scholarly journals Technology Enabled Manufacturing Industry Practices – Industry 4.0

The main aim of this research is to identify the scope for matured and emerging technologies to improve the quality, productivity, energy efficiency and sustainability. Industry 4.0 encourages the manufacturing industries to embrace conducive technologies. The paradigm shifts with OEMs manufacturing quality levels naturally elevate the expectations from the supplier industries. This demands more from the technology and R&D firms to deliver. Simulation technologies are becoming vital part of the industry practices. Augmented Reality and Virtual Reality based simulations are being analyzed here with its utility in manufacturing industries.

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):  
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.


Technologies ◽  
2020 ◽  
Vol 8 (4) ◽  
pp. 77
Author(s):  
Sanika Doolani ◽  
Callen Wessels ◽  
Varun Kanal ◽  
Christos Sevastopoulos ◽  
Ashish Jaiswal ◽  
...  

Recently, the use of extended reality (XR) systems has been on the rise, to tackle various domains such as training, education, safety, etc. With the recent advances in augmented reality (AR), virtual reality (VR) and mixed reality (MR) technologies and ease of availability of high-end, commercially available hardware, the manufacturing industry has seen a rise in the use of advanced XR technologies to train its workforce. While several research publications exist on applications of XR in manufacturing training, a comprehensive review of recent works and applications is lacking to present a clear progress in using such advance technologies. To this end, we present a review of the current state-of-the-art of use of XR technologies in training personnel in the field of manufacturing. First, we put forth the need of XR in manufacturing. We then present several key application domains where XR is being currently applied, notably in maintenance training and in performing assembly task. We also reviewed the applications of XR in other vocational domains and how they can be leveraged in the manufacturing industry. We finally present some current barriers to XR adoption in manufacturing training and highlight the current limitations that should be considered when looking to develop and apply practical applications of XR.


2020 ◽  
Vol 4 (1) ◽  
Author(s):  
Sritrusta Sukaridhoto ◽  
Hestiasari Rante ◽  
Muhammad Agus Zainuddin ◽  
Rizqi Putri Nourma Budiarti

Dunia telah memasuki zaman Industry 4.0, dimana teknologi pendukungnya adalah Virtual Reality (VR) dan Augmented Reality (AR). Saat ini teknologi VR/AR sudah semakin berkembang pesat, sudah banyak peneliti dan industri yang mengembangkan aplikasi VR/AR. VR adalah teknologi komputer yang mampu memreplikasi lingkungan real maupun hayal dan mampu menstimulasi kondisi fisik pengguna sehingga mampu berinteraksi. Perangkat yang digunakan untuk dapat menggunakan teknologi VR ada berbagai macam, dari perangkat Head-Mounted-Display, perangkat masukan, perangkat lunak, konten, hingga perangkat gabungan. Pengetahuan tentang teknologi VR ini bias didapat dari Internet. Namun apakah teknologi ini sudah dikenal oleh masyarakat Indonesia, khususnya sekolah sebagai pendukung kegiatan edukasi? terutamanya oleh siswa menengah dalam membantu siswa untuk belajar dan mencari pengetahuan. Untuk menjawab permasalahan tersebut, Kami mengadakan kegiatan pengabdian masyarakat dengan judul “Pengenalan Teknologi Virtual Reality dan Augmented Reality sebagai Pendukung Edukasi untuk Siswa Menengah di Gresik”. Dimana dalam kegiatan tersebut Kami menjelaskan cara kerja teknologi VR/AR, implementasi penggunaan teknologi VR/AR berserta contoh-contoh aplikasi yang dapat digunakan untuk edukasi, dan penjelasan tentang aplikasi VR/AR yang tidak baik untuk siswa. Dari hasil pengamatan didapatkan bahwa 80% penggunaan teknologi VR/AR mudah dan berguna untuk edukasi, namun untuk implementasinya masih membutuhkan biaya.


Author(s):  
Kristýna Havlíková

Augmented Reality systems represent technological solutions allowing integration of virtual and real worlds. As the importance of information in technology rises, AR has become a great contribution to many applications. Already since the origins of AR, industry has always belonged among the key application areas. The recent advances in both wearable and portable devices supporting AR significantly increase the applicability of AR. In connection with the new challenges arising with the development of Industry 4.0, AR systems present a great tool to productivity improvement and user experience enhancement. This is a reason, why Industrial augmented reality is considered to be one of the key parts of Industry 4.0 concepts. The principal aim of this study is to describe AR technology with emphasis put on manufacturing industry and its role in Industry 4.0 initiatives.


Author(s):  
Gisela Pires Garcia

The 4th industrial revolution based on the digitization of industrial processes, on the connection of the equipment between them, and on new interfaces with the humans, will require new work contexts and new organizations (Cyber-Physical System and Internet of Things). Virtual Reality (VR) and Augmented Reality (AR) will contribute in a large scale for the automotive industry transition to the Industry 4.0 paradigm. This chapter provides an overview of these versatile technologies in the context of industrial production, where these technologies will allow the real world of the shop floor to merge with a digital world of simulations, predictions, and automation.


2019 ◽  
Vol 9 (23) ◽  
pp. 4983 ◽  
Author(s):  
Ottogalli ◽  
Rosquete ◽  
Amundarain ◽  
Aguinaga ◽  
Borro

Virtual reality (VR)- and augmented reality (AR)-based simulations are key technologies in Industry 4.0 which allow for testing and studying of new processes before their deployment. A simulator of industrial processes needs a flexible way in which to model the activities performed by the worker and other elements involved, such as robots and machinery. This work proposes a framework to model industrial processes for VR and AR simulators. The desk method was used to review previous research and extract the most important features of current approaches. Novel features include interaction among human workers and a variety of automation systems, such as collaborative robots, a broader set of tasks (including assembly and disassembly of components), flexibility of modeling industrial processes for different domains and purposes, a clear separation of process definition and simulator, and independence of specific programming languages or technologies. Three industrial scenarios modeled with this framework are presented: an aircraft assembly scenario, a guidance tool for high-voltage cell security, and an application for the training of machine-tool usage.


Proceedings ◽  
2020 ◽  
Vol 63 (1) ◽  
pp. 62
Author(s):  
Fatmir Azemi ◽  
Roberto Lujić ◽  
Goran Šimunović ◽  
Daniel Tokody

Recently, there have been done numerous investigations related to lean manufacturing techniques. However, very little has been reported about the implementation and selection of lean manufacturing in the Kosovo manufacturing industry. This article presents the application of lean tools through Kosovo manufacturing industries and the selection of the most useful lean techniques for developing a model for an innovative smart Kosovo enterprise which is our initiative in the process of preparing Kosovo enterprises for the new age of industry—Industry 4.0. After several visits through Kosovo enterprises, the literature review has noticed that there is no investigation in the selection and implementation of lean techniques and tools in Kosovo enterprises. The purpose was to understand how Kosovo manufacturing enterprises use lean techniques and which are the most useful techniques. Analyses have been done based on interviews and questionnaires. Seven basic lean techniques are selected based on the response from the questionnaire and representing basic lean tools for developing a model of a production system regarding Industry 4.0.


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.


Sign in / Sign up

Export Citation Format

Share Document