Maite Frutos-Pascual, Chris Creed, Ian Williams, Kyle Johnsen, Mark Billinghurst, Michele Fiorentino
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引用次数: 0
Abstract
Industry 5.0 offers the potential to reshape manufacturing processes and aims to improve the working environment for all users. The promise of the natural integration of immersive technologies, namely, augmented reality and virtual reality (AR/VR) and usable spatial interfaces, with traditional industry processes presents an opportunity to improve efficiency, accuracy, training, and collaboration. However, for Industry 5.0 to deliver on this potential, it is paramount that fully inclusive systems are created by placing all users at the center of the AR/VR spatial interface design, development, and implementation. This article discusses hurdles that could manifest in Industry 5.0 AR/VR spatial interfaces for users with physical impairments. We discuss the challenges that have been reported in prior academic literature specifically relating to software, hardware, ethics, and collaboration and connect these to spatial interface elements for potential Industry 5.0 uses of AR/VR technology. We present six indicative Industry 5.0 spatial interface scenarios, which cover a spectrum of potential applications ranging from training though to collaboration, and illustrate where these barriers may manifest for users with a physical impairment. While we do not present an exhaustive list of scenarios, we present a representation of tasks and a starting point for discussion, which can inform developers, designers, and researchers on how to consider a more inclusive approach to spatial Industry 5.0 interfaces.
期刊介绍:
IEEE Computer Graphics and Applications (CG&A) bridges the theory and practice of computer graphics, visualization, virtual and augmented reality, and HCI. From specific algorithms to full system implementations, CG&A offers a unique combination of peer-reviewed feature articles and informal departments. Theme issues guest edited by leading researchers in their fields track the latest developments and trends in computer-generated graphical content, while tutorials and surveys provide a broad overview of interesting and timely topics. Regular departments further explore the core areas of graphics as well as extend into topics such as usability, education, history, and opinion. Each issue, the story of our cover focuses on creative applications of the technology by an artist or designer. Published six times a year, CG&A is indispensable reading for people working at the leading edge of computer-generated graphics technology and its applications in everything from business to the arts.