The machinery used in industrial applications, such as in agriculture, construction, and forestry, are increasingly equipped with digital tools that aim to aid the operator in task completion, improved productivity, and enhanced safety. In addition, as machines are increasingly connected, there are even more opportunities to integrate external information sources. This situation provides a challenge in mediating the information to the operator. One approach that could be used to address this challenge is the use of augmented reality. This enables the system-generated information to be combined with the user's perception of the environment. It has the potential to enhance the operators' awareness of the machine, the surroundings, and the operation that needs to be performed. In this paper, we review the current literature to present the state of the art, discuss the possible bene ts, and the use of augmented reality in heavy machinery. CCS CONCEPTS • Human-centered computing → Mixed / augmented reality.
Operating heavy vehicles, for instance an excavator, requires a high level of attention to the operation done using the vehicle and awareness of the surroundings. Digital transformation in heavy vehicles aims to improve productivity and user experience, but it can also increase the operators mental load because of a higher demand of attention to instrumentation and controls, subsequently leading to reduced situation awareness. One way to mitigate this, is to display information within the operators' field of view, which enhances information detectability through quick glances, using mixed reality interfaces. This work explores two types of mixed reality visualizations and compares them to a traditional display setup in a simulated excavator environment. We have utilized eye-tracking glasses to study users' attention to the task, surrounding awareness, and interfaces, followed by a NASA-RTLX questionnaire to evaluate the users' reported mental workload. The results indicate benefits for the mixed reality approaches, with lower workload ratings together with an improved rate in detection of presented information.
Augmented reality applications are computationally intensive and have latency requirements in the range of 15-20 milliseconds. Fog computing addresses these requirements by providing on-demand computing capacity and lower latency by bringing the computational resources closer to the augmented reality devices. In this paper, we reviewed papers providing custom solutions for augmented reality using the fog architecture and identified that the ongoing research trends towards balancing quality-of-experience, energy, and latency for both single and collaborative multi-device augmented reality applications. Furthermore, some works also focus on providing architectures for fog-based augmented reality systems and also on the training of machine learning algorithms in the fog layers to improve user experience. Based on these findings, we provide some challenges and research directions that can facilitate the adoption of fog-based augmented reality systems.
This study investigates how Human Factors (HF) is applied when designing and developing Immersive Visual Technologies (IVT), including Augmented Reality, Mixed Reality, and Virtual Reality. We interviewed fourteen people working at different organizations, that develop IVT applications in the Nordic region. We used thematic analysis to derive themes from the interviews. The results showed an insufficient knowledge and application of HF in IVT development, due to the lack of awareness of both scope and significance of HF, resource allocation strategy, market inertia, stakeholder's involvement, standardization of HF application and IVT uses, and technology maturity. This situation could be improved by allocating experts, adjusting organizational strategy to balance resource allocation, training developers and user organizations to raise awareness and to encourage co-creative design and knowledge sharing, create a sense of ownership amongst stakeholders, and ensure the usefulness of the technology to the user's work.
Can virtual information be used to deal with unsustainable behaviors? This paper reviews possible uses of augmented reality with the purpose to encourage users towards environmentally sustainable behaviors. We find that, although the amount of examples is still limited, augmented reality is both directly and indirectly usable to encourage users towards behaviors that are environmentally sustainable.
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