Insight About the Use of AR and VR for Trainees: The Case of Bosch Company

Insight About the Use of AR and VR for Trainees: The Case of Bosch Company

José Rodrigues Oliveira (Bosch Company, Portugal & University of Minho, Portugal)
DOI: 10.4018/978-1-7998-2874-7.ch011

Abstract

The chapter gives an overview about the use of Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) for trainee in company. In this vein, the case of BOSCH company is summarized. The chapter provides insights about the use of these technologies in Bosch company. Future research directions and conclusions are presented. In the future, AR will have transformational impact on Humans in the Digital World. The augmentation of human mind and human perception with digital tools will lead to have transformational impact on humankind. New applications will be provided for: Maintenance & Production Training, Remote Support (expert), Real-time machine/equipment status, & monitoring with failure analysis using an OPC unified architecture. Also, Product development (preview products before development), Production line simulation (preview production lines work steps before industrialization phase), and creation of collaborative classrooms.
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Background

The “Reality-Virtuality Continuum” proposed by Milgram and Kishino (1994) has been the seed for researchers to classify the wide variety of realities. This classification ranges from real to virtual environments at the extremes of the continuum. Real Environments (RE) represent the reality itself. This considers direct or indirect (through a video display) views of a real scene (Milgram & Kishino, 1994).

Figure 1.

Reality–virtuality continuum

978-1-7998-2874-7.ch011.f01
Source: Milgram and Kishino (1994)

Real environment is an actual environment are places where users interact solely with elements of the real world. Augmented reality is characterized by digital content superimposed on the users’ real surroundings. Indeed, Augmented virtuality involves real content superimposed on the user’s virtual environment.

Virtual environment a completely computer-generated environment where users can interact solely with virtual objects in real time. Pure mixed reality users are placed in the real world and digital content is totally integrated into their surroundings, so they can interact with both digital and real contents and these elements can also interact.

Virtual experiences allow attractions to be enhanced, new experiences to be staged and increase the possibility of more personalized experiences and co-create experiences with providers (Jung & tom Dieck, 2017; Bonetti et al., 2018; Loureiro et al., 2019).

VR create emotional connections (Huang et al., 2012; Griffin et al., 2017) between individuals and the places, situations lived through VR. Can also image (brand image affective and conative) and entices individuals to communicate with brands (Guttentag, 2010) and create competitive advantage (Jung & tom Dieck, 2017).

Key Terms in this Chapter

Mixed Reality: Mixed reality is the merging of real and virtual worlds to produce new environments and visualizations, where co-exits physical and digital objects in real time.

Virtual Reality: Simulate experience that can be similar to or completely different from the real world. It is connected to telepresence and immersion.

GPS: represents the global positioning system.

Augmented Reality: An interactive experience of a real environment where the objects that reside in the real world are enhanced by computer-generated perceptual information; sometimes across multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory.

Company Trainee: Employees receive new skills through VR and AR at the company.

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