scholarly journals Citation review of Human-Machine Collaboration in Virtual Reality for Adaptive Production Engineering by de Giorgio et al.

Author(s):  
Andrea de Giorgio ◽  
Mauro Onori

This article argues that despite a citation review is a rarely used research tool, this can be very useful to assess the impact of new research topics, both from the future research direction and the bibliometric perspectives. An explorative study is presented around the research area marked as Industry 4.0 with the conference paper mentioned in the title of this citation review. Even though the given reference paper is relatively recent, there are already twenty-seven citations listed among three different scholar databases. These are Google Scholar, ResearchGate and Semantic Scholar. In light of this, the article provides a bibliometric confirmation and analysis for the progression of the line of research adopted by de Giorgio et al. in the exploration of non-traditional methods using virtual reality technology and human-robot collaboration for adaptive applications in Industry 4.0. Furthermore, it represents a model for the authors’ self-development and an example of an unconventional approach to scientific work that may help improve related bibliometric research and scholar database strategies to index new articles and topics in the future.

2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Kamrul Ahsan ◽  
Shams Rahman

PurposeThis study conducts a systematic literature review of e-tail product returns research. E-tail product returns are essentially acquisition of products that have been sold through purely online or brick-and-click channels and then returned by consumer to business.Design/methodology/approachUsing a systematic literature review protocol, we identified 75 peer-reviewed articles on e-tail product returns, conducted bibliometric analysis and content analysis of the articles and summarised our findings.FindingsThe findings reveal that the subject of e-tail returns is a new research area; academics have started to investigate several aspects of e-tail returns through different research methodologies and theoretical foundations. Further research is required in leading e-commerce countries and on key areas such as omni-channel returns management, customer satisfaction and service, the impact of resources such as people skills, the benefits of technology and IT systems in managing e-tail returns.Practical implicationsThe study offers a summative account of current e-tail knowledge areas, which can serve as a reference guide for e-tailers to develop strategies for more efficient and competitive product returns.Originality/valueThis study contributes theoretically by developing clusters of key themes or knowledge areas about e-tail returns. It also provides a conceptual framework for e-tail returns management, which can be used as a springboard for further empirical research.


2021 ◽  
Vol 290 ◽  
pp. 02015
Author(s):  
Yangtao Meng ◽  
Ruihang Yu ◽  
Juliang Cao ◽  
Shaokun Cai ◽  
Guowei Pan

Gravity modelling is a necessary process of applying gravity data to practice, and a vital research area in resource exploring and geodesy. Inverse distance weighted (IDW) interpolation is a widely used algorithm in gravity modelling and many other griding procedures. Based on the gravity anomaly data acquired from the airborne gravimetry over a region in the Northwest of China, IDW method is analysed and implemented with varying calculation radius in gravity modelling. The results show that over the study area, with a proper calculation radius, the IDW can give a more precise prediction than quadric surfaces fitting (QSF) method. The distances between sampled points and unsampled points are the only information taken into consideration in the IDW interpolation, so the analysis of the influence by changing the calculation radius of the unsampled points in this test provides a new research direction of error eliminating when using IDW.


Author(s):  
Xiaoyun Zhang ◽  
Feng Dong

In order to achieve sustainable development to protect the environment and society, an increasing number of scholars have conducted in-depth research on green marketing and green purchases. Although great achievements have been made in this field, there still is room for further progress. This study reviews 97 papers providing empirical research on green purchase behavior from 2015 to 2020. First, we review the widely used consumer theory and its extended application in recent years. Second, we divide the influencing factors of green purchase behavior into the following three categories and discuss them in detail: individual factors, product attributes and marketing, and social factors. Finally, we put forward the following possible directions for future research. (1) The authors can consider adjustment to the survey objects to weaken the subjectivity of the data. (2) Longitudinal research can be used to assess the impact of education and policies with a lagging effect on consumers. (3) The authors can broaden the research direction towards a cross-cultural background. (4) The behavior of various green products (such as recyclable tires, recycled glass containers, recycled paper) could be explored to enrich the research content. (5) It will be beneficial to combine a variety of consumer theories to explore the green purchase behavior of consumers and break through the existing linear hypothesis path to explore new research methods.


2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Géraldine Fauville ◽  
Anna C. M. Queiroz ◽  
Erika S. Woolsey ◽  
Jonathan W. Kelly ◽  
Jeremy N. Bailenson

AbstractResearch about vection (illusory self-motion) has investigated a wide range of sensory cues and employed various methods and equipment, including use of virtual reality (VR). However, there is currently no research in the field of vection on the impact of floating in water while experiencing VR. Aquatic immersion presents a new and interesting method to potentially enhance vection by reducing conflicting sensory information that is usually experienced when standing or sitting on a stable surface. This study compares vection, visually induced motion sickness, and presence among participants experiencing VR while standing on the ground or floating in water. Results show that vection was significantly enhanced for the participants in the Water condition, whose judgments of self-displacement were larger than those of participants in the Ground condition. No differences in visually induced motion sickness or presence were found between conditions. We discuss the implication of this new type of VR experience for the fields of VR and vection while also discussing future research questions that emerge from our findings.


2021 ◽  
Vol 1 ◽  
pp. 3149-3158
Author(s):  
Álvaro Aranda Muñoz ◽  
Yvonne Eriksson ◽  
Yuji Yamamoto ◽  
Ulrika Florin ◽  
Kristian Sandström

AbstractThe availability of new research for IoT support and the human-centric perspective of industry 4.0 opens a gap to support operators in unleashing their creativity so they can provide improvements opportunities with IoT technology. This paper presents a case-study carried out in four Swedish manufacturing companies, where four different workshops were facilitated to support operators in the conceptualization of manufacturing improvements with IoT technologies. The empirical material gathered during these workshops has been analyzed in five different reflective sessions and discussed in light of previous research from industry 4.0, operators, and IoT support. Results indicate that operators can collaboratively create conceptual IoT solutions and that expressiveness in communicating their ideas and needs using IoT technology is more relevant than technical aspects and details of their proposed IoT solutions. This technological expressiveness is identified as a necessary skill to be cultivated on the shop floor and can potentially contribute to making a more effective and socially sustainable industrial landscape in the future.


Author(s):  
Hongxin Zhang ◽  
Shaowei Ma ◽  
Meng Li ◽  
Hanghang Jiang ◽  
Jiaming Li

Background: In machine vision, the 3D reconstruction is widely used in medical system, autonomous navigation, aviation and remote sensing measurement, industrial automation and other fields, and the demand for reconstruction precision is significantly highlighted. Therefore, the 3D reconstruction is of great research value and will be an important research direction in the future. Objective: By reviewing the latest development and patent of 3D reconstruction, this paper provides references to researchers in related fields. Methods: Machine vision-based 3D reconstruction patents and literatures were analyzed from the aspects of the algorithm, innovation and application. Among them, there are more than 30 patents and nearly 30 literatures in the past ten years. Results: Researches on machine vision-based 3D reconstruction in recent 10 years are reviewed, and the typical characteristics were concluded. The main problems in its development were analyzed, the development trend was foreseen, and the current and future research on the productions and patents related to machine vision-based 3D reconstruction is discussed. Conclusion: The reconstruction result of binocular vision and multi-vision is better than monocular vision in most cases. Current researches of 3D reconstruction focus on robot vision navigation, intelligent vehicle environment sensing system and virtual reality. The aspects that need to be improved in the future include: improving robustness, reducing computational complexity, and reducing operating equipment requirements, and so on. Furthermore, more patents on machine vision-based 3D reconstruction also should be invented.


2021 ◽  
Vol 5 (4) ◽  
pp. 68
Author(s):  
Mahdi Nasrollahi ◽  
Javaneh Ramezani ◽  
Mahmoud Sadraei

The notion of Industry 4.0 encompasses the adoption of new information technologies that enable an enormous amount of information to be digitally collected, analyzed, and exploited in organizations to make better decisions. Therefore, finding how organizations can adopt big data (BD) components to improve their performance becomes a relevant research area. This issue is becoming more pertinent for small and medium enterprises (SMEs), especially in developing countries that encounter limited resources and infrastructures. Due to the lack of empirical studies related to big data adoption (BDA) and BD’s business value, especially in SMEs, this study investigates the impact of BDA on SMEs’ performance by obtaining the required data from experts. The quantitative investigation followed a mixed approach, including survey data from 224 managers from Iranian SMEs, and a structural equation modeling (SEM) methodology for the data analysis. Results showed that 12 factors affected the BDA in SMEs. BDA can affect both operational performance and economic performance. There has been no support for the influence of BDA and economic performance on social performance. Finally, the study implications and findings are discussed alongside future research suggestions, as well as some limitations and unanswered questions.


Author(s):  
Monika Bužavaitė ◽  
Renata Korsakiene

The study aims to investigate the relationship between Board capital and internationalization of SMEs. The study implements a systematic review and synthesis of scientific literature. The article presents useful insights into the concept of Board capital, Agency, Resource dependency, Institutional theories, and Resource-Based view. These theories give us a better understanding of Board capital, the firm’s management and behavior. The analysis of recent studies suggests that external members of the Board might positively affect internationalization outcomes and be useful in overcoming obstacles during the initiation of international activities. Nevertheless, international entrepreneurship literature is still lacking studies considering Board capital. A deeper investigation of Board capital factors impacting the internationalization of SMEs can be stated as a future research direction. 


2018 ◽  
Vol 48 (2) ◽  
pp. 238-254 ◽  
Author(s):  
Maximiliane Wilkesmann ◽  
Uwe Wilkesmann

Purpose The rise of new information and communication technologies forms the cornerstone for the future development of work. The term Industry 4.0 refers to the vision of a fourth industrial revolution that is based on a network of autonomous, self-controlling, self-configuring, knowledge-based, sensor-based and spatially distributed production resources. All in all, different forms of the application of the Industry 4.0 concept can be observed, ranging from autonomous logistic transport systems drawn upon the idea of swarm intelligence to smart knowledge management systems. This paper aims to develop a theoretical framework to analyze different applications of Industry 4.0 on an organizing continuum. The general research questions are: What forms of organizing digitalized work lead to the reproduction of routines, and what forms foster innovation within Industry 4.0? The authors thus analyze the consequences of different forms of organizing work on workers’ perceptions and the results of the working process. Design/methodology/approach This paper provides case studies for different stages of the organizing continuum in the context of Industry 4.0. The cases and a further analysis of all 295 funded projects are based on the Platform Industry 4.0 Map, which is part of the Industry 4.0 initiative of the German Federal Ministry of Economic Affairs and Energy and the German Federal Ministry of Education and Research. The consequences for people acting in such organizational and digitally supported structures are discussed. Findings A variety of applications of Industry 4.0 can be found. These applications mainly vary in the dimensions of the degree of formalization, the location of control authority, the location of knowledge and the degree of professionalization. At the right side of the organizing continuum, the digitalization organizes a work environment that supports highly qualified humans. They have broad leeway and a high degree of autonomy to design and create innovative forms of digitalization for tomorrow. At the left side of the organizing continuum, Industry 4.0 structures a work environment with narrow leeway, a low degree of autonomy and a top-down structure of control authority predetermined by digital applications. In this case, employees fill the gaps the machines cannot handle. Research limitations/implications As the paper focuses on Industry 4.0 developments in Germany, the comparability with regard to other countries is limited. Moreover, the methodological approach is explorative, and broader quantitative verification is required. Specifically, future research could include quantitative methods to investigate the employees’ perspective on Industry 4.0. A comparison of Industry 4.0 applications in different countries would be another interesting option for further research. Practical implications This paper shows that applications of Industry 4.0 are currently at a very early stage of development and momentarily organize more routines than innovations. From a practical point of view, professional vocational and academic training will be a key factor for the successful implementation of digitalization in future. A joint venture of industry and educational institutions could be a suitable way to meet the growing demand for qualified employees from the middle to the right-hand of the organizing continuum in the context of Industry 4.0. Social implications Industry 4.0 is designed by men, and therefore, humans are responsible for whether the future work situation will be perceived as supportive or as an alienated routine. Therefore, designers of Industry 4.0, as well as politicians and scientists, absolutely must take the underlying outcomes of digitalized work into account and must jointly find socially acceptable solutions. Originality/value This paper provides a promising avenue for future research on Industry 4.0 by analyzing the underlying organizational structures of digital systems and their consequences for employees. Moreover, the paper shows how Industry 4.0 should be organized to simply reproduce routines or to support innovation.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Shilpa Chauhan ◽  
Asif Akhtar ◽  
Ashish Gupta

Purpose The objective of this paper is to explore and extend the existing literature on the use of gamification in banking. Design/methodology/approach Gamification is a new concept, further its application in banking is in a nascent stage both from the perspective of research and application. To systematise the limited literature and to draw the future research prospects, studies are presented based on theories, characteristics, context and methodologies framework. Findings The synthesis of the literature on gamification opened to a spectrum of areas to determine the future of gamification in the banking industry. The study emphasises the use of social and psychological theory building in the banking industry. Further, the research on game elements is an underexplored area in the banking domain, while they have well exploited in other contexts. Banking context needs more literature evidence, empirically tested and validated research methods to understand the personality traits and customer behaviour arising from the use of gamification. Practical implications For bank management, this study lays the impact of gamification in this era of digital banking. With the right mix of hedonic and utilitarian elements, bank management shall be able to boost financial literacy, improve saving habits, simplify banking products and strengthen knowledge updates among bank employees. Understanding the key elements and present status of research on gamification and their impact on customer behaviour development is crucial for the bank in building strategic advantage. Originality/value This study on gamification applied explicitly to the banking sector. With no clear application of the elements and mechanics of technology used in gamification, this study presents past literature in a systematised manner and draws the future research agenda of gamification in banking services.


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