Different phases within assembly system and when to use what xR technology

Different phases within assembly system and when to use what xR technology

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xR technologies such as Augmented Reality (AR) and Virtual Reality (VR) are increasing at shop-floors but are still in need for validation in order to make good strategic decisions regarding implementation. The areas where most industries apply AR is within remote guidance and complex tasks such as maintenance. VR is mostly used for layout planning...

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... The Extended Reality (XR) serves as an umbrella term for all immersive technologies within the Metaverse, including VR, AR, and MR, extending the limits of human perception and interaction in digital contexts (Abrash, 2021). By integrating various immersive technologies, XR offers users a wide range of experiences, from fully virtual to augmented and everything in between (Berglund et al., 2018). XR blurs the boundaries between real and virtual worlds within the Metaverse, providing users with a seamless and flexible digital environment (Koohang et al., 2023). ...
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The ever-changing environment of the Metaverse claim for a study that leads to a captivating journey for readers of this chapter in which the current condition of this digital space is explained, its historical roots and evolution up to the present day, the novel prospects it offers and the revolutionary forces advancing its virtual worlds that leads to the transformative potential of this digital frontier. Through an interdisciplinary lens, this research clarifies the Metaverse by examining its fundamental elements and supporting technologies and highlighting important challenges that deserve further research. It thoroughly examines and investigates several aspects of this new paradigm in detail, providing a spotlight on everything from the functioning of virtual markets to the nuances of digital identities. The purpose of this chapter is to serve scholars, business professionals, and enthusiasts alike, a set of guidelines for a deep understanding of the current Metaverse environment and predicting its bright future highlighting its boundless opportunities.
... A s an advanced computing platform, extended reality (XR) is becoming popular in business and has caused notable changes in various industries (Chuah 2018). XR refers to hyper-realistic technologies encompassing virtual reality (VR), augmented reality (AR), and mixed reality (MR), which allow consumers to experience and interact with both virtual and physical content in a highly immersive and interactive environment (Bekele et al. 2018;Fast-Berglund, Gong, and Li 2018). An example of an XR technology-based product is Oculus Rift, the rst VR device for consumers (The New York Times 2016). ...
... Technologies like XR, which (the use of augmented, mixed together, and virtual reali-ty) have the potential to serve as a bridge towards achieving time-room flexibility, which is the capacity to work on an assignment without being in one place at one time. Additionally, these technologies are required to give the industry a quicker and more effective decision-making process [4]. While many consumers value routine goods and services that provide efficient consumption experiences, these offerings frequently fail to provide customers with engaging, creative, and fun experiences. ...
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... In some literature, XR is an umbrella term that includes virtual reality, augmented reality, mixed reality, and other forms of physical-virtual integration. This technology has been applied in manufacturing [35,28] and medicine [3]. Since XR is designed for humans, it represents a partial description of SR from the human perspective. ...
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... Augmented Virtuality (AV) is a subset of AR that incorporates a higher degree of virtual elements. AV is used primarily to visualise new products or techniques, and most of its components are synthesised [22]. ...
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... The integration of remote technical guidance with VR technology represents a groundbreaking advancement in vocational training and industrial practice (Gallagher et al., 2005;Tzafestas & Borne, 2016). VR's visual architecture, utilized for scenario simulation, has found wide application in manufacturing (Marzano et al., 2015), design (Berg & Vance, 2017;Smparounis et al., 2009;Tea et al., 2022), and sales services (Fast-Berglund et al., 2018), significantly enhancing user convenience and intuition (Gaoliang et al., 2010;García et al., 2016;Lee, 2020;Marzano et al., 2015). In industrial settings, VR introduces the concept of digital twins (Burghardt et al., 2020;Errandonea et al., 2020;Havard et al., 2019;Pérez et al., 2020), enabling real-time control and complex production needs (Lu et al., 2020). ...
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... A key emerging technology that has the potential to address both trends are Extended Reality (XR) technologies, i.e., Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) [6,7]. XR technologies can be deployed to generate value by acquiring relevant data, providing assistance, enabling detailed visualization, optimizing processes, or facilitating collaboration [8]. ...
... Extended Reality (XR) is a collective term for all combinations of real and virtual surroundings, i.e., Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) [6,7]. XR technologies can provide different degrees of immersion depending on the underlying use case, requirements, and system restrictions. ...
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... In everyday language, the terms VR and AR are often used as umbrella-terms including a variety of heterogenous technologies [17,18]. Thus, VR and AR are presented to users through different technological approaches and devices, each offering distinct experiences. ...
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Virtual reality (VR) and augmented reality (AR) are emerging technologies with a variety of potential benefits for sustainability education. Here, learning processes such as flow and presence seem to determine the learning experience. Therefore, this paper presents the results of a mixed-methods study investigating a VR- and AR-based learning application on biodiversity developed by greenpeace. A total of 156 students tested the application addressing the Amazon rainforest and rated its efficacy in terms of effects on knowledge, interest, and attitude. Pre- and post-questionnaires as well as focus groups were used to uncover within-subject effects. The study results revealed that flow and presence had a moderating effect on knowledge and that this effect is strongest in learners with little prior knowledge. Presence also showed a moderating effect on one of three attitude measures. In general, the learning application was able to increase knowledge and improve attitude in this sample. The focus groups also revealed that the students engaged with environmental topics even after the experience. They also formed ideas for more environmentally friendly behavioral change. Moreover, the students described the application as impressive, captivating, and realistic. It can be concluded that presence and flow are crucial processes for learning with VR and AR technologies.
... These technologies are changing the way companies create and sustain value for their customers. XR serves as a collective construct covering both VR and AR technologies, which are used interchangeably with mixed reality (Fast-Berglund et al., 2018;Kim & Hall, 2019;Kwok & Koh, 2021). These XR technologies are defined as immersive technologies where people behave as if the technological space is a real space. ...
... A. Extended Reality XR technologies are among the most prominent new developments in immersive technology (Kim & Hall, 2019), providing an umbrella concept covering all forms of AR and VR, and the concept is often used interchangeably with mixed reality (Fast-Berglund et al., 2018;Kwok & Koh, 2021). Combining the two typologies results in two types of XR applications (AR and VR), this classification emphasizes different functions and sets. ...
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Purpose: This study aims to conceptualize the brand experience that users' avatars can experience on an XR platform and develop items to measure it. Design/methodology/approach: The author presents both a conceptual analysis of brand experience in XR (BXIXR) and a BXIXR scale by conducting a review of marketing research and immersive technology. Adhering to the relevant theory and psychometric principles, the BXIXR scale was developed and validated through a literature review and item generation process, followed by confirmatory factor analysis, reliability analysis, and predictive validity testing. Findings: This research demonstrates that BXIXR can be broken down into four dimensions that are differentially evoked by various brand spaces in XR: search, entertainment, relations, and assembly. Research limitations/implications: This research suggested that the brand experience that users have at the boundary between the physical and virtual worlds may differ from brand experience in the physical world. In this study, it is expected that meaningful implications can be proposed in that it attempts to derive a brand experience based on an immersive economy. Originality/value: The results of this study suggest that the BXIXR scale is a reliable and valid measure of BXIXR. The four-factor structure of the scale is consistent with the theoretical framework, and the results of the reliability and validity testing provide evidence for its robustnes.