scholarly journals Extended Reality technologies for industrial innovation

Author(s):  
Agostino G. Bruzzone ◽  
Kirill Sinelshchikov ◽  
Marina Massei ◽  
Giuliano Fabbrini

This paper presents an overview on immersive technologies in relation to their potential for industrial innovation. In particular, Extended Reality (XR) is proposed by describing the most common solutions and innovative methods to overcome inherent problems of these technologies. Virtual & Augmented Reality (VR & AR ) are presented respect their potential for uses such as innovative human-machine interfaces, remote maintenance, remote commissioning, 3D rendering, virtual factory, virtual assembly and training. The paper analyze the strong contribution that Immersive Technologies are bringing in multiple sectors including Industries and the future trends aiming to further increase usability of these technologies such as it is happening in overcoming spatial constraints.

2011 ◽  
pp. 682-698
Author(s):  
James K. Ford ◽  
Tobias Höllerer

Until recently, Augmented Reality (AR) technology has rarely been discussed outside of the computer science world. It has taken years for this technology to become closer to a stable existence, and will most likely take several more years before it will be used by average citizens. However, the technology does exist, it has been applied in several areas, and research is being done to create even more stable systems that are adaptable to various environments. For this reason, it is necessary for decision-makers in establishments where education and training, knowledge distribution, and individual and collaborative task completion are essential to be aware of this technology, its abilities, and the possible impacts to common workspaces and workers. The purpose of this chapter is to inform decision-makers of AR’s history, the completed research and current applications of AR, possible impacts to managers and workers, and the future trends of the technology.


Author(s):  
James K. Ford ◽  
Tobias Höllerer

Until recently, Augmented Reality (AR) technology has rarely been discussed outside of the computer science world. It has taken years for this technology to become closer to a stable existence, and will most likely take several more years before it will be used by average citizens. However, the technology does exist, it has been applied in several areas, and research is being done to create even more stable systems that are adaptable to various environments. For this reason, it is necessary for decision-makers in establishments where education and training, knowledge distribution, and individual and collaborative task completion are essential to be aware of this technology, its abilities, and the possible impacts to common workspaces and workers. The purpose of this chapter is to inform decision-makers of AR’s history, the completed research and current applications of AR, possible impacts to managers and workers, and the future trends of the technology.


2021 ◽  
Vol 2 (1) ◽  
pp. 56-60
Author(s):  
A. K. Golovnich

Discusses the problems of development computer model of railway station on base technology of complete immersing the user on object and process environment. The efficiency this model will be to reach because of certain psychological preparation. Complexity this technology, high dynamics of technological operations results in necessity of special preparation for the experts in model of complete immersing. The devices of the augmented reality and technology «without display» form the special model system, visually and substantially adequate to real station. Use immersive technologies will allow to increase efficiency of acceptance the administrative decisions which connected to safety of trains.


Author(s):  
Sarah Beadle ◽  
Randall Spain ◽  
Benjamin Goldberg ◽  
Mahdi Ebnali ◽  
Shannon Bailey ◽  
...  

Virtual environments and immersive technologies are growing in popularity for human factors purposes. Whether it is training in a low-risk environment or using simulated environments for testing future automated vehicles, virtual environments show promise for the future of our field. The purpose of this session is to have current human factors practitioners and researchers demonstrate their immersive technologies. This is the eighth iteration of the “Me and My VE” interactive session. Presenters in this session will provide a brief introduction of their virtual reality, augmented reality, or virtual environment work before engaging with attendees in an interactive demonstration period. During this period, the presenters will each have a multimedia display of their immersive technology as well as discuss their work and development efforts. The selected demonstrations cover issues of designing immersive interfaces, military and medical training, and using simulation to better understand complex tasks. This includes a mix of government, industry, and academic-based work. Attendees will be virtually immersed in the technologies and research presented allowing for interaction with the work being done in this field.


Author(s):  
Katharina Buckl ◽  
Stefan Misslinger ◽  
Piero Chiabra ◽  
Glyn Lawson

Augmented reality (AR) is a potential area of research for education, covering issues such as tracking and calibration, and realistic rendering of virtual objects. The ability to augment real world with virtual information has opened the possibility of using AR technology in areas such as education and training as well. In the domain of computer-aided learning (CAL), researchers have long been looking into enhancing the effectiveness of the teaching and learning process by providing cues that could assist learners to better comprehend the materials presented. Although a number of works were done looking into the effectiveness of learning-aided cues, none has really addressed this issue for AR-based learning solutions. This chapter discusses the design and model of an AR based software that uses visual cues to enhance the learning process and the outcome perception results of the cues.


2019 ◽  
Vol 8 (10) ◽  
pp. 1618 ◽  
Author(s):  
Ferro ◽  
Nicholson ◽  
Koka

Background: The field of implant dentistry education is rapidly evolving as new technologies permit innovative methods to teach the fundamentals of implant dentistry. Methods: Literature from the fields of active learning, blended learning, augmented reality, artificial intelligence, haptics, and mixed reality were reviewed and combined with the experience and opinions of expert authors. Both positive and negative aspects of the learning methods are presented. Results and Conclusion: The fundamental objectives of teaching and learning remain unchanged, yet the opportunities to reach larger audiences and integrate their learning into active experiences are evolving due to the introduction of new teaching and learning methodologies. The ability to reach a global audience has never been more apparent. Nevertheless, as much as new technology can be alluring, each new method comes with unique limitations.


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