Augmented and Mixed Reality in Work Context

A special issue of Computers (ISSN 2073-431X).

Deadline for manuscript submissions: closed (20 September 2019) | Viewed by 28855

Special Issue Editors


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Guest Editor
Department of Natural Sciences, University of Tampere, Kalevantie 4, 33100 Tampere, Finland
Interests: virtual environments; virtual prototyping; software engineering; qualitative research methods

E-Mail Website
Guest Editor
Mechanical Engineering and Industrial Systems, Tampere University of Technology, Korkeakoulunkatu 10, 33720 Tampere, Finland
Interests: machine design; simulation; virtual environments; virtual prototyping

Special Issue Information

Dear Colleagues,

Augmented Reality (AR) and Mixed Reality (MR) are technologies that include physical and virtual elements. They are useful for making invisible and non-existing elements observable and so are easier to evaluate and discuss. This Special Issue focuses on how AR and MR are used and could be used in a work context. Possible examples are AR and MR use in industrial situations and in manufacturing development, as well as in the development of work practices, as AR and MR can be used for making workers’ tacit knowledge visible.

Studies in AR and MR, as well as virtual reality (VR) technology solutions in a work context, are welcome for this issue. However, AR and MR for consumers, leisure time, entertainment, and games are not agreed on in this Special Issue. Appropriate topics include, but are not limited to, the following:

  • Virtual prototyping
  • AR and MR in co-operative, multi-occupational development
  • Simulation with AR or MR in a work context
  • Maintenance solutions with AR or MR
  • Action research within AR or MR in a work context

Dr. Tarja Tiainen
Prof. Dr. Asko Ellman
Guest Editors

Manuscript Submission Information

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Keywords

  • virtual prototyping
  • augmented reality
  • mixed reality
  • simulation
  • co-operative design
  • action research

Published Papers (4 papers)

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Research

16 pages, 2366 KiB  
Article
Use of Virtual Environment and Virtual Prototypes in Co-Design: The Case of Hospital Design
by Tarja Tiainen and Tiina Jouppila
Computers 2019, 8(2), 44; https://doi.org/10.3390/computers8020044 - 01 Jun 2019
Cited by 6 | Viewed by 5839
Abstract
Co-design is used for improving innovation, obtaining better solutions, and higher user satisfaction. In this paper we present how the use of a walk-in virtual environment and actual-size virtual prototypes support co-design. Unlike in most studies we presented the prototypes to users in [...] Read more.
Co-design is used for improving innovation, obtaining better solutions, and higher user satisfaction. In this paper we present how the use of a walk-in virtual environment and actual-size virtual prototypes support co-design. Unlike in most studies we presented the prototypes to users in an early phase of the design process. This study examines the co-design of healthcare facilities with multi-occupational groups. The practical case examines designing single-patient rooms for an intensive care unit. In this design process 238 participants of different hospital professions evaluated virtual prototypes in three iterative rounds. The participants improved the design by discussing their work practices. The virtual environment situation and actual size virtual prototypes make an easy environment for users to discuss and evaluate the design without any design knowledge. In addition to describing the co-design results we also outline some important issues and guidelines about creating the virtual prototypes and organizing the participants’ visits in a virtual environment. Full article
(This article belongs to the Special Issue Augmented and Mixed Reality in Work Context)
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12 pages, 4861 KiB  
Article
Diffusion of Innovation: Case of Co-Design of Cabins in Mobile Work Machine Industry
by Asko Ellman and Tarja Tiainen
Computers 2019, 8(2), 39; https://doi.org/10.3390/computers8020039 - 11 May 2019
Cited by 4 | Viewed by 5315
Abstract
This paper describes the development of using virtual reality for work content in one application area over a decade. Virtual reality technology has developed rapidly; from walk-in CAVE-like virtual environments to head-mounted displays within a decade. In this paper, the development is studied [...] Read more.
This paper describes the development of using virtual reality for work content in one application area over a decade. Virtual reality technology has developed rapidly; from walk-in CAVE-like virtual environments to head-mounted displays within a decade. In this paper, the development is studied through the lens of diffusion of innovation theory, which focuses not only on innovation itself, but also on the social system. The development of virtual technology is studied by one case, which is cabin design in the mobile work machine industry. This design process has been especially suitable for using virtual reality technology. Full article
(This article belongs to the Special Issue Augmented and Mixed Reality in Work Context)
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29 pages, 2357 KiB  
Article
An App that Changes Mentalities about Mobile Learning—The EduPARK Augmented Reality Activity
by Lúcia Pombo and Margarida M. Marques
Computers 2019, 8(2), 37; https://doi.org/10.3390/computers8020037 - 10 May 2019
Cited by 10 | Viewed by 6206
Abstract
The public usually associates mobile devices to distraction and learning disruption, and they are not frequently used in formal education. Additionally, games and parks are both associated with play and leisure time, and not to learn. This study shows that the combination of [...] Read more.
The public usually associates mobile devices to distraction and learning disruption, and they are not frequently used in formal education. Additionally, games and parks are both associated with play and leisure time, and not to learn. This study shows that the combination of mobiles, games, and parks can promote authentic learning and contributes to changing conventional mentalities. The study is framed by the EduPARK project that created an innovative app for authentic learning, supported by mobile and augmented reality (AR) technologies, for game-based approaches in a green park. A case study of the EduPARK strategy’s educational value, according to 86 Basic Education undergraduate students, was conducted. The participants experienced the app in the park and presented their opinion about: (i) mobile learning; (ii) the app’s usability; and (iii) the impact of the educational strategy in terms of factors, such as intrinsic motivation and authentic learning. Data collection included a survey and document collection of student reflections. Data were subjected to descriptive statistics, System Usability score computing, and content analysis. Students considered that the EduPARK strategy has educational value, particularly regarding content learning and motivation. From this study emerged seven supporting pillars that constitute a set of guidelines for future development of mobile game-based learning. Full article
(This article belongs to the Special Issue Augmented and Mixed Reality in Work Context)
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23 pages, 6821 KiB  
Article
User Satisfaction in Augmented Reality-Based Training Using Microsoft HoloLens
by Hui Xue, Puneet Sharma and Fridolin Wild
Computers 2019, 8(1), 9; https://doi.org/10.3390/computers8010009 - 25 Jan 2019
Cited by 44 | Viewed by 11072
Abstract
With the recent developments in augmented reality (AR) technologies comes an increased interest in the use of smart glasses for hands-on training. Whether this interest is turned into market success depends at the least on whether the interaction with smart AR glasses satisfies [...] Read more.
With the recent developments in augmented reality (AR) technologies comes an increased interest in the use of smart glasses for hands-on training. Whether this interest is turned into market success depends at the least on whether the interaction with smart AR glasses satisfies users, an aspect of AR use that so far has received little attention. With this contribution, we seek to change this. The objective of the article, therefore, is to investigate user satisfaction in AR applied to three cases of practical use. User satisfaction of AR can be broken down into satisfaction with the interaction and satisfaction with the delivery device. A total of 142 participants from three different industrial sectors contributed to this study, namely, aeronautics, medicine, and astronautics. In our analysis, we investigated the influence of different factors, such as age, gender, level of education, level of Internet knowledge, and the roles of the participants in the different sectors. Even though users were not familiar with the smart glasses, results show that general computer knowledge has a positive effect on user satisfaction. Further analysis using two-factor interactions showed that there is no significant interaction between the different factors and user satisfaction. The results of the study affirm that the questionnaires developed for user satisfaction of smart glasses and the AR application performed well, but leave room for improvement. Full article
(This article belongs to the Special Issue Augmented and Mixed Reality in Work Context)
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