scholarly journals Flexible Framework to Model Industry 4.0 Processes for Virtual Simulators

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.

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.


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.


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.


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.


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.


2014 ◽  
Vol 5 (3) ◽  
pp. 1
Author(s):  
Marcelo da Silva Hounsell ◽  
Juliana Patrícia Detroz ◽  
Marcio Geovani Jasinski ◽  
Rafaela Bosse ◽  
Thiago Luiz Berlim

Virtual Reality (VR) is becoming a mature technology field. To understand its origins and foresee strategies, a study on the last decade of papers published in the Brazilians´ most prominent symposium (the SVR – Symposium on Virtual and Augmented Reality) has been carried out. Papers were classified according to subject of study (including application domains, sub-areas and technologies, among others) as well asresearch structure (including authorship counts and geographical distribution, research approaches, among others). The study shows that health related applications have received most of the attention although techniques and tools proposal have raised the most recently which could be related to the lowlevel programming languages and frameworks preferences found to this community. The number of Augmented Reality (AR) papers has grown steadily and a great variety of underlying knowledge fields (such as 3D interaction and real-time simulation) is a persistent aspect of SVR. Data also show that expected shift from VRML to other 3D Web technologies have already happened. Although oversees participation has been not constant, papers published in English has proven stable in SVR editions. Few institutions from Southeast have dominated the research area but another few from Northeast have just surpassed them. Regarding the research, a lack of higher-level maturity research approaches has been noticed. In addition, it was found difficult to assess the relevance of papers to other researches due to poor abstracts and no centralized database of papers. The analysis of 262 papers suggest that (i) by improving the research budget to the area could impact productivity; (ii) a centralized database would facilitate recovering past contributions and; (iii) that enforcing more scientifically rigorous papers with better abstracts and written in English could raise the visibility of Brazilians´ research in VR/AR.


2012 ◽  
Author(s):  
R. A. Grier ◽  
H. Thiruvengada ◽  
S. R. Ellis ◽  
P. Havig ◽  
K. S. Hale ◽  
...  

2019 ◽  
Vol 16 (2) ◽  
pp. 22-31
Author(s):  
Christian Zabel ◽  
Gernot Heisenberg

Getrieben durch populäre Produkte und Anwendungen wie Oculus Rift, Pokémon Go oder der Samsung Gear stößt Virtual Reality, Augmented Reality und auch Mixed Reality auf zunehmend großes Interesse. Obwohl die zugrunde liegenden Technologien bereits seit den 1990er Jahren eingesetzt werden, ist eine breitere Adoption erst seit relativ kurzer Zeit zu beobachten. In der Folge ist ein sich schnell entwickelndes Ökosystem für VR und AR entstanden (Berg & Vance, 2017). Aus einer (medien-) politischen Perspektive interessiert dabei, welche Standortfaktoren die Ansiedlung und Agglomeration dieser Firmen begünstigen. Da die Wertschöpfungsaktivitäten sowohl hinsichtlich der Zielmärkte als auch der Leistungserstellung (z. B. starker Einsatz von IT und Hardware in der Produkterstellung) von denen klassischer Medienprodukte deutlich abweichen, kann insbesondere gefragt werden, ob die VR-, MR- und AR-Unternehmen mit Blick auf die Ansiedlungspolitik als Teil der Medienbranche aufzufassen sind und somit auf die für Medienunternehmen besonders relevanten Faktoren in ähnlichem Maße reagieren. Der vorliegende Aufsatz ist das Ergebnis eines Forschungsprojekts im Auftrag des Mediennetzwerks NRW, einer Tochterfirma der Film- und Medienstiftung NRW.


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