Industry use of virtual reality in product design and manufacturing: a survey
By Leif P. Berg, Judy M. Vance. Virtual Reality, 2017
709 citations recorded by the source corpus.
Subfields: Computer Vision and Pattern Recognition, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/9f77472760c8f37a34a877f73b4a86c160ca0b94
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In Computer Vision and Pattern Recognition
In Human-Computer Interaction
Citations in the corpus
- What is XR? Towards a Framework for Augmented and Virtual Reality (2022, background): “…applications such as retail outlets and supermarkets (Krasonikolakis et al., 2018), the fashion industry (Yaoyuneyong et al., 2018), manufacturing (Berg & Vance, 2017), tourism (Lee et al., 2020; Wei et al., 2019), healthcare (Fertleman et al., 2018), and as a research tool (Holl ¨ ander et al.,…”
- The impact of virtual, augmented and mixed reality technologies on the customer experience (2019, background): “Specifically, Virtual Reality (VR) is likely to play a key role in several industries (Berg & Vance, 2016), such as retail (Bonetti, Warnaby, & Quinn, 2018; Van Kerrebroeck, Brengman, & Willems, 2017a), tourism (Griffin et al., 2017), education (Merchant, Goetz, Cifuentes, Keeney-Kennicutt, &…”