scholarly journals Augmented Reality (Ar) & Virtual Reality (Vr) - A Channel for Digital Transformation in Industrialization Fostering Innovation & Entrepreneurship

Industry 4.0 leading towards fourth generation of industrialization is in the global news of every nation. Digitalization plays a pivotal role in the said process in which the prospects of Augmented Reality (AR) and Virtual Reality (VR) are of vital focus by different business houses cross sectors across the globe. The study enumerates the prospective procedural measures to be incorporated by various educational institutes catering to the futuristic industrial needs being a part of Industry 4.0 through collaborative approach. Moreover, it also delineates the dominant role of AR & VR as a means of new age learning mechanism in optimizing the youths fostering towards innovation and entrepreneurship through research and development by virtue of impedances of skill development in the form of short term and long term courses among students and faculties. This reverberates in deciphering the various industrial objections through formulation of startup entities thereby enhancing the economy through technological interventions. The multi functionality of AR and VR across different sectors like game technology, entertainment, tourism, medicine & healthcare, prehistoric studies, streams of engineering & technology, trade & commerce, architecture, education, life sciences and many more has been elucidated as a part of study objective in the mentioned paper.

MRS Bulletin ◽  
1991 ◽  
Vol 16 (9) ◽  
pp. 26-32 ◽  
Author(s):  
S.A. Barenberg

The Biomaterials Industry Subpanel was chartered by the National Research Council (on behalf of the National Academies of Sciences and Engineering) to address the needs and opportunities in materials science and engineering as perceived by the biomaterials industry. This report represents an initial overview and should not be considered definitive.The Committee examined the short-term, intermediate, and long-term needs of the industry and how external factors such as regulations, lack of standards, and international competition influenced the industry. The industry is heterogeneous and was subsequently defined by the following market segments: artificial organs, biosensors, biotechnology, cardiovascular/blood products, drug delivery, equipment/devices, maxillofacial, ophthalmology, orthopedics, packaging, and wound management.Each of these market segments then addressed the:Role of materials in the industry,Current materials and material needs,Material opportunities and impact,Industrial needs/issues,International competition/foreign initiatives, andRole of the U.S. government.


Author(s):  
Antonios Kargas ◽  
Dimitrios Varoutas

This chapter enlightens how Industry 4.0 is gradually implemented in Cultural Industry. Even though Industry 4.0 started from manufacturing, it soon expanded to less technologically consuming industries, such as the Cultural, creating new opportunities especially in the field of Virtual Reality and Augmented Reality technologies. Taking into account existing research on Industry 4.0 and its main technologies and existing research and projects on Cultural Heritage's aspects related with the 4th Industrial Revolution, the chapter investigates how Industry 4.0 is implemented into Cultural Sector from a technological point of view, but moreover to investigate its potential role.


Author(s):  
Maria Francisca Casado-Claro ◽  
Marina Mattera

This chapter proposes a comprehensive approach to understand not only how augmented reality and virtual reality operate within the tourism industry, but also how mixed reality can contribute to enhance the visitor experience and how tourism organizations can move beyond traditional communication and physical experiences into a new type of tourism approach that helps them stay relevant in the long term, as well as in the mid-term. Since the tourism industry is amongst the most affected by the COVID-19 pandemic, changes are essential to ensure an adequate adaptation to the ‘new normal'. Technology enables various tourist organizations to generate greater value creation and opens possibilities to be able to extend the visit beyond physical presence, to ensure the safety of workers and visitors, to improve processes, and to make them more competitive overall. If this is carried out in collaboration with all stakeholders, one destination can generate a solid network to promote itself and become competitive during travel restrictions and in preparation for a post-pandemic new normal.


Author(s):  
Giuliana Guazzaroni

Virtual reality (VR), augmented reality (AR), and artificial intelligence (AI) are increasingly being used by educational institutions and museums worldwide. Visitors of museums and art galleries may live different layers of reality while enjoying works of art augmented with immersive VR. Research points out that this possibility may strongly affect human emotions. Digital technologies may allow forms of hybridization between flesh and technological objects within virtual or real spaces. They are interactive processes that may contribute to the redefinition of the relationship between identity and technology, between technology and body (Mainardi, 2013). Interactive museums and art galleries are real environments amplified, through information systems, which allow a shift between reality, and electronically manipulated immersive experiences. VR is emotionally engaging and a VR scenario may enhance emotional experience (Diemer et al., 2015) or induce an emotional change (Wu et al., 2016). The main purpose of this chapter is to verify how art and VR affect emotions.


Author(s):  
Antonios Kargas ◽  
Nikoletta Karitsioti ◽  
Georgios Loumos

The forthcoming Industry 4.0 is expected to change not only manufacturing and industrial services, but will rearrange how services are offered in a variety of sectors, including museum's services. Museums will inevitably be led to more digital (VR & AR) and promoting (Social Media) paths. A forthcoming “digital convergence” between VR & AR technologies and social media's promoting logic could enlarge museums' potentialities in attracting more visitors, younger visitors, while new patterns for connecting learning effects and amusement should be established. This chapter contributes to the following: • Presenting existing theoretical and empirical research on Virtual Reality and Augmented Reality technological implementation in Museums. • Presenting current tensions on social media's usage from cultural organizations. • Exploring how VR & AR applications can incorporate various elements coming from social media operational logic.


2012 ◽  
Vol 46 (1) ◽  
pp. 47-53
Author(s):  
Edmund Burke

There is something seriously flawed about models of social change that posit the dominant role of in-built civilizational motors. While “the rise of the West” makes great ideology, it is poor history. Like Jared Diamond, I believe that we need to situate the fate of nations in a long-term ecohistorical context. Unlike Diamond, I believe that the ways (and the sequences) in which things happened mattered deeply to what came next. The Mediterranean is a particularly useful case in this light. No longer a center of progress after the sixteenth century, the decline of the Mediterranean is usually ascribed to its inherent cultural deficiencies. While the specific cultural infirmity varies with the historian (amoral familism, patron/clientalism, and religion are some of the favorites) its civilizationalist presuppositions are clear. In this respect the search for “what went wrong” typifies national histories across the region and prefigures the fate of the Third World.


Neurology ◽  
2021 ◽  
pp. 10.1212/WNL.0000000000012413
Author(s):  
Stefano Sandrone ◽  
Chad E Carlson

Virtual reality and augmented reality have become increasingly prevalent in our lives. They are changing the way we see and interact with the world and have started percolating medical education. In this article, we reviewed key applications of virtual and augmented realities in neurology and neuroscience education, and discussed barriers and opportunities for implementation in the curriculum. Although long-term benefits of these approaches over more traditional learning methods and the optimal curricular balance remain mostly unexplored, virtual and augmented reality can change how we teach neurology and neuroscience.


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