Authors
Konstantinos Koumaditis, Sarune Venckute, Frederik S Jensen, Francesco Chinello
Publication date
2019/3/23
Conference
2019 IEEE conference on virtual reality and 3D user interfaces (VR)
Pages
1-5
Publisher
IEEE
Description
From paper-based and face-to-face workshops to electronic and digital simulated educational programs, vast amounts are spent to train workers to perform assembly-tasks, especially in manufacturing. This need for robust, cost-effective, adaptable learning environments supported the rise of Immersive Training. The phenomenon of utilizing the immersive capabilities of Augmented and Virtual Reality (AR/VR) to construct learning environments, i.e. Immersive Training, has flourished, mainly due to the rise and availability of commercial headsets and applications. In this paper, we describe and analyze two such scenarios, a VR lab experiment created to test the VR capabilities in training and a field study exploring the use of AR in a large manufacturing company. Our results provide a) guidelines on how to set up such experiments, b) indicate the temporal demand, and accuracy as significant improvements in VR and …
Total citations
20212022202320244375
Scholar articles
K Koumaditis, S Venckute, FS Jensen, F Chinello - 2019 IEEE conference on virtual reality and 3D user …, 2019