scholarly journals Considerations for the Usability and Implementation of Augmented Reality in Production Environments

Author(s):  
Alicia A. Perez ◽  
Maartje Hidalgo ◽  
Irina Lediaeva ◽  
Mustapha Mouloua ◽  
P. A. Hancock

Implementation of augmented reality (AR) devices in production floors is becoming increasingly popular for its creative potential in facilitating training and development. From a human factors perspective, there is thus a need to further examine the usability issues and design guidelines of these emerging augmented reality technologies especially with regard to various manufacturing industries. Such assessment efforts will serve to ensure that the fit between human and machine allows for user self-actualization and a safe and productive work environment. Despite the widespread interest in augmented reality, there is no clear set of principles yet established. Many usability models are based on traditional desktop-based computer applications which means unique augmented reality characters are overlooked including the physical ergonomics, expanded field of view, and device mobility features. Here, we review the fit of user-centered usability models to propose a set of criteria to serve as a guideline to implement augmented reality technologies efficiently in the production environment.

Author(s):  
Shweta Gaikwad ◽  
Arun Ingle Gaikwad

Training and Development is one of the crucial differentiator for business especially manufacturing industries. The training and development system in manufacturing industries in Ahmednagar as needs a systematic overhaul. The present training and development programs lack a systematic approach especially in regards to design and planning approach. If the testimony of the employees is to be believed then manufacturing industries lack a clear policy of training and development and seldom are employees deputed to external organizations. The attitudes towards training are influenced due to individual and institutional attributes


2019 ◽  
Vol 109 (03) ◽  
pp. 153-157
Author(s):  
J. Gutjahr ◽  
G. Riexinger ◽  
F. Strieg

Das Fraunhofer-Institut für Produktionstechnik und Automatisierung IPA in Stuttgart entwickelt Augmented-Reality-Lösungen für das Produktionsumfeld. Die in diesem Beitrag vorgestellten Arbeiten und Anwendungen sind im „Applikationszentrum Industrie 4.0“ Teil der Showcases Mensch und IT. Abteilungsübergreifend wurden verschiedene Anwendungsbereiche für Augmented Reality in der Produktion erforscht und anwendungsnahe Lösungen entwickelt. Ausgewählte Arbeiten werden im Beitrag getrennt nach den Themenbereichen Produktionsplanung, Produktionsbetrieb, Instandhaltung sowie Montage vorgestellt.   The Fraunhofer Institute for Manufacturing Engineering and Automation IPA in Stuttgart develops augmented reality solutions for the production environment. This article presents research activities and applications that are part of human and IT showcases within the “Application Center Industrie 4.0”. Different areas of application for Augmented Reality in production have been evaluated and application-driven solutions developed. The article presents selected findings in the fields of production planning, production operation, maintenance and assembly.


2020 ◽  
Author(s):  
D Mohan ◽  
H M Mamrutha ◽  
Rinki Khobra ◽  
Gyanendra Singh ◽  
GP Singh

AbstractNon-grain parameters like height, flowering and maturity should also be tried to break yield plateau in wheat. This study explores such possibilities by analysing performance of released and pre-released varieties evaluated in ten diverse production environments of India during the period 2000-2020. Regression analysis supports relevance of such non-grain determinants in grain yield under every environment but magnitude of impact can vary. Collective contribution of non-grain parameters can be high in a production environment where growth condition is most favourable for wheat growth and every factor is important in such situations. They contribute less in the environments engrossed with abiotic stress and merely one or two factors can be earmarked for selection. Besides yield, this selection strategy can also enhance grain weight in certain environments. At a time when selection for grain attributes is not providing further push; it would be worth trying to explore these non-grain field indicators as selection strategy for further advancement in productivity and grain weight of bread wheat.


Author(s):  
Carl Smith

The contribution of this research is to argue that truly creative patterns for interaction within cultural heritage contexts must create situations and concepts that could not have been realised without the intervention of those interaction patterns. New forms of human-computer interaction and therefore new tools for navigation must be designed that unite the strengths, features, and possibilities of both the physical and the virtual space. The human-computer interaction techniques and mixed reality methodologies formulated during this research are intended to enhance spatial cognition while implicitly improving pattern recognition. This research reports on the current state of location-based technology including Mobile Augmented Reality (MAR) and GPS. The focus is on its application for use within cultural heritage as an educational and outreach tool. The key questions and areas to be investigated include: What are the requirements for effective digital intervention within the cultural heritage sector? What are the affordances of mixed and augmented reality? What mobile technology is currently being utilised to explore cultural heritage? What are the key projects? Finally, through a series of case studies designed and implemented by the author, some broad design guidelines are outlined. The chapter concludes with an overview of the main issues to consider when (re)engineering cultural heritage contexts.


2018 ◽  
pp. 804-825
Author(s):  
Eric G. Poitras ◽  
Jason M. Harley ◽  
Timothy Compeau ◽  
Kevin Kee ◽  
Susanne P. Lajoie

Cultural heritage sites and museums are faced with an important challenge – how best to balance the needs of engaging visitors in meaningful and entertaining experiences, while at the same time exploiting the affordances of exhibits for instructional purposes. In this chapter, we examine the use of augmented reality in the context of informal learning environments, and how this type of technology can be used as a means to enhance learning about history. The research case studies are reviewed in terms of the use of historical locations, experience mechanics, narrative/plot, and role-playing (the later two representing game-based elements) in the design guidelines of instructional activities and applications (Dunleavy & Dede, 2014). In doing so, we critique the theoretical, methodological, and instructional underpinnings of studies that evaluate augmented reality applications and draw several recommendations for future research in this field.


2021 ◽  
pp. 797-804
Author(s):  
Monica Daniela Gomez Rios ◽  
Juan Javier Trujillo Villegas ◽  
Miguel Angel Quiroz Martinez ◽  
Maikel Yelandi Leyva Vazquez

Author(s):  
Eric G. Poitras ◽  
Jason M. Harley ◽  
Timothy Compeau ◽  
Kevin Kee ◽  
Susanne P. Lajoie

Cultural heritage sites and museums are faced with an important challenge – how best to balance the needs of engaging visitors in meaningful and entertaining experiences, while at the same time exploiting the affordances of exhibits for instructional purposes. In this chapter, we examine the use of augmented reality in the context of informal learning environments, and how this type of technology can be used as a means to enhance learning about history. The research case studies are reviewed in terms of the use of historical locations, experience mechanics, narrative/plot, and role-playing (the later two representing game-based elements) in the design guidelines of instructional activities and applications (Dunleavy & Dede, 2014). In doing so, we critique the theoretical, methodological, and instructional underpinnings of studies that evaluate augmented reality applications and draw several recommendations for future research in this field.


Author(s):  
Gun A. Lee ◽  
Gerard J. Kim ◽  
Mark Billinghurst

This chapter describes designing interaction methods for Tangible Augmented Reality (AR) applications. First, we describe the concept of a Tangible Augmented Reality interface and review its various successful applications, focusing on their interaction designs. Next we classify and consolidate these interaction methods into common tasks and interaction schemes. And finally, we present general design guidelines for interaction methods in Tangible AR applications. The authors hope that these guidelines will help developers design interaction methods for Tangible AR applications in a more structured and efficient way, and bring Tangible AR interfaces closer to our daily lives with further research.


Author(s):  
Patrick Maier ◽  
Gudrun Klinker

Supporting chemistry students in learning and researchers in developing and understanding new chemical molecules is a task that is not that easy. Computer applications try to support the users by visualizing chemical properties and spatial relations. Thus far, there mostly exist applications that are controlled by using ordinary input devices as mice and keyboards. But these input devices have one problem: they always try to map a lower degree of freedom to 6-dimensional movements for the location and the orientation of the virtual molecules. Augmented Chemical Reactions is an application that uses Augmented Reality to visualize and interact with the virtual molecules in a direct way. With the introduced 3D interaction methods, the work of students and researchers is tried to be simplified to concentrate on the actual task.


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