Skip to main content

2019 | OriginalPaper | Buchkapitel

Mixed Reality Applications in Industry: Challenges and Research Areas

verfasst von : Thomas Moser, Markus Hohlagschwandtner, Gerhard Kormann-Hainzl, Sabine Pölzlbauer, Josef Wolfartsberger

Erschienen in: Software Quality: The Complexity and Challenges of Software Engineering and Software Quality in the Cloud

Verlag: Springer International Publishing

Aktivieren Sie unsere intelligente Suche, um passende Fachinhalte oder Patente zu finden.

search-config
loading …

Abstract

Mixed reality (both virtual reality and augmented reality) technologies and applications have become increasingly important in recent years. However, from a technical, organizational and psychological point of view, there are still some challenges for industrial use in real operation - this is also proven by the well-known hype cycle of Gartner, who currently sees the technology in the ‘valley of disappointment’. The currently available products in the field of mixed reality are to be considered as individual solutions throughout and also suitable for a wide application under industrial conditions only conditionally. In addition, pre-projects with production companies and plant manufacturers show that the technologies and the associated operational opportunities are still largely unexploited for SMEs. This paper summarizes the challenges and potential research fields in the areas of interaction and usability, immersion and storytelling, and international business processes and stakeholder acceptance.

Sie haben noch keine Lizenz? Dann Informieren Sie sich jetzt über unsere Produkte:

Springer Professional "Wirtschaft+Technik"

Online-Abonnement

Mit Springer Professional "Wirtschaft+Technik" erhalten Sie Zugriff auf:

  • über 102.000 Bücher
  • über 537 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Maschinenbau + Werkstoffe
  • Versicherung + Risiko

Jetzt Wissensvorsprung sichern!

Springer Professional "Technik"

Online-Abonnement

Mit Springer Professional "Technik" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 390 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Maschinenbau + Werkstoffe




 

Jetzt Wissensvorsprung sichern!

Springer Professional "Wirtschaft"

Online-Abonnement

Mit Springer Professional "Wirtschaft" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 340 Zeitschriften

aus folgenden Fachgebieten:

  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Versicherung + Risiko




Jetzt Wissensvorsprung sichern!

Literatur
7.
Zurück zum Zitat Crawford, C.: Chris Crawford on Interactive Storytelling, 2nd edn. New Riders, Berkeley (2013) Crawford, C.: Chris Crawford on Interactive Storytelling, 2nd edn. New Riders, Berkeley (2013)
9.
Zurück zum Zitat Davis, F.D.: A technology acceptance model for empirically testing new end-user information systems: theory and results (1985) Davis, F.D.: A technology acceptance model for empirically testing new end-user information systems: theory and results (1985)
12.
17.
Zurück zum Zitat Hincapié-Ramos, J.D., Guo, X., Moghadasian, P., Irani, P.: Consumed endurance: a metric to quantify arm fatigue of mid-air interactions. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, CHI 2014, pp. 1063–1072. ACM (2014). http://doi.acm.org/10.1145/2556288.2557130 Hincapié-Ramos, J.D., Guo, X., Moghadasian, P., Irani, P.: Consumed endurance: a metric to quantify arm fatigue of mid-air interactions. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, CHI 2014, pp. 1063–1072. ACM (2014). http://​doi.​acm.​org/​10.​1145/​2556288.​2557130
20.
Zurück zum Zitat Lambert, J.: Digital Storytelling: Capturing Lives, Creating Community, 4th edn. Routledge, London (2013)CrossRef Lambert, J.: Digital Storytelling: Capturing Lives, Creating Community, 4th edn. Routledge, London (2013)CrossRef
21.
Zurück zum Zitat LaViola, J.J., Kruijff, E., McMahan, R.P., Bowman, D.A., Poupyrev, I.: 3D user Interfaces: Theory and Practice. Addison-Wesley Usability and HCI Series, 2nd edn. Addison-Wesley, Redwood City (2017). OCLC: ocn935986831 LaViola, J.J., Kruijff, E., McMahan, R.P., Bowman, D.A., Poupyrev, I.: 3D user Interfaces: Theory and Practice. Addison-Wesley Usability and HCI Series, 2nd edn. Addison-Wesley, Redwood City (2017). OCLC: ocn935986831
22.
Zurück zum Zitat Liu, C.Z., Kavakli, M.: An agent-aware computing based mixed reality information system. Int. J. Virtual Reality 17(3) (2017) Liu, C.Z., Kavakli, M.: An agent-aware computing based mixed reality information system. Int. J. Virtual Reality 17(3) (2017)
24.
Zurück zum Zitat Miller, C.H.: Digital Storytelling: A Creator’s Guide to Interactive Entertainment, 2nd edn. Focal Press/Elsevier, Amsterdam (2008). OCLC: ocn182553069 Miller, C.H.: Digital Storytelling: A Creator’s Guide to Interactive Entertainment, 2nd edn. Focal Press/Elsevier, Amsterdam (2008). OCLC: ocn182553069
28.
Zurück zum Zitat Pimentel, K., Teixeira, K.: Virtual Reality: Through the New Looking Glass, 1st edn. Intel/Windcrest, New York (1993) Pimentel, K., Teixeira, K.: Virtual Reality: Through the New Looking Glass, 1st edn. Intel/Windcrest, New York (1993)
29.
Zurück zum Zitat Ryan, M.L.: Narrative as Virtual Reality 2: Revisiting Immersion and Interactivity in Literature and Electronic Media, 2nd edn. Johns Hopkins University Press, Baltimore (2015) Ryan, M.L.: Narrative as Virtual Reality 2: Revisiting Immersion and Interactivity in Literature and Electronic Media, 2nd edn. Johns Hopkins University Press, Baltimore (2015)
30.
Zurück zum Zitat Sadowski, W., Stanney, K.: Presence in virtual environments. Human factors and ergonomics. In: Handbook of Virtual Environments: Design, Implementation, and Applications, pp. 791–806 (2002) Sadowski, W., Stanney, K.: Presence in virtual environments. Human factors and ergonomics. In: Handbook of Virtual Environments: Design, Implementation, and Applications, pp. 791–806 (2002)
33.
Zurück zum Zitat Tcha-Tokey, K., Loup-Escande, E., Christmann, O., Richir, S.: Effects of interaction level, framerate, field of view, 3d content feedback, previous experience on subjective user eXperience and objective usability in immersive virtual environment. Int. J. Virtual Reality 17, 27–51 (2017) Tcha-Tokey, K., Loup-Escande, E., Christmann, O., Richir, S.: Effects of interaction level, framerate, field of view, 3d content feedback, previous experience on subjective user eXperience and objective usability in immersive virtual environment. Int. J. Virtual Reality 17, 27–51 (2017)
Metadaten
Titel
Mixed Reality Applications in Industry: Challenges and Research Areas
verfasst von
Thomas Moser
Markus Hohlagschwandtner
Gerhard Kormann-Hainzl
Sabine Pölzlbauer
Josef Wolfartsberger
Copyright-Jahr
2019
DOI
https://doi.org/10.1007/978-3-030-05767-1_7