scispace - formally typeset
Search or ask a question
Journal ArticleDOI

A Review of Extended Reality (XR) Technologies for Manufacturing Training

TL;DR: A review of the current state-of-the-art of use of XR technologies in training personnel in the field of manufacturing and presents several key application domains where XR is being currently applied, notably in maintenance training and in performing assembly task.
Abstract: 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.
Citations
More filters
Journal ArticleDOI
TL;DR: In this paper , the authors demonstrate the research progress and developments in the AR/VR technologies for product design and evaluation, Repair & Maintenance, Assembly, Warehouse management, Quality control, Plant layout and CNC simulation.

26 citations

Journal ArticleDOI
Ning Li, Na Sun, Chunxia Cao, Shike Hou, Yanhua Gong 
TL;DR: In this paper , a survey of the simulation training systems for major natural disasters is presented, and the architecture and functions of the existing simulation training system for different emergency phases of common natural disasters are discussed.
Abstract: Major natural disasters have occurred frequently in the last few years, resulting in increased loss of life and economic damage. Most emergency responders do not have first-hand experience with major natural disasters, and thus, there is an urgent need for pre-disaster training. Due to the scenes unreality of traditional emergency drills, the failure to appeal to the target audience and the novel coronavirus pandemic, people are forced to maintain safe social distancing. Therefore, it is difficult to carry out transregional or transnational emergency drills in many countries under the lockdown. There is an increasing demand for simulation training systems that use virtual reality, augmented reality, and mixed reality visualization technologies to simulate major natural disasters. The simulation training system related to natural disasters provides a new way for popular emergency avoidance science education and emergency rescue personnel to master work responsibilities and improve emergency response capabilities. However, to our knowledge, there is no overview of the simulation training system for major natural disasters. Hence, this paper uncovers the visualization techniques commonly used in simulation training systems, and compares, analyses and summarizes the architecture and functions of the existing simulation training systems for different emergency phases of common natural disasters. In addition, the limitations of the existing simulation training system in practical applications and future development directions are discussed to provide reference for relevant researchers to better understand the modern simulation training system.

11 citations

Journal ArticleDOI
TL;DR: In this article , the state-of-the-art literature on AR technologies in product assembly and disassembly from the Maintenance/Repair perspective is presented, and the working of various modules in AR technology on facilitating a user-friendly guiding platform and its applications are discussed with suitable illustrations.
Abstract: • Role of Augmented Reality in assembly and maintenance/repair is analysed. • Software and hardware elements of AR to aid manufacturing systems are discussed. • Challenges in AR tracking and registration techniques are discussed. • Future trends of AR to aid manufacturing systems are discussed. Manufacturing industries are currently experiencing the fourth revolution with the rapid advancements in immersive technologies for human-machine interaction (HMI) and flexible manufacturing systems (FMS). Product variance is limited due to barriers in the knowledge transfer between the stakeholders that existed in the pre and post-manufacturing phases. Augmented reality (AR) is a promising technology that can offer a high degree of adaptability and independence to support knowledge transfer at the most crucial manufacturing stages such as assembly, repair & maintenance. This article is focused on presenting the state of the art literature on AR technologies in product assembly and disassembly from the Maintenance/Repair perspective. The working of various modules in AR technology on facilitating a user-friendly guiding platform and its applications are discussed with suitable illustrations. The critical difficulties, such as tracking and rendering techniques for estimating human movement and environment experiences are observed to extend the adaptability of the technology. Future research potential, such as enhancing the virtual interface for reality, identifying worker behaviours, and enabling sharing and collaboration between multiple streams in an industrial context are analyzed.

11 citations

Journal ArticleDOI
TL;DR: A number of themes have emerged and been reported in this paper , which provides a roadmap for those who would like to create XR experiences for learning and training purposes, and also describes the factors that should be considered when selecting an option to follow to introduce such immersive learning experiences.
Abstract: The use of extended reality (XR) technologies, namely Augmented Reality (AR), Virtual Reality (VR) and Mixed Reality (MR) in education, has attracted much attention in recent years. Many educators have described how XR benefits learners and how useful AR and VR technologies are in the classroom. However, creating AR and VR educational tools, apps or learning environments is a complex process, hence providing an immersive learning experience using these technologies is not a straightforward journey. As a result, the adoption of these emerging technologies in education might be delayed or halted despite their reported benefits to today’s learners. In this paper, websites, technical articles, academic journals, reports and mobile app stores, relating to the use of XR technologies in education, have been examined. A number of themes have emerged and been reported in this paper, which provides a roadmap for those who would like to create XR experiences for learning and training purposes. The paper also describes the factors that should be considered when selecting an option to follow to introduce such immersive learning experiences.

11 citations

Journal ArticleDOI
TL;DR: In this article , the state-of-the-art literature on AR technologies in product assembly and disassembly from the Maintenance/Repair perspective is presented, and the working of various modules in AR technology on facilitating a user-friendly guiding platform and its applications are discussed with suitable illustrations.
Abstract: • Role of Augmented Reality in assembly and maintenance/repair is analysed. • Software and hardware elements of AR to aid manufacturing systems are discussed. • Challenges in AR tracking and registration techniques are discussed. • Future trends of AR to aid manufacturing systems are discussed. Manufacturing industries are currently experiencing the fourth revolution with the rapid advancements in immersive technologies for human-machine interaction (HMI) and flexible manufacturing systems (FMS). Product variance is limited due to barriers in the knowledge transfer between the stakeholders that existed in the pre and post-manufacturing phases. Augmented reality (AR) is a promising technology that can offer a high degree of adaptability and independence to support knowledge transfer at the most crucial manufacturing stages such as assembly, repair & maintenance. This article is focused on presenting the state of the art literature on AR technologies in product assembly and disassembly from the Maintenance/Repair perspective. The working of various modules in AR technology on facilitating a user-friendly guiding platform and its applications are discussed with suitable illustrations. The critical difficulties, such as tracking and rendering techniques for estimating human movement and environment experiences are observed to extend the adaptability of the technology. Future research potential, such as enhancing the virtual interface for reality, identifying worker behaviours, and enabling sharing and collaboration between multiple streams in an industrial context are analyzed.

11 citations

References
More filters
Journal Article
TL;DR: Paul Milgram's research interests include display and control issues in telerobotics and virtual environments, stereoscopic video and computer graphics, cognitive engineering, and human factors issues in medicine.
Abstract: Paul Milgram received the BASc degree from the University of Toronto in 1970, the MSEE degree from the Technion (Israel) in 1973 and the PhD degree from the University of Toronto in 1980 From 1980 to 1982 he was a ZWO Visiting Scientist and a NATO Postdoctoral in the Netherlands, researching automobile driving behaviour From 1982 to 1984 he was a Senior Research Engineer in Human Engineering at the National Aerospace Laboratory (NLR) in Amsterdam, where his work involved the modelling of aircraft flight crew activity, advanced display concepts and control loops with human operators in space teleoperation Since 1986 he has worked at the Industrial Engineering Department of the University of Toronto, where he is currently an Associate Professor and Coordinator of the Human Factors Engineering group He is also cross appointed to the Department of Psychology In 1993-94 he was an invited researcher at the ATR Communication Systems Research Laboratories, in Kyoto, Japan His research interests include display and control issues in telerobotics and virtual environments, stereoscopic video and computer graphics, cognitive engineering, and human factors issues in medicine He is also President of Translucent Technologies, a company which produces "Plato" liquid crystal visual occlusion spectacles (of which he is the inventor), for visual and psychomotor research

4,092 citations

Journal ArticleDOI
TL;DR: A comprehensive review on Industry 4.0 is conducted and presents an overview of the content, scope, and findings by examining the existing literatures in all of the databases within the Web of Science.

1,906 citations

Proceedings ArticleDOI
21 Dec 1995
TL;DR: In this article, the authors discuss augmented reality displays in a general sense, within the context of a reality-virtuality (RV) continuum, encompassing a large class of ''mixed reality'' displays, which also includes augmented virtuality (AV).
Abstract: In this paper we discuss augmented reality (AR) displays in a general sense, within the context of a reality-virtuality (RV) continuum, encompassing a large class of `mixed reality' (MR) displays, which also includes augmented virtuality (AV). MR displays are defined by means of seven examples of existing display concepts in which real objects and virtual objects are juxtaposed. Essential factors which distinguish different MR display systems from each other are presented, first by means of a table in which the nature of the underlying scene, how it is viewed, and the observer's reference to it are compared, and then by means of a three dimensional taxonomic framework comprising: extent of world knowledge, reproduction fidelity, and extent of presence metaphor. A principal objective of the taxonomy is to clarify terminology issues and to provide a framework for classifying research across different disciplines.

1,684 citations

Journal ArticleDOI
11 Jul 2012-PLOS ONE
TL;DR: Findings are comparable or better than those from reviews of more traditional, paper-and-pencil cognitive training approaches suggesting that computerized training is an effective, less labor intensive alternative.
Abstract: A systematic review to examine the efficacy of computer-based cognitive interventions for cognitively healthy older adults was conducted. Studies were included if they met the following criteria: average sample age of at least 55 years at time of training; participants did not have Alzheimer’s disease or mild cognitive impairment; and the study measured cognitive outcomes as a result of training. Theoretical articles, review articles, and book chapters that did not include original data were excluded. We identified 151 studies published between 1984 and 2011, of which 38 met inclusion criteria and were further classified into three groups by the type of computerized program used: classic cognitive training tasks, neuropsychological software, and video games. Reported pre-post training effect sizes for intervention groups ranged from 0.06 to 6.32 for classic cognitive training interventions, 0.19 to 7.14 for neuropsychological software interventions, and 0.09 to 1.70 for video game interventions. Most studies reported older adults did not need to be technologically savvy in order to successfully complete or benefit from training. Overall, findings are comparable or better than those from reviews of more traditional, paper-and-pencil cognitive training approaches suggesting that computerized training is an effective, less labor intensive alternative.

513 citations

Journal ArticleDOI
TL;DR: A Scenario-based Industry 4.0 Learning Factory concept that is built upon a tentative competency model for Industry 5.0 and the use of scenarios for problem-oriented learning of future production engineering is suggested.

404 citations