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PERFORMANCE AUGMENTATIONEQUIPPING INDUSTRY 4.0 WORK WITH ‘SUPER POWERS’
Dr. Fridolin WildDirector 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
poin
ts,
ma
rke
rs
tang
ible
s (
thin
gs, p
laces,
peo
ple
)
co
mp
ou
nd
s, g
rou
ps
su
pe
r-co
mp
ou
nd
s, m
ega
-
str
uctu
res
Ceci n’est pas
un caniche ;)
NOZICK’S DERIVED
VALUES OF LIVING
(NOZICK1974, p.42-44)
IDENTITYWHO WE ARE
EXPERIENCEWHAT WE FEEL
LEGACYWHAT 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: AgrarianEconomics Function: ExtractNature of Offering: FungibleKey Attribute: NaturalMethod of Supply: Stored in bulkSeller: TraderBuyer: MarketFactors of Demand: Characteristics
Economy: IndustrialEconomics Function: MakeNature of Offering: TangibleKey Attribute: StandardisedMethod of Supply: Inventorised after productionSeller: ManufacturerBuyer: UserFactors of Demand: Features
Economy: ServiceEconomics Function: DeliverNature of Offering: IntangibleKey Attribute: CustomisedMethod of Supply: Deliver on demandSeller: ProviderBuyer: ClientFactors of Demand: Benefits
Economy: ExperienceEconomics Function: StageNature of Offering: MemorableKey Attribute: PersonalMethod of Supply: Revealed over a durationSeller: StagerBuyer: GuestFactors 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
augmentationApplying AR to
professional learning.
sensor-sensory loop:
super-real experience010000100001000010001010001111110
The guest(RE-)ENACTS experiences
The stagerPRODUCES narratives
CAPTURE EXPERIENCEWHERE 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/158973236Coming 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.