Performance Augmentation

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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

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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.

BEWARE: THE END IS NEAR.

THANK YOU!

@fwildwild@brookes.ac.uk

http://pal.cct.brookes.ac.uk

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