GRAAL - Modeling and Prototyping a System for a Gamified Responsible Augmented Assembly Line

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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 in nature. Gamification can become an auxiliary resource to increase operators' motivation and engagement. This work presents a system model to integrate AR and gamification for a manual assembly line called GRAAL. GRAAL was used to develop an actual systemfor Printed Circuit Board (PCB) assembly, which is able to guide operators using AR but also tracks down their efficiency and efficacy which is then used for gamifying their performance. We conclude that modeling a system that merges AR and Gamification is feasible but a non-trivial task. The system's features are dependent on conditioning factors such as Application Environment, Application Context, Application Audience, and AR hardware.
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GRAAL - Modeling and Prototyping a System for a Gamified Responsible Augmented Assembly Line | Research Square window.SnipcartSettings = { analytics: { enabled: false } }; (function() { var accessVector = localStorage.getItem('access_vector') || ''; window.dataLayer = window.dataLayer || []; if (accessVector) { window.dataLayer.push({ user: { profile: { profileInfo: { snid: accessVector } } } }); } })(); (function(w,d,s,l,i){w[l]=w[l]||[];w[l].push({'gtm.start':new Date().getTime(),event:'gtm.js'});var f=d.getElementsByTagName(s)[0],j=d.createElement(s),dl=l!='dataLayer'?'&l='+l:'';j.async=true;j.src='https://www.googletagmanager.com/gtm.js?id='+i+dl;f.parentNode.insertBefore(j,f);})(window,document,'script','dataLayer','GTM-K279D39R'); Browse Preprints In Review Journals COVID-19 Preprints AJE Video Bytes Research Tools Research Promotion AJE Professional Editing AJE Rubriq About Preprint Platform In Review Editorial Policies Our Team Advisory Board Help Center Sign In Submit a Preprint Cite Share Download PDF Research Article GRAAL - Modeling and Prototyping a System for a Gamified Responsible Augmented Assembly Line Salvador Sergi Agati, Marcelo da Silva Hounsell, Aleksander Sade Paterno This is a preprint; it has not been peer reviewed by a journal. https://doi.org/ 10.21203/rs.3.rs-3405687/v1 This work is licensed under a CC BY 4.0 License Status: Published Journal Publication published 03 Apr, 2024 Read the published version in The International Journal of Advanced Manufacturing Technology → Version 1 posted 3 You are reading this latest preprint version 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 in nature. Gamification can become an auxiliary resource to increase operators' motivation and engagement. This work presents a system model to integrate AR and gamification for a manual assembly line called GRAAL. GRAAL was used to develop an actual systemfor Printed Circuit Board (PCB) assembly, which is able to guide operators using AR but also tracks down their efficiency and efficacy which is then used for gamifying their performance. We conclude that modeling a system that merges AR and Gamification is feasible but a non-trivial task. The system's features are dependent on conditioning factors such as Application Environment, Application Context, Application Audience, and AR hardware. Gamification Manual Assembly Lines Augmented Reality Manufacturing Industry 4.0 Full Text Cite Share Download PDF Status: Published Journal Publication published 03 Apr, 2024 Read the published version in The International Journal of Advanced Manufacturing Technology → Version 1 posted Reviewers invited by journal 12 Oct, 2023 Editor assigned by journal 11 Oct, 2023 First submitted to journal 08 Oct, 2023 You are reading this latest preprint version Research Square lets you share your work early, gain feedback from the community, and start making changes to your manuscript prior to peer review in a journal. As a division of Research Square Company, we’re committed to making research communication faster, fairer, and more useful. We do this by developing innovative software and high quality services for the global research community. Our growing team is made up of researchers and industry professionals working together to solve the most critical problems facing scientific publishing. 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