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1

Fast-Berglund, Åsa, Liang Gong und Dan Li. „Testing and validating Extended Reality (xR) technologies in manufacturing“. Procedia Manufacturing 25 (2018): 31–38. http://dx.doi.org/10.1016/j.promfg.2018.06.054.

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Doolani, Sanika, Callen Wessels, Varun Kanal, Christos Sevastopoulos, Ashish Jaiswal, Harish Nambiappan und Fillia Makedon. „A Review of Extended Reality (XR) Technologies for Manufacturing Training“. Technologies 8, Nr. 4 (10.12.2020): 77. http://dx.doi.org/10.3390/technologies8040077.

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Recently, the use of extended reality (XR) systems has been on the rise, to tackle various domains such as training, education, safety, etc. With the recent advances in augmented reality (AR), virtual reality (VR) and mixed reality (MR) technologies and ease of availability of high-end, commercially available hardware, the manufacturing industry has seen a rise in the use of advanced XR technologies to train its workforce. While several research publications exist on applications of XR in manufacturing training, a comprehensive review of recent works and applications is lacking to present a clear progress in using such advance technologies. To this end, we present a review of the current state-of-the-art of use of XR technologies in training personnel in the field of manufacturing. First, we put forth the need of XR in manufacturing. We then present several key application domains where XR is being currently applied, notably in maintenance training and in performing assembly task. We also reviewed the applications of XR in other vocational domains and how they can be leveraged in the manufacturing industry. We finally present some current barriers to XR adoption in manufacturing training and highlight the current limitations that should be considered when looking to develop and apply practical applications of XR.
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Gagandeep, Singh, Kainth Tejasvi, Manjila Nihal, Jain Shubham, Vaysberg Anatoliy, Spektor Vadim, Prasanna Prateek und Manjila Sunil. „Editorial. Long-term solutions in neurosurgery using extended reality technologies“. Neurosurgical Focus 51, Nr. 2 (August 2021): E2. http://dx.doi.org/10.3171/2021.5.focus21235.

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4

El-Jarn, Hatana, und Glen Southern. „Can co-creation in extended reality technologies facilitate the design process?“ Journal of Work-Applied Management 12, Nr. 2 (03.07.2020): 191–205. http://dx.doi.org/10.1108/jwam-04-2020-0022.

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PurposeThe purpose of this paper is to explore the benefits of co-creation/co-design using extended reality (XR) technologies during the initial stages of the design process. A review of the emerging co-creation tools within XR will be examined along with whether they offer the potential to improve the design process; this will also highlight the gaps on where further research is required.Design/methodology/approachThe paper draws on professional and academic experiences of the authors in creative practices within the realm of XR technology, co-creation and co-design. In addition, a review of the current literature on emerging technologies and work-based learning will offer further insight on the themes covered.FindingsTo design, collaborate, iterate and amend with colleagues and peers in a virtual space gives a wide range of obvious benefits. Creative practitioners both in education and employment are working more collaboratively with the advancement of technology. However, there is a need to find a space where collaboration can also offer the opportunity for co-creation that improves the initial stages of the design process. This technology also offers solutions on the constraints of distance and ameliorates creative expression.Research limitations/implicationsThere is an opportunity to test the ideas expressed in this paper empirically; this can be done through testing co-creation tools with professionals, work-based learners and students.Originality/valueThe paper will add to the existing literature on emerging technologies as a unique environment to improve co-create/co-design the visuals created during the fuzzy front end of the design process and offer a potential framework for future empirical work.
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McGuirt, Jared T., Natalie K. Cooke, Marissa Burgermaster, Basheerah Enahora, Grace Huebner, Yu Meng, Gina Tripicchio, Omari Dyson, Virginia C. Stage und Siew Sun Wong. „Extended Reality Technologies in Nutrition Education and Behavior: Comprehensive Scoping Review and Future Directions“. Nutrients 12, Nr. 9 (22.09.2020): 2899. http://dx.doi.org/10.3390/nu12092899.

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The use of Extended Reality (XR) (i.e. Virtual and Augmented Reality) for nutrition education and behavior change has not been comprehensively reviewed. This paper presents findings from a scoping review of current published research. Articles (n = 92) were extracted from PubMed and Scopus using a structured search strategy and selection approach. Pertinent study information was extracted using a standardized data collection form. Each article was independently reviewed and coded by two members of the research team, who then met to resolve any coding discrepancies. There is an increasing trend in publication in this area, mostly regarding Virtual Reality. Most studies used developmental testing in a lab setting, employed descriptive or observational methods, and focused on momentary behavior change like food selection rather than education. The growth and diversity of XR studies suggest the potential of this approach. There is a need and opportunity for more XR technology focused on children and other foundational theoretical determinants of behavior change to be addressed within nutrition education. Our findings suggest that XR technology is a burgeoning approach in the field of nutrition, but important gaps remain, including inadequate methodological rigor, community application, and assessment of the impact on dietary behaviors.
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Khairadeen Ali, Ahmed, One Jae Lee, Doyeop Lee und Chansik Park. „Remote Indoor Construction Progress Monitoring Using Extended Reality“. Sustainability 13, Nr. 4 (20.02.2021): 2290. http://dx.doi.org/10.3390/su13042290.

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Construction Progress monitoring noticed recent expansions by adopting vision and laser technologies. However, inspectors need to personally visit the job-site or wait for a time gap to process data captured from the construction site to use for inspection. Recent inspection methods lacks automation and real-time data exchange, therefore, it needs inspection manpower for each job-site, the health risk of physical interaction between workers and inspector, loss of energy, data loss, and time consumption. To address this issue, a near real-time construction work inspection system called iVR is proposed; this system integrates 3D scanning, extended reality, and visual programming to visualize interactive onsite inspection for indoor activities and provide numeric data. The iVR comprises five modules: iVR-location finder (finding laser scanner located in the construction site) iVR-scan (capture point cloud data of job-site indoor activity), iVR-prepare (processes and convert 3D scan data into a 3D model), iVR-inspect (conduct immersive visual reality inspection in construction office), and iVR-feedback (visualize inspection feedback from job-site using augmented reality). An experimental lab test is conducted to verify the applicability of iVR process; it successfully exchanges required information between construction job-site and office in a specific time. This system is expected to assist Engineers and workers in quality assessment, progress assessments, and decision-making which can realize a productive and practical communication platform, unlike conventional monitoring or data capturing, processing, and storage methods, which involve storage, compatibility and time-consumption issues.
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Ong, Chee Wui, Marcus Chun Jin Tan, Michael Lam und Victor Teck Chang Koh. „Applications of Extended Reality in Ophthalmology: Systematic Review“. Journal of Medical Internet Research 23, Nr. 8 (19.08.2021): e24152. http://dx.doi.org/10.2196/24152.

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Background Virtual reality, augmented reality, and mixed reality make use of a variety of different software and hardware, but they share three main characteristics: immersion, presence, and interaction. The umbrella term for technologies with these characteristics is extended reality. The ability of extended reality to create environments that are otherwise impossible in the real world has practical implications in the medical discipline. In ophthalmology, virtual reality simulators have become increasingly popular as tools for surgical education. Recent developments have also explored diagnostic and therapeutic uses in ophthalmology. Objective This systematic review aims to identify and investigate the utility of extended reality in ophthalmic education, diagnostics, and therapeutics. Methods A literature search was conducted using PubMed, Embase, and Cochrane Register of Controlled Trials. Publications from January 1, 1956 to April 15, 2020 were included. Inclusion criteria were studies evaluating the use of extended reality in ophthalmic education, diagnostics, and therapeutics. Eligible studies were evaluated using the Oxford Centre for Evidence-Based Medicine levels of evidence. Relevant studies were also evaluated using a validity framework. Findings and relevant data from the studies were extracted, evaluated, and compared to determine the utility of extended reality in ophthalmology. Results We identified 12,490 unique records in our literature search; 87 met final eligibility criteria, comprising studies that evaluated the use of extended reality in education (n=54), diagnostics (n=5), and therapeutics (n=28). Of these, 79 studies (91%) achieved evidence levels in the range 2b to 4, indicating poor quality. Only 2 (9%) out of 22 relevant studies addressed all 5 sources of validity evidence. In education, we found that ophthalmic surgical simulators demonstrated efficacy and validity in improving surgical performance and reducing complication rates. Ophthalmoscopy simulators demonstrated efficacy and validity evidence in improving ophthalmoscopy skills in the clinical setting. In diagnostics, studies demonstrated proof-of-concept in presenting ocular imaging data on extended reality platforms and validity in assessing the function of patients with ophthalmic diseases. In therapeutics, heads-up surgical systems had similar complication rates, procedural success rates, and outcomes in comparison with conventional ophthalmic surgery. Conclusions Extended reality has promising areas of application in ophthalmology, but additional high-quality comparative studies are needed to assess their roles among incumbent methods of ophthalmic education, diagnostics, and therapeutics.
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Grant, Carl, und Chad Mairn. „3D, virtual, augmented, extended, mixed reality, and extended content forms: The technology and the challenges“. Information Services & Use 40, Nr. 3 (10.11.2020): 225–30. http://dx.doi.org/10.3233/isu-200086.

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3D representations are a new form of information that when coupled with new technology tools, like VR, AR, MR, 3D scanning/printing, and more, offer new support and opportunities for research and pedagogy, often with dramatic leaps in capabilities and results. When combined with a pandemic, the results can be even more dramatic and valued in a variety of collaborative and higher education applications. However, as with any new technology and tools, there also can be sizable challenges that result and will need to be addressed. These include accessibility, 3D object creation, hardware capabilities, storage, and organizing tools. All represent areas where the community of users and their standards organizations, like NISO, need to move aggressively to develop best practices, guidelines, and standards to ensure these new forms of data and technology tools are widely-accessible. This paper provides a high-level overview to introduce people to the new information form, associated technologies, and their challenges.
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Oyelude, Adetoun A. „Virtual reality (VR) and augmented reality (AR) in libraries and museums“. Library Hi Tech News 35, Nr. 5 (02.07.2018): 1–4. http://dx.doi.org/10.1108/lhtn-04-2018-0023.

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Purpose This edition of this study aims to focus on augmented reality (AR) and virtual reality (VR) in libraries and museums, as seen from the internet cyber sphere including blogs. It takes a look at the first quarter of 2018 and analyzes the trending issues within the period, highlighting examples of some institutions that make use of VR and AR. The advantages of the use of VR, AR and sometimes mixed reality are also pointed out. Design/methodology/approach Libraries, archives and museums are increasingly using AR/VR technologies in their service delivery because it is trending. The year 2018 is expected to be huge for VR technology. Findings Facebook is the largest investor in AR and VR, and because Facebook is also extremely popular, many are opportune to have a go at VR and AR through the use of the Facebook social media platform. Originality/value VR “involves using 3D graphics and advanced interactions to immerse a real-world user in a simulated environment”, by the description of the University of Indiana University, Bloomington’s Blogspot. AR stands for extended reality and actually, in technical terms, means a combination of virtual and real reality (UWS, 2018). Both VR and AR, 3D printing and other technologies have altered how people live and work.
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Hui, Vincent, Tatiana Estrina, Gloria Zhou und Alvin Huang. „Applications of Extended Reality Technologies within Design Pedagogy: A Case Study in Architectural Science“. International Journal for Digital Society 12, Nr. 2 (30.06.2021): 1710–20. http://dx.doi.org/10.20533/ijds.2040.2570.2021.0214.

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López-Ojeda, Wilfredo, und Robin A. Hurley. „Extended-Reality Technologies: An Overview of Emerging Applications in Medical Education and Clinical Care“. Journal of Neuropsychiatry and Clinical Neurosciences 33, Nr. 3 (Juli 2021): A4–177. http://dx.doi.org/10.1176/appi.neuropsych.21030067.

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Vukelić, Goran, Goran Vizentin und Vlado Frančić. „Prospects for use of extended reality technology for ship passenger evacuation simulation“. Pomorstvo 35, Nr. 1 (30.06.2021): 49–56. http://dx.doi.org/10.31217/p.35.1.6.

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Safety of passengers on ships is usually investigated based on data available from post-accident reports, experimental research and/or numerical modelling of emergencies. As for the numerical modelling, ship passenger evacuation falls within a greater set of pedestrian evacuation research in which extended reality (XR) technology is playing important role lately. However, XR still strives to find its place in the modelling of ship passenger evacuation. This paper brings review of literature published on the topic of XR in pedestrian evacuation with special focus on the use of these technologies (e.g. virtual reality, augmented reality) in shipping industry. Findings are put in the context of IMO’s guidelines for evacuation analysis and prospect for use of XR for ship passenger evacuation simulation are presented.
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Markov, Atanas. „Extention of Creative Approaches Visual Artists by Augmented Reality (AR)“. Cultural and Historical Heritage: Preservation, Representation, Digitalization 7, Nr. 1 (2021): 232–39. http://dx.doi.org/10.26615/issn.2367-8038.2021_1_018.

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There are currently over 3.8 billion smartphone users in the world (Reference from 01.2021). Mobile technologies are becoming an integral part of our lives and this undoubtedly provides a large and diverse environment for the expression of artists from all fields. Mobile technology is changing the way we encounter art. They do it mobile and the term "on demand" is extended to "on the go". The works are becoming more diverse and innovative and every person with a smartphone is a potential user of art. Most modern smart devices are now able to provide Augmented Reality (AR) experiences. AR is already used by innovative brands in trade and marketing, but AR can, and is used, and will be used more and more in the art world. We will no longer associate the visual arts with just visiting art galleries or theater and concert halls. Technologies such as augmented reality (AR), virtual reality (VR), mixed reality (MR) or generalize Extended Reality (XR) open up new creative possibilities for artists and new experiences for the audience. This not only gives new sensations to the audience, but also frees the art from the gallery, thus reaching a completely new audience. Keywords: Augmented Reality (AR), Interactive Art, Visual Art
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Alekseev, A. Yu. „The system of information markers of the mobile robots collective“. Proceedings of the Mavlyutov Institute of Mechanics 10 (2014): 16–18. http://dx.doi.org/10.21662/uim2014.1.003.

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The article discusses the use of AR (Augmented Reality) markers — extended virtual reality for monitoring the status of a robots group. The structure of the marker and the method of forming a package of dynamic two-dimensional code are described. The results of a comparative analysis of perspective screen technologies for displaying dynamic markers are presented.
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Novakova, Hana, und Peter ŠTarchoň. „Creative Industries: Challenges and Opportunities in XR Technologies“. SHS Web of Conferences 115 (2021): 03011. http://dx.doi.org/10.1051/shsconf/202111503011.

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The paper aims to point out current challenges and opportunities in extended reality (XR) technologies that cover augmented, mixed and virtual reality (AR, MR, VR) within the frame of creative and related industries and current technological progress particularly based on the results of primary research. While the XR technologies struggle with limitations of the proper research on one side, multiple research projects including this one, have shown significant acceptance and potential of the XR technologies, especially in the ongoing digital era accelerated by the COVID-19 situation. The research presented in this paper was held with the small groups of artists in France who had opportunity to test the augmented reality mobile application on artworks from various artists. This and other cited research projects show that the acceptance rate of the XR technologies by the informed audience strongly predominates over its penetration in such population which can be interpreted as significant market opportunity. This milieu has strong impact on the democratization of the XR industry in the recent years with substantial investments by business sector. Meanwhile these technologies have become powerful enough to raise serious concern of their impact on ethical issues, social distancing and other related topics.
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Misius, Vladas. „FACILITATING PARTICIPATORY ADVANCEMENT IN ARCHITECTURE USING EXTENDED REALITY SOLUTIONS. THE LITERATURE ANALYSIS“. Mokslas - Lietuvos ateitis 13 (25.05.2021): 1–9. http://dx.doi.org/10.3846/mla.2021.14929.

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Public engagement and participatory advancement in architecture have entered a new level, as public expectations rise and technological innovations create new opportunities. Stakeholders can contribute to architecture through variety of new technological tools that evolved significantly over the last decade and the key question is how to make architecture better by using them. The paper presents findings of the initial stage of research – exploratory literature analysis of emerging trends for adopting virtual reality (VR), augmented reality (AR), mixed reality (MR) and other human–computer interactions in urban design and architecture. The goal is to figure out the most recent trends of how public can participate and improve the quality of architecture through modern technologies. The results show that directions of current investigations on participatory advancement in architecture by using extended reality (XR) solutions develop in these main directions: easy to use tools, simulation of space and content, evaluation of results, continuous participation of stakeholders and adoption of XR solutions in architectural design, urban design and landscape architecture.
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Ong, Triton, Hattie Wilczewski, Samantha R. Paige, Hiral Soni, Brandon M. Welch und Brian E. Bunnell. „Extended Reality for Enhanced Telehealth During and Beyond COVID-19: Viewpoint“. JMIR Serious Games 9, Nr. 3 (26.07.2021): e26520. http://dx.doi.org/10.2196/26520.

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The COVID-19 pandemic caused widespread challenges and revealed vulnerabilities across global health care systems. In response, many health care providers turned to telehealth solutions, which have been widely embraced and are likely to become standard for modern care. Immersive extended reality (XR) technologies have the potential to enhance telehealth with greater acceptability, engagement, and presence. However, numerous technical, logistic, and clinical barriers remain to the incorporation of XR technology into telehealth practice. COVID-19 may accelerate the union of XR and telehealth as researchers explore novel solutions to close social distances. In this viewpoint, we highlight research demonstrations of XR telehealth during the COVID-19 pandemic and discuss future directions to make XR the next evolution of remote health care.
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Longo, Umile Giuseppe, Sergio De Salvatore, Vincenzo Candela, Giuliano Zollo, Giovanni Calabrese, Sara Fioravanti, Lucia Giannone, Anna Marchetti, Maria Grazia De Marinis und Vincenzo Denaro. „Augmented Reality, Virtual Reality and Artificial Intelligence in Orthopedic Surgery: A Systematic Review“. Applied Sciences 11, Nr. 7 (05.04.2021): 3253. http://dx.doi.org/10.3390/app11073253.

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Background: The application of virtual and augmented reality technologies to orthopaedic surgery training and practice aims to increase the safety and accuracy of procedures and reducing complications and costs. The purpose of this systematic review is to summarise the present literature on this topic while providing a detailed analysis of current flaws and benefits. Methods: A comprehensive search on the PubMed, Cochrane, CINAHL, and Embase database was conducted from inception to February 2021. The Preferred Reporting Items for Systematic reviews and Meta-Analyses (PRISMA) guidelines were used to improve the reporting of the review. The Cochrane Risk of Bias Tool and the Methodological Index for Non-Randomized Studies (MINORS) was used to assess the quality and potential bias of the included randomized and non-randomized control trials, respectively. Results: Virtual reality has been proven revolutionary for both resident training and preoperative planning. Thanks to augmented reality, orthopaedic surgeons could carry out procedures faster and more accurately, improving overall safety. Artificial intelligence (AI) is a promising technology with limitless potential, but, nowadays, its use in orthopaedic surgery is limited to preoperative diagnosis. Conclusions: Extended reality technologies have the potential to reform orthopaedic training and practice, providing an opportunity for unidirectional growth towards a patient-centred approach.
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Serras, Manex, Laura García-Sardiña, Bruno Simões, Hugo Álvarez und Jon Arambarri. „Dialogue Enhanced Extended Reality: Interactive System for the Operator 4.0“. Applied Sciences 10, Nr. 11 (07.06.2020): 3960. http://dx.doi.org/10.3390/app10113960.

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The nature of industrial manufacturing processes and the continuous need to adapt production systems to new demands require tools to support workers during transitions to new processes. At the early stage of transitions, human error rate is often high and the impact in quality and production loss can be significant. Over the past years, eXtended Reality (XR) technologies (such as virtual, augmented, immersive, and mixed reality) have become a popular approach to enhance operators’ capabilities in the Industry 4.0 paradigm. The purpose of this research is to explore the usability of dialogue-based XR enhancement to ease the cognitive burden associated with manufacturing tasks, through the augmentation of linked multi-modal information available to support operators. The proposed Interactive XR architecture, using the Spoken Dialogue Systems’ modular and user-centred architecture as a basis, was tested in two use case scenarios: the maintenance of a robotic gripper and as a shop-floor assistant for electric panel assembly. In both cases, we have confirmed a high user acceptance rate with an efficient knowledge communication and distribution even for operators without prior experience or with cognitive impairments, therefore demonstrating the suitability of the solution for assisting human workers in industrial manufacturing processes. The results endorse an initial validation of the Interactive XR architecture to achieve a multi-device and user-friendly experience to solve industrial processes, which is flexible enough to encompass multiple tasks.
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Lee, Daehyeon, Woosung Shim, Munyong Lee, Seunghyun Lee, Kye-Dong Jung und Soonchul Kwon. „Performance Evaluation of Ground AR Anchor with WebXR Device API“. Applied Sciences 11, Nr. 17 (26.08.2021): 7877. http://dx.doi.org/10.3390/app11177877.

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Recently, the development of 3D graphics technology has led to various technologies being combined with reality, where a new reality is defined or studied; they are typically named by combining the name of the technology with “reality”. Representative “reality” includes Augmented Reality, Virtual Reality, Mixed Reality, and eXtended Reality (XR). In particular, research on XR in the web environment is actively being conducted. The Web eXtended Reality Device Application Programming Interface (WebXR Device API), released in 2018, allows instant deployment of XR services to any XR platform requiring only an active web browser. However, the currently released tentative version has poor stability. Therefore, in this study, the performance evaluation of WebXR Device API is performed using three experiments. A camera trajectory experiment is analyzed using ground truth, we checked the standard deviation between the ground truth and WebXR for the X, Y, and Z axes. The difference image experiment is conducted for the front, left, and right directions, which resulted in a visible difference image for each image of ground truth and WebXR, small mean absolute error, and high match rate. In the experiment for measuring the 3D rendering speed, a frame rate similar to that of real-time is obtained.
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Makarov, Denys. „Compliant Magnetic Field Sensor Technologies“. Engineering Proceedings 6, Nr. 1 (17.05.2021): 8. http://dx.doi.org/10.3390/i3s2021dresden-10066.

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We review the recent progress in the field of shapeable magnetoelectronics allowing the realization of mechanically imperceptible electronic skins, which enable perception of the geomagnetic field (e-skin compasses), featuring sensitivities down to ultra-small fields of sub-50 nT. We demonstrate that e-skin compasses allow humans to orient with respect to Earth’s magnetic field ubiquitously. The biomagnetic orientation enables novel interactive devices for virtual and augmented reality applications, which is showcased by realizing touchless control of virtual units in a game engine using omnidirectional magnetosensitive skins. This concept is further extended by demonstrating a compliant magnetic microelectromechanical platform (m-MEMS), which is able to transduce both tactile (via mechanical pressure) and touchless (via magnetic field) stimulations simultaneously and discriminate them in real time. These devices are crucial for interactive electronics and human–machine interfaces, but also for the realization of smart soft robotics with highly compliant integrated feedback systems including in medicine for physicians and surgeons.
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Ilić, Milena P., Dan Păun, Nevenka Popović Šević, Aleksandra Hadžić und Anca Jianu. „Needs and Performance Analysis for Changes in Higher Education and Implementation of Artificial Intelligence, Machine Learning, and Extended Reality“. Education Sciences 11, Nr. 10 (23.09.2021): 568. http://dx.doi.org/10.3390/educsci11100568.

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Higher education in the Republic of Serbia needs to be reformed. This paper presents a performance analysis of the changes that the authors assume are mandatory, presenting the research problem this article addresses. Cabinet research, performed by analyzing the theoretical building blocks of available knowledge and experience, is underway. Articles and studies from various publications, such as academic journals and institutes, were used as sources. In addition, academic articles and papers and studies about artificial intelligence, machine learning, and extended reality were also consulted. The authors consider that these technologies could be of great assistance in developing a new higher education strategy. Further, this research is exploratory given that information from the 100 Serbian students from selected higher education institutions was used to better understand if these technologies are welcomed by students. Based on SmartPls software, the research analysis proved that artificial intelligence (AI) and machine learning (ML) are appropriate technologies implemented in higher education institutions (HEI) to develop skills among students, a collaborative learning environment, and an accessible research environment. Additionally, extended reality (XR) facilitates increased motivation, engagement, and learning-by-doing activities between students, offering a realistic environment for learning.
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Voropaev, Mikhail Vladimirovich, Bogdan Leonidovich Legostaev, Alla Ganicheva, Polina Iosifovna Arapova und Natalia I. Getmanenko. „Consideration of Subjective Effects of Virtual Reality Implementation upon Designing of Educational Systems“. SHS Web of Conferences 79 (2020): 01018. http://dx.doi.org/10.1051/shsconf/20207901018.

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This article studies the effects of application of digital environment with extended number of variables for assessment of learning activity by teachers and principals. In the case analyzed in this article, the virtual reality (VR) technologies were implemented into schools. The main method of studies is structured survey with participants in the innovation project. The main experimental results presented in this article are the necessity to account for existing business processes in educational entities, cardinal rearrangement of learning process based on the principle of individual learning, integration of all applied assessment systems, formation of special module providing analysis of overall data combination. Implementation of VR technologies should be preceded by multi-aspect preparation of personnel, covering both technological aspects and variation of occupational position. This article discusses opportunities of efficient usage of VR technologies in learning process.
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Çöltekin, Arzu, Ian Lochhead, Marguerite Madden, Sidonie Christophe, Alexandre Devaux, Christopher Pettit, Oliver Lock et al. „Extended Reality in Spatial Sciences: A Review of Research Challenges and Future Directions“. ISPRS International Journal of Geo-Information 9, Nr. 7 (15.07.2020): 439. http://dx.doi.org/10.3390/ijgi9070439.

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This manuscript identifies and documents unsolved problems and research challenges in the extended reality (XR) domain (i.e., virtual (VR), augmented (AR), and mixed reality (MR)). The manuscript is structured to include technology, design, and human factor perspectives. The text is visualization/display-focused, that is, other modalities such as audio, haptic, smell, and touch, while important for XR, are beyond the scope of this paper. We further narrow our focus to mainly geospatial research, with necessary deviations to other domains where these technologies are widely researched. The main objective of the study is to provide an overview of broader research challenges and directions in XR, especially in spatial sciences. Aside from the research challenges identified based on a comprehensive literature review, we provide case studies with original results from our own studies in each section as examples to demonstrate the relevance of the challenges in the current research. We believe that this paper will be of relevance to anyone who has scientific interest in extended reality, and/or uses these systems in their research.
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Zuev, A. S., M. A. Makushchenko, M. E. Ivanov und E. S. Merkulov. „Extended reality technology – a new component in industrial engineering and production systems“. Russian Technological Journal 8, Nr. 4 (06.08.2020): 46–65. http://dx.doi.org/10.32362/2500-316x-2020-8-4-46-65.

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Extended (virtual, augmented and mixed) reality technology gets considered as a new universal component of production (industrial) engineering’s methodological basis, receiving the possibilities for wide use in both extensive and intensive development of carrying and other branches of the fourth, fifth and the forming nucleus of the sixth technological wave. The article gives grounds for the role and place of this kind of technology in contemporary technological processes and production systems (including the flexible, small-volume and discrete production), and in the context of cyberphysical systems and the incoming fourth industrial revolution. The authors describe underline the set of tasks that are universal for a wide range of branches in any national economy, that can be most efficiently completed in terms of the current and prognosed level of development of man-machine interaction can be provided for as a result of using VR, AR and MR technologies. Based on the comparison of implementation principles and examples of applied implementation, the article gives grounds for term correspondence and opportunities of use of “extended reality technology”. The authors have made and explained the conclusion on practicability of integrating extended reality technology based on a universal hardwaresoftware complex that provides VR, AR and MR services corresponding to the composition of a given task within the technological process or the operating mode chosen by a user. The article gives descriptions of task assignments, terms of conduct and results of experiments on designing and testing extended reality interactive environments performed at the institute of information technology RTU MIREA in 2019–2020.
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Coupry, Corentin, Sylvain Noblecourt, Paul Richard, David Baudry und David Bigaud. „BIM-Based Digital Twin and XR Devices to Improve Maintenance Procedures in Smart Buildings: A Literature Review“. Applied Sciences 11, Nr. 15 (24.07.2021): 6810. http://dx.doi.org/10.3390/app11156810.

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In recent years, the use of digital twins (DT) to improve maintenance procedures has increased in various industrial sectors (e.g., manufacturing, energy industry, aerospace) but is more limited in the construction industry. However, the operation and maintenance (O&M) phase of a building’s life cycle is the most expensive. Smart buildings already use BIM (Building Information Modeling) for facility management, but they lack the predictive capabilities of DT. On the other hand, the use of extended reality (XR) technologies to improve maintenance operations has been a major topic of academic research in recent years, both through data display and remote collaboration. In this context, this paper focuses on reviewing projects using a combination of these technologies to improve maintenance operations in smart buildings. This review uses a combination of at least three of the terms “Digital Twin”, “Maintenance”, “BIM” and “Extended Reality”. Results show how a BIM can be used to create a DT and how this DT use combined with XR technologies can improve maintenance operations in a smart building. This paper also highlights the challenges for the correct implementation of a BIM-based DT combined with XR devices. An example of use is also proposed using a diagram of the possible interactions between the user, the DT and the application framework during maintenance operations.
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Smith, Matt. „Shifting modes: Spectatorship, theatrical virtual reality and motion capture through the experience of Fatherland XR“. Virtual Creativity 9, Nr. 1 (01.12.2019): 43–61. http://dx.doi.org/10.1386/vcr_00004_1.

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Abstract This article discusses a project using Extended Reality (XR) within theatre and its effect on audiences who are part of the testing and development of a theatrical production. The article develops knowledge surrounding agency/embodiment and multimodal story telling utilizing virtual reality (VR) and motion capture technologies. There is also contained within the article a demonstration of how a university and a theatre company can collaborate using XR technologies. This collaboration is presented based on three interviews with key members of the team. At the time of writing the production is still undergoing final developments. The discussion places the practice within the field of immersive performance and new technologies. Many of the claims made are based on practice-based experiences and the messy data provided by test audiences who are asked to freely respond after the showings. The multiplicity of reactions to this performance artwork are discussed in relation to the emergent, accidental and playful results of multimodal practices often presenting themselves as a set of performative frames instead of a synergistic whole.
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Narayanan, Sreekumar, und Srinath Doss. „Augmented reality using artificial neural networks –a review“. International Journal of Engineering & Technology 8, Nr. 4 (15.12.2019): 603. http://dx.doi.org/10.14419/ijet.v8i4.29981.

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The present paper reviews the areas where Augmented Reality (AR) has been used in Artificial Neural Networks (ANN) (Artificial Neural Networks). The focus on systems based on AR is largely on enhancing technologies in diverse application areas such as; defense, robotics, medical, manufacturing, education, entertainment, assisted driving, maintenance and mobile assistance. However, AR is now finding much usage in ANN. The research considered a review based methodology wherein most studies conducted in the past on AR and ANN were reviewed. AR with ANN has profound applications in various sectors and has been developed in an extended way but still has some distance to go afore industries, the military and the common public will receive it as a accustomed user interface. AR would modernize the way people animate and the way industries endeavor by effective utilization. There is an incredible potential in fields such as construction, art, architecture, repair and manufacturing with mediated reality and well-organized visualization through AR.
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Stark, Erich, Erik Kučera, Oto Haffner, Peter Drahoš und Roman Leskovský. „Using Augmented Reality and Internet of Things for Control and Monitoring of Mechatronic Devices“. Electronics 9, Nr. 8 (07.08.2020): 1272. http://dx.doi.org/10.3390/electronics9081272.

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At present, computer networks are no longer used to connect just personal computers. Smaller devices can connect to them even at the level of individual sensors and actuators. This trend is due to the development of modern microcontrollers and singleboard computers which can be easily connected to the global Internet. The result is a new paradigm—the Internet of Things (IoT) as an integral part of the Industry 4.0; without it, the vision of the fourth industrial revolution would not be possible. In the field of digital factories it is a natural successor of the machine-to-machine (M2M) communication. Presently, mechatronic systems in IoT networks are controlled and monitored via industrial HMI (human-machine interface) panels, console, web or mobile applications. Using these conventional control and monitoring methods of mechatronic systems within IoT networks, this method may be fully satisfactory for smaller rooms. Since the list of devices fits on one screen, we can monitor the status and control these devices almost immediately. However, in the case of several rooms or buildings, which is the case of digital factories, ordinary ways of interacting with mechatronic systems become cumbersome. In such case, there is the possibility to apply advanced digital technologies such as extended (computer-generated) reality. Using these technologies, digital (computer-generated) objects can be inserted into the real world. The aim of this article is to describe design and implementation of a new method for control and monitoring of mechatronic systems connected to the IoT network using a selected segment of extended reality to create an innovative form of HMI.
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Jun, Sunghae. „Technology Integration and Analysis Using Boosting and Ensemble“. Journal of Open Innovation: Technology, Market, and Complexity 7, Nr. 1 (12.01.2021): 27. http://dx.doi.org/10.3390/joitmc7010027.

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Most of the studies related to technology analysis have focused on one specific technological field such as autonomous driving or blockchain. Most technologies have large and small relationships with each other. Therefore, it is necessary not only to perform technology analysis focusing on one target technology, but also to analyze several integrated technologies at the same time. In this paper, we propose a methodology for integrating technologies and analyzing the integrated technologies. We integrate patent big data for technological integration and use text mining, boosting, and ensemble for integrated technology analysis. To evaluate the performance of proposed method, we search the patent documents related to disaster artificial intelligence (AI) and extended reality (XR). In our case study, we integrate the patent data from disaster AI and XR technologies and analyze the integrated patent data using regression trees, random forest, extreme gradient boosting, and ensemble models. Therefore, we illustrate how our proposed method can be applied to the real domain.
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Cheng, Jun, Ya Dong Gong und Yue Ming Liu. „Investigation on Key Technology of Virtual Assembly and Construction for Tunnel Boring Machine“. Applied Mechanics and Materials 71-78 (Juli 2011): 3375–78. http://dx.doi.org/10.4028/www.scientific.net/amm.71-78.3375.

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This study presents a practical requirement and realizes one new virtual construction interactive system for tunnel boring machine. One type of TBM(tunnel boring machine)’s virtual prototype has been built. Software PROE is used to build the shield machine model. Application program of virtual assembly system base on virtual reality is developed by using Division, The author also study on key technologies of constructing virtual assembly system of shield machine, such as interference detection in virtual environment. Application program of virtual simulation system base on virtual reality is developed by using C++. The result shows that the work station can be simulated well, and this virtual simulation system can be extended in virtual training and manipulation, virtual construction and so on.
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Kościelniak, Helena, Małgorzata Łęgowik-Małolepsza und Sylwia Łęgowik-Świącik. „The Application of Information Technologies in Consideration of Augmented Reality and Lean Management of Enterprises in the Light of Sustainable Development“. Sustainability 11, Nr. 7 (11.04.2019): 2157. http://dx.doi.org/10.3390/su11072157.

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The paper discusses the problem associated with the use of modern information technologies that take into account extended reality and the lean management culture to achieve sustainable development by enterprises, which is part of the field of management science. The subject is important and current due to the strong social need for the implementation of the concept of sustainable development. The aim of the article is to learn about and evaluate augmented reality and lean culture in the area of sustainable development management of enterprises. The concept of sustainable development is an approach that arouses great interest among management theoreticians, but many practitioners still do not know how to effectively realize it in changing conditions. Therefore, the paper proposes the application and the use of augmented reality and lean culture assumptions in the area of sustainable development management of enterprises. In the research, the authors emphasize that the sustainable approach to enterprise management should take into account the assessment of augmented reality (AR) and instruments of lean culture in the area of management since better understanding of the coexistence of benefits, compromises, opportunities and threats related to modern technologies allows for more efficient implementation of sustainable development management in enterprises. The paper has been divided into four parts. The first part presents the concept of sustainable development in the light of the literature research. The second part shows the essence of augmented reality as a modern information technology. The third part of the paper is devoted to the presentation of the concept of lean management in enterprises. The fourth part of the paper is the case study, in which the DHL enterprise report is related to, where the applied and utilized augmented reality and lean culture in shaping sustainable development are presented. The methods used to achieve the goal are: Literature studies, descriptive analysis and case study. The whole discussion is closed with the summary, which shows that the scope of application of augmented reality and lean culture in the area of sustainable development management of enterprises is unlimited.
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Sushereba, Christen E., Laura G. Militello, Steve Wolf und Emily S. Patterson. „Use of Augmented Reality to Train Sensemaking in High-Stakes Medical Environments“. Journal of Cognitive Engineering and Decision Making 15, Nr. 2-3 (06.07.2021): 55–65. http://dx.doi.org/10.1177/15553434211019234.

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We present a framework for using augmented reality (AR) to train sensemaking skills in combat medics and civilian emergency medical personnel. AR and other extended reality technologies create engaging training environments, but their effectiveness on training outcomes is not yet clear. One benefit of AR is that it can enhance simulation training with realism and context that naturalistic decision-making (NDM) models emphasize. We describe four key elements of sensemaking that leverage the strengths of AR: perceptual skills, assessment skills, mental models, and generating/evaluating hypotheses. We discuss how AR can be used to train each of these four elements, along with design implications. A focus on naturalistic tasks and environments while designing AR-based simulation training will likely lead to training that is not only engaging but also effective.
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Rizvić, Selma, Dušanka Bošković, Vensada Okanović, Ivona Ivković Kihić, Irfan Prazina und Bojan Mijatović. „Time Travel to the Past of Bosnia and Herzegovina through Virtual and Augmented Reality“. Applied Sciences 11, Nr. 8 (20.04.2021): 3711. http://dx.doi.org/10.3390/app11083711.

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Bosnia and Herzegovina (BH) has a very picturesque past. Founded in 11th century, it has always been a crossroads of faiths and civilizations. Extended Reality (XR) technologies can finally take us to time travel into this history, enable us to experience past events and meet historical characters. In this paper, we overview the latest applications we developed that use Virtual Reality (VR) video, Virtual and Augmented Reality (AR) for interactive digital storytelling about BH history. “Nine dissidents” is the first BH VR documentary, tackling a still tricky subject of dissidents in the Socialist Yugoslavia, artists and writers falsely accused, persecuted and still forbidden. “Virtual Museum of Old Crafts” aims to present and preserve crafts intangible heritage through Virtual Reality. “Battle on Neretva VR” is recreating a famous WWII battle offering the users to experience it and meet comrade Tito, the commander of the Yugoslav Liberation Army. “Sarajevo 5D” shows the cultural monuments from Sarajevo that do not exist anymore in physical form using Augmented Reality. Through user experience studies, we measure the user immersion and edutainment of these applications and show the potential of XR for the presentation and preservation of cultural heritage.
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Sepasgozar, Samad M. E., Mohsen Ghobadi, Sara Shirowzhan, David J. Edwards und Elham Delzendeh. „Metrics development and modelling the mixed reality and digital twin adoption in the context of Industry 4.0“. Engineering, Construction and Architectural Management 28, Nr. 5 (29.04.2021): 1355–76. http://dx.doi.org/10.1108/ecam-10-2020-0880.

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PurposeThis paper aims to examine the current technology acceptance model (TAM) in the field of mixed reality and digital twin (MRDT) and identify key factors affecting users' intentions to use MRDT. The factors are used as a set of key metrics for proposing a predictive model for virtual, augmented and mixed reality (MR) acceptance by users. This model is called the extended TAM for MRDT adoption in the architecture, engineering, construction and operations (AECO) industry.Design/methodology/approachAn interpretivist philosophical lens was adopted to conduct an inductive systematic and bibliographical analysis of secondary data contained within published journal articles that focused upon MRDT acceptance modelling. The preferred reporting items for systematic reviews and meta-analyses (PRISMA) approach to meta-analysis were adopted to ensure all key investigations were included in the final database set. Quantity indicators such as path coefficients, factor ranking, Cronbach’s alpha (a) and chi-square (b) test, coupled with content analysis, were used for examining the database constructed. The database included journal papers from 2010 to 2020.FindingsThe extant literature revealed that the most commonly used constructs of the MRDT–TAM included: subjective norm; social influence; perceived ease of use (PEOU); perceived security; perceived enjoyment; satisfaction; perceived usefulness (PU); attitude; and behavioural intention (BI). Using these identified constructs, the general extended TAM for MRDT in the AECO industry is developed. Other important factors such as “perceived immersion” could be added to the obtained model.Research limitations/implicationsThe decision to utilise a new technology is difficult and high risk in the construction project context, due to the complexity of MRDT technologies and dynamic construction environment. The outcome of the decision may affect employee performance, project productivity and on-site safety. The extended acceptance model offers a set of factors that assist managers or practitioners in making effective decisions for utilising any type of MRDT technology.Practical implicationsSeveral constraints are apparent due to the limited investigation of MRDT evaluation matrices and empirical studies. For example, the research only covers technologies which have been reported in the literature, relating to virtual reality (VR), augmented reality (AR), MR, DT and sensors, so newer technologies may not be included. Moreover, the review process could span a longer time period and thus embrace a fuller spectrum of technology development in these different areas.Originality/valueThe research provides a theoretical model for measuring and evaluating MRDT acceptance at the individual level in the AECO context and signposts future research related to MRDT adoption in the AECO industry, as well as providing managerial guidance for progressive AECO professionals who seek to expand their use of MRDT in the Fourth Industrial Revolution (4IR). A set of key factors affecting MRDT acceptance is identified which will help innovators to improve their technology to achieve a wider acceptance.
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Charness, Neil, und Balaji Narasimhan. „INTEREST GROUP SESSION—TECHNOLOGY AND AGING: THE POTENTIAL AND PITFALLS OF EXTENDED REALITY SOLUTIONS FOR SUPPORTING AND ASSESSING OLDER ADULTS“. Innovation in Aging 3, Supplement_1 (November 2019): S239. http://dx.doi.org/10.1093/geroni/igz038.892.

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Abstract Extended Reality (XR), which encompasses Virtual Reality (VR) and Augmented Reality (AR), holds a great deal of promise for improving the health and well-being of older adults. These opportunities include providing rehabilitation, physical exercise, skills training, leisure opportunities, and support for instrumental activities of daily living. Further, XR presents novel assessment opportunities. This session will explore the potential of XR solutions, and also crucial barriers to XR implementation, adoption, and engagement, particularly with respect to the “digital divide.” Some older adults, for a number of reasons, experience greater challenges adopting and using newer technologies. This session will start with a broad overview of issues related to XR solutions and will identify critical research needs, with an emphasis on the needs of older adults. This will be followed by a presentation of older adults’ perceptions of XR using data derived from a large, nationally representative sample. While some older adults reported not being ready for XR solutions, many older adults reported being willing to accept them to support optimal aging. Next, a study is presented that directly compares older adults’ perceptions of presence and immersion in virtual spaces. Using VR to assess wayfinding and navigation abilities of older adults is discussed next. The final talk will present VR usability issues derived from interview and focus group data. The session discussant will bring an interdisciplinary perspective to these important issues.
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Qushem, Umar Bin, Athanasios Christopoulos, Solomon Sunday Oyelere, Hiroaki Ogata und Mikko-Jussi Laakso. „Multimodal Technologies in Precision Education: Providing New Opportunities or Adding More Challenges?“ Education Sciences 11, Nr. 7 (07.07.2021): 338. http://dx.doi.org/10.3390/educsci11070338.

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Personalized or precision education (PE) considers the integration of multimodal technologies to tailor individuals’ learning experiences based on their preferences and needs. To identify the impact that emerging multimodal technologies have on personalized education, we reviewed recent implementations and applications of systems (e.g., MOOCs, serious games, artificial intelligence, learning management systems, mobile applications, augmented/virtual reality, classroom technologies) that integrate such features. Our findings revealed that PE techniques could leverage the instructional potential of educational platforms and tools by facilitating students’ knowledge acquisition and skill development. The added value of PE is also extended beyond the online digital learning context, as positive outcomes were also identified in blended/face-to-face learning scenarios, with multiple connections being discussed between the impact of PE on student efficacy, achievement, and well-being. In line with the recommendations and suggestions that supporters of PE make, we provide implications for research and practice as well as ground for policy formulation and reformation on how multimodal technologies can be integrated into the educational context.
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De Keyser, Arne, Sarah Köcher, Linda Alkire (née Nasr), Cédric Verbeeck und Jay Kandampully. „Frontline Service Technology infusion: conceptual archetypes and future research directions“. Journal of Service Management 30, Nr. 1 (14.01.2019): 156–83. http://dx.doi.org/10.1108/josm-03-2018-0082.

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PurposeSmart technologies and connected objects are rapidly changing the organizational frontline. Yet, our understanding of how these technologies infuse service encounters remains limited. Therefore, the purpose of this paper is to update existing classifications of Frontline Service Technology (FST) infusion. Moreover, the authors discuss three promising smart and connected technologies – conversational agents, extended reality (XR) and blockchain technology – and their respective implications for customers, frontline employees and service organizations.Design/methodology/approachThis paper uses a conceptual approach integrating existing work on FST infusion with artificial intelligence, robotics, XR and blockchain literature, while also building on insights gathered through expert interviews and focus group conversations with members of two service research centers.FindingsThe authors define FST and propose a set of FST infusion archetypes at the organizational frontline. Additionally, the authors develop future research directions focused on understanding how conversational agents, XR and blockchain technology will impact service.Originality/valueThis paper updates and extends existing classifications of FST, while paving the road for further work on FST infusion.
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Banfi, Fabrizio, und Mattia Previtali. „Human–Computer Interaction Based on Scan-to-BIM Models, Digital Photogrammetry, Visual Programming Language and eXtended Reality (XR)“. Applied Sciences 11, Nr. 13 (30.06.2021): 6109. http://dx.doi.org/10.3390/app11136109.

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In recent years, the advent of the latest-generation technologies and methods have made it possible to survey, digitise and represent complex scenarios such as archaeological sites and historic buildings. Thanks to computer languages based on Visual Programming Language (VPL) and advanced real-time 3D creation platform, this study shows the results obtained in eXtended Reality (XR) oriented to archaeological sites and heritage buildings. In particular, the scan-to-BIM process, digital photogrammetry (terrestrial and aerial) were oriented towards a digitisation process able to tell and share tangible and intangible values through the latest generation techniques, methods and devices. The paradigm of the geometric complexity of the built heritage and new levels of interactivity between users and digital worlds were investigated and developed to favour the transmissibility of information at different levels of virtual experience and digital sharing with the aim to archive, tell and implement historical and cultural baggage that over the years risks being lost and not told to future generations.
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Savitskaya, Tatiana E. „Augmented Reality Technology in Library Practice“. Bibliotekovedenie [Library and Information Science (Russia)] 68, Nr. 3 (27.07.2019): 249–57. http://dx.doi.org/10.25281/0869-608x-2019-68-3-249-257.

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The article considers technology of augmented reality (AR) — the imposition of digital data on real objects in real time. The aim of the article is to analyse the modification of forms and methods of library work under the influence of active implementation of AR-technology. The author notes that the interactive potential of augmented reality interfaces is increasingly being used abroad for navigation within libraries, search for necessary literature in book depositories, for tracking the movement of books and providing users with extended textual and audio-visual information.The article discusses various forms of application of AR-technologies in library practice abroad: supplementing exhibitions and expositions with audio-visual and textual information; use of QR (Quick response) codes and RFID (Radio frequency identification) tags to facilitate access to online information, development of computer games for orientation in the library space, modernization of management of library collections, etc. The author describes the use of radio-frequency tags with special elements (RFID station) for personalized assistance to readers, optimization of social relations, so familiar to modern readers who are able to specify their location, leave a message to friends or staff, etc. Such a wide application of AR-technology in the library makes it a fragment of a “smart city”, convenient intellectual environment with a light transition membrane from offline to online.Among library mobile applications as the fastest growing sphere of library services providing online access to catalogue, databases, interlibrary lending, chat rooms, SMS services, Twitter, Facebook, YouTube, etc. accounts, the share of AR applications using QR codes and RFID tags is constantly growing. The use of augmented reality devices in libraries opens up new horizons in terms of introduction of modern methods of informatization of knowledge and user services, adequate to the era of comprehensive computerization, the ubiquitous “Internet of things”.
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Uhomoibhi, James, Clement Onime und Hui Wang. „A study of developments and applications of mixed reality cubicles and their impact on learning“. International Journal of Information and Learning Technology 37, Nr. 1/2 (16.09.2019): 15–31. http://dx.doi.org/10.1108/ijilt-02-2019-0026.

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PurposeThe purpose of this paper is to report on developments and applications of mixed reality cubicles and their impacts on learning in higher education. This paper investigates and presents the cost effective application of augmented reality (AR) as a mixed reality technology via or to mobile devices such as head-mounted devices, smart phones and tablets. Discuss the development of mixed reality applications for mobile (smartphones and tablets) devices leading up to the implementation of a mixed reality cubicle for immersive three dimensional (3D) visualizations.Design/methodology/approachThe approach adopted was to limit the considerations to the application of AR via mobile platforms including head-mounted devices with focus on smartphones and tablets, which contain basic feedback–to-user channels such as speakers and display screens. An AR visualization cubicle was jointly developed and applied by three collaborating institutions. The markers, acting as placeholders acts as identifiable reference points for objects being inserted in the mixed reality world. Hundreds of participants comprising academics and students from seven different countries took part in the studies and gave feedback on impact on their learning experience.FindingsResults from current study show less than 30 percent had used mixed reality environments. This is lower than expected. About 70 percent of participants were first time users of mixed reality technologies. This indicates a relatively low use of mixed reality technologies in education. This is consistent with research findings reported that educational use and research on AR is still not common despite their categorization as emerging technologies with great promise for educational use.Research limitations/implicationsCurrent research has focused mainly on cubicles which provides immersive experience if used with head-mounted devices (goggles and smartphones), that are limited by their display/screen sizes. There are some issues with limited battery lifetime for energy to function, hence the need to use rechargeable batteries. Also, the standard dimension of cubicles does not allow for group visualizations. The current cubicle has limitations associated with complex gestures and movements involving two hands, as one hand are currently needed for holding the mobile phone.Practical implicationsThe use of mixed reality cubicles would allow and enhance information visualization for big data in real time and without restrictions. There is potential to have this extended for use in exploring and studying otherwise inaccessible locations such as sea beds and underground caves. Social implications – Following on from this study further work could be done to developing and application of mixed reality cubicles that would impact businesses, health and entertainment.Originality/valueThe originality of this paper lies in the unique approach used in the study of developments and applications of mixed reality cubicles and their impacts on learning. The diverse composition in nature and location of participants drawn from many countries comprising of both tutors and students adds value to the present study. The value of this research include amongst others, the useful results obtained and scope for developments in the future.
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Mourtzis, Dimitris, Vasileios Siatras und John Angelopoulos. „Real-Time Remote Maintenance Support Based on Augmented Reality (AR)“. Applied Sciences 10, Nr. 5 (08.03.2020): 1855. http://dx.doi.org/10.3390/app10051855.

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In the realm of the current industrial revolution, interesting innovations as well as new techniques are constantly being introduced by offering fertile ground for further investigation and improvement in the industrial engineering domain. More specifically, cutting-edge digital technologies in the field of Extended Reality (XR) have become mainstream including Augmented Reality (AR). Furthermore, Cloud Computing has enabled the provision of high-quality services, especially in the controversial field of maintenance. However, since modern machines are becoming more complex, maintenance must be carried out from experienced and well-trained personnel, while overseas support is timely and financially costly. Although AR is a back-bone technology facilitating the development of robust maintenance support tools, they are limited to the provision of predefined scenarios, covering only a limited number of scenarios. This research work aims to address this emerging challenge with the design and development of a framework, for the support of remote maintenance and repair operation based on AR, by creating suitable communication channels between the shop-floor technicians and the expert engineers who are utilizing real-time feedback from the operator’s field of view. The applicability of the developed framework is tested in vitro in a lab-based machine shop and in a real-life industrial scenario.
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Aguayo, Claudio. „Mixed Reality (XR) research and practice“. Pacific Journal of Technology Enhanced Learning 3, Nr. 1 (16.02.2021): 41–42. http://dx.doi.org/10.24135/pjtel.v3i1.104.

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Up until recently, learning affordances (possibilities) offered by immersive digital technology in education, such as augmented reality (AR) and virtual reality (VR), were addressed and considered in isolation in educational practice. In the past five to ten years this has shifted towards a focus on integrating digital affordances around particular learning contexts and/or settings, creating a mixed reality (MR) ‘continuum’ of digital experiences based on the combination of different technologies, tools, platforms and affordances. This idea of a ‘digital continuum’ was first proposed during the mid 1990s by Milgram and Kishino (1994), conceptualised as an immersive continuum going from the real environment (RE) end, where no digital immersion exists in the real world, all the way to the fully digitally immersive VR end, where digital immersion is at its full. Recent literature expands the original digital continuum view – rooted in Milgram and Kishino (1994), to now consider MR environments extending to a multi-variety of sensorial dimensions, technological tools and networked intelligent platforms, and embodied user engagement modes, creating interconnected learning ecosystems and modes of perception (see for example Mann et al., 2018; and Speicher, Hall & Nebeling, 2019). This new approach to MR is referred to as XR, where the X generally stands for ‘extended reality’ (referring to all the points along the MR continuum and beyond), or for ‘anything reality’ (accounting for the range of existing immersive technologies and denoting the imminently yet-to-come new digital affordances). XR as a multi-dimensional immersive learning environment can be approached and understood as a dynamic and culturally-responsive ‘medium’, offering targeted, flexible and adaptable user experiences coming from user-centric learning design strategies and pedagogy (Aguayo, Eames & Cochrane, 2020). Today, XR as an emergent learning approach in education invites us to re-conceptualise technology-enhanced learning from a completely different epistemological stand. We have moved from focusing on the individual and isolated use of immersive digital technology like AR and VR as ‘learning tools’ that can enhance and augment learning experiences and outcomes in education; to now going beyond hardware and software and consider perception, cognition, aesthetics, emotions, haptics, embodiment, contexts (space), situations (time), and culture, among others, as critical components of a purposefully designed XR learning ecosystem (Aguayo et al., 2020; Liu et al., 2017; Maas & Hughes, 2020). Imagine the educational possibilities when artificial intelligence (AI) learning algorithms connected to internet of things (IoT) devices come into play with XR in education (Cowling & Birt, 2020; Davies, 2021). The challenge remains in knowing how to ground such epistemological and technological innovation into authentic, contextual, and tangible practice, while facilitating the balancing with non-technology mediated lived experiences in the real world (i.e. real reality (RR), Aguayo, 2017). Here, a set of XR research and practice case studies from Auckland University of Technology’s AppLab are presented to showcase and discuss how XR as a new paradigm is leading the exploration of digital innovation in education.
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Hartholt, Arno, Ed Fast, Adam Reilly, Wendy Whitcup, Matt Liewer und Sharon Mozgai. „Multi-Platform Expansion of the Virtual Human Toolkit: Ubiquitous Conversational Agents“. International Journal of Semantic Computing 14, Nr. 03 (September 2020): 315–32. http://dx.doi.org/10.1142/s1793351x20400127.

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We present an extension of the Virtual Human Toolkit to include a range of computing platforms, including mobile, web, Virtual Reality (VR) and Augmented Reality (AR). The Toolkit uses a mix of in-house and commodity technologies to support audio-visual sensing, speech recognition, natural language processing, nonverbal behavior generation and realization, text-to-speech generation and rendering. It has been extended to support computing platforms beyond Windows by leveraging microservices. The resulting framework maintains the modularity of the underlying architecture, allows re-use of both logic and content through cloud services, and is extensible by porting lightweight clients. We present the current state of the framework, discuss how we model and animate our characters, and offer lessons learned through several use cases, including expressive character animation in seated VR, shared space and navigation in room-scale VR, autonomous AI in mobile AR, and real-time user performance feedback leveraging mobile sensors in headset AR.
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Ponzanesi, Sandra. „Migration and Mobility in a Digital Age: (Re)Mapping Connectivity and Belonging“. Television & New Media 20, Nr. 6 (07.07.2019): 547–57. http://dx.doi.org/10.1177/1527476419857687.

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This article charts new directions in digital media and migration studies from a gendered, postcolonial, and multidisciplinary perspective. In particular, the focus is on the ways in which the experience of displacement is resignified and transformed by new digital affordances from different vantage points, engaging with recent developments in datafication, visualization, biometric technologies, platformization, securitization, and extended reality (XR) as part of a drastically changed global mediascape. This article explores the role of new media technologies in rethinking the dynamics of migration and globalization by focusing in particular on the role of migrant users as “connected” and active participants, as well as “screened” and subject to biometric datafication, visualization, and surveillance. Elaborating on concepts such as “migration” and “mobility,” the article analyzes some of the paradoxes offered by our globalized world of intermittent connectivity and troubled belonging, seen as relational definitions that are always fluid, negotiable, and porous.
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Qi, Bing, Mohamad Razkenari, Jiaxuan Li, Aaron Costin, Charles Kibert und Shuyu Qian. „Investigating U.S. Industry Practitioners’ Perspectives towards the Adoption of Emerging Technologies in Industrialized Construction“. Buildings 10, Nr. 5 (30.04.2020): 85. http://dx.doi.org/10.3390/buildings10050085.

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In recent years, a growing amount of research has focused on improving the performance of industrialized construction using emerging technologies. It is still necessary to have an in-depth understanding of the industry practitioners’ perspectives on the application of emerging technologies. Thus, a well-designed survey was distributed to industry practitioners who have been involved in industrialized construction projects. Then, a set of data analysis methods were utilized on the collected data to address the proposed four specific research questions. Results indicate that 3D and nD models, sensing techniques, and business information models are the technologies with the highest current utilization level. Extended reality, additive manufacturing, and advanced data analytics are the technologies with the highest development potential. Project inputs (e.g., cost, time, and labor), as well as implementation cost and software constraints (e.g., capital costs, software upgrading, and compatibility), are the main factors that affect practitioners’ decisions to adopt emerging technologies in industrialized projects. Inter-group comparison results indicate that company background has little significant influence on practitioners’ perspectives, while personal career profiles can significantly affect practitioners’ perspectives. Significantly, by uncovering the suggestions and viewpoints of practitioners, this paper aligns academic research with industry needs, ultimately providing guidance on future research directions and applications.
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Augustin, Jean-Luc Pradel Mathurin, und Shu-Yi Liaw. „Exploring the Relationship between Perceived Big Data Advantages and Online Consumers’ Behavior: An Extended Hierarchy of Effects Model“. International Business Research 13, Nr. 6 (20.05.2020): 73. http://dx.doi.org/10.5539/ibr.v13n6p73.

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This study intends to extend the hierarchy of effects model into the reality of the tourism industry after incorporation of information and communication technologies. Data analyses were conducted on 260 online questionnaires. The findings indicated consumer behavior follows a three-layer model: Attention-Intention/Desire-Action/Sharing-Social Awareness. Among big data advantages, recommendation system, information search and improved customer service are important to Attention-Intention; information search, dynamic pricing are important to Desire-Action with customer service (lower significance level); only customer service is important to Sharing-Social awareness. This model allows understanding of consumers’ behavior in online tourism as tourists are often sharing their experiences and raise awareness on service quality from e-vendors. Organizations might use big data to guarantee customers’ satisfaction and attract positive feedback particularly from the third layer of behavior.
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Gunn, Mairi, Mark Billinghurst, Huidong Bai und Prasanth Sasikumar. „First Contact ‐ Take 2: Using XR technology as a bridge between Māori, Pākehā and people from other cultures in Aotearoa, New Zealand“. Virtual Creativity 11, Nr. 1 (01.06.2021): 67–90. http://dx.doi.org/10.1386/vcr_00043_1.

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The art installation common/room explores human‐digital‐human encounter across cultural differences. It comprises a suite of extended reality (XR) experiences that use technology as a bridge to help support human connections with a view to overcoming intercultural discomfort (racism). The installations are exhibited as an informal dining room, where each table hosts a distinct experience designed to bring people together in a playful yet meaningful way. Each experience uses different technologies, including 360° 3D virtual reality (VR) in a headset (common/place), 180° 3D projection (Common Sense) and augmented reality (AR) (Come to the Table! and First Contact ‐ Take 2). This article focuses on the latter, First Contact ‐ Take 2, in which visitors are invited to sit at a dining table, wear an AR head-mounted display and encounter a recorded volumetric representation of an Indigenous Māori woman seated opposite them. She speaks directly to the visitor out of a culture that has refined collective endeavour and relational psychology over millennia. The contextual and methodological framework for this research is international commons scholarship and practice that sits within a set of relationships outlined by the Mātike Mai Report on constitutional transformation for Aotearoa, New Zealand. The goal is to practise and build new relationships between Māori and Tauiwi, including Pākehā.
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Heisterkamp, Fabian, Johanna Bengtsson Ryberg, Jean Jacques und Alwin Verdaasdonk. „Sell and Buy Quiet - the extended concept to reduce noise (at work and at home)“. INTER-NOISE and NOISE-CON Congress and Conference Proceedings 263, Nr. 4 (01.08.2021): 2011–19. http://dx.doi.org/10.3397/in-2021-2027.

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Despite progress in legislation, e.g. laws requiring employers to assess and address the noise risk for their workers, and in the use of new technologies, e.g. battery powered tools or gardening equipment, noise-induced hearing loss remains a problem even today. The NOise MAchinery Directive (NOMAD) Task Force of the European Member States cooperating in market surveillance has raised the awareness of many relevant stakeholders regarding the need for cooperation between manufacturers of products emitting noise and their users. A promising means to deal with the noise problem is to make possible and effective a real competition towards quieter machines and equipment, so that market forces drive the technological development. To that end, we introduce the concept of Selling and Buying Quiet and address the issues hindering its application. These became evident during NOMAD Phase 2, in particular at NOMAD Workshop 2 in 2019. The issues comprise general aspects, e.g. education on proper determination of noise emissions by manufacturers and use of noise information by machine users, as well as specific problems with existing EU legislation. Finally, we provide ideas and set goals to improve the situation, so that Buying and Selling Quiet will become a reality.
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Banfi, F., R. Brumana und C. Stanga. „A CONTENT-BASED IMMERSIVE EXPERIENCE OF BASILICA OF SANT'AMBROGIO IN MILAN: FROM 3D SURVEY TO VIRTUAL REALITY“. ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W11 (04.05.2019): 159–66. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w11-159-2019.

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<p><strong>Abstract.</strong> One of the challenges of the Digital Cultural Heritage (DCH) field is the creation of coherent HBIMs and the dissemination of the collected historical data. The latest development of new technologies has the great potential to realise virtual content-based immersive experiences that are easily available by both experts and non-expert users. On the other hand, they require specific skills and a holistic approach to the study of the building that involves different disciplines.</p><p>The research that has been carried out for the last five years on one of the greatest monuments in Milan, the Basilica of Sant'Ambrogio, adopted this comprehensive methodology. Although the church is a very well-known building, its turbulent history remains in a certain aspect hidden to the large public. This paper shows the workflow that has been developed for the Basilica, starting from the 3D survey to the historical data acquisition and the study on the church itself, based on a ‘virtual subtraction process’, till the creation of a Virtual Reality experience. This one is the first step of a wider project on eXtended reality (Virtual/Mixed/Augmented Reality) that intends to make the gathered knowledge of the Basilica available to the public.</p>
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