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Performance Augmentation

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Keynote as input to the Grand Challenges to R&D at the Orphee Network Rendezvous, Font-Romeu, Feb 1, 2016.

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Performance Augmentation

  1. 1. PERFORMANCE AUGMENTATION EQUIPPING INDUSTRY 4.0 WORK WITH ‘SUPER POWERS’ Dr. Fridolin Wild Director of the Performance Augmentation Lab
  2. 2. PERFORMANCE AUGMENTATION • INTRODUCTION: EXPERIENCE • INTRODUCTION: AUGMENTED REALITY • PERFORMANCE AUGMENTATION • GRAND CHALLENGES
  3. 3. reality is a medium.
  4. 4. perception is an active process.
  5. 5. LEVELS OF REALITY 6 SUPERVENIENCE points, markers tangibles(things,places, people) compounds,groups super-compounds,mega- structures Ceci n’est pas un caniche ;)
  6. 6. NOZICK’S DERIVED VALUES OF LIVING (NOZICK1974, p.42-44) IDENTITY WHO WE ARE EXPERIENCE WHAT WE FEEL LEGACY WHAT WE DO TO LIVE
  7. 7. 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: Agrarian Economics Function: Extract Nature of Offering: Fungible Key Attribute: Natural Method of Supply: Stored in bulk Seller: Trader Buyer: Market Factors of Demand: Characteristics Economy: Industrial Economics Function: Make Nature of Offering: Tangible Key Attribute: Standardised Method of Supply: Inventorised after production Seller: Manufacturer Buyer: User Factors of Demand: Features Economy: Service Economics Function: Deliver Nature of Offering: Intangible Key Attribute: Customised Method of Supply: Deliver on demand Seller: Provider Buyer: Client Factors of Demand: Benefits Economy: Experience Economics Function: Stage Nature of Offering: Memorable Key Attribute: Personal Method of Supply: Revealed over a duration Seller: Stager Buyer: Guest Factors of Demand: Sensations
  8. 8. TYPES OF EXPERIENCE (PINE & GILMORE, 1998)
  9. 9. Augmented Reality
  10. 10. MAKING INTERFACES INVISIBLE (REKIMOTO & NAGAO, 1995)
  11. 11. GUI https://afaikblog.wordpress.com/2012/01/12/welcome-to-the-post-wimp-era/ Xerox Star (1981)
  12. 12. VIRTUAL REALITY
  13. 13. UBIQUITOUS COMPUTING (BILLINGHURST, 2016)
  14. 14. AUGMENTED INTERACTION https://www.wired.com/2015/01/magic-leaps-vision-for-virtual-reality
  15. 15. REALITY > VIRTUALITY UBIQUITOUS COMPUTING AUGMENTED REALITY VIRTUAL REALITY
  16. 16. DISPLAY TYPES (BIMBER & RASKAR, 2003)
  17. 17. (HUA & JAVIDI, 2014) OPTICAL SEE-THRU HMD
  18. 18. 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
  19. 19. 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)
  20. 20. performance augmentation Applying AR to professional learning.
  21. 21. sensor-sensory loop: super-real experience 010000100001000010001010001111110 The guest (RE-)ENACTS experiences The stager PRODUCES narratives
  22. 22. CAPTURE EXPERIENCE WHERE IT EMERGES.
  23. 23. REMOTE TUTORING (SCAVO, WILD, SCOTT, 2014) https://vimeo.com/channels/pal/122990128
  24. 24. LIVING HANDBOOK (WILD & HOGAN, 2015) https://vimeo.com/channels/pal/126360906
  25. 25. SMART MAINTENANCE (Wild, Perey, Scavo, 2016)(Scavo, Wild, & Domingue, 2016) https://vimeo.com/channels/pal/158973236 Coming soon: https://vimeo.com/channels/pal/
  26. 26. Grand Challenges in PA
  27. 27. 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.
  28. 28. BEWARE: THE END IS NEAR. THANK YOU! @fwild wild@brookes.ac.uk http://pal.cct.brookes.ac.uk

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