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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
41

O corpo no Kinect: um estudo sobre os processos comunicacionais corpo-mente nos jogos de dança / The body in Kinect: a study of communication processes in the mind-body dance games

Aprobato, Valéria Cristiane 18 December 2013 (has links)
Made available in DSpace on 2016-04-26T18:13:46Z (GMT). No. of bitstreams: 1 Valeria Cristiane Aprobato.pdf: 2740048 bytes, checksum: 6ff132f76e5eceafaa974144d5756610 (MD5) Previous issue date: 2013-12-18 / Each new technology creates impacts on communication processes, way of life, values, daily life, perception and cognition. This research aims to study, conduct qualitative field research and develop a training system customized body using fun games dancing Kinect application and analyze the complexities of interaction with this system interface body. Created for the video game device Microsoft Xbox 360, Kinect has attracted research interest in various fields of knowledge (Mazalek). In this research, the Kinect will be understood as a system of communication "bodymind- virtual environment." Due to their playful and interactive features, our hypothesis is that, through the mediation of the Kinect, the interactor can develop and / or improve their physical abilities,emotional, mental and enhance their intelligence. The research is based on the theories of Flusser in mediation theory of Martin - Barbero and the materiality of communication (Gumbrecht). To discuss the game as language the reasoning involves Feitoza, Fantin and Corrêa, Vaguetti and Botelho, Hansen, Galloway, Leo and Tavares. And to discuss the reading of the body and the five senses, fundamented in Serres. The methodology of a theoretical and practical, is comprised of literature review and qualitative field research. Practice trials (tests), development of training, monitoring students, questionnaires and nondirective interviews constituted stages of the investigative process. For the development of interviews, this research relied on the procedures of qualitative research (Alami) which provided the data for the analysis of the complexities of interaction with the Kinect. We observed that, after a journey of trial and error, the participants became more agile, precise, dynamic and visible improvement of their minds, because there was a considerable increase in their motor and cognitive skills, due to stimulation by Kinect device in a pyramid in increasing levels of difficulty in implementation throughout the research / Cada nova tecnologia gera impactos nos processos comunicacionais, modo de vida, valores, cotidiano, percepção e cognição. A presente pesquisa visa estudar, realizar pesquisa de campo qualitativa e desenvolver um sistema de treinamento corporal personalizado utilizando jogos lúdicos de dança do aplicativo Kinect e analisar as complexidades da interação com esse sistema de interface corporal. Criado para o dispositivo de videogame da Microsoft Xbox 360, o Kinect tem despertado interesse de pesquisa nos mais variados campos de conhecimento (Mazalek). Nessa pesquisa, o Kinect será compreendido enquanto um sistema de comunicação corpo-menteambiente virtual . Devido às suas características lúdicas e interativas, nossa hipótese é que, através da mediação do Kinect, o interator pode desenvolver e/ou melhorar suas habilidades físicas, emocionais, mentais e aprimorar sua inteligência. A pesquisa se fundamenta nas teorias de Flusser, na teoria da mediação de Martin- Barbero e na materialidade da comunicação (Gumbrecht). Para discutir o videogame enquanto linguagem a fundamentação envolve Feitoza, Fantin e Corrêa, Vaguetti e Botelho, Hansen, Galloway, Leão e Tavares. E para discutir a leitura do corpo e dos cinco sentidos, fundamentamo-nos em Serres. A metodologia, de caráter teóricoprático, é composta por revisão bibliográfica e pesquisa de campo qualitativa. Experimentações práticas (testes), desenvolvimento de treinos, acompanhamento de alunos, questionários e entrevistas não-diretivas constituíram etapas do processo investigativo. Para o desenvolvimento das entrevistas, a presente investigação se apoiou nos procedimentos da pesquisa qualitativa (Alami) que forneceu os dados para a análise das complexidades da interação com o Kinect. Pudemos observar que, ao fim de uma jornada de tentativas e erros, os participantes se tornaram mais ágeis, precisos, dinâmicos e com uma melhora visível de suas inteligências, pois houve um aumento considerável de suas habilidades motoras e cognitivas, devido ao estímulo dado pelo dispositivo Kinect, em uma pirâmide crescente em níveis de dificuldade de execução ao longo da pesquisa
42

Uma agenda de intervenção para a ergonomia da atividade na concepção de sistemas computacionais interativos. / An agenda for the intervention of activity ergonomics in the conception of interactive computing systems.

Maria Júlia da Silva Benini 29 September 2006 (has links)
Propõe-se uma agenda de intervenção para a ergonomia da atividade no processo de requisitos de sistemas computacionais interativos centrados no usuário. Esta agenda adotou a abordagem multidisciplinar preconizada em normas internacionais de qualidade de software, como a ISO-13407. O objetivo da agenda é integrar a Análise Ergonômica do Trabalho na engenharia de requisitos, abordando a complexidade do ambiente de uso de forma sistemática, e garantir a interoperabilidade com a equipe de desenvolvimento. A agenda é aplicada experimentalmente em um estudo de caso de informatização na área médica, e envolveu o especialista em usuário, especialistas em computação e especialistas na área médica. Os resultados apresentados corroboram para a abordagem multidisciplinar proposta, evidenciando-se em processos de informatização de atividades de trabalho. / An agenda for the intervention of the activity ergonomics in the requirements process of interactive computing systems centered in the user is proposed. The agenda adopted a multidiscplinary approach aimed by international software quality standarts, as ISO 13407. The objective of the agenda is to integrate the Ergonomic Analysis of Work in the requirements engineering, approaching complexity of the environment of use, while making possible interoperability with the development team. The agenda is experimentally applied in a case study of automation in the medical field, involving user, computing and medical specialists. Results presented corroborated to the multidisciplinary approach proposed, argued for automation of working activities.
43

Simulator-Based Design : Methodology and vehicle display application

Alm, Torbjörn January 2007 (has links)
Human-in-the-loop simulators have long been used in the research community as well as in industry. The aviation field has been the pioneers in the use of simulators for design purposes. In contrast, corresponding activities in the automotive area have been less widespread. Published reports on experimental activities based on human-in-the-loop simulations have focused on methods used in the study, but nobody seems to have taken a step back and looked at the wider methodological picture of Simulator-Based Design. The purpose of this thesis is to fill this gap by drawing, in part, upon the author’s long experience in this field. In aircraft and lately also in ground vehicles there has been a technology shift from pure mechanics to computer-based systems. The physical interface has turned into screen-based solutions. This trend towards glass has just begun for ground vehicles. This development in vehicle technology has opened the door for new design approaches, not only for design itself, but also for the development process. Simulator-Based Design (SBD) is very compatible with this trend. The first part of this thesis proposes a structure for the process of SBD and links it to the corresponding methodology for software design. In the second part of the thesis the focus changes from methodology to application and specifically to the design of three-dimensional situation displays. Such displays are supposed to support the human operator with a view of a situation beyond the more or less limited visual range. In the aircraft application interest focuses on the surrounding air traffic in the light of the evolving free-flight concept, where responsibility for separation between aircraft will be (partly) transferred from ground-based flight controllers to air crews. This new responsibility must be supported by new technology and the situational view must be displayed from the perspective of the aircraft. Some basic design questions for such 3D displays were investigated resulting in an adaptive interface approach, where the current situation and task govern the details of information presentation. The thesis also discusses work on situation displays for ground vehicles. The most prominent example may be the Night Vision system, where the road situation ahead is depicted on a screen in the cab. The existing systems are based on continuous presentation, an approach that we have questioned, since there is strong evidence for negative behavioral adaptation. This means, for example, that the driver will drive faster, since vision has been enhanced, and thereby consume the safety margins that the system was supposed to deliver. Our investigation supports a situation-dependant approach and no continuous presentation. In conclusion, the results from our simulator-based studies showed advantages for adaptive interface solutions. Such design concepts are much more complicated than traditional static interfaces. This finding emphasizes the need for more dynamic design resources in order to have a complete understanding of the situation-related interface changes. The use of human-in-the-loop simulators and deployment of Simulator-Based Design will satisfy this need.
44

Redesign of Control Center Concept for Supporting Operators’ Efficiency : Discussion on Control Centers for Future Concept Improvement

Chawapatnakul, Jatuphol January 2010 (has links)
Due to the varieties in knowledge advancements nowadays, the concepts of control room have been created in different directions. These concepts have been implemented in various fields of business to increase advantages over competitors. Meanwhile, an individual company has its own experiences and strategies, the results in the actual implementation are different to the conceptual plan. Most of them were not qualified to the actual specification and expectation. These exposures lead this research to find out and discuss about the proper criteria to improve the control centers’ performance. The viewpoints used in this study are discussed based on the perspectives of control system designers, operators, and researchers to create validity for the analysis and conclusion. The final result of this research can be used to generate realization in the necessities of improving control centers to support the operators’ performances to create competitive advantages for business sectors. In conclusion, this research aspires to be used as a guideline for the control centers design and improvement strategies to increase their performance and productivities.
45

The Quest for Edge Awareness, Lessons not yet learned : PhD Thesis on practical and situated usefulness of advanced technological systems among inescapable uncertainties and competing interests in a world of dynamic changes

Stensson, Patrik January 2014 (has links)
This thesis problematizes the concept of usefulness, in part by taking questions to the extreme. The starting point is the contemporary view of usefulness, a view that remains within a traditional paradigm of technical rationality in which important aspects are disregarded or not perceived because they are not part of the equation. For scrutiny of technological usefulness that is a socially situated phenomenon regarding physical systems, neither interpretivist nor positivist research approaches are sufficient. Both views are required. Critical Realism supports such duality, facilitating the combination of elements from different paradigms, and provides methodological guidelines for doing this. The critical realist approach makes it possible to transcend the boundaries of technical rationality and contribute an alternative definition of usefulness that takes into account also the situated, the contextual, and the unpredictable. The aim is that this definition will contribute to a transformation of society. Concepts related to usefulness, such as predictability, controllability, effectiveness, and safety, are revisited, redefined, or complemented. Underlying aspects and mechanisms are explored and tensions identified, resulting in a theoretical contribution with models and frameworks explaining what is argued to be the true nature of usefulness. Potentiality is suggested as a complementary concept to effectiveness, similar to how resilience complements safety. Situated usefulness is then defined using these four concepts. The phenomenon known as situation awareness is scrutinized as well, and complemented by system awareness and the thesis title concept, edge awareness. Four cases, two airline crashes and two nuclear power plant events, and three future scenarios, constitute the empirical contribution. The analysis shows that the contributed frameworks and redefinition of usefulness facilitate different or extended explanations of all four events, and that future cases lack considerations of situated usefulness. Research implications center on the human role and our responsibilities in relation to the technology that we use, and on the meaning of concepts defining this role. We are situated human beings. Our role is to be involved and responsible, a role requiring awareness and controllability. The escalating ubiquity and the character of computerized technological systems make therefore the quest for edge awareness more important than ever.
46

Improving Performance Of A Remote Robotic Teleoperation Over The Internet

Arslan, Mehmet Selcuk 01 August 2005 (has links) (PDF)
In this thesis study, it is aimed to improve the performance of an Internet-based teleoperation system enabling the remote operation of a 6 DOF industrial robot. In order to improve the safety and efficiency of the teleoperation, stability and synchronization (hand-eye coordination) are considered. The selected communication medium between the human operator and remote robot is the Internet. The variable time delays and nondeterministic characteristics of the Internet may lead to instability of the teleoperation system. Considering the disturbing effects of the Internet onto the transmission, an event-based control approach is used in order to improve the stability of the teleoperation system. Besides, a visual feedback system is developed and a force-feedback mouse is designed in order to improve synchronization between the human operator and robot during the command generation according to the feedback obtained from the control system. A client-server software application is developed to interface the human operator with remote environment. It is observed that, using the event-based control approach in the operation makes the teleoperation stable and improves the synchronization ability. Implementation of visual feedback and force-feedback mouse to the teleoperation system improves the human operator&rsquo / s ability to perform remote operation.
47

Companion Robots Behaving with Style : Towards Plasticity in Social Human-Robot Interaction / Des robots compagnons avec du style : vers de la plasticité en interaction homme-robot

Benkaouar johal, Wafa 30 October 2015 (has links)
De nos jours, les robots compagnons présentent de réelles capacités et fonctionnalités. Leurs acceptabilité dans nos habitats est cependant toujours un objet d'étude du fait que les motivations et la valeur du companionage entre robot est enfant n'a pas encore été établi. Classiquement, les robots sociaux avaient des comportements génériques qui ne prenaient pas en compte les différences inter-individuelles. De plus en plus de travaux en Interaction Humain-Robot se penchent sur la personnalisation du compagnon. Personnalisation et contrôle du compagnon permettrai une meilleure compréhension de ses comportements par l'utilisateur. Proposer une palette d'expressions du compagnon jouant un rôle social permettrait à l'utilisateur de customiser leur compagnon en fonction de leur préférences.Dans ce travail, nous proposons un système de plasticité pour l'interaction humain-robot. Nous utilisons une méthode de Design Basée Scenario pour expliciter les rôles sociaux attendu des robot compagnons. Puis en nous appuyant sur la littérature de plusieurs disciplines, nous proposons de représenter ces variations de comportement d'un robot compagnon par les styles comportementaux. Les styles comportementaux sont défini en fonction du rôle social grâce à des paramètres d'expressivité non-verbaux. Ces paramètres (statiques, dynamiques et décorateurs) permettent de transformer des mouvements dit neutres en mouvements stylés. Nous avons mener une étude basée sur des vidéos, qui montraient deux robots avec des mouvement stylés, afin d'évaluer l'expressivité de deux styles parentaux par deux types de robots. Les résultats montrent que les participants étaient capable de différentier les styles en termes de dominance et d'autorité, en accord avec la théorie en psychologie sur ces styles. Nous avons constater que le style préféré par les parents n'étaient pas corréler à leur propre style en tant que parents. En conséquence, les styles comportementaux semblent être des outils pertinents pour la personnalisation social du robot compagnon par les parents.Une seconde expérience, dans un appartement impliquant 16 enfants dans des interaction enfant-robot, a montré que parents et enfants attendent plutôt d'un robot d'être polyvalent et de pouvoir jouer plusieurs rôle à la maison. Cette étude a aussi montré que les styles comportementaux ont une influence sur l'attitude corporelle des enfants pendant l'interaction avec le robot. Des dimensions classiquement utilisées en communication non-verbal nous ont permises de développer des mesures pour l'interaction enfant-robot, basées sur les données capturées avec un capteur Kinect 2.Dans cette thèse nous proposons également la modularisation d'une architecture cognitive et affective précédemment proposé résultant dans l'architecture Cognitive et Affective orientées Interaction (CAIO) pour l'interaction social humain-robot. Cette architecture a été implémenter en ROS, permettant son utilisation par des robots sociaux. Nous proposons aussi l'implémentation des Stimulus Evaluation Checks (SECs) de [Scherer, 2009] pour deux plateformes robotiques permettant l'expression dynamique d'émotion.Nous pensons que les styles comportementaux et l'architecture CAIO pourront s'avérer utile pour l'amélioration de l'acceptabilité et la sociabilité des robot compagnons. / Companion robots are technologically and functionally more and more efficient. Capacities and usefulness of companion robots is nowadays a reality. These robots that have now more efficient are however not accepted yet in home environments as worth of having such robot and companionship hasn't been establish. Classically, social robots were displaying generic social behaviours and not taking into account inter-individual differences. More and more work in Human-Robot Interaction goes towards personalisation of the companion. Personalisation and control of the companion could lead to better understanding of the robot's behaviour. Proposing several ways of expression for companion robots playing role would allow user to customize their companion to their social preferences.In this work, we propose a plasticity framework for Human-Robot Interaction. We used a Scenario-Based Design method to elicit social roles for companion robots. Then, based on the literature in several disciplines, we propose to depict variations of behaviour of the companion robot with behavioural styles. Behavioural styles are defined according to the social role with non-verbal expressive parameters. The expressive parameters (static, dynamic and decorators) allow to transform neutral motions into styled motion. We conducted a perceptual study through a video-based survey showing two robots displaying styles allowing us to evaluate the expressibility of two parenting behavioural styles by two kind robots. We found that, participants were indeed able to discriminate between the styles in term of dominance and authoritativeness, which is in line with the psychological theory on these styles. Most important, we found that styles preferred by parents for their children was not correlated to their own parental practice. Consequently, behavioural styles are relevant cues for social personalisation of the companion robot by parents.A second experimental study in a natural environment involving child-robot interaction with 16 children showed that parents and children were expected a versatile robot able to play several social role. This study also showed that behavioural styles had an influence on the child's bodily attitudes during the interaction. Common dimension studied in non-verbal communication allowed us to develop measures for child-robot interaction, based on data captured with a Kinect2 sensor .In this thesis, we also propose a modularisation of a previously proposed affective and cognitive architecture resulting in the new Cognitive, Affective Interaction Oriented (CAIO) architecture. This architecture has been implemented in ROS framework allowing it to use it on social robots. We also proposed instantiations of the Stimulus Evaluation Checks of [Scherer, 2009]for two robotic platforms allowing dynamic expression of emotions.Both behavioural style framework and CAIO architecture can be useful in socialise companion robots and improving their acceptability.
48

Un système-multi agent normatif pour le soutien évaluatif à la collaboration humain-machine : application à la gestion de crise / A normative multi-agent system for evaluative support in human-machine collaboration : application to crisis management

Thévin, Lauren 12 December 2016 (has links)
Nous abordons dans cette thèse le problème de la conception d’un système informatique de soutien évaluatif, pour soutenir et évaluer en temps réel l’activité collaborative dans le cas particulier "d'une activité régie par des process issus d'organisations différentes". Nous définissons un process comme un ensemble de règles, de politiques, de plans, de normes ayant pour vocation de guider et de servir de référence à la réalisation d’une activité collaborative. Nous positionnons notre recherche dans le cadre applicatif de l’entrainement à la gestion de crise, et dans le cadre technologique de l’interaction tangible.Pour mettre en place un soutien évaluatif flexible et intelligible, nous proposons un système socio-technique capable d’apporter aux acteurs une conscience organisationnelle partagée et distribuée.Dans ce cadre, trois verrous essentiels sont considérés : (1) représentation et gestion de contextes liés à l’activité soutenue et aux interactions entre acteurs, (2) représentation et gestion des différents process liés à l’activité soutenue et à l’interaction, et (3) articulation entre l'activité soutenue et l'interaction.Pour répondre à ces verrous, nous proposons le système OrA s’appuyant sur trois groupes de principes relatif à l'activité soutenue et à l’interaction : modularité et représentation des process et contextes, gestion autonome et faiblement couplée des process et des éléments de contexte, coordination flexible entre ces mécanismes de gestion de process et de contextes.Ces principes sont mis en oeuvre au sein d’un système informatique s’appuyant sur les modèles des collecticiels, et en particulier CLOVER, des modèles de traces, des systèmes multi-agents normatifs.Ce système est évalué en démontrant la possibilité de modéliser les process d’un cas pratique d’exercice de gestion de crise, puis en proposant une utilisation en situation d’un exercice réel d’entrainement à la gestion de crise. / We discuss in this thesis about designing an computer system for an evaluative support , to support and evaluate in real-time the collaborative activity in the particular case of "an activity governed by processes from different organizations". We define a process as a set of rules, policies, plans, standards which aim to guide and be a reference for the realization of a collaborative activity. Our research is applied to training in crisis management, and situated in the technological context of tangible interaction.To implement a flexible and comprehensible evaluative support, we propose a socio-technical systemfor bringing the actors shared and distributed organizational consciousness.In this context, three key issues are considered: (1) representation and management of the contexts associated with the sustained activity and the interactions between the involved stakeholders, (2) representation and management of various processes associated with the sustained activity and the interaction and (3) the articulation between the sustained activity and the interaction.To answer these issues, we offer the OrA system based on three groups of principles, both about sutained activiy and interaction : modularity and representation of processes and contexts, autonomous management and loosely coupled processes and contextual elements, flexible coordination between these process and context management mechanisms.These principles are implemented in a computer system based on the model of groupware, especially CLOVER, a traces models, and normative multi-agent systems.This system is evaluated by demonstrating the ability to model the process of a practical case of crisis management exercise, and by providing a use situation of a real exercise training in crisis management.
49

Planification interactive de mouvement avec contact / Interactive motion planning with contact

Blin, Nassime 12 December 2017 (has links)
La conception de nouveaux produits industriels nécessite le développement de prototypes avant leur déploiement grand public. Afin d'accélérer cette phase et de réduire les coûts qui en découlent, une solution intéressante consiste a utiliser des prototypes virtuels le plus longtemps possible en particulier dans la phase de conception. Certaines des étapes de la conception consistent à effectuer des opérations d'assemblage ou de désassemblage. Ces opérations peuvent être effectuées manuellement ou automatiquement à l'aide d'un algorithme de planification de mouvement. La planification de mouvement est une méthode permettant à un ordinateur de simuler le déplacement d'un objet d'un point de départ à un point d'arrivée tout en évitant les obstacles. Le travail de recherche de cette thèse apporte des solutions pour l'interaction entre un humain et un algorithme de planification de mouvement pendant l'exploration de l'espace libre. Le temps de recherche est partagé entre l'humain et la machine selon un paramètre de partage d'autorité permettant de déterminer le pourcentage d'allocation du temps à l'une ou l'autre entité. L'utilisation de ces deux entités en même temps permet d'accélérer grandement la vitesse d'exploration par rapport à la vitesse d'un humain seul ou d'un algorithme seul. Ces travaux apportent ensuite une nouvelle méthode de planification de mouvement avec contact permettant de générer des trajectoires à la surface des obstacles au lieu de les générer uniquement dans l'espace libre. La planification au contact permet d'effectuer des opérations spécifiques telles que le glissement ou l'insertion utiles pour la résolution de problèmes de planification dans des environnements encombrés. Enfin, détecter les intentions d'un utilisateur lorsqu'il interagit avec une m achine permet de lui fournir des ordres efficacement et intuitivement. Dans le cadre de la planification interactive au contact, un algorithme de détection d'intention est proposé. Ce dernier s'appuie sur l'utilisation d'un robot haptique permettant à un opérateur de ressentir les obstacles virtuels lors de la manipulation d'un objet virtuel dans un environnement de réalité virtuelle. L'algorithme interactif s'adapte en temps réel aux actions de l'opérateur pour une exploration pertinente de la surface des obstacles. Ces travaux ont été menés en partie au laboratoire toulousain LAAS au sein de l'équipe Gepetto et en partie dans le laboratoire LGP de l'ENIT au sein de l'équipe DIDS. Nous remercions la région Midi-Pyrénées pour avoir financé ces recherches. / Designing new industrial products requires to develop prototypes prior to their launch phase. An interesting solution to speedup the development phase and reduce its costs is to use virtual prototypes as long as possible. Some steps of the development consist in assembly or disassembly operations. These operations can be done manually or automatically using a motion planning algorithm. Motion planning is a method allowing a computer to simulate the motion of an object from a start point to a goal point while avoiding obstacles. The following research work brings solutions for the interaction between a human operator and a motion planning algorithm of virtual objects for the exploration of free space. Research time is split between the human and the machine according to an authority sharing parameter determining the percentage of time allowed to one or the other entity. The simultaneous use of a human and a machine greatly speedup the exploration in comparison with the time needed by any of the to alone. This work then presents a new interactive motion planning with contact method. This method permits to generate trajectories at the surface of obstacles instead of free space trajectories. This contact motion planning method allows specific operations such as sliding or insertion. This greatly diminishes the solving time of motion planning problems in cluttered environments. Detecting the intentions of a user when he interacts with a machine is a good way to convey orders efficiently and intuitively. An algorithm for interactive contact planning with intention detection techniques is proposed. This algorithm uses a haptic robot allowing a user to feel virtual obstacles when manipulating a virtual object in a virtual reality environment. The interactive algorithm adapts to the the actions of the user in real time for a pertinent exploration of the surfaces of obstacles. This work has been done partly in LAAS-CNRS laboratory in Toulouse in Gepetto team and partly in LGP-ENIT laboratory in Tarbes in DIDS team. We wish to thank the Midi-Pyrénées region for funding this research.
50

Granskning av en Internet of Things-implementering mot industri 4.0 : Från konsultbyråns, beställarens och användarens perspektiv

Frössling, Jacob, Eiman, Tobias January 2018 (has links)
The first industrial revolution moved from farming to factory through the development ofthe steam engine. The Second arose through the innovation of electricity and the thirdindustrial revolution moved from analogue technology to digital technology. The latestindustry trend is called industry 4.0, whose vision is to create automated factories. Industry4.0 refers to create smart factories, where physical objects may communicate with eachother to solve different kind of problems. This new technology entails different changes forcompanies, there among other things; the role of human beings will be affected in one oranother way.This thesis has examined an industrial company, which strives to develop their businesstowards industry 4.0. The purpose of the study was to review an ongoing implementationof IoT, focusing on understanding different actors' perspectives on the emerging technology.On this basis several of possibilities and difficulties were identified, which companies needto consider in the future when developing towards industry 4.0.The result of the study describes the difference between different actors' perspectives, whichin the future will have to be discussed in order to find a balance in the IoT-environment. Byexamining an ongoing implementation of IoT, a checklist consisting of key componentswere identified. This checklist may be useful for companies with / Den första industriella revolutionen uppkom vid ångmaskinens framgång, den andra genomelektricitet och den tredje utvecklades med hjälp av IT. Den senaste trenden inom industrinkallas Industri 4.0, vars vision syftar till att skapa automatiserade fabriker. Den nya teknikenkommer inte att utvecklas över en natt och det finns ett flertal faktorer vilka behöverundersökas för att lyckas ta stegen mot visionen. Industri 4.0 medför olika förändringar förföretagen där bland annat människans roll inom verksamheten kommer att påverkas.Studien har genomförts mot ett medelstort industriföretag, vilket strävar efter att utvecklasin verksamhet mot industri 4.0. Författarna har tidigare samarbetat med industriföretagetoch konsultbyrån. Tillsammans utvecklar de en plattform mot Internet of Things (IoT) föratt ta första steget mot en uppkopplad verksamhet. Syftet med studien var att granska enpågående implementering av IoT med fokus på att förstå olika aktörers perspektiv på denframväxande tekniken. Med den utgångspunkten identifierades olika möjligheter ochproblem företagen kommer att behöva ta hänsyn till.Studiens resultat belyser skillnaden mellan olika aktörers perspektiv vilket i framtidenkommer att behöva diskuteras för att hitta en balans. Eftersom studien granskade enpågående implementering identifierades dessutom ett arbetssätt bestående av viktigakomponenter för företag med visionen att börja utveckla sin verksamhet mot industri 4.0visionen.

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