Litcius/Paper detail

Gamified Virtual Reality Training Environment for the Manufacturing Industry

Jessica Ulmer, Sebastian Braun, Chi‐Tsun Cheng, Steve Dowey, Jörg F. Wollert

202033 citationsDOI

Abstract

Industry 4.0 imposes many challenges for manufacturing companies and their employees. Innovative and effective training strategies are required to cope with fast-changing production environments and new manufacturing technologies. Virtual Reality (VR) offers new ways of on-the-job, on-demand, and off-premise training. A novel concept and evaluation system combining Gamification and VR practice for flexible assembly tasks is proposed in this paper and compared to existing works. It is based on directed acyclic graphs and a leveling system. The concept enables a learning speed which is adjustable to the users' pace and dynamics, while the evaluation system facilitates adaptive work sequences and allows employee-specific task fulfillment. The concept was implemented and analyzed in the Industry 4.0 model factory at FH Aachen for mechanical assembly jobs.

Topics & Concepts

PaceVirtual realityComputer scienceTask (project management)PremiseFactory (object-oriented programming)ManufacturingManufacturing engineeringProduction (economics)Industry 4.0Human–computer interactionIndustrial engineeringEngineering managementKnowledge managementEngineeringSystems engineeringEmbedded systemBusinessProgramming languagePhilosophyGeographyEconomicsMarketingMacroeconomicsLinguisticsGeodesyDigital Transformation in IndustryVirtual Reality Applications and ImpactsFlexible and Reconfigurable Manufacturing Systems