings of the SIGCHI conference on human factors in computing systems, pp 1521–1524 McGinn J, Kotamraju N (2008) Data-driven persona development. In: Proceedings of the SIGCHI conference on human factors in computing systems, pp 1521–1524
38.
Zurück zum Zitat Nunes F, Silva PA, Abrantes F (2010) Human-computer interaction and the older adult: an example using user research and personas. In: Proceedings of the 3rd international conference on pervasive technologies related to assistive environments, pp 1–8 Nunes F, Silva PA, Abrantes F (2010) Human-computer interaction and the older adult: an example using user research and personas. In: Proceedings of the 3rd international conference on pervasive technologies related to assistive environments, pp 1–8
39.
Zurück zum Zitat Lee J et al (2016) A case study in an automotive assembly line: exploring the design framework for manufacturing gamification. In: Advances in ergonomics of manufacturing: managing the enterprise of the future: proceedings of the AHFE 2016 international conference on human aspects of advanced manufacturing, July 27-31, 2016, Walt Disney World®, Florida, USA pp 305–317 Lee J et al (2016) A case study in an automotive assembly line: exploring the design framework for manufacturing gamification. In: Advances in ergonomics of manufacturing: managing the enterprise of the future: proceedings of the AHFE 2016 international conference on human aspects of advanced manufacturing, July 27-31, 2016, Walt Disney World®, Florida, USA pp 305–317
40.
Zurück zum Zitat Ryan RM, Deci EL (2000) Intrinsic and extrinsic motivations: classic definitions and new directions. Contemp Educ Psychol 25:54–67 Ryan RM, Deci EL (2000) Intrinsic and extrinsic motivations: classic definitions and new directions. Contemp Educ Psychol 25:54–67
41.
Zurück zum Zitat Bartle R (1996) Hearts, clubs, diamonds, spades: players who suit MUDs. Journal of MUD Research 1:19 Bartle R (1996) Hearts, clubs, diamonds, spades: players who suit MUDs. Journal of MUD Research 1:19
42.
Zurück zum Zitat Venkatesh V, Bala H (2008) Technology acceptance model 3 and a research agenda on interventions. Decis Sci 39:273–315CrossRef Venkatesh V, Bala H (2008) Technology acceptance model 3 and a research agenda on interventions. Decis Sci 39:273–315CrossRef
43.
Zurück zum Zitat Marangunić N, Granić A (2015) Technology acceptance model: a literature review from 1986 to 2013. Univers Access Inf Soc 14:81–95CrossRef Marangunić N, Granić A (2015) Technology acceptance model: a literature review from 1986 to 2013. Univers Access Inf Soc 14:81–95CrossRef
44.
Zurück zum Zitat Parreira P, Proença S, Sousa LB, Mónico L (2018) Technology acceptance model (TAM): precursor models and evolutionary models (in Portuguese). In: Entrepreneurial skills in polytechnic higher education: reasons, influences, support services and education, pp 143 Parreira P, Proença S, Sousa LB, Mónico L (2018) Technology acceptance model (TAM): precursor models and evolutionary models (in Portuguese). In: Entrepreneurial skills in polytechnic higher education: reasons, influences, support services and education, pp 143
45.
Zurück zum Zitat Monterrat B, Lavoué É, George S (2014) Motivation for learning: adaptive gamification for web-based learning environments. In: 6th International conference on computer supported education (CSEDU 2014), pp 117–125 Monterrat B, Lavoué É, George S (2014) Motivation for learning: adaptive gamification for web-based learning environments. In: 6th International conference on computer supported education (CSEDU 2014), pp 117–125
Metadaten
Titel
GRAAL—modeling, prototyping and assessing a gamified responsible augmented assembly line system
verfasst von
Salvador S. Agati
Marcelo da S. Hounsell
Aleksander S. Paterno
Publikationsdatum
03.04.2024
Verlag
Springer London
Erschienen in
The International Journal of Advanced Manufacturing Technology / Ausgabe 5-6/2024
Print ISSN: 0268-3768
Elektronische ISSN: 1433-3015
DOI
https://doi.org/10.1007/s00170-024-13460-8

Weitere Artikel der Ausgabe 5-6/2024

The International Journal of Advanced Manufacturing Technology 5-6/2024 Zur Ausgabe

    Marktübersichten

    Die im Laufe eines Jahres in der „adhäsion“ veröffentlichten Marktübersichten helfen Anwendern verschiedenster Branchen, sich einen gezielten Überblick über Lieferantenangebote zu verschaffen.