Network


Latest external collaboration on country level. Dive into details by clicking on the dots.

Hotspot


Dive into the research topics where Markus Funk is active.

Publication


Featured researches published by Markus Funk.


conference on computers and accessibility | 2015

Using In-Situ Projection to Support Cognitively Impaired Workers at the Workplace

Markus Funk; Sven Mayer; Albrecht Schmidt

Todays working society tries to integrate more and more impaired workers into everyday working processes. One major scenario for integrating impaired workers is in the assembly of products. However, the tasks that are being assigned to cognitively impaired workers are easy tasks that consist of only a small number of assembly steps. For tasks with a higher number of steps, cognitively impaired workers need instructions to help them with assembly. Although supervisors provide general support and assist new workers while learning new assembly steps, sheltered work organizations often provide additional printed pictorial instructions that actively guide the workers. To further improve continuous instructions, we built a system that uses in-situ projection and a depth camera to provide context-sensitive instructions. To explore the effects of in-situ instructions, we compared them to state-of-the-art pictorial instructions in a user study with 15 cognitively impaired workers at a sheltered work organization. The results show that using in-situ instructions, cognitively impaired workers can assemble more complex products up to 3 times faster and with up to 50% less errors. Further, the workers liked the in-situ instructions provided by our assistive system and would use it for everyday assembly.


pervasive technologies related to assistive environments | 2015

Comparing projected in-situ feedback at the manual assembly workplace with impaired workers

Markus Funk; Andreas Bächler; Liane Bächler; Oliver Korn; Christoph Krieger; Thomas Heidenreich; Albrecht Schmidt

With projectors and depth cameras getting cheaper, assistive systems in industrial manufacturing are becoming increasingly ubiquitous. As these systems are able to continuously provide feedback using in-situ projection, they are perfectly suited for supporting impaired workers in assembling products. However, so far little research has been conducted to understand the effects of projected instructions on impaired workers. In this paper, we identify common visualizations used by assistive systems for impaired workers and introduce a simple contour visualization. Through a user study with 64 impaired participants we compare the different visualizations to a control group using no visual feedback in a real world assembly scenario, i.e. assembling a clamp. Furthermore, we introduce a simplified version of the NASA-TLX questionnaire designed for impaired participants. The results reveal that the contour visualization is significantly better in perceived mental load and perceived performance of the participants. Further, participants made fewer errors and were able to assemble the clamp faster using the contour visualization compared to a video visualization, a pictorial visualization and a control group using no visual feedback.


pervasive technologies related to assistive environments | 2015

Design approaches for the gamification of production environments: a study focusing on acceptance

Oliver Korn; Markus Funk; Albrecht Schmidt

Gamification is an ever more popular method to increase motivation and user experience in real-world settings. It is widely used in the areas of marketing, health and education. However, in production environments, it is a new concept. To be accepted in the industrial domain, it has to be seamlessly integrated in the regular work processes. In this work we make the following contributions to the field of gamification in production: (1) we analyze the state of the art and introduce domain-specific requirements; (2) we present two implementations gamifying production based on alternative design approaches; (3) these are evaluated in a sheltered work organization. The comparative study focuses acceptance, motivation and perceived happiness. The results reveal that a pyramid design showing each work process as a step on the way towards a cup at the top is strongly preferred to a more abstract approach where the processes are represented by a single circle and two bars.


pervasive technologies related to assistive environments | 2016

Using Head-Mounted Displays and In-Situ Projection for Assistive Systems: A Comparison

Sebastian Büttner; Markus Funk; Oliver Sand; Carsten Röcker

The increasing demand to customize products affects production workers in many industries, as assembly tasks become more complex due to higher product variety. Assistive systems providing instructions at the workplace have been proposed to overcome increasing cognitive demand during assembly tasks. Commercially available assistive systems provide spatially registered instructions, either by using in-situ projections or head-mounted displays (HMDs). As there is little empirical knowledge about the individual advantages and disadvantages of both approaches, we are interested in comparing both types of systems. Through a user study at a manual assembly workplace, we compare both approaches to a paper baseline. Our results reveal that both in-situ instructions and paper instructions lead to significantly faster task completion times and significantly fewer errors than HMDs. Using additional questionnaires and interviews, we are able to identify the shortcomings of HMD-based instructions and discuss the possibilities of using flexible in-situ instructions for worker assistance.


ubiquitous computing | 2015

Pick from here!: an interactive mobile cart using in-situ projection for order picking

Markus Funk; Alireza Sahami Shirazi; Sven Mayer; Lars Lischke; Albrecht Schmidt

Order Picking is not only one of the most important but also most mentally demanding and error-prone tasks in the industry. Both stationary and wearable systems have been introduced to facilitate this task. Existing stationary systems are not scalable because of the high cost and wearable systems have issues being accepted by the workers. In this paper, we introduce a mobile camera-projector cart called OrderPickAR, which combines the benefits of both stationary and mobile systems to support order picking through Augmented Reality. Our system dynamically projects in-situ picking information into the storage system and automatically detects when a picking task is done. In a lab study, we compare our system to existing approaches, i.e, Pick-by-Paper, Pick-by-Voice, and Pick-by-Vision. The results show that using the proposed system, order picking is almost twice as fast as other approaches, the error rate is decreased up to 9 times, and mental demands are reduced up to 50%.


pervasive technologies related to assistive environments | 2014

Context-aware assistive systems at the workplace: analyzing the effects of projection and gamification

Oliver Korn; Markus Funk; Stephan Abele; Thomas Hörz; Albrecht Schmidt

Context-aware assistive systems (CAAS) have become ubiquitous in cars or smartphones but not in industrial work contexts: while there are systems controlling work results, context-specific assistance during the processes is hardly offered. As a result production workers still have to rely on their skills and expertise. While un-impaired workers may cope well with this situation, elderly or impaired persons in production environments need context-sensitive assistance. The contribution of the research presented here is three-fold: (1) We provide a framework for context-aware assistive systems in production environments. These systems are based on motion recognition and use projection and elements from game design (gamification) to augment work. (2) Based on this framework we describe a prototype with respect to both the physical and the software implementation. (3) We present the results of a study with impaired workers and quantifying the effects of the augmentations on work speed and quality.


ubiquitous computing | 2016

Interactive worker assistance: comparing the effects of in-situ projection, head-mounted displays, tablet, and paper instructions

Markus Funk; Thomas Kosch; Albrecht Schmidt

With increasing complexity of assembly tasks and an increasing number of product variants, instruction systems providing cognitive support at the workplace are becoming more important. Different instruction systems for the workplace provide instructions on phones, tablets, and head-mounted displays (HMDs). Recently, many systems using in-situ projection for providing assembly instructions at the workplace have been proposed and became commercially available. Although comprehensive studies comparing HMD and tablet-based systems have been presented, in-situ projection has not been scientifically compared against state-of-the-art approaches yet. In this paper, we aim to close this gap by comparing HMD instructions, tablet instructions, and baseline paper instructions to in-situ projected instructions using an abstract Lego Duplo assembly task. Our results show that assembling parts is significantly faster using in-situ projection and locating positions is significantly slower using HMDs. Further, participants make less errors and have less perceived cognitive load using in-situ instructions compared to HMD instructions.


pervasive technologies related to assistive environments | 2017

The Design Space of Augmented and Virtual Reality Applications for Assistive Environments in Manufacturing: A Visual Approach

Sebastian Büttner; Henrik Mucha; Markus Funk; Thomas Kosch; Mario Aehnelt; Sebastian Robert; Carsten Röcker

Research on how to take advantage of Augmented Reality and Virtual Reality applications and technologies in the domain of manufacturing has brought forward a great number of concepts, prototypes, and working systems. Although comprehensive surveys have taken account of the state of the art, the design space of industrial augmented and virtual reality keeps diversifying. We propose a visual approach towards assessing this space and present an interactive, community-driven tool which supports interested researchers and practitioners in gaining an overview of the aforementioned design space. Using such a framework we collected and classified relevant publications in terms of application areas and technology platforms. This tool shall facilitate initial research activities as well as the identification of research opportunities. Thus, we lay the groundwork, forthcoming workshops and discussions shall address the refinement.


conference on computers and accessibility | 2015

DroneNavigator: Using Drones for Navigating Visually Impaired Persons

Mauro Avila; Markus Funk; Niels Henze

Even after decades of research about navigation support for visually impaired people, moving independently still remains a major challenge. Previous work in HCI explored a large number of navigation aids, including auditory and tactile guidance systems. In this poster we propose a novel approach to guide visually impaired people. We use small lightweight drones that can be perceived through the distinct sound and the airflow they naturally produce. We describe the interaction concept we envision, first insights from proof-of-concept tests with a visually impaired participant, and provide an overview of potential application scenarios.


mobile and ubiquitous multimedia | 2015

A benchmark for interactive augmented reality instructions for assembly tasks

Markus Funk; Thomas Kosch; Scott W. Greenwald; Albrecht Schmidt

With the opportunity to customize ordered products, assembly tasks are becoming more and more complex. To meet these increased demands, a variety of interactive instruction systems have been introduced. Although these systems may have a big impact on overall efficiency and cost of the manufacturing process, it has been difficult to optimize them in a scientific way. The challenge is to introduce performance metrics that apply across different tasks and find a uniform experiment design. In this paper, we address this challenge by proposing a standardized experiment design for evaluating interactive instructions and making them comparable with each other. Further, we introduce a General Assembly Task Model, which differentiates between task-dependent and task-independent measures. Through a user study with 12 participants, we evaluate the experiment design and the proposed task model using an abstract pick-and-place task and an artificial industrial task. Finally, we provide paper-based instructions for the proposed task as a baseline for evaluating Augmented Reality instructions.

Collaboration


Dive into the Markus Funk's collaboration.

Top Co-Authors

Avatar

Thomas Kosch

University of Stuttgart

View shared research outputs
Top Co-Authors

Avatar

Niels Henze

University of Stuttgart

View shared research outputs
Top Co-Authors

Avatar
Top Co-Authors

Avatar

Katrin Wolf

Hamburg University of Applied Sciences

View shared research outputs
Top Co-Authors

Avatar

Oliver Korn

University of Stuttgart

View shared research outputs
Top Co-Authors

Avatar

Sven Mayer

University of Stuttgart

View shared research outputs
Top Co-Authors

Avatar

Robin Boldt

University of Stuttgart

View shared research outputs
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Researchain Logo
Decentralizing Knowledge