Industry 4.0 in Cultural Industry

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 ◽  
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):  
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.


Technologies ◽  
2021 ◽  
Vol 9 (2) ◽  
pp. 33
Author(s):  
Gian Maria Santi ◽  
Alessandro Ceruti ◽  
Alfredo Liverani ◽  
Francesco Osti

Augmented Reality (AR) is worldwide recognized as one of the leading technologies of the 21st century and one of the pillars of the new industrial revolution envisaged by the Industry 4.0 international program. Several papers describe, in detail, specific applications of Augmented Reality developed to test its potentiality in a variety of fields. However, there is a lack of sources detailing the current limits of this technology in the event of its introduction in a real working environment where everyday tasks could be carried out by operators using an AR-based approach. A literature analysis to detect AR strength and weakness has been carried out, and a set of case studies has been implemented by authors to find the limits of current AR technologies in industrial applications outside the laboratory-protected environment. The outcome of this paper is that, even though Augmented Reality is a well-consolidated computer graphic technique in research applications, several improvements both from a software and hardware point of view should be introduced before its introduction in industrial operations. The originality of this paper lies in the detection of guidelines to improve the Augmented Reality potentialities in factories and industries.


2022 ◽  
Author(s):  
Tariq Masood ◽  
Johannes Egger

Industry 4.0 (or 4<sup>th</sup> industrial revolution) facilitates horizontal and vertical digital information flow along value chains up to the end-customer and is highly relevant in a broad variety of industries. Augmented reality (AR) is a key technology in Industry 4.0, which connects the virtual and real-world environments using such digital information flows. In doing so, the technology relies upon the systems that includes hardware and software components. Particularly, optics and photonics are of much importance in the display and processing of information in these systems. However, a particular challenge is that the AR-based systems have not been adopted in the industry as much as other technologies even after several decades of their existence. Based on review of academic literature, an industrial survey and experiments conducted in the industry, this article aims to identify success factors and challenges of AR systems and metrics of photonic components that can form the basis of an AR* framework for photonics-based system design for future research. @font-face {font-family:"Cambria Math"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:3 0 0 0 1 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:""; margin:0cm; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Times New Roman",serif; mso-fareast-font-family:"Times New Roman"; mso-ansi-language:EN-US; mso-fareast-language:EN-US;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; mso-ansi-language:EN-US; mso-fareast-language:EN-US;}div.WordSection1 {page:WordSection1;}


2021 ◽  
Vol 6 (1) ◽  
pp. 67
Author(s):  
Satrio Utomo ◽  
Agus Nugroho Harjono

Industry 4.0 is an era of technological disruption or industrial revolution 4.0 because it puts more emphasis on system automation and connectivity which will make the mobility of the industrial world movement and  job competition non-linear . The use of digital technology is one of the keys. Industry opportunities for industrial development 4.0 are an effort to increase industrial competitiveness, but many industries do not yet understand the concept and how to start the stages. One of the ways proposed as a policy in preparing industry 4.0 should be taken a multi-stakeholder collaborative approach to facilitate development, including gathering digital transformation initiatives so that limited resources can be optimal. As a form of soft industry policy, a platform organization is also needed as a sustainable program manager and provides technical facilities. From a technical point of view, it is necessary to prepare enabling technology that can be utilized by all actors in the cross-sectoral digital economy in an affordable manner. The Ecosystem Platform becomes a medium to be able to build synergy and collaborative across industries with all stakeholders in an effort to accelerate the transformation of industry 4.0 according to the national priority program of Making Indonesia 4.0. In line with that, coordination was carried out between parties in the industrial transformation 4.0 process, as well as building networks to develop positive cooperation, including government, academics or R&D, industry players / associations, technical providers, consultants and of course financial actors in accelerating the industrial transformation process 4.0.


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.


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.


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.


2020 ◽  
Vol 12 (4) ◽  
pp. 1362 ◽  
Author(s):  
Sebastian Saniuk ◽  
Sandra Grabowska ◽  
Bożena Gajdzik

There are more and more talks in the community of scientists and business practitioners about new challenges for industry in connection with the fourth industrial revolution. Industry 4.0 is the result of the development of cyber-physical generation systems as part of the fourth industrial revolution. Industry 4.0 sets new areas of change in the sphere of production and management but also exerts an impact on various aspects of society’s life. It is a transformational challenge for enterprises of the present age. Industry 4.0 is present in economic studies at the macroeconomic level and business at the microeconomic level. Scientists discuss the essence of change, and specialized research centers and consulting companies carry out research on various aspects of this industrial revolution. The article presents the range of expectations and changes in society towards the development of the concept of Industry 4.0. The work was based on a literature study and direct research in the field of social change in the Industry 4.0 era. The aim of the article is to identify social expectations of development changes related to the implementation of the Industry 4.0 concept. The article devotes a lot of attention to customization because it is one of the keys of Industry 4.0, leading to a change of the paradigm from mass production to personalized production. This simple change will affect customers, producers, and employees. Based on the synthesis of literature and secondary research, authors identify opportunities and threats to the broadly understood society functioning in the Industry 4.0 environment. Social conditions were analyzed from the point of view of the consumer, producer, and employee. In the cited direct studies, the basic area of analysis was product personalization and pre-recognition of the opinions of potential consumers about customization in Industry 4.0. The limitation of the research area to the consumer segment resulted from the importance of product personalization in Industry 4.0 and its impact on producer behavior and effects for employees.


Author(s):  
Yowei Kang

Digital reality technologies have become a key component of promoting creative and cultural industries in Taiwan. In 2016, Taiwan's Ministry of Culture funded 45 projects to promote creative and cultural industries in this island country. A total of USD$25.6 million dollars have been granted to this project. Among these projects, the applications of virtual reality (VR) and augmented reality (AR) technologies have been found to be the latest trend in Taiwan's creative and cultural industries. This chapter employs a case study approach to survey the current state of digital reality technology applications particularly in the area of creative and oceanic cultural industries in Taiwan. Using a detailed description of these best practices among creative and cultural industries to promote Taiwanese oceanic culture, this chapter aims to provide a detailed examination of digital reality applications in the creative and cultural industry sectors in a non-Western context.


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