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3-6 June 2019
Politechnika Wroclawska
Europe/Warsaw timezone
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Industrial Internet of Things and Gamification Applied to Fleet and Personnel Management

4 Jun 2019, 10:00
30m
D20-10-ABCD - Plenary Hall (Politechnika Wroclawska)

D20-10-ABCD - Plenary Hall

Politechnika Wroclawska

ul. Wybrzeże Wyspiańskiego 27 50-370 Wrocław Poland
620
Papers Digital Transformation in Mine Operation Plenary

Speaker

Dr Sean Dessureault (MST Global)

Description

The ubiquity of big data, Internet of Things (IoT), and smart devices is radically changing society, our personal lives are being tracked, digitally motivated through gamification, where information has become an addiction at all income levels, genders, and generations. These forces should not be held at bay in mining, rather we should embrace and take advantage of this phenomenon to improve safety and productivity. It is time to re-think long-held conventions behind Fleet Management Systems, such as permanently mounted hardware, connecting through cables and “black boxes”, equipment centric rather than operator centric, wireless requirements, minimal to no feedback to the operator, high costs, etc. We should also reconsider how we are collecting much of our safety, training, and preoperational forms on paper, that then must be entered into computer systems for compliance, and rarely if ever used in analytics, rather than entering the data directly into a digital device. Collecting safety and location data directly digitally also unlocks the information contained in safety forms and audits enabling new data mining and analytical approaches. Managing then gaining value from this new, greatly expanded mountain of largely unstructured data, requires the use of modern tools and approaches, such as gamification and Big Data, as well as skill sets, not traditionally available in mines. Furthermore, tablets can now provide a better user experience as well as new sensors when compared to traditional fleet management systems, at a fraction of the cost, employing the extremely esthetic and engaging visuals derived from the video game industry. Real case studies of these applications of both technology and approach, such as gamification, show that these tracking technologies can bring high visibility and large amounts of data to even the smallest operations and the challenge of making use of the data can be facilitated through the application of gamification. As with our personal smart devices, these technologies are poised to deliver huge improvements in operator feedback, tracking, and performance management, at a much lower cost per unit.

Keywords IoT, Gamification, Mobile Technology

Primary author

Dr Sean Dessureault (MST Global)
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