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PERFORMANCE AUGMENTATION
EQUIPPING INDUSTRY 4.0 WORK WITH ‘SUPER POWERS’
Dr. Fridolin Wild
Director of the Performance
Augmentation Lab
PERFORMANCE AUGMENTATION
• INTRODUCTION: EXPERIENCE
• INTRODUCTION: AUGMENTED REALITY
• PERFORMANCE AUGMENTATION
• GRAND CHALLENGES
reality is a medium.
perception is an active
process.
LEVELS OF
REALITY
6
SUPERVENIENCE
points,
markers
tangibles(things,places,
people)
compounds,groups
super-compounds,mega-
structures
Ceci n’est pas
un caniche ;)
NOZICK’S DERIVED
VALUES OF LIVING
(NOZICK1974, p.42-44)
IDENTITY
WHO WE ARE
EXPERIENCE
WHAT WE FEEL
LEGACY
WHAT WE DO
TO
LIVE
EXPERIENCE
ECONOMY
(PINE & GILMORE, 1998)
COMMODITY GOODS SERVICE EXPERIENCE
Beans Roasted and ground Brewed and served Treating yourself
to something special
2p-3p per cup 15p-25p per cup 80p-£2 per cup £3-£5.00 per cup
Economy: Agrarian
Economics Function: Extract
Nature of Offering: Fungible
Key Attribute: Natural
Method of Supply: Stored in bulk
Seller: Trader
Buyer: Market
Factors of Demand: Characteristics
Economy: Industrial
Economics Function: Make
Nature of Offering: Tangible
Key Attribute: Standardised
Method of Supply: Inventorised after production
Seller: Manufacturer
Buyer: User
Factors of Demand: Features
Economy: Service
Economics Function: Deliver
Nature of Offering: Intangible
Key Attribute: Customised
Method of Supply: Deliver on demand
Seller: Provider
Buyer: Client
Factors of Demand: Benefits
Economy: Experience
Economics Function: Stage
Nature of Offering: Memorable
Key Attribute: Personal
Method of Supply: Revealed over a duration
Seller: Stager
Buyer: Guest
Factors of Demand: Sensations
TYPES OF
EXPERIENCE
(PINE & GILMORE, 1998)
Augmented Reality
MAKING
INTERFACES
INVISIBLE
(REKIMOTO &
NAGAO, 1995)
GUI
https://afaikblog.wordpress.com/2012/01/12/welcome-to-the-post-wimp-era/
Xerox Star (1981)
VIRTUAL REALITY
UBIQUITOUS COMPUTING
(BILLINGHURST, 2016)
AUGMENTED
INTERACTION
https://www.wired.com/2015/01/magic-leaps-vision-for-virtual-reality
REALITY > VIRTUALITY
UBIQUITOUS COMPUTING AUGMENTED REALITY VIRTUAL REALITY
DISPLAY TYPES
(BIMBER & RASKAR, 2003)
(HUA & JAVIDI, 2014)
OPTICAL SEE-THRU HMD
AUGMENTED
REALITY
(AZUMA, 1997)
1) “Combines real and virtual”:
superimposed or composite view
supplement, not replacement
2) “Interactive in real time”:
manipulate virtual content
3) “Registered in 3D”:
user moves, but virtual object stays
in fixed place
AUGMENTED REALITY DEFINITION
“Augmented Reality refers to enhancing
human perception with additional, artificially
generated sensory input to create a new
experience including, but not restricted to,
enhancing human vision by combining
natural with digital offers.”
(Wild et al., 2016, ARLEM spec)
performance
augmentation
Applying AR to
professional learning.
sensor-sensory loop:
super-real experience
010000100001000010001010001111110
The guest
(RE-)ENACTS experiences
The stager
PRODUCES narratives
CAPTURE EXPERIENCE
WHERE IT EMERGES.
REMOTE TUTORING
(SCAVO, WILD, SCOTT, 2014)
https://vimeo.com/channels/pal/122990128
LIVING HANDBOOK
(WILD & HOGAN, 2015)
https://vimeo.com/channels/pal/126360906
SMART MAINTENANCE
(Wild, Perey, Scavo, 2016)(Scavo, Wild, & Domingue, 2016)
https://vimeo.com/channels/pal/158973236
Coming soon:
https://vimeo.com/channels/pal/
Grand Challenges
in PA
GRAND CHALLENGES for PA in I4.0
1) COMPLEXITY: The workforce needs to understand the underlying processes, their
dependencies, and develop the know-how needed for collecting and utilising data and
leveraging digitisation in the intelligent production of smart products with flexible lot sizes.
2) INTELLIGENT ASSISTANCE SYSTEMS: Standardise, develop, and deploy intelligent
assistance systems for live guidance, training by experience, and performance assessment
from observation need to follow the changes towards Industry 4.0 with regard to processes
with increased degrees of digitisation.
3) FUTURE PROOFING: Tasks needed in the Industry 4.0 context are more interdisciplinary,
combining, for example, elements of mechatronics with design, computer science including
data analytics, and business administration. The challenge is to revise existing job profiles,
build development and appraisal procedures for the existing workforce, and predict which new
skills need to be developed in addition to be future proof.
4) WORK LIFE IMPACT: The challenge is to operationalise how socio-technical approaches can
be designed to allow PAN and other networks to engage in grounded participatory design of an
interdisciplinary workplace, re-organising lifelong learning in ways that positively impact on the
work life balance.
BEWARE: THE END IS NEAR.
THANK YOU!
@fwild
wild@brookes.ac.uk
http://pal.cct.brookes.ac.uk

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Augment Industry 4.0 Work with 'Super Powers

Editor's Notes

  1. WIMP, Touch UIs
  2. Using additional sensors, like a super fast 3D scanner, we can create virtual presence, just like in the ghost example, but here for remote tutoring. What you see here is an example of a user receiving help from a remote expert. The user films what he is seeing, the video is transmitted to the remote location. There, an expert scans his or her hand movement live and the movement data is sent back to the user and animated on this marble ghosthands puppet model. With internet telephony, the user can talk with the expert, with the augmented reality and scanner technology, he can follow their hands-on instructions.
  3. The first example shows how we can bring a handbook to life. Seeing what you need to do, step by step, is more direct than reading about it. Animations are powerful tools – and they require a lot less instruction than if you have to describe what to do verbally, saving time in translation to different languages. What you see here is a setup procedure for a Dornier Airjet Weaving Machine. There are about 15 steps required to setup this loom to get the most out of it – and weave flawless fabrics at the machine’s highest performance.
  4. Finally, we can make things talk, by putting a bit of simple hardware inside and connecting them to the Wifi network. Here are two examples from the area of Smart Maintenance. On the left, you can see a small relay box. We can make the buttons, connectors, potentiometers talk – not only control what they have been built for, but talk to the live performance aid. This way, users can get direct feedback on their action. Or we can overlay symbols for instruction – and react to whether the user does the right (or wrong) thing. Guiding through practice and providing underlying knowledge and explanation where it is most urgently needed (and likely to be remembered).