[Manufacturing World Japan 2016] VR Rapidly Expands to Manufacturing Industry

Artcraft booth visitor is experiencing virtual reality using VR device and joystick

Hyunjoo Kang / jjoo@olednet.com
VR(virtual reality) technology is rapidly expanding to manufacturing industry as well the contents sector such as films and games. In particular, technologies including 3D rendering and motion technology, fused with VR, are anticipated to create synergy in diverse areas such as product design, architecture, facility management, etc.
The participants in 3D & Virtual Reality Expo of Manufacturing World Japan 2016 (22-25 June) greatly increased compared to last year. According to the organizer REED, the IVR participating companies increased by approximately 20 with around 80 companies, particularly virtual reality related companies.
In this exhibition, many virtual reality related technologies that can be utilized in building housing, interior design, automotive design, maintenance, etc. were presented.
Informatix, Zenkei, Artcraft, etc. exhibited contents production and viewer software that allow hypothetical/actual indoor and outdoor spaces to be observed in 360° 3D using VR. Through VR, the users can look around housing, interior, construction sites, etc. Several companies including Artcraft included joysticks. The users can observe the space in detail using the joystick, open/close doors, and vividly experience the area.
Crescent, Digital Garden, etc. showed automotive applied technology that fused virtual reality and motion tracking. The users can maintain the internal automotive parts of the virtual reality with the VR device, and also climb on. These movements can be shown in graphics through motion tracking camera and virtual reality experienced by the user.

Manufacturing World Show Director Takeshi Fujiwara

At the exhibition, Takeshi Fujiwara, the event’s show director, told OLEDNET that they have been expecting VR’s vitalization in manufacturing industry, hosting IVR for 24 years, and the proportion of it increased by a groundbreaking number. Until now, it has been mostly handled in academia such as research labs, but as VR is nearing the general public through construction, game, amusement, etc., Fujiwara explained that he sees this year to be VR’s year of vitalization.

 Fujiwara estimated that VR will particularly affect the design part of manufacturing industry and play an important role in product planning. He added that as the manufacturing industry is a field with long history and key players are over certain age; in passing on technology to the younger generation, VR will strengthen delivery.

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