AR on the Shop Floor

Hosted by IEEE

17 October 2014 @ 11am Eastern US

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During this live Google+ Hangout on Air invited experts will discuss the opportunities they have seen for significant improvements of shop floor processes using Augmented Reality.

The introduction of technology on the shop floor must be approached in a careful, methodical fashion to reduce negative impacts on product quality, safety to workers and risks to expensive equipment. The experts will discuss the experiences they have with AR introduction to date. Success stories will be shared along with the lessons learned in trials and test beds. In addition to the technical issues, they will frame the cultural and business issues frequently encountered. Our panel will discuss:

  • What kind of technical data is best suited to AR visualization?
  • How can you determine which processes are the most likely to benefit from AR?
  • What industries will be the first to adopt AR on the shop floor?
  • What are some keys to success, best practices and important policies to put in place?
  • Are there some return-on-investment analyses available for AR in manufacturing?

Learn how to approach this exciting new capability from the experts during this live one-hour Google+ Hangout on Air episode, part of the IEEE-SA’s AR in Your Future series.

Bios


bio

Alex Hill, PhD is Chief Scientist at Merlin Mobility where he leads the development of Merlin’s web-based Alchemy Augmented Reality content authoring and deployment suite, which makes extensive use of the Unity Game Engine. Dr. Hill received his doctorate from the University of Illinois at the Electronic Visualization Laboratory, the birthplace of the CAVE virtual reality room. There he leveraged virtual reality to prototype the development of augmented reality user interfaces and 3D WYSIWYG interfaces for their authoring.

Before joining Merlin, Alex completed a fellowship working at the Augmented Environments Laboratory at the Georgia Institute of Technology directed by Blair MacIntyre. During his tenure at Georgia Tech, he led the development effort of Argon, the augmented reality browser based exclusively on web standards such as HTML5, CSS3 and KML.

Dr. Hill has been published in peer reviewed conferences and journals including MIT’s Presence: Teleoperators and Virtual Environments, the IEEE Symposium on 3D User Interfaces and the IEEE International Symposium on Mixed and Augmented Reality. He is a frequent volunteer reviewer and contributor to AR standards efforts.


bio

Jaakko Karjalainen is a research scientist from VTT Technical Research Centre of Finland from the field of human factors in complex systems. One of his main research interests is solving issues in information management, skills transfer and cognitive overload with the help of novel mixed reality applications.

He is currently working in EU project TELL ME where he is developing AR prototype ARgh! for technology enhanced learning in manufacturing environments.


bio

Axel Lechler brings far more than 11 years of experience in business development, augmented reality (AR), logistics and consulting to his role as a Business Developer. He brings a vitality, professionalism and knowledge, and a mindset of service and advocacy to his work with clients and consultants.

Axel’s primary focus is to create ideas and opportunities in an emerging market. Based on the Augmented Reality knowledge, his capability of combining industry processes with use cases is a key factor for making Augmented Reality an efficient technology in enterprise surroundings.

He gains his industrial background from one of the leading logistics service providers and a European-wide acting IT solutions provider for a transport management system. In his account manager role, his daily work was clarifying benefits, and find the right balance between customer relationship and conclusion of a sale.

Axel graduated in business administration (Germany and Sweden), with a strong focus on IT, logistics and social economics. These combination let him understand man’s behavior, IT opportunities, and its requirements to a suitable human-machine-interface.


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Moderated by Fridolin Wild - Fridolin Wild is a research associate at the Knowledge Media Institute of the Open University of the UK. His relevant experience as Principal Investigator includes the TELLME project (the learning models work package) and the LTfLL project (coordinating the infrastructure work package). Since May 2009 he has been the deputy coordinator of the European network of excellence STELLAR. He shadows the lead of the work package on community building and sustains this in the ROLE project and a European policy project on TEL Futures, TEL-Map.

Fridolin is the voted treasurer of the European Association of Technology Enhanced Learning (EATEL). He studied information science in Regensburg, Hildesheim, and Munich (all Germany). He founded axon-e interactive media in 1998, and managed numerous commercial and governmental projects there until he left the company in 2003. In 2004 he graduated as magister artium in information science and politology.

Between 2004 and 2009, Fridolin worked as a scientist at the Vienna University of Economics and Business in Austria within the European projects PROLEARN, iCAMP, LTfLL, and ROLE thereby serving as the overall technical manager with an additional work package lead in interoperability of social software learning tools in iCamp, leading the work package ‘infrastructure’ within LTfLL, and leading a work package on community building and sustaining in the ROLE project.