Mixed Reality (XR) in logistics
Mixed Reality (XR), Virtual Reality (VR) and Augmented Reality (AR) - these terms will become indispensable in logistics. The terms can be described as follows :
VR is a virtual world that a user views and interacts with using a VR headset (glasses with built-in screens, one for each eye). The real world is completely hidden. For instance, VR is suitable for virtual trainings (see below).
AR is reality enriched with virtual information, e.g. via transparent displays in glasses, so that it appears as if the information is present in the real world (e.g. a virtual clock on the real wall). AR offers, for example, the possibility to support picking processes by displaying information on the shelf or to facilitate the maintenance of systems. In this regard, the technical assistance for real processes is particularly interesting.
XR describes the entire "reality-virtuality-continuum", whereby complete reality and complete virtuality are excluded, as they are not a mixture of realities. AR and VR are therefore to be understood as XR technologies. AR is closer to reality, VR very close to pure virtuality (the user and his interactions are real).
Which potentials result from these technologies for your company and which challenges have to be considered?
Our experts in the field of XR will help you to take the next step towards digitalization.
Learning success through virtual training
Computer and video games enjoy great popularity and are a serious economic factor in times of the 21st century. According to a survey conducted by Bitkom e.V., the German information and telecommunicationindustry association, around 42 percent of the German population play games on their stationary or mobile devices. Among young people, 93 percent play an average of 104 minutes a day . The aim of working in the focus area Serious Games as a sub-area of XR is to make the motivational properties of games usable for (initial) learning processes in companies.
However, how is Serious Gaming defined?
In contrast to "games", which primarily serve entertainment, learning games, so-called Serious Games, serve sustainable, efficient and motivating learning. They allow to learn complex work processes easily and quickly through playful elements. The motivation of the employees is effectively increased by this kind of learning . Especially by using VR, the learning effect is promoted by the particularly high immersion (the feeling of experiencing the contents personally and in real life).
Have you become curious?
Our experts in the competence field of serious gaming will show you the opportunities and challenges of serious gaming in your company.
- Development and implementation of XR concepts in your company.
- Conception of learning and training contents for a serious game tailored to your company.
- Implementation of your individual processes in a digital learning and training game.
- Licensing and individualisation of existing solutions:
- PackNick VR: Learning game for general packing processes and interaction with a WMS.
- LiftNick VR: Forklift truck simulation to train/excercise rule awareness and knowledge of processes in your own warehouse.
- PickNick VR: Picking training with optional connection of a Pick-by-Voice system.
We look forward to a cooperation with you!
 Paul Milgram, H. Takemura, A. Utsumi and F. Kishino: Augmented Reality: A class of displays on the reality-virtuality continuum. SPIE Vol. 2351-34, Telemanipulator and Telepresence Technologies, 1994
2] BITKOM survey research, basis: gamers aged 14 and older
3] Kretschmer, V., Bedarf, F. M.; Terharen, A. (2018). Virtual Training in intralogistics: Evaluation of a Virtual Reality-based serious game of a packaging workplace. In: 64th GfA Spring Congress, 21-23 February 2018, Frankfurt am Main, Dortmund: GfA-Press.