Escolar Documentos
Profissional Documentos
Cultura Documentos
com
ScienceDirect
Procedia CIRP 37 (2015) 65 70
Friedrich-Alexander-University Erlangen-Nuremberg / Institute for Factory Automation and Production Systems, Egerlandstrae 7, 91058 Erlangen, Germany
b
Technische Hochschule Nrnberg, Kelerplatz 12, 90489 Nrnberg, Germany
Abstract
Due to rapid developments in technology, the complexity of assembly processes has increased. To meet these challenges,
effectively qualified workers are necessary. A worker must have a basic education to understand new training content and be able
to translate it into daily work. Also, a fast and efficient data flow from innovations within product development to training is
necessary. Especially the use of three-dimensional design data has a great immersion effect for training candidates. The newly
learned content is more memorable in comparison to teacher-centered education in schools. We present a solution using a worker
information system for this kind of electronic learning. This system may be used even in advance of production. This concept can
be extended by providing qualification or even educational content. Using multimedia data derived from computer-aided design
and virtual validation, our approach for a novel training concept can be realized.
2015 The
The Authors.
Authors. Published
Published by
by Elsevier
Elsevier B.V.
B.V.This is an open access article under the CC BY-NC-ND license
Selection and peer-review under responsibility of the International Scientific Committee of the 4th CIRP Global Web Conference in the
(http://creativecommons.org/licenses/by-nc-nd/4.0/).
person of theunder
Conference
Chair of
Dr.the
John
Ahmet Erkoyuncu.
Peer-review
responsibility
organizing
committee of CIRPe 2015 - Understanding the life cycle implications of manufacturing
Keywords: Assembly, Digital Manufacturing System, Learning, Information
1. Introduction
Product lifecycles are becoming shorter, while the products
themselves and production processes are increasingly
complex [1]; these conflicting trends also directly affect
employee qualification requirements. The demand for
flexibility and interdisciplinary competences is rising and, in
turn, requires rapid adaptations to employees qualifications.
At the same time, the available time and budget for employee
training is decreasing. Hence, todays employee qualification
processes should lead to a clearly higher knowledge gain
within the same expenditure of time. We present an approach
to shorten the content creation process by directly accessing
the product development process. As we reuse data that is
already available, employee training is kept close to
production and can be planned at an early stage of product
development. We will explain how virtual validation is used,
2212-8271 2015 The Authors. Published by Elsevier B.V. This is an open access article under the CC BY-NC-ND license
(http://creativecommons.org/licenses/by-nc-nd/4.0/).
Peer-review under responsibility of the organizing committee of CIRPe 2015 - Understanding the life cycle implications of manufacturing
doi:10.1016/j.procir.2015.08.090
66
Cause
External short-circuit
Hazardous substances
leakage/evaporating of electrolyte and
conducting salt
Internal short-circuit or
heating of cells by external
sources
Leakage of electrolyte,
exposure of flammable
substances
Thermal hazard
67
68
Virtual validation
Employee training
Product representation
Process definition
Manufacturing order
Layout of assembly line
Merging to
3-D learning environment
(within business game)
Import
3-D models
Hazard and training
information
Assembly order
Import
Introduction films
Text and graphics
Gaming manual
Planned errors
Integration of contents
Making presentations
Combination in visualization
software
Printing documents
Fig. 2. Integration of creating gaming contents into existing processes for production planning
and accompanying learning process (co-learner learner tutor). The learning process is self-directed by a learner and
exercises can be completed widely location- and timeindependent due to remote access. There are numerous
variants of E-Learning mainly at universities: distance
learning, distributed teaching, web-based training, etc.
M(obile)-Learning [19]: This concept is an enhancement
to E-Learning and represents a complement for vocational
school (teacher-centered) and apprenticeship workshop. MLearning provides the opportunity for look-up in the
workplace and offers situational information reception. A
ubiquitous availability of learning media is a big benefit.
Thus, technical content can be repeated or deepened outside
educational buildings, e.g., on travels, during breaks, etc.
Serious Gaming [20]: The combination of game and
serious learning stems from the principle that an active
gaming participant is more receptive for learning contents
than a passive pupil. Serious games motivate in an intrinsic
way what is a crucial factor in learning psychology [21]. The
better knowledge is embedded into the gaming environment,
the greater the learning success is for a participant. Being in a
so-called flow state, a gamer is neither under-challenged nor
overstrained [22]. Situations in which flow state is usually
attained are distinguished by clear objectives, permanent
feedback, and well-balanced requirement profiles. A trainee
can more easily deduce solutions in industrial practice using
the background of know-how gained in VR compared to one
who has theoretical education.
Business Games: A web-based WIS with data derived
from virtual validation is used within this concept. Business
games allow the representation of company-specific learning
environments. Thereby, the boundary conditions of a
company are simplified simulated by abstraction, symbolic
illustration, and reduced complexity. One goal is to recognize
multifaceted problems as connected and complex situations.
Trainees active participation as a further goal is achieved by
self-directed learning and doing. Participants abilities to
communicate and experiment with different action
alternatives are fostered by interpersonal communication. The
motivation to learn is high and knowledge gain is sustainable,
as it is in serious games. [22]
4.3. Concrete implementation of a training concept
There are six qualification levels for workers involved in
assembly processes for electric cars and HV components [7].
These levels build on each other. The ability to participate in
advanced qualification courses, like business games, requires
an adequate educational preparation. This leads to the idea of
a five-day-training, which is described below. For practical
exercises, a training traction battery [7] was designed that
simulates high voltages using lights and warning sounds. This
training battery is nonhazardous and allows a realistic HV
battery assembly during qualification courses. It follows the
so-called concept of implementation with fingers.
A modular training course over five days was established
that ends with a business game on day five. This concept
gathers trainees with different knowledge status within a
heterogeneous group. The business game extends a version
69
70
Arbeits- und Gesundheitsschutz betreffenden Vernderungen in Arbeitsinhalten, -ablufen u. -prozessen. Dortmund, Berlin, Dresden; 2012.
[7] Fink S, Bullinger-Hoffmann AC, Schmidt J. Electro mobility Innovative training methods in respect of production orientated
qualifications of high voltage energy storage. In: Franke J, editor. 3rd
International Electric Drives Production Conference: Proceedings,
Nuremberg, October 29-30, 2013. Piscataway, NJ: IEEE Service Center;
2013. p. 302-307.
[8] Spath D, Lentes J, Haselberger F. Virtuelle Realitt als Werkzeug in der
Digitalen Produktion. In: ZWF Jahrg. 104 (2009) 1-2. p. 8488.
[9] Verein Deutscher Ingenieure. VDI 4499 - Digitale Fabrik Grundlagen.
4499-1. Berlin: Beuth Verlag; 2008.
[10] Bnig J, Perret J, Fischer C, Franke J. Creating realistic human model
motion by hybrid motion capturing interfaced with the digital
environment. In: Frank Chen F, editor: Proceedings of the 24th FAIM
Conference, 2014. DEStech Publications, p. 317324.
[11] Bnig J, Fischer C, Marquardt V, Matzka S, Franke J. Methodical
Integration of Assembly Specific Influences concerning High-Voltage
Components into the Virtual Validation Process. In: Franke J, editor: 2nd
International Electric Drives Production Conference: Proceedings.
Piscataway, NJ: IEEE Service Center; 2012. p. 101-108.
[12] Bnig J, Fischer C, Brossog M, Bittner M, Fuchs M, Weckend H, Franke
J. Virtual validation of the manual assembly of a power electronic unit
via motion capturing connected with a simulation tool using a human
model. In: Abramovici M, Stark R, editors: Smart product engineering:
Proceedings of the 23rd CIRP Design Conference. Berlin, London:
Springer; 2013. p. 463-472.
[13] Bnig J, Fischer C, Weckend H, Dbereiner F, Franke J. Accuracy and
immersion improvement of hybrid motion capture based real time virtual
validation. In: Moroni G, Tolio TAM, editors: Proceedings of the 24th
CIRP Design Conference. Amsterdam: Elsevier B.V.; 2014. p. 294-299.
[14] Fischer C, Lusic M, Bnig J, Hornfeck R, Franke J. Webbasierte
Werkerinformationssysteme - Datenaufbereitung und -darstellung fr die
Werkerfhrung im Global Cross Enterprise Engineering. In: wt
Werkstattstechnik online Jahrgang 104 (2014) H. 9. p. 581-585.
[15] Roth H. Pdagogische Psychologie des Lehrens und Lernens. 16. ed.
Hannover: Schroedel Schulbuchverlag; 1983.
[16] Dale E. Audio-Visual Methods in Teaching. 5th print. New York:
Dryden Press; 1948.
[17] Abel D, Schmitz M, Wenzel S. Nutzung von Virtual Reality zur
Personalqualifizierung in der Produktions- und Logistikplanung. In:
ZWF Jahrg. 106 (2011) 10. p. 721725.
[18] Wache M. E-Learning - Bildung im digitalen Zeitalter. Bundeszentrale
fr politische Bildung (BPB), editor. Studie. Bonn: BPB; 2003.
[19] Witt C, Mengel S. Mobiles Lernen in der Berufsausbildung von
Elektronikern. In: eLearning Journal Januar 2012. p. 18-21.
[20] Metz M, Theis F, editors. Digitale Lernwelt - SERIOUS GAMES:
Einsatz in der beruflichen Weiterbildung. Bielefeld: W. Bertelsmann
Verlag; 2011.
[21] Grntjens D, Rilling S, Wechselberger U. Gamebasierte
Motivationskonzepte fr die Ausbildung an automatisierungstechnischen
Anlagen. In: 9. Paderborner Workshop Augmented & Virtual Reality in
der Produktentstehung, Paderborn, 10.11. Juni, 2010.
[22] Fink S, Kiili K, Bullinger-Hoffmann AC. Measuring game experience
and learning effects of business games. In: Kriz WC, Eiselen T, Manahl
W, editors. Proceedings of the 45th Conference of the International
Simulation and Gaming Association, 45th ISAGA conference, Dornbirn,
7.-11. Juli, 2014. p. 140-152.
[23] Lang S. Durchgngige Mitarbeiterinformation zur Steigerung von
Effizienz und Prozesssicherheit in der Produktion. Dissertation.
Bamberg: Meisenbach-Verlag; 2007.
[24] Kropik M. Produktionsleitsysteme in der Automobilfertigung. Berlin,
Heidelberg: Springer-Verlag; 2009.
[25] Lui M, Hornfeck R, Fischer C, Franke J. Lean Information
Management of Manual Assembly Processes: Creating IT-Based
Information Systems for Assembly Staff Simultaneous to the Product
Engineering Process. In: Deng W, Luo Q, editors. Applied Mechanics
and Materials Vol. 421. Durnten-Zurich, Switzerland: Trans Tech
Publications Ltd; 2013. p. 546-553.