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In Germany’s transition to a more sustainable industrial landscape, electricity generated by wind turbines (WT) remains a mainstay of the energy mix. Operating and maintenance costs, which account for roughly 25% of electricity generation costs in onshore WTs make improvements of maintenance activities a key lever in the economic operation of WTs. Prescriptive maintenance is a possible approach for improved maintenance activities. It is a concept where asset condition data is used to recommend specific actions and has great potential for the operation of wind parks. However, especially small, but also large wind park operators, and maintenance service providers often struggle with the implementation of such a new maintenance approach. As a part of the research project ReStroK, a learning game has been developed to support the training and familiarization of maintenance technicians with the concepts and underlying principles of this maintenance approach. In this paper, the concept for the development of a learning game will be presented. Multiple scenarios for its usage and their corresponding requirements will be discussed and an overview over the game will be given.
Augmented reality seems to offer great potential benefits in the field of industrial services. However, the question of the exact benefits, both monetary and qualitative, is difficult to evaluate, as is the case with IT investments in gen-eral. Within the framework of the DM4AR research project, an evaluation model was therefore developed. Based on group discussions and interviews on potential AR use cases, a list of monetary and qualitative benefits was compiled to form the basis for selecting suitable evaluation modules in the existing literature. These include an impact chain analysis in the form of a strategy map, a monetary eval-uation as a calculation of the return on investment, based on the assumptions of the use case as well as existing studies, and a qualitative evaluation in the form of a utility analysis. The outcome is an evaluation model in the form of a multi-perspective approach that considers the impact of AR in the four perspectives of the balanced scorecard (financial, customer, internal business processes, learning and growth). The results of the qualitative and monetary evaluation can be sum-marized in a 2D matrix to support decision-making.
Today, however, agility is seen more than ever as a critical success factor for companies. In times of an increasing degree of digital interconnection and minimum viable products, a mentality is entering the industrial service sector that has so far only been exemplified by Internet companies (e.g. Google): New products and especially digital services are developed in highly iterative processes. To this end, customers are involved in early test phases of development and provide feedback on individual functional modules, which – in contrast to the previous approach – are only gradually assembled into a market-ready “100 percent version”. But especially with the development of new digital services, companies must ensure more than ever that both the existing analog service business and the design of new digital services are geared to effectiveness and efficiency in order to meet the growing demands of customers and competitors.
To achieve this, companies must not only be familiar with the products currently on the market, but also master the entire product history, which in some cases goes back more than 30 years and varies greatly from one industry to another.