@misc{13536,
  author       = {{Mordaschew, Viktoria and Latos, Benedikt}},
  booktitle    = {{72. GfA-Frühjahrskongress 2026 : Menschengerechte Arbeitsgestaltung }},
  location     = {{Kassel}},
  publisher    = {{Gesellschaft für Arbeitswissenschaft e.V.}},
  title        = {{{Gamification in der Produktion: Qualitative Analyse praxisbezogener Wahrnehmungen und arbeitswissenschaftliche Implikationen}}},
  year         = {{2026}},
}

@misc{12719,
  abstract     = {{A human digital twin (HDT) is a virtual representation of a worker in cyberspace. Nevertheless, current research focusses mainly on HDTs for motoric work types, such as assembly. To fully integrate an HDT for workers in production, it is necessary that an HDT also displays cognitive processes like memorizing, thinking or reasoning. Such a concept can be used in information-based work, for example monitoring highly automated production systems, and contribute to the planning and control of production. Due to the high proportion of planning and decision-making processes, the efficiency of information-based work is determined in particular by the inner processes of the worker. An HDT can therefore help to describe current and future states of socio-technical work systems. Therefore, this paper presents a systematic literature review to explicitly derive the relevant components of an HDT for information-based work types. The elements of such an HDT and its environment are defined. Further, the current gaps in literature are identified. There are currently no real-world applications of such an HDT. Additionally, the value of multi-HDT systems must be evaluated more extensively.}},
  author       = {{Mordaschew, Viktoria and Latos, Benedikt and Tackenberg, Sven}},
  booktitle    = {{Procedia Computer Science}},
  issn         = {{1877-0509}},
  keywords     = {{Human-centric Production, Digital Twin, Systematic Literature Review}},
  pages        = {{2137--2146}},
  publisher    = {{Elsevier}},
  title        = {{{A Human Digital Twin for Worker-Centric Production}}},
  doi          = {{https://doi.org/10.1016/j.procs.2025.01.274}},
  volume       = {{253}},
  year         = {{2025}},
}

@misc{13207,
  abstract     = {{Der Einsatz von Gamification in Produktionsumgebungen wird zunehmend in Mensch-Technik Systemen (MTS) zur Steigerung von Motivation, Engagement und Produktivität eingesetzt. Jedoch fehlt bisher eine systematische Betrachtung, welche Anforderungen an diese gamifizierten MTS gestellt werden und wie diese zu einer inklusiven Gestaltung beitragen können. Ziel dieses Beitrags ist es, Anforderungen an gamifizierte MTS in Produktionskontexten systematisch aus der Literatur zu identifizieren, zu strukturieren und hinsichtlich ihres Beitrags zur inklusiven Gestaltung zu analysieren. Dazu wurde eine systematische Literaturrecherche (SLR) durchgeführt, auf deren Grundlage dreizehn relevante Publikationen identifiziert wurden. Die Analyse zeigt, dass sich ein Großteil der Anforderungen auf ergonomische und technische Aspekte konzentriert, wohingegen sicherheitsbezogene, organisatorische und leistungsbezogene Anforderungen wenig Berücksichtigung finden. Aspekte einer inklusiven Gestaltung werden bisher implizit in der Literatur adressiert. Zudem bezieht sich die bisherige Literatur zwar auf gamifizierte MTS, die konkreten Anforderungen an z.B. Gamification-Elemente werden jedoch nicht beschrieben. So fehlen z.B. Anforderungen an die Ausgestaltung dieser Elemente, insbesondere unter Berücksichtigung inklusiver Gestaltung.}},
  author       = {{Mordaschew, Viktoria and Röcker, Carsten}},
  booktitle    = {{MuC '25: Proceedings of the Mensch und Computer 2025}},
  editor       = {{Chuang, Lewis and Eibl, Maximilian and Gaedke, Martin }},
  isbn         = {{979-8-4007-1582-2}},
  location     = {{Chemnitz}},
  pages        = {{617 -- 623}},
  publisher    = {{ACM}},
  title        = {{{Gamification in Manufacturing: For Everyone? Focus on Requirements from the Literature}}},
  doi          = {{10.1145/3743049.3748546}},
  year         = {{2025}},
}

@misc{13209,
  abstract     = {{Die Identifikation und Umsetzung von Produktänderungen ist ein wissensintensiver und fehleranfälliger Prozess, dessen Erfolg von der Zuverlässigkeit der beteiligten Entwickler*innen abhängt. Daher präsentiert dieser Beitrag ein konzeptionelles Modell, welches die Zusammenhänge von Einflussfaktoren auf die menschliche Zuverlässigkeit (mZ) beschreibt. Durch eine systematische Literaturrecherche wurden relevante Einflussfaktoren identifiziert und im Arbeitssystemmodell nach Schlick et al. (2018) strukturiert. Das daraus entwickelte konzeptionelle Modell visualisiert die Zusammenhänge von Einflussfaktoren auf die mZ und den Output. Das Modell bildet eine Grundlage für zukünftige empirische Evaluationen, z. B. durch Strukturgleichungsmodelle, und liefert Ansatzpunkte zur Verbesserung der mZ in Produktänderungsprozessen.}},
  author       = {{Mordaschew, Viktoria and Latos, Benedikt}},
  booktitle    = {{Arbeit 5.0: Menschzentrierte Innovationen für die Zukunft der Arbeit}},
  keywords     = {{Produktänderungen, Zuverlässigkeit, Menschlicher Faktor, Arbeitsgestaltung}},
  location     = {{Aachen}},
  pages        = {{13--18}},
  publisher    = {{Gesellschaft für Arbeitswissenschaft e.V.}},
  title        = {{{Konzeptionelles Modell der Zusammenhänge von Einflussfaktoren auf die Zuverlässigkeit von Entwickler*innen bei Produktänderungen}}},
  doi          = {{10.61063/FK2025}},
  year         = {{2025}},
}

@misc{13301,
  abstract     = {{Production environments are characterized by an increasingly diverse workforce caused by demographic change, globalization, and the rising demand for inclusion and equality. To ensure employee satisfaction for such a diverse workforce, gamification is a promising method. However, one-size-fits-all approaches are not sufficient, and more user-adaptive and inclusive gamified systems are needed. Therefore, this systematic literature review aims to answer the question of which user-adaptive gamified systems exist for manufacturing and how they provide inclusivity for individuals in their everyday work. Following PRISMA guidelines, a search of five electronic databases retrieved 22 relevant articles. Analysis of the literature revealed a lack of user-centered and inclusive gamified systems. Further, limited empirical evaluations in real production environments, limited application scenarios, and the need for more diverse research were identified. Based on the results, this study identifies key research gaps and provides recommendations for future research.}},
  author       = {{Mordaschew, Viktoria and Latos, Benedikt and Rubart, Jessica and Röcker, Carsten}},
  booktitle    = {{International Journal of Human–Computer Interaction}},
  issn         = {{1532-7590}},
  keywords     = {{Gamification, manufacturing, inclusivity : human-centered systems : literature review}},
  pages        = {{1--28}},
  publisher    = {{Taylor & Francis}},
  title        = {{{User-Centered Gamification in Manufacturing: A Systematic Literature Review}}},
  doi          = {{10.1080/10447318.2025.2578390}},
  volume       = {{41}},
  year         = {{2025}},
}

@misc{12788,
  abstract     = {{The product environmental footprint (PEF) is one of two life cycle assessment methods from the European Commission. With their published recommendation on environmental footprint methods, the European Commission provides a framework to assess the PEF for every product in a company. Since there is a high probability that the PEF will be mandatory for companies shortly, it is crucial that this recommendation guides companies and mainly technical employees through all phases of the PEF and enables them to execute a PEF study correctly. Therefore, this paper aims to analyze the process of calculating a PEF for a product critically. A PEF study is conducted on a smart luminaire with the software program OpenLCA. The use case concludes that many aspects of the PEF still need to be clarified. Especially the calculation methods behind every impact category need to be more transparent. Further, a comparison of the use case with a provided tutorial from OpenLCA is made. The comparison shows that no information is available on how to model the end-of-life and the use stages, which are mandatory in a PEF study. (c) 2023 The Authors. Published by ELSEVIER B.V.}},
  author       = {{Mordaschew, Viktoria and Tackenberg, Sven}},
  booktitle    = {{5th International Conference on Industry 4.0 and Smart Manufacturing (ISM)}},
  editor       = {{Longo, F. and Shen, W. and Padovano, A.}},
  issn         = {{1877-0509}},
  keywords     = {{Product Environmental Footprint, Life Cycle Assessment, Sustainability, Cyber-physical Systems}},
  location     = {{Lisbon, PORTUGAL}},
  pages        = {{493--503}},
  publisher    = {{Elsevier BV}},
  title        = {{{The Product Environmental Footprint – A Critical Review}}},
  doi          = {{10.1016/j.procs.2024.01.049}},
  volume       = {{232}},
  year         = {{2024}},
}

@misc{12795,
  abstract     = {{Including disabled workers in value-creating work processes is a fundamental and guaranteed human right and is, therefore, an essential goal of society. In Germany, sheltered workshops create the conditions for this inclusion since they are essential to companies' value chains. A central challenge is the inclusion of disabled workers in the value-creation processes, such as in manufacturing or assembly areas. The skills of disabled workers vary since they have individual impairments. Therefore, this paper presents a digital human model, a Human Digital Twin (HDT), for disabled workers. The model maps their skills and supports the production planning and assembly processes. (C) 2024 The Authors. Published by Elsevier B.V.}},
  author       = {{Mordaschew, Viktoria and Duckwitz, Sönke and Tackenberg, Sven}},
  booktitle    = {{5th International Conference on Industry 4.0 and Smart Manufacturing (ISM)}},
  editor       = {{Longo, F. and Shen, W. and Padovano, A.}},
  issn         = {{1877-0509}},
  keywords     = {{Human Digital Twin, Industry 4.0, Sheltered Workshops, Production Planning}},
  location     = {{Lisbon, PORTUGAL}},
  pages        = {{745--751}},
  publisher    = {{Elsevier BV}},
  title        = {{{A Human Digital Twin of Disabled Workers for Production Planning}}},
  doi          = {{10.1016/j.procs.2024.01.074}},
  volume       = {{232}},
  year         = {{2024}},
}

@misc{12797,
  abstract     = {{Sheltered workshops face the challenge of meeting their manufacturing objectives while considering the individual competenciesand assistance needs of persons with disabilities. Moreover, work processes in sheltered workshops are weakly structured, allowing for frequent task interruptions and changes based on the preferences of impaired work persons. While the Industry 4.0 literature provides many real-time scheduling algorithms for incorporating multiple objectives and constraints, these algorithms fall short of the characteristics of sheltered workshops. The resource-constrained project scheduling problem (RCPSP) is an optimization problem for computing manufacturing plans considering multiple objectives and resource constraints. Among many different RCPSP variants proposed in the literature, the multi-skill RCPSP (MSRCPSP) variant considers the individual skills of work persons when generating manufacturing plans. With the ongoing digital transformation of enterprises, new assistance systems enter the market, providing individual support to impaired work persons and compensating for lacking skills and abilities. This paper proposes an MSRCPSP variant that incorporates assistance systems and learning tasks compensating for competence gaps in the skill matrix of impaired work persons. Furthermore, it decomposes tasks into individual work objects, which accounts for frequent task interruptions and task preferences of work persons. The algorithm is described and demonstrated using a manufacturing data set from an actual sheltered workshop. In a small evaluation study, the algorithm is tested by scheduling two impaired work persons in the assembly department of a medium-sized manufacturing company in the primary labor market. The evaluation study proves its real-world applicability and the suitability of scheduling algorithms for participation and inclusive work. }},
  author       = {{Herrmann, Jan-Phillip and Mordaschew, Viktoria and Tackenberg, Sven}},
  booktitle    = {{5th International Conference on Industry 4.0 and Smart Manufacturing (ISM)}},
  editor       = {{Longo, F. and Shen, W. and Padovano, A.}},
  issn         = {{1877-0509}},
  keywords     = {{Scheduling, Sheltered Workshops, Assistance System, Persons with Disabilities}},
  location     = {{Lisbon, PORTUGAL}},
  pages        = {{1329--1338}},
  publisher    = {{Elsevier BV}},
  title        = {{{A multi-skill RCPSP variant for persons with disabilities in sheltered workshops}}},
  doi          = {{10.1016/j.procs.2024.01.131}},
  volume       = {{232}},
  year         = {{2024}},
}

@misc{13351,
  abstract     = {{Sheltered workshops face the challenge of meeting their manufacturing objectives while considering the individual competencies and assistance needs of persons with disabilities. Moreover, work processes in sheltered workshops are weakly structured, allowing for frequent task interruptions and changes based on the preferences of impaired work persons. While the Industry 4.0 literature provides many real-time scheduling algorithms for incorporating multiple objectives and constraints, these algorithms fall short of the characteristics of sheltered workshops. The resource-constrained project scheduling problem (RCPSP) is an optimization problem for computing manufacturing plans considering multiple objectives and resource constraints. Among many different RCPSP variants proposed in the literature, the multi-skill RCPSP (MSRCPSP) variant considers the individual skills of work persons when generating manufacturing plans. With the ongoing digital transformation of enterprises, new assistance systems enter the market, providing individual support to impaired work persons and compensating for lacking skills and abilities.
This paper proposes an MSRCPSP variant that incorporates assistance systems and learning tasks compensating for competence gaps in the skill matrix of impaired work persons. Furthermore, it decomposes tasks into individual work objects, which accounts for frequent task interruptions and task preferences of work persons. The algorithm is described and demonstrated using a manufacturing data set from an actual sheltered workshop. In a small evaluation study, the algorithm is tested by scheduling two impaired work persons in the assembly department of a medium-sized manufacturing company in the primary labor market. The evaluation study proves its real-world applicability and the suitability of scheduling algorithms for participation and inclusive work.}},
  author       = {{Herrmann, Jan-Phillip and Mordaschew, Viktoria and Tackenberg, Sven}},
  booktitle    = {{Procedia Computer Science}},
  issn         = {{1877-0509}},
  keywords     = {{Scheduling, Sheltered Workshops, Assistance System, Persons with Disabilities}},
  pages        = {{1329--1338}},
  publisher    = {{Elsevier BV}},
  title        = {{{A multi-skill RCPSP variant for persons with disabilities in sheltered workshops}}},
  doi          = {{10.1016/j.procs.2024.01.131}},
  volume       = {{232}},
  year         = {{2024}},
}

@misc{10010,
  abstract     = {{During product development, the customer or internal stakeholders initiate changes concerning the components or functions of a cyber-physical system (CPS). The complexity of such a CPS causes difficulties in evaluating the effects of a component change. Accordingly, product developers need an assistance system to quantify the impact of a component change on hardware, software, system functions, and production processes. Therefore, this paper focuses on concepts to evaluate the effects of component, functional, and process changes and contributes to its clarification and further understanding of the importance and requirements for such an assistance system. The literature review assesses the identified methods regarding their objectives, application objects, level of automation, and relations characteristics. However, the literature review pointed out that the change prediction method from Clarkson et al. (2004) is well-established in the literature and able to quantify the impact of a change.}},
  author       = {{Mordaschew, Viktoria and Herrmann, Jan-Phillip and Tackenberg, Sven}},
  booktitle    = {{Proceedings of the International Conference onEngineering Design (ICED23)}},
  issn         = {{2732-527X }},
  keywords     = {{Product Lifecycle Management (PLM), Change Impact, Complexity, Uncertainty}},
  location     = {{Bordeaux, Frankreich}},
  pages        = {{2655--2664}},
  publisher    = {{Cambridge University Press}},
  title        = {{{METHODS OF CHANGE IMPACT ANALYSIS FOR PRODUCT DEVELOPMENT: A SYSTEMATIC REVIEW OF THE LITERATURE}}},
  doi          = {{https://doi.org/10.1017/pds.2023.266 }},
  year         = {{2023}},
}

@misc{10013,
  abstract     = {{In diesem Beitrag wird ein digitales Menschmodell, ein sogenannter Human Digital Twin, für Personen mit Unterstützungsbedarf vorgestellt. Das Modell leistet einen wertvollen Beitrag für die Abbildung von Arbeitspersonen und deren Kompetenzen in Assistenzsystemen für die Produktionsplanung und -steuerung. Ausgehend vom Stand der Forschung zu Menschmodellen findet der entwickelte Human Digital Twin auf ein Montageassistenzsystem Anwendung.}},
  author       = {{Mordaschew, Viktoria and Duckwitz, Sönke and Tackenberg, Sven}},
  booktitle    = {{Nachhaltig Arbeiten und Lernen - Analyse und Gestaltung lernförderlicher und nachhaltiger Arbeitssysteme und Arbeits und Lernprozesse}},
  keywords     = {{Industrie 4.0, Digitaler Zwilling, Produktionsplanung und -steuerung, Unterstützungsbedarf}},
  location     = {{Hannover}},
  publisher    = {{GfA-Press}},
  title        = {{{Human Digital Twin – ein Konzept für die Fertigungssteuerung einer Werkstatt für behinderte Menschen}}},
  volume       = {{40}},
  year         = {{2023}},
}

