Hostname: page-component-78c5997874-dh8gc Total loading time: 0 Render date: 2024-11-12T22:19:10.888Z Has data issue: false hasContentIssue false

EXTENDED REALITY IN INDUSTRY: PAST, PRESENT AND FUTURE PERSPECTIVES

Published online by Cambridge University Press:  19 June 2023

Elena Spadoni*
Affiliation:
Politecnico di Milano
Monica Bordegoni
Affiliation:
Politecnico di Milano
Marina Carulli
Affiliation:
Politecnico di Milano
Francesco Ferrise
Affiliation:
Politecnico di Milano
*
Spadoni, Elena, Politecnico di Milano, Italy, [email protected]

Abstract

Core share and HTML view are not available for this content. However, as you have access to this content, a full PDF is available via the ‘Save PDF’ action button.

The industry's interest in Virtual and Augmented Reality (VR and AR) technologies started from the beginning of their appearance in the research world. Over the years, scholars observed ups and downs, to which various factors contributed. In recent years these technologies, now known as eXtended Reality (XR), have returned to fascinate the industrial world, mainly because most of the related enabling technologies have improved to the point of pushing companies to re-invest in them. The introduction of approaches such as the digital twin one and the recent hype on the metaverse is also a push in this direction. A few questions arise: what are the benefits of such technologies in the industry today, and what are the unexplored possibilities? Starting from a systematic literature review and exploring the practical implications of integrating technologies in the industrial field, the paper tries to answer these questions. The paper is not intended as a technological forecast but as a stimulus for future research.

Type
Article
Creative Commons
Creative Common License - CCCreative Common License - BYCreative Common License - NCCreative Common License - ND
This is an Open Access article, distributed under the terms of the Creative Commons Attribution-NonCommercial-NoDerivatives licence (http://creativecommons.org/licenses/by-nc-nd/4.0/), which permits non-commercial re-use, distribution, and reproduction in any medium, provided the original work is unaltered and is properly cited. The written permission of Cambridge University Press must be obtained for commercial re-use or in order to create a derivative work.
Copyright
The Author(s), 2023. Published by Cambridge University Press

References

Azuma, R.T. (1997), “A survey of augmented reality”, Presence: teleoperators & virtual environments, Vol. 6 No. 4, pp. 355385.CrossRefGoogle Scholar
Azuma, R.T. (2016), “The most important challenge facing augmented reality”, Presence, Vol. 25 No. 3, pp. 234238.CrossRefGoogle Scholar
Ball, M. (2022), The metaverse: and how it will revolutionize everything, Liveright Publishing.CrossRefGoogle Scholar
Bordegoni, M. and Rizzi, C. (2011), Innovation in product design: from CAD to virtual prototyping, Springer.CrossRefGoogle Scholar
Boyd, D.E. and Koles, B. (2019), “Virtual reality and its impact on b2b marketing: A value-in-use perspective”, Journal of Business Research, Vol. 100, pp. 590598.CrossRefGoogle Scholar
Cárdenas-Robledo, L.A., Hernández-Uribe, Ó., Reta, C. and Cantoral-Ceballos, J.A. (2022), “Extended reality applications in industry 4.0.-a systematic literature review”, Telematics and Informatics, p. 101863.Google Scholar
Checa, D. and Bustillo, A. (2020), “A review of immersive virtual reality serious games to enhance learning and training”, Multimedia Tools and Applications, Vol. 79 No. 9, pp. 55015527.CrossRefGoogle Scholar
Diego-Mas, J.A. and Alcaide-Marzal, J. (2014), “Using kinect sensor in observational methods for assessing postures at work”, Applied ergonomics, Vol. 45 No. 4, pp. 976985.CrossRefGoogle ScholarPubMed
Dwivedi, Y.K., Hughes, L., Baabdullah, A.M., Ribeiro-Navarrete, S., Giannakis, M., Al-Debei, M.M., Dennehy, D., Metri, B., Buhalis, D., Cheung, C.M. et al. (2022), “Metaverse beyond the hype: Multidisciplinary perspectives on emerging challenges, opportunities, and agenda for research, practice and policy”, International Journal of Information Management, Vol. 66, p. 102542.CrossRefGoogle Scholar
Francese, R., Passero, I. and Tortora, G. (2012), “Wiimote and kinect: gestural user interfaces add a natural third dimension to hci”, in: Proceedings of the international working conference on advanced visual interfaces, pp. 116123.CrossRefGoogle Scholar
Gattullo, M., Evangelista, A., Uva, A.E., Fiorentino, M. and Gabbard, J.L. (2020), “What, how, and why are visual assets used in industrial augmented reality? a systematic review and classification in maintenance, assembly, and training (from 1997 to 2019)”, IEEE Transactions on Visualization and Computer Graphics, Vol. 28 No. 2, pp. 14431456.CrossRefGoogle Scholar
Gattullo, M., Scurati, G.W., Fiorentino, M., Uva, A.E., Ferrise, F. and Bordegoni, M. (2019), “Towards augmented reality manuals for industry 4.0: A methodology”, Robotics and Computer-Integrated Manufacturing, Vol. 56, pp. 276286.CrossRefGoogle Scholar
Henderson, S. and Feiner, S. (2010), “Exploring the benefits of augmented reality documentation for maintenance and repair”, IEEE transactions on visualization and computer graphics, Vol. 17 No. 10, pp. 13551368.CrossRefGoogle Scholar
Huynh-The, T., Pham, Q.V., Pham, X.Q., Nguyen, T.T., Han, Z. and Kim, D.S. (2023), “Artificial intelligence for the metaverse: A survey”, Engineering Applications of Artificial Intelligence, Vol. 117, p. 105581.CrossRefGoogle Scholar
Jayaram, S., Connacher, H.I. and Lyons, K.W. (1997), “Virtual assembly using virtual reality techniques”, Computer-aided design, Vol. 29 No. 8, pp. 575584.CrossRefGoogle Scholar
Karki, B.R. and Porras, J. (2021), “Digitalization for sustainable maintenance services: A systematic literature review”, Digital Business, Vol. 1 No. 2, p. 100011.CrossRefGoogle Scholar
Lasi, H., Fettke, P., Kemper, H.G., Feld, T. and Hoffmann, M. (2014), “Industry 4.0”, Business & information systems engineering, Vol. 6 No. 4, pp. 239242.CrossRefGoogle Scholar
Lin, F., Ye, L., Duffy, V.G. and Su, C.J. (2002), “Developing virtual environments for industrial training”, Information sciences, Vol. 140 No. 1-2, pp. 153170.CrossRefGoogle Scholar
Masoni, R., Ferrise, F., Bordegoni, M., Gattullo, M., Uva, A.E., Fiorentino, M., Carrabba, E. and Di Donato, M. (2017), “Supporting remote maintenance in industry 4.0 through augmented reality”, Procedia manufacturing, Vol. 11, pp. 12961302.CrossRefGoogle Scholar
Palmarini, R., Erkoyuncu, J.A., Roy, R. and Torabmostaedi, H. (2018), “A systematic review of augmented reality applications in maintenance”, Robotics and Computer-Integrated Manufacturing, Vol. 49, pp. 215228.CrossRefGoogle Scholar
Rauschnabel, P.A., Rossmann, A. and tom Dieck, M.C. (2017), “An adoption framework for mobile augmented reality games: The case of pokémon go”, Computers in Human Behavior, Vol. 76, pp. 276286.CrossRefGoogle Scholar
Sun, Z., Zhu, M., Shan, X. and Lee, C. (2022), “Augmented tactile-perception and haptic-feedback rings as human-machine interfaces aiming for immersive interactions”, Nature communications, Vol. 13 No. 1, pp. 113.Google ScholarPubMed
Wingrave, C.A., Williamson, B., Varcholik, P.D., Rose, J., Miller, A., Charbonneau, E., Bott, J. and LaViola, J.J. (2009), “The wiimote and beyond: Spatially convenient devices for 3d user interfaces”, IEEE Computer Graphics and Applications, Vol. 30 No. 2, pp. 7185.CrossRefGoogle Scholar
Wittorski, R. (2012), Professionalisation and the developmentof competences in education and training. Zhang, Z. (2012), “Microsoft kinect sensor and its effect”, IEEE multimedia, Vol. 19 No. 2, pp. 410.Google Scholar