Augmented, Mixed and Virtual Reality (Extended Reality, XR) become more ubiquitous in today’s and tomorrow’s industry and services. Ongoing research and practice with new technologies and applications pave the way for future developments. Therefore, it is essential to review common and new technologies involved as well as applications and good practice from the perspective of occupational safety and health (OSH) to support manufacturers, operating companies, and prevention practitioners, as well as to ensure the safety and wellbeing of the employees.
Our goal is to improve safety and health at work using new technologies. We invite articles describing applications of AR/MR/VR in OSH settings with the goal of improving either safety or health in a workplace environment. This could for example be applications helping to visualize and understand hazards, risks, and safety parameters, as well as applications supporting safe and healthy employee task performance. Furthermore, there is a variety of potential risks being associated with using XR technologies. Since these risks must be properly understood before employees can be exposed to XR applications, we also invite articles analyzing, assessing, designing, and evaluating solutions for risk reduction in XR use. Finally, there are XR applications not intended to improve OSH at work in the first place, but turn out to provide OSH solutions or add-ons for OSH in all kind of environments.
Potential topics focus on AR, MR, and VR in industry and services under OSH perspective and they include (but are not limited to):
• Work system design in XR, design transfer, and human factors issues
• Visualizing hazards for workers
• Task, interaction, and information interface design
• Human information processing requirements
• Preventing visually induced motion sickness
• Health promotion, accident and disease prevention through XR
• Methods and procedures for OSH or risk assessment
• Differential analysis, assessment, design, and evaluation
• Information overload and attention deficits when using XR devices
• Training, instruction, and information presentation in and for XR
• Physical and mental health effects of extensive, long-term use
• Gamification and motivation design in XR for OSH
• Hygiene and ethics issues in XR applications (e.g. “robotification” and deskilling of the user)
• Assessing user behavior in XR (e.g. biosensor monitoring, situational awareness)
• Slip, trip, and fall prevention
• Age and aging-related issues
• Transfer of training to the real world - Learning
Augmented, Mixed and Virtual Reality (Extended Reality, XR) become more ubiquitous in today’s and tomorrow’s industry and services. Ongoing research and practice with new technologies and applications pave the way for future developments. Therefore, it is essential to review common and new technologies involved as well as applications and good practice from the perspective of occupational safety and health (OSH) to support manufacturers, operating companies, and prevention practitioners, as well as to ensure the safety and wellbeing of the employees.
Our goal is to improve safety and health at work using new technologies. We invite articles describing applications of AR/MR/VR in OSH settings with the goal of improving either safety or health in a workplace environment. This could for example be applications helping to visualize and understand hazards, risks, and safety parameters, as well as applications supporting safe and healthy employee task performance. Furthermore, there is a variety of potential risks being associated with using XR technologies. Since these risks must be properly understood before employees can be exposed to XR applications, we also invite articles analyzing, assessing, designing, and evaluating solutions for risk reduction in XR use. Finally, there are XR applications not intended to improve OSH at work in the first place, but turn out to provide OSH solutions or add-ons for OSH in all kind of environments.
Potential topics focus on AR, MR, and VR in industry and services under OSH perspective and they include (but are not limited to):
• Work system design in XR, design transfer, and human factors issues
• Visualizing hazards for workers
• Task, interaction, and information interface design
• Human information processing requirements
• Preventing visually induced motion sickness
• Health promotion, accident and disease prevention through XR
• Methods and procedures for OSH or risk assessment
• Differential analysis, assessment, design, and evaluation
• Information overload and attention deficits when using XR devices
• Training, instruction, and information presentation in and for XR
• Physical and mental health effects of extensive, long-term use
• Gamification and motivation design in XR for OSH
• Hygiene and ethics issues in XR applications (e.g. “robotification” and deskilling of the user)
• Assessing user behavior in XR (e.g. biosensor monitoring, situational awareness)
• Slip, trip, and fall prevention
• Age and aging-related issues
• Transfer of training to the real world - Learning