Academic literature on the topic 'Internet of Things (IoT); augmented reality (AR); virtual reality (Virtual reality'

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Journal articles on the topic "Internet of Things (IoT); augmented reality (AR); virtual reality (Virtual reality"

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Joshi, N. R. "Education Transformation by the Integration of AI, IoT, AR & VR." Shweta Shardul 20, no. 1 (2024): 69–70. https://doi.org/10.5281/zenodo.12590637.

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The emergence of cutting-edge technologies like virtual reality (VR), augmented reality (AR), artificial intelligence (AI), and the Internet of Things (IoT) is completely changing the educational landscape. In addition to improving teaching, these technologies are increasing accessibility, personalization, and engagement in the classroom. Keyword: AI, IoT, AR & VR, Transformation
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Joshi, N. R. "Education Transformation by the Integration of AI, IoT, AR & VR." Shweta Shardul 20, no. 1 (2024): 69–70. https://doi.org/10.5281/zenodo.12590662.

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The emergence of cutting-edge technologies like virtual reality (VR), augmented reality (AR), artificial intelligence (AI), and the Internet of Things (IoT) is completely changing the educational landscape. In addition to improving teaching, these technologies are increasing accessibility, personalization, and engagement in the classroom. Keyword: AI, IoT, AR, VR, Transformation
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Joshi, N. R. "Education Transformation by the Integration of AI, IoT, AR & VR." Shweta Shardul 20, no. 1 (2024): 69–70. https://doi.org/10.5281/zenodo.12590685.

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The emergence of cutting-edge technologies like virtual reality (VR), augmented reality (AR), artificial intelligence (AI), and the Internet of Things (IoT) is completely changing the educational landscape. In addition to improving teaching, these technologies are increasing accessibility, personalization, and engagement in the classroom. Keywords: AI, IoT, AR & VR
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Joshi, N. R. "Education transformation by the integration of AI, IoT, AR & VR." Shweta Shardul 20, no. 1 (2024): 69–70. https://doi.org/10.5281/zenodo.12590517.

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The emergence of cutting-edge technologies like virtual reality (VR), augmented reality (AR), artificial intelligence (AI), and the Internet of Things (IoT) is completely changing the educational landscape. In addition to improving teaching, these technologies are increasing accessibility, personalization, and engagement in the classroom. <em>Keyword: </em>AI, IoT, AR &amp; VR &nbsp;
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Camacho Castillo, José David, Emmanuel Oropeza Oropeza, and Oscar Ivan Lozoya Rodríguez. "Internet de las cosas y Realidad Aumentada: Una fusión del mundo con la tecnología - Internet of Things and Augmented Reality: A fusion of the world with technology." ReCIBE, Revista electrónica de Computación, Informática, Biomédica y Electrónica 6, no. 1 (2017): 139–50. http://dx.doi.org/10.32870/recibe.v6i1.75.

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La realidad aumentada (AR) y el internet de las cosas (IoT) son tecnologías que en la actualidad están en auge debido a la innovación que están generando en múltiples áreas. A diferencia de otras tecnologías como la realidad virtual, con la realidad aumentada se pueden aprovechar tecnologías de bajo coste como un teléfono inteligente para su uso y experimentación, mismo es el caso del internet de las cosas que solo necesita de software/hardware en versiones libres. En este artículo se presenta un esquema de la mezcla del internet de las cosas con la realidad aumentada, además del desarrollo de una aplicación ejemplo para mostrar el potencial de su interconexión en lo que se denomina realidad mixta.Abstract: Augmented reality (AR) and Internet of things (IoT) are technologies that currently are booming due to the innovation they are generating in multiple areas. Unlike other technologies as virtual reality, augmented reality can take the advantage of low cost technologies as a smart phone for use and experimentation, the same case with the Internet of things that just needs software/hardware in open versions. In this paper is presented a scheme for the Internet of things mixed with augmented reality, also the development of an example application to show the potential of this interconnection called mixed reality.Keywords: augmented reality, internet of things, open source, open hardware, mixed reality.
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Leliavia, Leliavia. "Literature Review: Media Pembelajaran Augmented Reality (AR) Sebagai Inovasi di Era Revolusi Industri 4.0." Khatulistiwa Profesional: Jurnal Pengembangan SDM dan Kebijakan Publik 4, no. 1 (2023): 1–12. http://dx.doi.org/10.62099/khapro.v4i1.41.

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Dunia terus mengalami perkembangan, dimulai dari era revolusi industri 1.0 hingga era revolusi industri 4.0. seiring dengan perubahan era yang terjadi secara cepat, dunia pendidikan juga mengalami perubahan, terjadi pergeseran paradigma yang sangat mendasar. Untuk dapat memenuhi kebutuhan di era ini, diperlukan media yang mampu memanfaatkan ciri khas revolusi industri 4.0 yang ditandai dengan pemanfaatan teknologi, era digital serta bantuan jaringan atau dikenal istilah internet of things (IoT). Augmented reality (AR) merupakan suatu media yang memanfaatkan dan menggunakan teknologi, internet of things (IoT) dan digital dalam memadukan objek yang tidak nyata dan abstrak menjadi virtual sehingga Augmented reality (AR) dapat digunakan sebagai sebuah media dalam kegiatan pembelajaran untuk memenuhi paradigma pembelajaran di era revolusi indutri 4.0. Penelitian ini bertujuan untuk mengkaji Augmented reality (AR) sebagai sebuah media di era revolusi industri 4.0. metode yang digunakan berupa literature review. Pengumpulan data dilakukan dengan review artikel mengenai “Media Pembelajaran Augmented Reality (AR) Sebagai Inovasi Di Era Revolusi Industri 4.0” yang memiliki penelitian serupa dengan penelitian ini. Artikel yang dikaji dalam penelitian ini berjumlah 20 artikel jurnal nasional dan internasional yang dihimpun melalui aplikasi publish or perish 8 dan ditelusuri melalui google schoolar. Berdasarkan analisis pada artikel, diperoleh kesimpulan bahwa teknologi Augmented Reality (AR) yang semula digunakan dalam permainan seluler dengan sistem realitas virtual, melalui modifikasi dan penyesuaian dapat menjadi jawaban untuk meningkatkan kualitas pendidikan di era revolusi industri 4.0 Hal ini terbukti dengan meningkatnya hasil belajar peserta didik serta meningkatnya pola kemampuan peserta didik dalam mengkonstruk pengetahuan berdasarkan pengalaman belajarnya setelah menggunakan media Augmented Reality (AR).
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Ushaa, Eswaran, and Eswaran Vishal. "Augmented reality and internet of things: A review of convergence, applications and challenges." i-manager's Journal on Augmented & Virtual Reality 1, no. 2 (2023): 41. http://dx.doi.org/10.26634/javr.1.2.20153.

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Augmented Reality (AR) overlays digital information and virtual objects on real environments to deliver enhanced, contextual experiences. Meanwhile, the Internet of Things (IoT) enables an ecosystem of interconnected smart devices and sensors. This paper reviews the synergistic integration of AR and IoT in developing next-generation intelligent systems and human-machine interfaces. A detailed analysis is presented on, integrating AR software with IoT devices and dataflows, enhanced visualization, training, navigation and contextual user experiences enabled by AR-IoT convergence, and key challenges around interfaces, latency, spatial registration, security, privacy and scalability. The use cases across manufacturing, healthcare and smart environments illustrate the transformational potential of AR and IoT. However, standardized interfaces, edge computing, tailoring security with usability, and responsible development focused on human benefits are crucial for realizing the promise of hybrid physical-digital ecosystems. This paper undertakes a systematic review of Augmented Reality (AR) and Internet of Things (IoT) convergence encompassing integration approaches, emerging use cases, and technical obstacles. A cross-disciplinary analysis strategy centered on real-world viability synthesizes opportunities and challenges for shaping responsible research directions across application domains.
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Yaseen, Saad G., Ayman Abdalmajeed Smadi, and Shorouq F. Eletter. "A Bibliometric Analysis of Metaverse: Mapping, Visualizing and Future Research Trends." Journal of Metaverse 5, no. 1 (2025): 38–50. https://doi.org/10.57019/jmv.1582149.

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Metaverse merges diverse digital technologies such as Virtual Reality (VR), Augmented Reality (AR), Mixed Reality (MR), Internet of Things (IoT) sensing technology, Three-dimensional (3D), Extended Reality (XR), and modeling. This research aims to present a bibliometric analysis for visualizing and mapping Metaverse research. In particular, 2673 research articles listed in the Scopus database between the years 2000 and 2023 were analyzed. The knowledge visualization and mapping based on VOS viewer and R studio present the current research status and keywords analysis. This research highlights newer insights into Metaverse applications across various business domains. The findings suggest that the metaverse is highly inclusive. The majority of industries and businesses have adopted several metaverse applications. The present state of the Metaverse literature justifies that Metaverse deep learning, Metaverse blockchain, and cyber-human interaction is a rapidly evolving research domain that engages a set of interconnected fields, which include the Internet of Things (IoT), virtual space, mixed reality and digital twin.
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Pfeiffer, Thies, and Nadine Pfeiffer-Leßmann. "Virtual Prototyping of Mixed Reality Interfaces with Internet of Things (IoT) Connectivity." i-com 17, no. 2 (2018): 179–86. http://dx.doi.org/10.1515/icom-2018-0025.

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AbstractOne key aspect of the Internet of Things (IoT) is, that human machine interfaces are disentangled from the physicality of the devices. This provides designers with more freedom, but also may lead to more abstract interfaces, as they lack the natural context created by the presence of the machine. Mixed Reality (MR) on the other hand, is a key technology that enables designers to create user interfaces anywhere, either linked to a physical context (augmented reality, AR) or embedded in a virtual context (virtual reality, VR). Especially today, designing MR interfaces is a challenge, as there is not yet a common design language nor a set of standard functionalities or patterns. In addition to that, neither customers nor future users have substantial experiences in using MR interfaces.Prototypes can contribute to overcome this gap, as they continuously provide user experiences of increasing realism along the design process. We present ExProtoVAR, a tool that supports quick and lightweight prototyping of MR interfaces for IoT using VR technology.
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Phupattanasilp, Pilaiwan, and Sheau-Ru Tong. "Augmented Reality in the Integrative Internet of Things (AR-IoT): Application for Precision Farming." Sustainability 11, no. 9 (2019): 2658. http://dx.doi.org/10.3390/su11092658.

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Benefitted by the Internet of Things (IoT), visualization capabilities facilitate the improvement of precision farming, especially in dynamic indoor planting. However, conventional IoT data visualization is usually carried out in offsite and textual environments, i.e., text and number, which do not promote a user’s sensorial perception and interaction. This paper introduces the use of augmented reality (AR) as a support to IoT data visualization, called AR-IoT. The AR-IoT system superimposes IoT data directly onto real-world objects and enhances object interaction. As a case study, this system is applied to crop monitoring. Multi-camera, a non-destructive and low-cost imaging platform of the IoT, is connected to the internet and integrated into the system to measure the three-dimensional (3D) coordinates of objects. The relationships among accuracy, object coordinates, augmented information (e.g., virtual objects), and object interaction are investigated. The proposed system shows a great potential to integrate IoT data with AR resolution, which will effectively contribute to updating precision agricultural techniques in an environmentally sustainable manner.
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Book chapters on the topic "Internet of Things (IoT); augmented reality (AR); virtual reality (Virtual reality"

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Varsak, Suleyman. "Internet of Things (IOT) Applications in Public Health." In Complementary Medicine with New Approaches. Nobel Tip Kitabevleri, 2024. http://dx.doi.org/10.69860/nobel.9786053359418.7.

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Virtual Reality (VR) and Augmented Reality (AR) are revolutionizing rehabilitation by offering innovative solutions across various medical specialties, particularly in physiotherapy. This chapter delves into the principles and current applications of VR and AR in healthcare, highlighting their success in enhancing motor skills, cognitive therapy, pain management, and psychological rehabilitation. VR and AR have been instrumental in improving patient outcomes, such as accelerating motor skills recovery post-stroke by 30%, reducing pain perception by 35% in burn treatments, and improving memory performance in Alzheimer’s patients by 25%. Furthermore, VR facilitates surgical training, reducing operation times by 20%, and assists in treating mental health conditions like PTSD and phobias. However, challenges such as technological barriers, data privacy concerns, and user adoption issues persist. Future advancements in haptic feedback, AI-driven personalized therapies, and tele-rehabilitation promise to further integrate VR and AR into effective and inclusive rehabilitation practices. This chapter aims to provide insights into the transformative potential of immersive technologies in rehabilitation, emphasizing their role in creating more effective and inclusive therapeutic environments.
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Vujičić, Miroslav D., Uglješa Stankov, Biljana Basarin, Izabela Krejtz, Krzysztof Krejtz, and Dejan Masliković. "Accessibility in Tourism 5.0 Approach: Enabling Inclusive and Meaningful Tourist Experiences." In Transforming Media Accessibility in Europe. Springer Nature Switzerland, 2024. http://dx.doi.org/10.1007/978-3-031-60049-4_1.

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AbstractThe advent of Industry 4.0 technologies, encompassing the Internet of Things (IoT), Big data analytics, artificial intelligence (AI), blockchain, location-based services, and virtual and augmented (VR/AR) reality systems, has revolutionized the tourism landscape, automating production and service delivery. As the momentum of Industry 4.0 propels us toward the tourism-specific concept of Tourism 4.0, questions arise about the ability of humans to keep pace with the rapid technological advancements and ensure these innovations genuinely benefit society. The ongoing debate prompts a call for humanizing Industry 4.0, echoed in the emerging concept of Industry 5.0, advocating for more responsible and humane technology approaches. Concurrently, voices championing Tourism 5.0 emphasize the need to align technology with diverse human tourism needs and enhance accessibility for a more inclusive and meaningful travel experience. Through this chapter, we endeavor to establish Tourist 5.0 as a holistic alternative to the prevailing concept of digital accessibility practices within the typically limited and task-focused tourism sector. This chapter critically examines the evolution from Industry 4.0 to Industry 5.0, drawing parallels with Tourism 4.0 and Tourism 5.0. The central focus of this chapter is placed on the imperative of technological accessibility, exploring how it takes precedence in the latest technological developments and contributes to the creation of more inclusive and fulfilling tourism experiences.
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Velosa, Jose Divitt, Luis Cobo, Fernando Castillo, and Camilo Castillo. "Methodological Proposal for Use of Virtual Reality VR and Augmented Reality AR in the Formation of Professional Skills in Industrial Maintenance and Industrial Safety." In Online Engineering & Internet of Things. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-64352-6_92.

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Norouzi, Nahal, Gerd Bruder, Brandon Belna, Stefanie Mutter, Damla Turgut, and Greg Welch. "A Systematic Review of the Convergence of Augmented Reality, Intelligent Virtual Agents, and the Internet of Things." In Artificial Intelligence in IoT. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-04110-6_1.

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Corneli, Alessandra, and Marianna Rotilio. "Urban Centres Management: A Digital Twin Approach." In CONVR 2023 - Proceedings of the 23rd International Conference on Construction Applications of Virtual Reality. Firenze University Press, 2023. http://dx.doi.org/10.36253/979-12-215-0289-3.122.

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The management of the built environment is a topic that requires reference to the management of complex systems. In fact, the variety of domains involved means that the management of urban centers is not only complicated, and therefore it is not enough to model a set of rules that are representative of phenomena related to the real environment. Not only that, but what is evident is that emergency management lacks the ability to access real-time information that could be decisive. Having tools that provide real-time data, that reprocess it, and that are able to provide an enriched and slightly predictive view of what is happening offers the possibility of having a real impact in the management of the built environment. In this sense, digital twins are a valuable approach to achieving the desired results. Digital twins through the integration of technologies such as lnternet of Things (IoT), simulators, Artificial Intelligence (AI), and Augmented Reality (AR) technologies make it possible to develop systems capable of exploiting the concept of collective intelligence, in a digital version, through a large number of heterogeneous agents working according to stigmergic mechanisms. This research work aims to propose its own architecture of digital twins for the management of resilient urban centers, with particular reference to the management of post-earthquake reconstruction scenarios
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Corneli, Alessandra, and Marianna Rotilio. "Urban Centres Management: A Digital Twin Approach." In CONVR 2023 - Proceedings of the 23rd International Conference on Construction Applications of Virtual Reality. Firenze University Press, 2023. http://dx.doi.org/10.36253/10.36253/979-12-215-0289-3.122.

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The management of the built environment is a topic that requires reference to the management of complex systems. In fact, the variety of domains involved means that the management of urban centers is not only complicated, and therefore it is not enough to model a set of rules that are representative of phenomena related to the real environment. Not only that, but what is evident is that emergency management lacks the ability to access real-time information that could be decisive. Having tools that provide real-time data, that reprocess it, and that are able to provide an enriched and slightly predictive view of what is happening offers the possibility of having a real impact in the management of the built environment. In this sense, digital twins are a valuable approach to achieving the desired results. Digital twins through the integration of technologies such as lnternet of Things (IoT), simulators, Artificial Intelligence (AI), and Augmented Reality (AR) technologies make it possible to develop systems capable of exploiting the concept of collective intelligence, in a digital version, through a large number of heterogeneous agents working according to stigmergic mechanisms. This research work aims to propose its own architecture of digital twins for the management of resilient urban centers, with particular reference to the management of post-earthquake reconstruction scenarios
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Chaudhary, Ankur, and Aditee Mattoo. "AUGMENTED AND VIRTUAL REALITY IN IOT." In Futuristic Trends in IOT Volume 3 Book 3. Iterative International Publishers, Selfypage Developers Pvt Ltd, 2024. http://dx.doi.org/10.58532/v3bdio3p2ch1.

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Augmented Reality (AR) and Virtual Reality (VR) have emerged as transformative technologies with immense potential in various domains. With the proliferation of Internet of Things (IoT) devices, there is growing interest in integrating AR and VR with IoT to create more immersive and interactive experiences. This abstract explores the concept of augmented and virtual reality in the Internet of Things, highlighting potential applications, benefits and challenges associated with this integration. It explores the synergistic relationship between AR/VR and IoT, showing how these technologies can enhance user experiences, enable smart systems, and revolutionize industries such as healthcare, manufacturing, gaming, and education. The abstract also highlights key considerations and future directions for research and development in this rapidly growing field.
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R., Roselinkiruba, Koushik C. P., Shritharanyaa J. P., S. Anitha, P. Girija, and C. Saranya Jothi. "A Review Based on Leveraging Virtual Reality (VR) and Augmented Reality (AR) Technique in the Perspectives of Internet of Things (IoT)." In Navigating the Augmented and Virtual Frontiers in Engineering. IGI Global, 2024. http://dx.doi.org/10.4018/979-8-3693-5613-5.ch007.

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IoT allows the devices to transfer data so as to provide domination for users to make the process easy. The fusion of IoT with VR and AR plays a predominant role in the invention over multiple areas. In this paper, a detailed survey of VR and AR technique with the recent existing technique with IoT is given. The VR existing work are sued the field of VR hardware faces the issues in the cross platform, kitchen aid module advancement using VR, VR broad casting, structure-from-motion (SFM) VR for motion analysis. While AR existing work concentrates in the area of game play, e-commers, robotics and automation systems (RAS) training tool, robot operation in the health care, tourism and education. Its application in IoT with system architecture in the real time scenario is discussed.
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Kaur, Jaspreet, and Sukhpreet Singh. "Recent advances in virtual reality: Applications, challenges, and future directions." In Deep Science Publishing. Deep Science Publishing, 2025. https://doi.org/10.70593/978-81-982935-1-0_4.

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Virtual Reality (VR) has evolved significantly over the past decade, transitioning from a niche technology to a widely used tool with applications spanning healthcare, education, entertainment, architecture, manufacturing, and beyond. The ability of VR to create immersive, interactive, and engaging environments has revolutionized industries, enabling breakthroughs in medical rehabilitation, mental health therapies, and user experience research. This chapter delves into recent advancements in VR, focusing on its innovative applications, ongoing challenges, and future directions. In healthcare, VR is transforming physical rehabilitation and mental health treatment by providing controlled, customized environments for therapy. In education, it offers experiential learning opportunities that enhance understanding and retention. The integration of Artificial Intelligence (AI) has further elevated VR capabilities, enabling adaptive and intelligent virtual environments. Despite its rapid growth, VR faces hurdles such as hardware limitations, health risks, ethical concerns, and the need for robust security frameworks. This chapter also explores strategies to address these challenges, ensuring VR remains accessible, safe, and ethical. Future research directions include enhancing realism through haptic feedback and sensory integration, improving accessibility, and creating interconnected systems by integrating VR with augmented reality (AR), mixed reality (MR), and the Internet of Things (IoT). By addressing these challenges and opportunities, VR is poised to reshape how individuals interact with digital environments, driving innovation across industries.
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Lau, Yui-yip, Tang Yuk Ming, and Leung Wai Keung Alan. "The Revolution of Immersive Technologies in Healthcare Research." In Virtual Reality, Artificial Intelligence and Specialized Logistics in Healthcare. BENTHAM SCIENCE PUBLISHERS, 2023. http://dx.doi.org/10.2174/9789815179996123010003.

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In the digital era, many technologies such as artificial intelligence (AI), computer information systems, Internet of Things (IoT), Industry 4.0, immersive technologies, 3D printing, etc. are being adopted to facilitate operations, provide better management, and enhance workflow and working efficiency. As such, digital health technology and management are the key topics that are attracting wide attention, since it is important both in enhancing efficiency and safety. In fact, most of the healthcare and medical care tasks cannot be replaced entirely by computers. The training of healthcare workers and medical practitioners still remains important. Immersive technologies including virtual Reality (VR), augmented reality (AR), and mixed reality (MR) are widely adopted in numerous industrial and training applications. VR provides a fully immersive experience for the trainees, while AR and MR provide interactive stimulation while maintaining attention in the physical world. Despite the types of immersive technologies used for training, healthcare training, and medical simulation are key components of digital health technology. Nevertheless, in many cases, a trainee’s acceptance and behavioural training in participating in immersive training are still uncertain. Understanding their acceptance and behaviour is important not only in developing effective simulated training but also in enhancing their autonomy and motivation in participation. To this end, we also introduce some of the research models that are commonly used to support health and medical training and simulation.
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Conference papers on the topic "Internet of Things (IoT); augmented reality (AR); virtual reality (Virtual reality"

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Gaikwad, Aditya Rahul, Rohan Maruti Gaikwad, Dasharathraje Naganath Jodh, and Simran Khiani. "Augmented Reality (AR) and Virtual Reality (VR) for Personalized Learning." In 2025 3rd International Conference on Intelligent Data Communication Technologies and Internet of Things (IDCIoT). IEEE, 2025. https://doi.org/10.1109/idciot64235.2025.10914996.

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Kuts, Vladimir, Maulshree Singh, Saeed Hamood Alsamhi, Declan Devine, and Niall Murray. "Physical and Virtual Robotic Cells in Industry 4.0 Towards Industry 5.0: An XR-Based Conceptual Framework." In ASME 2022 International Mechanical Engineering Congress and Exposition. American Society of Mechanical Engineers, 2022. http://dx.doi.org/10.1115/imece2022-95021.

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Abstract The Digital Twin (DT) in the manufacturing domain is already the everyday tool for visualizing the various industrial systems, equipment, and produced products. When designing a new manufacturing unit or enlarging an existing factory, it is important to do so without affecting the manufacturing process flow itself. There are opportunities through simulation and digital manufacturing to plan and optimize this design process. Within usage of the actual physical machinery data gathered from the Industrial Internet of Things (IIoT) sensors and feeding to the DT, optimizing the layout can be done more precisely and effectively. However, there is no way to test the potential equipment simultaneously with the physical one in real-time. This paper aims to propose a Mixed Reality (MR) based system framework and toolkit, which will enable physical industrial robots to interact with virtual equipment and other virtual robots. This way, via Virtual Reality (VR), it will be possible to design a system layout. Furthermore, via the Augmented Reality (AR) view, it will be possible to simulate the interaction between multiple robots by enhancing the possibilities of the physical environment and using the new precise scale real-time design method.
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Antonio Gambera, Davide, Emilia Duarte, and Dina Ricco. "Internet of Senses (IoS) and Internet of Sensory Health (IoSH): A New Technology Epiphany." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1001403.

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In the field of healthcare design, a great revolution is taking place. The use of Internet of Things (IoT) technologies, and in particular the great success of smartwatches, fit bands, and specific wearable medical devices allowed people to self-monitor their health parameters. At the same time, physicians were allowed to track, assist, make diagnoses, and prescribe treatments, remotely. Everything is done with the collection of and analysis of high-quality data, assisted by Artificial Intelligence (AI) (Forgan; 2021; Chiapponi &amp; Ciotti, 2015; Islam et. al, 2015). At the same time, the easier accessibility to sensory technology, the high-speed internet connection, and rate of adoption of Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR), which are altogether known as eXtended Reality (XR), is accelerating innovations, with the digital experiences expected to become even more immersive.According to a recent report of Sony Ericsson® the biggest trend for future technology developments until 2030, will be the evolution from IoT (Internet of things) to IoS (Internet of Senses). Nowadays, we can use XR solutions to support patients’ recovery, promote mental health, or treat chronic pain conditions, but, digital communications are still audio-visual. In the next decade, it is expected that devices, sensors, and actuators, and software would enable these experiences to become even richer, through the concomitant use of all our senses, and merging the digital and the physical reality. This type of experience is based on the Internet of Senses.This revolution will drive designers to create more immersive environments. Future experiences with the diffuse use of haptic feedback will be enriched with digital flavors/aromas, more sophisticated haptic stimulations, and immersive interfaces. Future experiences are going to involve multiple sensory modalities, opening interesting possibilities for multi-sensory and cross-sensory interactions. (Sony Ericsson, 2020)These observations are particularly interesting for the field of Synesthetic Design, («synaesthesia» from the Greek syn," together", and aisthēsis, "sensation", literarily “perceiving together”), the study of sensory perception is used to design sensory stimuli with the specific purpose of “contaminating” other different sensory modalities (senses) changing the nature of stimuli. All the sensations can be coordinated based on the systematic connections between different modalities”. (Haverkamp, 2014). How this revolution is going to affect the world of healthcare?The Internet of Senses revolution will open important horizons for designers, responsible for the sensory characterization of everyday experiences. In this paper, we are going to introduce what are the opportunities of implementing Internet of Senses technologies for healthcare. To do so, we are going to present and discuss a Case-Study (a between-subjects experience involving 42 participants) in which a synesthetic design approach has been used to reduce the sensation of pain in people (using cold-induced pain CPT). The study has been realized creating an immersive experience based on cross-sensory interactions in a sensory-controlled environment. Particular attention will be given to the methodological aspects of the study.
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Karabegović, Isak, Sead Pašić, and Edina Karabegović. "TREND OF IMPLEMENTATION AND DEVELOPMENT OF INDUSTRIAL ROBOTS IN WELDING PROCESSES IN THE WORLD." In 33. Savetovanje sa međunarodnim učešćem Zavarivanje 2024. Društvo za unapređivanje zavarivanja u Srbiji, 2024. https://doi.org/10.46793/zavarivanje24.s3.3k.

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The first industrial robots appeared in the production processes of the 60s of the last century, and they are implemented to this day in all production processes in the world. The biggest application of industrial robots has been found in three industries in the world: the automotive industry, the electrical/electronic industry and the metal industry. The automotive industry is the first to implement the most industrial robots, and in recent years the electrical/electronics industry has also joined in, as these two industries in the world implement more than 60% of the total industrial robots implemented in the world. The use of industrial robots has been used to perform those tasks that are tiring and hazardous to the health of workers, which include welding, and the performance of these operations is mostly n the automotive industry. To date, the most implemented industrial robots of the first generation, which are robustly surrounded by fences (for the protection of workers), take up a lot of space and are complicated to reprogram. Development of new technologies such as: sensor technology, Internet of Things (IoT), big data, „cloud computing“, virtual and augmented reality (AR), artificial intelligence (AI), advanced security systems and others is credited with the development of robotic technology. In this paper is shown the trend of implementing industrial robots and their role in the welding process.
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Karabegović, Isak, Edina Karabegović, Ermin Husak, and Mehmed Mahmić. "Disruptive Technologies of Industry 4.0: Advanced Robotics and Its Implementation in Production Processes." In BASIC TECHNOLOGIES AND MODELS FOR IMPLEMENTATION OF INDUSTRY 4.0. Academy of Sciences and Arts of Bosnia and Herzegovina, 2023. http://dx.doi.org/10.5644/pi2023.209.09.

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The implementation of disruptive technologies of Industry 4.0 is carried out in all segments of society, but we still do not fully understand the breadth and speed of its application. We are currently witnessing major changes in all industries, so that new business methods are emerging, as well as transformation of production systems, new form of consumption, delivery and transport. All this is happening due to the implementation of disruptive technological discoveries that include: the Internet of Things (IoT), advanced robotics, smart sensors, Big Data, analytics, cloud computing, 3D printing, machine learning, virtual and augmented reality (AR), artificial intelligence, and productive maintenance. Advanced robotics is one of the most important technologies in Industry 4.0. The robotic application in the automation of production processes, with the support of information technology, leads us to ‘’smart automation’’, i.e., ‘’smart factory’’. The changes are so profound that, from the perspective of human history, there has never been a time of greater promise or potential danger. New generation robots have many advantages compared to the firstgeneration industrial robots such as: they work alongside with workers, workers perform their tasks in a safe environment, robots take up less space, robots do not need to be separated by fences, robots are easy to manipulate and cheaper to implement. The paper analyzes the trend of implementation of collaborative and service robots for logistics, which make the automation of production processes more flexible. Robotic technology is the basic technology of Industry 4.0, because without its application, the implementation of Industry 4.0 would not be possible. The trend of application of new generation robots will have an increasing character in the future, because the goals of the fourth industrial revolution cannot be achieved without collaborative robots. In other words, the objective is to achieve a ‘’smart production process’’ or ‘’smart factory’’.
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Xin, Cai. "Chinese Characters Factory - Design of children's Chinese character construction enlightenment game based on augmented reality technology." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002067.

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China's "13th Five-Year Plan" points out that the development of the industry should adapt to the development trend of multi-media technology. Nowadays, augmented reality and virtual reality technologies have gradually penetrated into our daily life and have had a significant impact in many aspects. Since ancient times, there have been many important educational ideas in China. With the development of the Internet, there is a particular focus on the importance of Chinese characters. In recent years, the application of AR design and related research in various fields of children's education has also developed rapidly, at the same time, the unique interactive, immersive and imaginative characteristics of AR technology have greatly improved the enthusiasm and initiative of learning because they conform to children's figurative thinking. Therefore, in this environment, it is meaningful to explore how to effectively create a sought after AR children's Chinese character construction enlightenment game.【Methods】: This paper introduces augmented reality technology into the field of children's Chinese character education through technical research to create a design method of virtual-real interaction.This paper discovers the characteristics of children's language education, as well as the Chinese character root method through theoretical research, and finds the fit in children's cognitive development and the character root method. The author attempts to design a suitable set of diagrams to tap into the similarities between word-making thinking and product thinking.This paper finds the AR teaching format through market research. It weakens the one-way indoctrination process of product knowledge information and gives play to children's subjective initiative. The content is intuitive and can be used to perceive information through visual, tactile and auditory senses in a comprehensive manner.【Result】: “Chinese Characters Factory” is developed based on the Unity 3D, with ARkit as an augmented reality technology solution, run on the IOS platform. Users have access to game experience with iPad. The whole design practice is divided into three systems: Chinese character experiment system, mapping collection system and entertainment interactive system. The Chinese Character Experiment System was inspired by chemical experiments. Chinese characters are formed by the combination of character roots and graphemes with corresponding character formation methods. It identifies the Chinese character card images in the physical environment according to the image tracking technology of ARkit, being able to superpose Chinese character models. In addition, mapping collection system and entertainment interactive system are used to solve children's Chinese character literacy, novel and entertaining growth education.【Conclusion】: Children's educational products with augmented reality technology are important and innovative for the development of children's minds. It is highly interactive and rich in teaching content presentation, so it can mobilize children's all-round perception of information, which greatly stimulates children's learning interest in the learning process and brings a brand-new experience to teaching.Based on the characteristics of Chinese characters, "Chinese character Factory" is a Chinese character AR game that fits the characteristics of language education and the cognitive development of preschool children. It applies the advantages of augmented reality technology to help children learn and memorize Chinese characters in a gamified way by experimenting with synthetic Chinese characters, bringing children a vivid and interesting Chinese character learning experience. At the same time, "Chinese character test" is ready to be put on the App store.At present, the application of educational products based on augmented reality technology on the market is still in the primary stage. In the future, we still need to explore the application of augmented reality technology in education.
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Kuts, Vladimir, Tauno Otto, Yevhen Bondarenko, and Fei Yu. "Digital Twin: Collaborative Virtual Reality Environment for Multi-Purpose Industrial Applications." In ASME 2020 International Mechanical Engineering Congress and Exposition. American Society of Mechanical Engineers, 2020. http://dx.doi.org/10.1115/imece2020-23390.

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Abstract Industrial Digital Twins (DT) is the precise virtual representation of the manufacturing environment and mainly consists of the system-level simulation, which combines both manufacturing processes and parametric models of the product. As being one of the pillars of the Industry 4.0 paradigm, DT-s are widely integrated into the existing factories, enhancing the concept of the virtual factories. View from the research perspective is that experiments on the Internet of Things, data acquisition, cybersecurity, telemetry synchronization with physical factories, etc. are being executed in those virtual simulations. Moreover, new ways of interactions and interface to oversee, interact and learn are being developed via the assistance of Virtual Reality (VR) and Augmented Reality (AR) technologies, which are already widely spread on the consumer market. However, already, VR is being used widely in existing commercial software packages and toolboxes to provide students, teachers, operators, engineers, production managers, and researchers with an immersive way of interacting with the factory while the manufacturing simulation is running. This gives a better understanding and more in-depth knowledge of the actual manufacturing processes, not being directly accessing those. However, the virtual presence mentioned above experience is limited to a single person. It does not enable additional functionalities for the simulations, which can be re-planning or even re-programming of the physical factory in an online connection by using VR or AR interfaces. The main aim of the related research paper is to enhance already existing fully synchronized with physical world DT-s with multi-user experience, enabling factory operators to work with and re-program the real machinery from remote locations in a more intuitive way instead thinking about final aim than about the process itself. Moreover, being developed using real-time platform Unity3D, this multiplayer solution gives opportunities for training and educational purposes and is connecting people from remote locations of the world. Use-cases exploits industrial robots placed in the Industrial Virtual and Augmented Reality Laboratory environment of Tallinn University of Technology and a mobile robot solution developed based on a collaboration between the University of Southern Denmark and a Danish company. Experiments are being performed on the connection between Estonia and Denmark while performing reprogramming tasks of the physical heavy industrial robots. Furthermore, the mobile robot solution is demonstrated in a virtual warehouse environment. Developed methods and environments together with the collected data will enable us to widen the use-cases with non-manufacturing scenarios, i.e., smart city and smart healthcare domains, for the creation of a set of new interfaces and multiplayer experiences.
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Jiang, Shangyang, and Tyler Boulom. "An Interactive Science Lab Game to Help Students Learn More about Science using Unity." In 5th International Conference on Networks, Blockchain and Internet of Things. Academy & Industry Research Collaboration Center, 2024. http://dx.doi.org/10.5121/csit.2024.1405118.

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In the evolving landscape of education, the integration of technology has become paramount, especially in adapting to the needs of digital-native students. Our paper addresses the challenge of engaging students in science, technology, engineering, and mathematics (STEM) subjects through traditional teaching methods, which often fail to capture the interest and imagination of today's learners [9]. We propose a solution through the development of an educational platform that combines gamification with virtual and simulation-based learning environments. This platform utilizes augmented reality (AR), virtual reality (VR), and adaptive learning algorithms to create immersive, interactive educational experiences that enhance student engagement and understanding of complex concepts [10][11]. The development process faced challenges, including balancing educational content with game engagement and ensuring equitable access to technology. These were addressed by integrating adaptive learning techniques to customize user experiences and forming partnerships with educational institutions to improve accessibility. Experimental application across diverse learning scenarios revealed significant improvements in student engagement, concept retention, and practical skills application. Our findings underscore the effectiveness of combining gamification with immersive technologies in education. Ultimately, this approach promises to revolutionize STEM education by making learning more engaging, accessible, and effective, thereby preparing students for the challenges of the 21st century.
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MECLEA, Mihai-Alin, Liviu GĂINĂ, and Mircea BOȘCOIANU. "THE PRACTICAL LIMITS OF DIGITALIZATION IN MILITARY AIR DEFENCE." In SCIENTIFIC RESEARCH AND EDUCATION IN THE AIR FORCE. Publishing House of "Henri Coanda" Air Force Academy, 2022. http://dx.doi.org/10.19062/2247-3173.2022.23.13.

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Digitalization involves a collective technological progress and a transformation process. Digitalization in the military environment has acquired new perspectives. The level of digitalization of different armies across Europe is not very well known but can be intuited. New current concepts such as AI - artificial intelligence, Internet of Things - IoT, blockchain, big data, Machine learning, augmented reality, virtual reality, extended reality, mixed reality, quantum computing, will be included in the existing military ones (e.g., C4I2SR). Even if the technological advance has increased in the military, the limits of digitalization are referring to the human factor. Reaching the limits of digitalization in the sphere of air defense forces us to design a non- digital backup plan.
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Bhanji, Sandeep, Howard Shotz, Sravani Tadanki, Youssef Miloudi, and Patrick Warren. "Advanced Enterprise Asset Management Systems: Improve Predictive Maintenance and Asset Performance by Leveraging Industry 4.0 and the Internet of Things (IoT)." In 2021 Joint Rail Conference. American Society of Mechanical Engineers, 2021. http://dx.doi.org/10.1115/jrc2021-58346.

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Abstract Advanced Enterprise Asset Management (EAM) is an approach through which an organization’s assets are systematically and proactively managed throughout their lifecycle — from installation through disposition. The objective of EAM is to prolong the service life and maximize utilization of the assets via adoption of leading-edge standards, practices, and technology. Organizations that implement advanced EAM benefit from reduced operating expenses (OPEX), reduced capital replacement expenses (CAPEX), increased uptime, and overall higher quality asset capability within their portfolio. Successful EAM leverages ISO55000 &amp; IAM 2.0 standards to implement predictive, proactive and reliability centered maintenance best practices. Implementing an EAM provides leading edge technology to the rail industry to track and audit maintenance work using mobility tools, heads-up virtual reality displays, augmented reality expertise and the Internet of Things (IoT); combined with artificial intelligence and machine learning to bolster predictive maintenance and simulate asset performance based on different scenarios. EAM will evolve rapidly following the world’s rapid transformation into the IoT over the next decade. As rail and transit assets become outfitted with interconnected intelligent sensors whose outputs are collected via active and passive devices, real-time data is available for EAM to track, plan and upgrade assets. As systems are modernized, EAM will leverage the IoT revolution to provide critical information to operations in planning railway management scenarios, including predictive maintenance functionality and edge analytics.
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