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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Augmented Reality for Industry 4.0: Architecture and User Experience</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Andreas Jakl, Lucas Sch o ̈ffer, Matthias Husinsky and Markus Wagner Institute of Creative Media Technologies, St. P o ̈lten University of Applied Sciences</institution>
          ,
          <country country="AT">Austria</country>
        </aff>
      </contrib-group>
      <fpage>38</fpage>
      <lpage>42</lpage>
      <abstract>
        <p>-For Industry 4.0 - the Internet of Things (IoT) in an industrial manner - new methodologies for support and collaboration of employees are needed. One of these methodologies combines existing work practices with support through technologies like Augmented Reality (AR). Therefore, usability concepts for appropriate hardware as well as the data transfer need to be analyzed and designed within applicable industry standards. In this paper, we present two different use cases (Real-Time Machine Data Overlay and Web-Based AR Remote Support) in the context of collaboration and support of employees. Both use cases are focusing on three main requirements: 1) Effective data transmission; 2) Devices certified for industrial environments; and 3) Usability targeted towards industrial users. Additionally, we present an architecture recommendation for combining both use cases as well as a discussion of the benefits and the limitations of our approaches leading to future directions.</p>
      </abstract>
      <kwd-group>
        <kwd>Augmented Reality Architecture</kwd>
        <kwd>Collaboration</kwd>
        <kwd>Interactive Visualization</kwd>
        <kwd>Real-Time Data Display</kwd>
        <kwd>Industry 4</kwd>
        <kwd>0</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>I. INTRODUCTION</title>
      <p>
        Many current Augmented Reality use cases target
commercial and industrial areas. These have the biggest market
potential of the enterprise segment according to the forecast
by Goldman Sachs [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. As such, companies are using pilot
projects to evaluate both the real-world usability, as well as
the integration into existing work practices.
      </p>
      <p>Typical scenarios involve remote assistance and monitoring.
These use cases yield a very measurable return on investment,
thereby easing the creation of a business case to offset the
research and development costs. Sending specialized engineers
to remote locations to fix issues with broken machines is more
expensive than developing and providing means for efficient
remote collaboration using an on-site generalist, interacting
with the remote specialist.</p>
      <p>However, the main challenge is designing and creating a
suitable software architecture and user interface. Thus, we
explicitly focus on the following in this paper:
1) Efficient data transmission for mobile scenarios,
involving collaboration and / or real-time machine data display.
2) Software should run on durable and cheap devices that
are certified for industrial environments . Most current
AR devices are targeted for home or entertainment use.
3) Usability targeted towards industrial users, to reduce
required training time to a minimum.</p>
      <p>To provide guidance for these challenges, we have developed
two prototypes: “Web-Based AR Remote Support” and “Real
Time Machine Data Overlay”.</p>
    </sec>
    <sec id="sec-2">
      <title>II. STATE-OF-THE-ART FOR AR IN INDUSTRY</title>
      <p>
        AR applications for industry got serious research attention
since the early 1990’s. [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] provided general surveys on
AR technologies and frameworks. For industry, AR assistant
systems are successfully applied to support humans in training
for or during assembly and maintenance processes, as well as
quality inspection. By decreasing the mental load, the human
error rate decreases while speed is increased at the same
time [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
      </p>
      <p>
        The advantages of mobile AR for visual analytics for
industrial IoT (IIoT) data in a networked environment have been
widely recognized [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. AR technologies provide
means to visualize and auralize cyber-physical production
systems (e.g., machines and their digital twin [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]) on-site
in a context-sensitive way [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ], for collaborative robotics [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]
and during planning processes [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. UX design and ergonomics
for humans is another topic of great importance for successful
implementation in the field [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ], [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ].
      </p>
      <p>
        Remote support and collaboration in industrial settings
have been discussed for example in [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ], [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. The previous
work indicates the demand for AR in industrial scenarios; it
presents concepts and solutions for specific issues. However,
we found a gap in research concerning the architecture of such
solutions – especially while still maintaining a good overall
user experience.
      </p>
    </sec>
    <sec id="sec-3">
      <title>III. OUR APPROACHES</title>
      <p>Based on the requirements of two Industry 4.0 companies,
we have developed two separate prototypes to address their
real-life issues. In this section, we first summarize the
individual learnings regarding the challenges highlighted in the
introduction. Then, we abstract the architecture to provide our
recommendations for a generic framework, following
bestpractices learned through the individual projects.</p>
      <p>The first prototype allows placing holographic dashboards
in the real world to visualize real-time machine data retrieved
through industry standard protocols (Real-Time Machine Data
Overlay). The second enables a remote expert to draw support
annotations on the AR camera view of an on-site generalist
(Web-Based AR Remote Support).</p>
      <sec id="sec-3-1">
        <title>A. Real-Time Machine Data Overlay</title>
        <p>
          In Fig. 1, a user placed an information dashboard on a pipe.
Data is retrieved from an OPC Unified Architecture (OPC
UA) server. The HoloLens app can show a list of available
nodes, whose dashboards can be placed on real-world
structures. Interaction is performed with the standardized HoloLens
select gesture using two fingers. The user interface is mainly
composed of Holographic Buttons from the MR Toolkit [
          <xref ref-type="bibr" rid="ref19">19</xref>
          ].
These are built with semi-transparent elements, which make
it easier to retain the view of the real world below the virtual
objects. The location of placed items persists across sessions.
        </p>
        <p>The overlay of the most important information directly
on the machines in a manufacturing hall allows identifying
potential issues with a quick glimpse. The main challenge is
combining usability with efficient data transfer (see Fig. 2).</p>
        <p>The architecture is based on three separate parts: 1)
Company IT containing data storage and processing servers; 2)
Mixed Reality (MR) headset handling user interaction and data
visualization (VIS); and 3) Actual physical world anchoring
of VIS objects.</p>
        <p>1) Data Transmission / Company IT: Common
interoperability standards for machine data monitoring are OPC UA
and Message Queuing Telemetry Transport (MQTT).</p>
        <p>In the scenario of an untethered MR headset in a factory,
data transmission quality and speed can be an issue. As such,
a relay server has two advantages: it acts as an additional
security layer, as there is no need to expose the OPC UA
endpoints to mobile clients in the wireless network. Moreover,
it only sends the necessary data to the mobile client to reduce
data traffic.</p>
        <p>
          D u¨rkop et. al [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ] analyzed the overheads and data transfer
rates of industry protocols with cellular network protocols.
Even though the binary variant of the OPC protocol was the
most efficient of the analyzed machine-to-machine protocols,
it still had a rather large protocol overhead. To reduce this
overhead, we added the intermediate Node.js server, as we
could strictly isolate the information required by the head
mounted display.
        </p>
        <p>2) Devices / AR Headset: The most critical part of the
application runs within the actual headset. On the technical
side, it needs to register with the server and update its internal
database of accessible OPC Node IDs. These are shown in
menus, allowing the user to freely place dashboards in the real
world. Each dashboard mainly needs to store the connected
Node ID and the current dataset in addition to a world anchor.</p>
        <p>
          To be used within industry environments, careful checks
need to be performed if the headset fulfills necessary safety
standards. The HoloLens already complies to several
standards: ANSI Z87.1, CSA Z94.3 and EN 166 [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ].
        </p>
        <p>
          3) Usability / Physical World &amp; Persistence: A key
consideration of AR in industrial scenarios is the structure of
the real-world environment. The underlying computer vision
algorithms from Google ARCore and Microsoft HoloLens
use a Simultaneous Localization and Mapping (SLAM) based
approach to create a geometrical reconstruction of the world
while at the same time estimating camera localization. Even
though the commercial algorithms are not available, a
stateof-the-art open source implementation is ORB-SLAM [
          <xref ref-type="bibr" rid="ref22">22</xref>
          ].
This is a good reference for understanding the underlying
algorithms and helped us optimizing the use cases. One of the
main steps is detecting key-points in the live camera image.
Established approaches detect corners based on the contrast in
circular surroundings of individual pixels [
          <xref ref-type="bibr" rid="ref23">23</xref>
          ].
        </p>
        <p>
          Based on this limitation, AR applications should not
encourage placing dashboards on feature-less walls (e.g.,
singlecolored with little structure). A better approach is directly
placing the items on machines, typically having a more
complex structure. In addition, early research from Boeing [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ]
recommends placing instructions close to the work area.
        </p>
        <p>
          The world anchor is managed through the Microsoft MR
toolkit and essentially forms the connection of the virtual
objects to the physical world. Nevertheless, a persistence
manager component within the app needs to ensure the persistence
across sessions, and potentially also across multiple users
simultaneously viewing the same scene with different headsets.
To avoid instability, virtual objects are recommended to be
placed at a maximum distance of 3 m from an anchor [
          <xref ref-type="bibr" rid="ref24">24</xref>
          ].
        </p>
        <p>
          Special attention needs to be paid to the legibility of the
dashboards. Research shows that diegetic and spatial user
Remote Support
interfaces are the most natural and preferred metaphors for
virtual scenarios [
          <xref ref-type="bibr" rid="ref25">25</xref>
          ]. However, a limitation of many of
today’s headsets is the rather low display resolution (HoloLens:
720p [
          <xref ref-type="bibr" rid="ref26">26</xref>
          ]). With an ideal placement of dashboards 2 m away
from the user (as recommended by Microsoft guidelines to
ensure good focus [
          <xref ref-type="bibr" rid="ref27">27</xref>
          ]), small text objects easily become
difficult to read. Thus, the dimension of a dashboard showing
a numeric live value is 0.2 m by 0.1 m in our prototype.
        </p>
        <p>
          To put usability first, billboard functionality is used for user
oriented dashboard visualization. The downside is that parts
of the dashboard might appear to be “inside” the physical
object. However, due to the semi-transparent material and
the deactivated occlusion with the spatial map, that effect
is hardly noticeable in our prototype. To optimize anchoring
the virtual dashboard on the real-world object, the prototype
additionally allows re-positioning through hand-based drag
gestures. Manual label placement allows contextual relevance
for users and avoids challenges of automated placement [
          <xref ref-type="bibr" rid="ref28">28</xref>
          ].
        </p>
      </sec>
      <sec id="sec-3-2">
        <title>B. Web-Based AR Remote Support</title>
        <p>The purpose of remote support via AR is that two persons
– a customer who needs help on a certain technical problem
and a remote expert (supporter) who provides a solution on
that issue – can exchange visual information (see Fig. 3).</p>
        <p>The initial starting point is a video stream of the customer’s
environment. The customer shows the point of interest (POI,
describes the object where the actual problem is located)
to the supporter. In industrial environments this could be a
malfunctioning machine. AR technology allows the supporter
to give the customer interactive visual feedback (e.g., by
making annotations), which is anchored to the POI and stays
in place.</p>
        <p>For our system we identified two core requirements during
the conceptual phase: first, the supporter should have no need
to install additional software. Second, no special hardware
should be required – neither from the customer nor from the
supporter. We decided to use mobile devices (smartphones or
tablets) for the customer, as these are widespread and available
in industry-certified variants that can be used in environments
like production halls.</p>
        <p>Overall, the system should be universally applicable, as well
as easily available for a huge potential target group.</p>
        <p>1) Devices &amp; Installation: In our scenario, the customer
is willing to install new software on his mobile device, if it
helps him to get quick and efficient support. However, the
effort for that installation has to be low. After installation, the
app should be usable without the need for configuration.</p>
        <p>The supporter was defined as an expert with special
knowledge on certain machines or technical devices. He maybe
travels a lot (e.g., doing installations). There’s a chance that he
has no possibility or time to install software when the customer
calls for quick help.</p>
        <p>To satisfy these requirements, we designed a system where
the supporter gets an individual hyperlink (via E-Mail) from
the customer. After opening the link, the supporter receives
the real-time video stream from the customer within his web
browser. There, he can add visual feedback, environmentally
linked to the Augmented Reality POI.</p>
        <p>2) Data Transmission: The underlying technology for the
data transmission of the stream and the graphical annotations
is WebRTC. WebRTC is a web standard for building
peer-topeer connections between two browsers or between a browser
and another application that supports an implementation of
WebRTC. During the stream, there is no need for an additional
node or logical overhead in-between (e.g., a streaming server).</p>
        <p>To establish the connection, the customer’s app
automatically registers with a signaling server and receives a session
ID. The app then generates the individual hyperlink, which
includes the new session ID. The customer sends that hyperlink
to the supporter (e.g., via E-Mail). By opening the hyperlink,
the supporter’s web browser also connects to the signaling
server. Thus, the two peers exchange their Interactive
Connectivity Establishment (ICE) information via the signaling
server and establish a direct peer-to-peer connection. Next, the
customer streams the environment to the supporter by using
the rear camera of his mobile device. At the same time, the
device performs environmental understanding on the captured
video input using ARCore, attempting to find key-points.</p>
        <p>3) Usability &amp; Collaboration: For drawing on a video
stream, there are two different concepts: (a) The drawings can
be integrated in real-time into the currently active stream. This
could cause inaccuracies when the customer moves the device
while the supporter is drawing. (b) Pause the video stream in
the supporter’s browser during drawing.</p>
        <p>Based on these two general approaches, the focus of the
project on accurate annotations and usage within industry
environments leads to approach (b): whenever the supporter
performs a tap on the streamed video, the last frame freezes
in the browser. The supporter then has the possibility to
draw annotations on the frozen frame. At the same time, the
customer can continue to move his phone without influencing
the supporter’s view.</p>
        <p>At the same time, a transparent plane is created as AR
element in the environment of the customer. By setting an
anchor (using the detected environmental key-points), the
plane stays at the designated location near the POI. The
annotation will later appear on that plane.</p>
        <p>Remote Support</p>
        <p>AR Assistance Client</p>
        <p>On completion, the supporter confirms his annotations. hand, smartphone-based AR works on industry-ready phones,
The annotation data is directly sent to the customer. There, which are easier to carry and cheaper to roll out to employees
it is used to create an image texture, which is added to in service and production. Overall, implementing a common
the previously generated plane. The supporter’s annotation shared persistence back-end with specialized clients for the
becomes visible on the plane and is anchored to the POI. The different scenarios gives the best of both worlds.
annotations appear in the customer’s environment.</p>
        <p>IV. RECOMMENDATIONS FOR AR APP ARCHITECTURE</p>
        <p>These two individual use cases are tightly related to each
other. Combined, they lead to a complete use case, while
still retaining the unique architectural challenges of each part.</p>
        <p>While our approach A describes the initial dashboard view
for live machine data, approach B then allows connecting to
a remote expert / supporter in case issues become evident.</p>
        <p>In Fig. 4 we show an architecture unifying both use cases.</p>
        <p>It exhibits two main differences: 1) The client’s
responsibility is focused only on interaction handling – allowing the
users to add new dashboards, or to draw annotations; 2)
The persistence is centralized in the server. This creates a
shared database, allowing improved multi-user support, as well
as a more seamless transition between both use cases. For
example, improvements suggested by the supporter could be
immediately seen in the real-time machine data dashboards.</p>
        <p>This centralized architecture is based on the most recent
developments to share anchors between users and platforms.</p>
        <p>
          While SLAM-algorithms from researchers have already been
optimized for collaborative SLAM [
          <xref ref-type="bibr" rid="ref29">29</xref>
          ], commercial
implementations are currently also adding support for environment
data sharing between multiple clients (Google Cloud
Anchors [
          <xref ref-type="bibr" rid="ref30">30</xref>
          ], Apple Shared Experiences [
          <xref ref-type="bibr" rid="ref31">31</xref>
          ]). These new APIs
will be a key enabler for future improvements to our system.
        </p>
        <p>Based on the initial observations from our prototypes, we
see the distinction between different specialized clients as
an important factor. Head-mounted displays generally have a
higher cost and might be less comfortable to wear for a whole
working day, but offer better immersion and precision (e.g.,
through time-of-flight depth sensing). Such a device would
be suitable for example for the shift manager to get a quick
overview of dashboards of various machines. On the other</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>V. CONCLUSION AND FUTURE DIRECTIONS We presented two different use cases (see Sec. III) in the context of collaboration and support of employees (Real</title>
      <p>Time Machine Data Overlay and for Web-Based AR Remote
Support), meeting the future challenges of Industry 4.0. Based
on the two approaches and considering our lessons learned, we
proposed a future design approach for a combined architecture
(see Sec. IV).</p>
      <p>
        Since our prototypes have only been evaluated at a very low
level (non-documented discussions with domain experts), it is
necessary to perform a design study [
        <xref ref-type="bibr" rid="ref32">32</xref>
        ] and evaluation [
        <xref ref-type="bibr" rid="ref33">33</xref>
        ]
for the proposed architecture. Therefore, this approach needs
to be designed and developed in a user-centered process [
        <xref ref-type="bibr" rid="ref34">34</xref>
        ]
where future system users are fully included in the evaluation
cycle. Additionally, a usability study is needed to evaluate
the integrated visualizations as well as the general workflow
concept regarding industry employees.
      </p>
      <p>
        The insights generated through our two prototypes,
combined with previously gathered experience of collaborative and
multi-device scenarios [
        <xref ref-type="bibr" rid="ref35">35</xref>
        ], will provide a profound base for
these planned further research activities. However, to cover all
the new upcoming challenges for Industry 4.0 more research
is needed involving the employees directly into the design and
conception loop to not get overwhelming by the new created
technologies.
      </p>
    </sec>
    <sec id="sec-5">
      <title>ACKNOWLEDGMENT The authors would like to thank the FFG and the companies for supporting these projects.</title>
    </sec>
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