Auswahl der wissenschaftlichen Literatur zum Thema „XR (Extended reality)“

Geben Sie eine Quelle nach APA, MLA, Chicago, Harvard und anderen Zitierweisen an

Wählen Sie eine Art der Quelle aus:

Machen Sie sich mit den Listen der aktuellen Artikel, Bücher, Dissertationen, Berichten und anderer wissenschaftlichen Quellen zum Thema "XR (Extended reality)" bekannt.

Neben jedem Werk im Literaturverzeichnis ist die Option "Zur Bibliographie hinzufügen" verfügbar. Nutzen Sie sie, wird Ihre bibliographische Angabe des gewählten Werkes nach der nötigen Zitierweise (APA, MLA, Harvard, Chicago, Vancouver usw.) automatisch gestaltet.

Sie können auch den vollen Text der wissenschaftlichen Publikation im PDF-Format herunterladen und eine Online-Annotation der Arbeit lesen, wenn die relevanten Parameter in den Metadaten verfügbar sind.

Zeitschriftenartikel zum Thema "XR (Extended reality)"

1

B. Vivekanandam. "Recent development in Extended Reality technologies." Recent Research Reviews Journal 2, no. 1 (2023): 135–44. http://dx.doi.org/10.36548/rrrj.2023.1.11.

Der volle Inhalt der Quelle
Annotation:
This study discusses the recent trends in Extended Reality (XR) technologies. Extended Reality is a group of three technologies i.e., virtual reality, augmented reality, and mixed reality. It has been used in many high-performance applications like military, gaming and medicine. In general, all immersive technologies increase the sense of realism, by fusing the virtual and real worlds. The same underlying technologies that enable AR and VR also power XR to deliver a wide range of innovative user experiences. According to Qualcomm, the future of XR is to develop sleek headsets to revolutionize user experiences on a daily basis and also in many different market segments, including education, retail, and healthcare. This study summarizes the different types of extended reality technologies, XR standardization work, XR and its multi-interactive technologies, and implementation of XR in real life applications.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
2

Anesa, Patrizia. "Extended reality in language learning and interpreting: From solutionism to a social constructivist bricolage." International Journal of Language Studies 19, no. 1 (2025): 1–26. https://doi.org/10.5281/zenodo.14524787.

Der volle Inhalt der Quelle
Annotation:
The immersive and interactive technology of extended reality (XR) blurs the lines between the physical and virtual worlds, offering new ways to experience and interact with content. This technology supports a diverse range of applications, from enhancing language acquisition and cultural awareness to improving interpreting skills through realistic simulations. XR is increasingly integrated into language learning, intercultural communication, and interpreter training with the aim of moving beyond mere novelty and unlocking substantial educational potential; the adoption of XR in education emphasizes a transformative learning approach, leveraging the ability of technology to provide immersive multimodal experiences that can lead to better engagement, motivation, and understanding. Despite the optimism surrounding the application of XR to educational settings, challenges related to accessibility, the digital divide, and the potential physical side effects of long-term use remain. The effectiveness of XR in achieving long-term learning gains requires further research. This paper advocates for a balanced understanding of the capabilities of XR, adopting a social constructivist perspective and urging educators to critically assess its impact and potential to enrich the learning experience beyond the initial allure of technological innovation.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
3

Ian F. Akyildiz and Hongzhi Guo. "Wireless communication research challenges for Extended Reality (XR)." ITU Journal on Future and Evolving Technologies 3, no. 1 (2022): 1–15. http://dx.doi.org/10.52953/qgkv1321.

Der volle Inhalt der Quelle
Annotation:
Extended Reality (XR) is an umbrella term that includes Augmented Reality (AR), Mixed Reality (MR), and Virtual Reality (VR). XR has a tremendous market size and will profoundly transform our lives by changing the way we interact with the physical world. However, existing XR devices are mainly tethered by cables which limit users' mobility and Quality-of-Experience (QoE). Wireless XR leverages existing and future wireless technologies, such as 5G, 6G, and Wi-Fi, to remove cables that are tethered to the head-mounted devices. Such changes can free users and enable a plethora of applications. High-quality ultimate XR requires an uncompressed data rate up to 2.3 Tbps with an end-to-end latency lower than 10 ms. Although 5G has significantly improved data rates and reduced latency, it still cannot meet such high requirements. This paper provides a roadmap towards wireless ultimate XR. The basics, existing products, and use cases of AR, MR, and VR are reviewed, upon which technical requirements and bottlenecks of realizing ultimate XR using wireless technologies are identified. Challenges of utilizing 6G wireless systems and the next generation Wi-Fi systems and future research directions are provided.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
4

Vasarainen, Minna, Sami Paavola, and Liubov Vetoshkina. "A Systematic Literature Review on Extended Reality: Virtual, Augmented and Mixed Reality in Working Life." International Journal of Virtual Reality 21, no. 2 (2021): 1–28. http://dx.doi.org/10.20870/ijvr.2021.21.2.4620.

Der volle Inhalt der Quelle
Annotation:
Extended reality (XR), here jointly referring to virtual, augmented, and mixed (VR, AR, MR) reality, is becoming more common in everyday working life. This paper presents a systematic literature review of academic publications on XR indicating changes in practical organization of work. We analyse both application areas of XR and theoretical and methodological approaches of XR research. The review process followed the PRISMA statement. Design, remote collaboration, and training were the main application areas of XR. XR enabled overcoming of obstacles set by time and space, safety, and resources by mediating experience of space. Research on XR applications in actual working life settings is yet relatively rare and covers primarily three areas: collaboration, evaluation of knowledge transfer, and work practices. Virtual reality was the most common form of applied XR, although the hardware used varied case by case. We identified four research areas regarding XR: collaboration, work practices, and evaluation of knowledge transfer, which somewhat followed the application areas. We did not find XR-specific methodologies in the reviewed articles, only few recent studies used novel ways of collecting research material, such as recording the movement in virtual reality. For now, XR still holds significant potential rather than clearly confirmed general advantages in working life.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
5

Ebnali, Mahdi, Phani Paladugu, Christian Miccile, et al. "Extended Reality Applications for Space Health." Aerospace Medicine and Human Performance 94, no. 3 (2023): 122–30. http://dx.doi.org/10.3357/amhp.6131.2023.

Der volle Inhalt der Quelle
Annotation:
INTRODUCTION: Spaceflight has detrimental effects on human health, imposing significant and unique risks to crewmembers due to physiological adaptations, exposure to physical and psychological stressors, and limited capabilities to provide medical care. Previous research has proposed and evaluated several strategies to support and mitigate the risks related to astronauts' health and medical exploration capabilities. Among these, extended reality (XR) technologies, including augmented reality (AR), virtual reality (VR), and mixed reality (MR) have increasingly been adopted for training, real-time clinical, and operational support in both terrestrial and aerospace settings, and only a few studies have reported research results on the applications of XR technologies for improving space health. This study aims to systematically review the scientific literature that has explored the application of XR technologies in the space health field. We also discuss the methodological and design characteristics of the existing studies in this realm, informing future research and development efforts on applying XR technologies to improve space health and enhance crew safety and performance.Ebnali M, Paladugu P, Miccile C, Park SH, Burian B, Yule S, Dias RD. Extended reality applications for space health. Aerosp Med Hum Perform. 2023; 94(3):122–130.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
6

Asif Zaman, Mushfiqur Rahman Abir, and Sawon Mursalin. "Extended reality in education and training: Enhancing trustworthiness." International Journal of Science and Research Archive 11, no. 1 (2024): 1705–20. http://dx.doi.org/10.30574/ijsra.2024.11.1.0206.

Der volle Inhalt der Quelle
Annotation:
Extended reality (XR) technology, including virtual reality (VR), augmented reality (AR), and mixed reality (MR), has the potential to revolutionize education by providing immersive and interactive learning experiences. However, to ensure successful implementation and adoption of XR in education, it is crucial to establish trust among all stakeholders. This paper presents a comprehensive framework for enhancing trust in XR technology in education and Training. The framework addresses key considerations such as transparency, privacy, ethical use, user training, research, collaboration, accessibility, continuous improvement, risk mitigation, and long-term sustainability. By implementing this framework, educational institutions can build a foundation of trust that fosters the effective integration of XR in education, leading to improved learning outcomes and engagement.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
7

Morimoto, Tadatsugu, Takaomi Kobayashi, Hirohito Hirata, et al. "XR (Extended Reality: Virtual Reality, Augmented Reality, Mixed Reality) Technology in Spine Medicine: Status Quo and Quo Vadis." Journal of Clinical Medicine 11, no. 2 (2022): 470. http://dx.doi.org/10.3390/jcm11020470.

Der volle Inhalt der Quelle
Annotation:
In recent years, with the rapid advancement and consumerization of virtual reality, augmented reality, mixed reality, and extended reality (XR) technology, the use of XR technology in spine medicine has also become increasingly popular. The rising use of XR technology in spine medicine has also been accelerated by the recent wave of digital transformation (i.e., case-specific three-dimensional medical images and holograms, wearable sensors, video cameras, fifth generation, artificial intelligence, and head-mounted displays), and further accelerated by the COVID-19 pandemic and the increase in minimally invasive spine surgery. The COVID-19 pandemic has a negative impact on society, but positive impacts can also be expected, including the continued spread and adoption of telemedicine services (i.e., tele-education, tele-surgery, tele-rehabilitation) that promote digital transformation. The purpose of this narrative review is to describe the accelerators of XR (VR, AR, MR) technology in spine medicine and then to provide a comprehensive review of the use of XR technology in spine medicine, including surgery, consultation, education, and rehabilitation, as well as to identify its limitations and future perspectives (status quo and quo vadis).
APA, Harvard, Vancouver, ISO und andere Zitierweisen
8

Zembala, Anna. "Extended Reality (XR) im museumspädagogischen Kontext." merz | medien + erziehung 63, no. 5 (2019): 74–80. http://dx.doi.org/10.21240/merz/2019.5.17.

Der volle Inhalt der Quelle
Annotation:
Digitale Angebote, welche die Realität intensivieren bzw. erweitern, werden dank technischer Entwicklungen immer ausgereifter. Die daraus entstehenden Möglichkeiten für medial unterstützte Lernerfahrungen finden auch Eingang in die museumspädagogische Praxis: Die Implementierung computergestützter Projekte, wie beispielsweise VR-Viewer, ist zwar oft voraussetzungsreich, durch XR kann aber auch Zugang zu neuen Bildungs- und Erfahrungsräumen geschaffen werden. Der Beitrag erörtert die die Aufgaben und Zielsetzungen von XR-Projekten in der museumspädagogischen Arbeit.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
9

Dulina, Ľuboslav, Ján Zuzik, Vladimíra Biňasová, Beáta Furmannová, and Marián Matys. "Ergonomics in extended reality: addressing challenges and enhancing user experience." Technológ 16, no. 4 (2024): 68–71. https://doi.org/10.26552/tech.c.2024.4.11.

Der volle Inhalt der Quelle
Annotation:
Extended Reality (XR) technologies, encompassing Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR), are rapidly transforming various industries, offering innovative solutions for training, design, and collaboration. However, the integration of XR into work environments introduces new ergonomic challenges that must be addressed to ensure user safety, comfort, and performance. This article explores the role of ergonomics in XR, emphasizing the importance of physical, cognitive, and organizational ergonomics. It highlights the need for well-designed XR devices to minimize physical strain, the optimization of cognitive load to avoid mental fatigue, and the adaptation of organizational workflows to enhance collaboration in virtual spaces. Additionally, the article discusses the emerging issue of simulator sickness and its impact on XR applications. By increasing awareness of these ergonomic considerations, this work aims to contribute to the development of safer and more effective XR environments, ultimately enhancing user experience and productivity.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
10

Doolani, Sanika, Callen Wessels, Varun Kanal, et al. "A Review of Extended Reality (XR) Technologies for Manufacturing Training." Technologies 8, no. 4 (2020): 77. http://dx.doi.org/10.3390/technologies8040077.

Der volle Inhalt der Quelle
Annotation:
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.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
Mehr Quellen

Dissertationen zum Thema "XR (Extended reality)"

1

Almgren, Olivia. "Investigating presence in remote meetings; a case study testing extended reality (XR) technology." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-290870.

Der volle Inhalt der Quelle
Annotation:
During times with global pandemics and climate change, the need for companies to be able to conduct their business without travelling is essential. Upholding social distancing and complying to restrictions on travel both globally and nationally have not only forced everyone to conduct their business from home but to do so regardless of technological maturity. While also doing so for an unforeseeable future. In times of change, resilience is key. Having more durable and resilient teams and workers are essential now, tomorrow, and most likely in the future too. Improving the usability of remote collaboration has never been as important. Disregarding the fact that this has been a forced act of measure from the government, the aftermath of this for many companies will surely include reduced costs for travel, improved efficiency and reduced environmental impact. Undoubtedly, there is incentive from a business perspective, but what are the effects from the user's perspective? Derived from previous literature on presence, video communication, quality of experience (QoE) and interaction, this case study set out to examine the following research questions; What current factors influence the remote meetings of employees in a telecommunication company? In what way can extended reality (XR) technology potentially improve their experience? Extended reality (XR) technology refers to all real-and-virtual combined environments including augmented reality (AR), mixed reality (MR) and virtual reality (VR) and other areas that exist among them.With obtained data from interviews and a series of tests, the results indicate that factors from every category; human, system and context factors influence the QoE. Additionally, in its current state, XR technology does not provide enough, especially in terms of quality, to significantly improve anything for these employees. The XR technology has potential to heighten the experience in respects such as mobility, but for presence and social context it did not gain much attraction.<br>Under tider med en global pandemi och klimatfo ra ndringar a r behovet att fo retag ska kunna bedriva sin verksamhetutan att resa stort. Att uppra ttha lla social distansering och fo lja restriktioner pa resor ba de globalt och nationellt harinte bara tvingat alla att bedriva sin verksamhet hemifra n utan att go ra det oavsett teknisk mognad. Det go rs ocksa fo ren ofo rutsebar framtid. I tider av fo ra ndring a r det viktigt att vara anpassningsbar. Att ha mer ha llbara ochmotsta ndskraftiga team och arbetare a r viktigt nu, imorgon och troligtvis a ven i framtiden. Att fo rba ttraanva ndbarheten av samarbete pa distans har aldrig varit lika viktigt.Om man bortser fra n det faktum att detta har varit en pa tvingad a tga rd fra n regeringen, sa kommer konsekvensernafo r ma nga fo retag sa kert att inkludera la gre kostnader fo r resor, fo rba ttrad effektivitet och minskad miljo pa verkan.Utan tvekan finns det incitament ur ett affa rsperspektiv, men vilka a r effekterna ur anva ndarnas perspektiv?Uppbyggt fra n tidigare litteratur om na rvaro, videokommunikation, kvalitet av upplevelsen (QoE) och interaktion,syftar denna fallstudie till att underso ka fo ljande forskningsfra gor; Vilka aktuella faktorer pa verkar distansmo ten fo ransta llda i ett telekommunikationsfo retag? Pa vilket sa tt kan XR-teknik (Extended Reality) potentiellt fo rba ttra derasupplevelse? Med Extended reality (XR) -teknologi menas alla reala-och-virtuella kombinerade miljo er inklusiveAugumented Reality (AR), Mixed Reality (MR) och Virtual Reality (VR) och andra omra den som finns mellan dem.Insamlade data fra n intervjuer och en serie tester visar att faktorer fra n varje kategori; ma nskliga, system- ochkontextuella faktorer pa verkar QoE. I sitt nuvarande tillsta nd, ger XR-tekniken inte tillra ckligt, sa rskilt inte na r detga ller kvalitet, fo r att avseva rt fo rba ttra na got fo r de ansta llda. XR-tekniken har potential att fo rba ttra upplevelsen na rdet ga ller exempelvis ro rlighet, men fo r na rvaro och social kontext har den a n sa la nge inte mycket att bidra med.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
2

Svedberg, Jonnie Juhani. "Reality Check : A review of design principles within emergent XR artefacts." Thesis, Umeå universitet, Institutionen för informatik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-175019.

Der volle Inhalt der Quelle
Annotation:
With the advent of novel digital interfaces such as augmented, mixed and virtual reality, the way we interact with digital artefacts is changing at a nearly reckless pace. The adoption rate within enterprise applications is racing, with mass adoption among consumers soon to follow. This paper aims to iterate a key question sometimes hidden within these rapid developments; are the practices used to develop these artefacts properly tested and evaluated as the best possible ones? In order to answer this, we will explore and evaluate how existing best practices adhere to empirical evidence, but also to experiment with potential avenues of alternative design methodologies. Once adequate conclusions are reached, they will be utilized to design a prototype/proof of concept to showcase just how aninterface/interaction made with the new considerations in mind can differ from those made with contemporary design principles. Upon evaluation of thi sexperimental prototype which utilized the user’s hands as physical, tactile feedback for interactions, respondents were overall positive to this method of interaction, despite some discomfort from the limitations imposed by this specific technical approach. Due to this, it is strongly suggested that development of XR artefacts might often be designed around these technical limitations instead of a truly best practice. This is why we heavily implore both further testing and experimentation as time goes on, since emergent technologies might lack these limitations and therefore enable richer, better interaction methods and experiences within XR.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
3

Lundmark, Martin. "The dice are still rolling : A study that shows how AR technology can create new gameplay specific qualities." Thesis, Högskolan Kristianstad, Fakulteten för ekonomi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-22065.

Der volle Inhalt der Quelle
Annotation:
The gaming industry is changing, and new games and gaming experiences are being developed. From board games to video games, to the latest AR and VR games. Right now, developers are trying to develop experiences that combine the real and the virtual into one wholesome and believable mix. This gives new opportunities to implement technology in classical artifacts. In the context of board games there are several tangible pieces, and the dice is the chosen main character for this study. Placed in the middle, between board games and digital games, AR games comes now. Previous research of board games and digital technology gives interesting information on the activity and provides a foundation for new design. The dice is world famous, so this study aims to find out how this piece can evolve with the help of technology. By working with concept driven design, in relation with an AR game studio, the AR Dice and the AR Game DiceFold was invented. A qualitative method was used in which experts of the industry got together to discuss the new experiences of AR games and the functionality of the AR Dice which might become a new part of the gaming world in the near future. The findings of this study lead to three promising discoveries. A new gaming component, new AR game and further answers regarding research in the scopes of AR games.<br>Spelindustrin förändras och nya former av spel och upplevelser utvecklas. Från brädspel till datorspel till de nyaste AR och VR spelen. Just nu arbetar utvecklare med att skapa nya upplevelser där det virtuella kombineras med verkligheten till en fulländad och trovärdig mix. Detta skapar utrymme för nya möjligheter at implementera teknologi i klassiska artefakter. Inom kontexten av brädspel finner vi många fysiska spelobjekt och tärningen är vald som huvud-karaktären för den här studien. Placerad mellan brädspel och digitala spel kommer nu AR spel. Tidigare forskning inom brädspel och teknologi gav intressant information inom kontexten och agerar som riktlinjer och som grund för ny design. Tärningen är världskänd så siktar den härstudien mot att ta reda på hur det här objektet kan utvecklas med hjälp av teknologi. Genom att arbeta med konceptdriven design och i nära relation med en AR spelstudio, designades den nya AR tärningen och det nya AR spelet DiceFold. En kvalitativ metod användes där experter inom industrin diskuterade de nya möjliga upplevelser inom AR spel och funktionaliteten hos AR tärningen, som kanske kan bli en ny del inom spelvärlden i en snar framtid. Denna studie resulterar i tre olika saker, den nya spel komponenten AR tärningen, det nya AR spelet DiceFold och mer information inom forskning av AR spel.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
4

BOFFI, LAURA. "Cars with an Intent." Doctoral thesis, Università degli studi di Ferrara, 2022. http://hdl.handle.net/11392/2496471.

Der volle Inhalt der Quelle
Annotation:
In a near future autonomous cars will likely populate the urban environment together with traditional cars and other road users. While they will actually consist of urban- scale robots immersed in a socio-technical context, so far autonomous cars have been almost exclusively looked at from the perspective of safety and functionality and they have not been designed towards acting as social urban beings. ”Cars with an Intent” is a design- research driven PhD project which envisions cars beyond their core objectives of functionality and safety, and probes how positive and enriching car-to-human and human-to-human relationships can be prompted by embedding social intentions and behaviours in the car. After an initial exploration in the two different directions, the research delves into the specific concept called "Co-Drive", pursuing human-to human relationships. First, I describe the Co-Drive concept as an extended reality experience (XR); next I develop an early-stage prototyping methodology that allows me to test it with real people in their context without having the fully developed technology. Through three prototyping interventions, I draw the first conclusions on the social values of the "Co-Drive" concept and I suggest that the social intent of autonomous cars may emerge through i) teledriving, as a combined intent between the autonomous car and the human; and ii) the in-car interfaces, as a way to spot and board remote passengers and to embody them in the car.<br>In un prossimo futuro le automobili a guida autonoma popoleranno probabilmente l'ambiente urbano insieme alle auto tradizionali e ad altri utenti della strada. Sebbene siano a tutti gli effetti dei robot a scala urbana immersi in un contesto socio-tecnico, finora le auto autonome sono state considerate quasi esclusivamente dal punto di vista della sicurezza e della funzionalità di guida e non sono state progettate per agire come esseri urbani sociali. "Automobili con una Intenzionalità" è un progetto di dottorato che segue un processo di “ricerca attraverso il design” (design research) e che immagina le automobili oltre i loro obiettivi principali di funzionalità e sicurezza. Il progetto infatti esplora quali relazioni positive e arricchenti possano essere attivate tra automobili ed esseri umani e tra gli stessi esseri umani incorporando intenzionalità sociali e nuovi comportamenti nelle automobili e si sviluppa attraverso la prototipazione di nuove relazioni sociali nel contesto reale. Dopo una prima esplorazione nelle due diverse direzioni di ricerca, il progetto si concentra sulla specifica idea intitolata "Co-Drive", approfondendo le relazioni che possono emergere tra gli esseri umani attraverso le nuove capacità delle automobili. In primo luogo, descrivo il concetto di “Co-Drive” come un'esperienza di realtà estesa (XR); successivamente sviluppo una metodologia di prototipazione da applicarsi sin dalla fase iniziale del progetto, che mi consenta di sviluppare e testare l’idea con persone reali nel loro contesto, seppur non disponendo di una tecnologia completamente sviluppata e funzionante. Attraverso tre interventi di prototipazione, traggo le prime conclusioni sui valori sociali dell’idea "Co-Drive" e suggerisco che l’intenzionalità sociale delle automobili a guida autonoma può emergere attraverso i) la capacità di guida remota, come risultante dell’ intenzionalità dell’automobile autonoma e dell'essere umano, e ii) le interfacce all’interno dell’automobile, attraverso cui si possono, da un lato, localizzare e far salire a bordo i passeggeri remoti e, dall’altro, “incarnarli” in appendici robotiche dell’automobile (robotic embodiment).
APA, Harvard, Vancouver, ISO und andere Zitierweisen
5

BOFFI, LAURA. "Cars with an Intent." Doctoral thesis, Università degli studi di Ferrara, 2022. http://hdl.handle.net/11392/2496470.

Der volle Inhalt der Quelle
Annotation:
In a near future autonomous cars will likely populate the urban environment together with traditional cars and other road users. While they will actually consist of urban- scale robots immersed in a socio-technical context, so far autonomous cars have been almost exclusively looked at from the perspective of safety and functionality and they have not been designed towards acting as social urban beings. ”Cars with an Intent” is a design- research driven PhD project which envisions cars beyond their core objectives of functionality and safety, and probes how positive and enriching car-to-human and human-to-human relationships can be prompted by embedding social intentions and behaviours in the car. After an initial exploration in the two different directions, the research delves into the specific concept called "Co-Drive", pursuing human-to human relationships. First, I describe the Co-Drive concept as an extended reality experience (XR); next I develop an early-stage prototyping methodology that allows me to test it with real people in their context without having the fully developed technology. Through three prototyping interventions, I draw the first conclusions on the social values of the "Co-Drive" concept and I suggest that the social intent of autonomous cars may emerge through i) teledriving, as a combined intent between the autonomous car and the human; and ii) the in-car interfaces, as a way to spot and board remote passengers and to embody them in the car.<br>In un prossimo futuro le automobili a guida autonoma popoleranno probabilmente l'ambiente urbano insieme alle auto tradizionali e ad altri utenti della strada. Sebbene siano a tutti gli effetti dei robot a scala urbana immersi in un contesto socio-tecnico, finora le auto autonome sono state considerate quasi esclusivamente dal punto di vista della sicurezza e della funzionalità di guida e non sono state progettate per agire come esseri urbani sociali. "Automobili con una Intenzionalità" è un progetto di dottorato che segue un processo di “ricerca attraverso il design” (design research) e che immagina le automobili oltre i loro obiettivi principali di funzionalità e sicurezza. Il progetto infatti esplora quali relazioni positive e arricchenti possano essere attivate tra automobili ed esseri umani e tra gli stessi esseri umani incorporando intenzionalità sociali e nuovi comportamenti nelle automobili e si sviluppa attraverso la prototipazione di nuove relazioni sociali nel contesto reale. Dopo una prima esplorazione nelle due diverse direzioni di ricerca, il progetto si concentra sulla specifica idea intitolata "Co-Drive", approfondendo le relazioni che possono emergere tra gli esseri umani attraverso le nuove capacità delle automobili. In primo luogo, descrivo il concetto di “Co-Drive” come un'esperienza di realtà estesa (XR); successivamente sviluppo una metodologia di prototipazione da applicarsi sin dalla fase iniziale del progetto, che mi consenta di sviluppare e testare l’idea con persone reali nel loro contesto, seppur non disponendo di una tecnologia completamente sviluppata e funzionante. Attraverso tre interventi di prototipazione, traggo le prime conclusioni sui valori sociali dell’idea "Co-Drive" e suggerisco che l’intenzionalità sociale delle automobili a guida autonoma può emergere attraverso i) la capacità di guida remota, come risultante dell’ intenzionalità dell’automobile autonoma e dell'essere umano, e ii) le interfacce all’interno dell’automobile, attraverso cui si possono, da un lato, localizzare e far salire a bordo i passeggeri remoti e, dall’altro, “incarnarli” in appendici robotiche dell’automobile (robotic embodiment).
APA, Harvard, Vancouver, ISO und andere Zitierweisen
6

Rhoades, Michael Jewell. "Composing Holochoric Visual Music: Interdisciplinary Matrices." Diss., Virginia Tech, 2021. http://hdl.handle.net/10919/102159.

Der volle Inhalt der Quelle
Annotation:
With a lineage originating in the days of silent films, visual music, in its current incarnation, is a relatively recent phenomenon when compared to an historically broad field of creative expression. Today it is a time-based audio/visual territory explored and mined by a handful of visual and musical artists. However, an extensive examination of the literature indicates that few of these composers have delved into the associable areas of merging virtual holography and holophony toward visual music composition. It is posited here that such an approach is extremely rich with novel expressive potential and simultaneously with numerous novel challenges. The goal of this study is, through praxis, to instantiate and document an initial exploration into the implementation of holochory toward the creation of visual music compositions. Obviously, engaging holochoric visual music as a means of artistic expression requires an interdisciplinary pipeline. Certainly, this is demonstrated in merging music and visual art into a cohesive form, which is the basis of visual music composition. However, in this study is revealed another form of interdisciplinarity. A major challenge resides with the development of the means to efficiently render the high-resolution stereoscopic images intrinsic to the animation of virtual holograms. Though rendering is a challenge consistent with creating digital animations in general, here the challenge is further exacerbated by the extensive use of multiple reflections and refractions to create complexity from relatively simple geometric objects. This reveals that, with the level of computational technology currently available, the implementation of high-performance computing is the optimal approach. Unifying such diverse areas as music, visual art, and computer science toward a common artistic medium necessitates a methodological approach in which the interdependency between each facet is recognized and engaged. Ultimately, a quadrilateral reciprocative feedback loop, involving the composer's sensibilities in addition to each of the other facets of the compositional process, must be realized in order to facilitate a cohesive methodology leading toward viability. This dissertation provides documentation of methodologies and ideologies undertaken in an initial foray into creating holochoric visual music compositions. Interlaced matrices of contextualization are intended to disseminate the processes involved in deference to composers who will inevitably follow in the wake of this research. Accomplishing such a goal is a quintessential aspect of practice-based research, through which new knowledge is gained during the act of creating. Rather than formulating theoretical perspectives, it is through the praxis of composing holochoric visual music that the constantly arising challenges are recognized, analyzed, and subsequently addressed and resolved in order to ensure progression in the compositional process. Though measuring the success of the resultant compositions is indeed a subjective endeavor, as is the case with all art, the means by which they are achieved is not. The development of such pipelines and processes, and their implementation in practice, are the basic building blocks of further exploration, discovery, and artistic expression. This is the impetus for this document and for my constantly evolving and progressing trajectory as a scholar, artist, composer, and computer scientist.<br>Doctor of Philosophy<br>In this paper the author explores the idea that, owing to their shared three-dimensional nature, holophons and holograms are well suited as mediums for visual music composition. This union is ripe with creative opportunity and fraught with challenges in the areas of aesthetics and technical implementation. Squarely situated upon the bleeding edge of phenomenological research and creative practice, this novel medium is nonetheless within reach. Here, one methodological pipeline is delineated that employs the convergence of holography, holophony, and super-computing toward the creation of visual music compositions intended for head mounted displays or large scale 3D/360 projection screens and high-density loudspeaker arrays.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
7

Johnson, David. "MusE-XR: musical experiences in extended reality to enhance learning and performance." Thesis, 2019. http://hdl.handle.net/1828/10988.

Der volle Inhalt der Quelle
Annotation:
Integrating state-of-the-art sensory and display technologies with 3D computer graphics, extended reality (XR) affords capabilities to create enhanced human experiences by merging virtual elements with the real world. To better understand how Sound and Music Computing (SMC) can benefit from the capabilities of XR, this thesis presents novel research on the de- sign of musical experiences in extended reality (MusE-XR). Integrating XR with research on computer assisted musical instrument tutoring (CAMIT) as well as New Interfaces for Musical Expression (NIME), I explore the MusE-XR design space to contribute to a better understanding of the capabilities of XR for SMC. The first area of focus in this thesis is the application of XR technologies to CAMIT enabling extended reality enhanced musical instrument learning (XREMIL). A common approach in CAMIT is the automatic assessment of musical performance. Generally, these systems focus on the aural quality of the performance, but emerging XR related sensory technologies afford the development of systems to assess playing technique. Employing these technologies, the first contribution in this thesis is a CAMIT system for the automatic assessment of pianist hand posture using depth data. Hand posture assessment is performed through an applied computer vision (CV) and machine learning (ML) pipeline to classify a pianist’s hands captured by a depth camera into one of three posture classes. Assessment results from the system are intended to be integrated into a CAMIT interface to deliver feedback to students regarding their hand posture. One method to present the feedback is through real-time visual feedback (RTVF) displayed on a standard 2D computer display, but this method is limited by a need for the student to constantly shift focus between the instrument and the display. XR affords new methods to potentially address this limitation through capabilities to directly augment a musical instrument with RTVF by overlaying 3D virtual objects on the instrument. Due to limited research evaluating effectiveness of this approach, it is unclear how the added cognitive demands of RTVF in virtual environments (VEs) affect the learning process. To fill this gap, the second major contribution of this thesis is the first known user study evaluating the effectiveness of XREMIL. Results of the study show that an XR environment with RTVF improves participant performance during training, but may lead to decreased improvement after the training. On the other hand,interviews with participants indicate that the XR environment increased their confidence leading them to feel more engaged during training. In addition to enhancing CAMIT, the second area of focus in this thesis is the application of XR to NIME enabling virtual environments for musical expression (VEME). Development of VEME requires a workflow that integrates XR development tools with existing sound design tools. This presents numerous technical challenges, especially to novice XR developers. To simplify this process and facilitate VEME development, the third major contribution of this thesis is an open source toolkit, called OSC-XR. OSC-XR makes VEME development more accessible by providing developers with readily available Open Sound Control (OSC) virtual controllers. I present three new VEMEs, developed with OSC-XR, to identify affordances and guidelines for VEME design. The insights gained through these studies exploring the application of XR to musical learning and performance, lead to new affordances and guidelines for the design of effective and engaging MusE-XR.<br>Graduate
APA, Harvard, Vancouver, ISO und andere Zitierweisen
8

Ferreira, Pedro Dias Fernandes Gomes. "XR Technologies, the company Xperiencia Virtual and the Revolution of Organizations: Proposal of a functional model for a company in Portugal in the context of cultural and creative industries." Master's thesis, 2020. http://hdl.handle.net/10400.26/34982.

Der volle Inhalt der Quelle
Annotation:
This report aims to describe the professional experience of a six- months internship of the student Pedro Gomes Ferreira at the Spanish VR company Xperiencia Virtual, from September 2019 to March 2020. The present document describes the student’s experience, the company, and all the projects developed during those six months. Thus, the process of integration in the team, the company’s structure, and the impact of the content created in the digital market are addressed. Afterward, topics related to the evolution of the technologies under study, in particular, Virtual, Augmented, and Mixed Reality technologies are referred and discussed, as well as their advantages, limitations, impact in the world, and what is expected to be their evolution in the future. From an extended analysis of the state-of-art of XR technologies in the different industries, a Draft Functional Model was designed regarding the procedures workflow and company organization ideally involved in the development of an XR project. For its design, the findings obtained through the analysis of three case studies of XR projects developed in the company were also taken into account, allowing them to deconstruct the different tasks of a project. This model was later put to test with an experts’ survey and consequently improved as an Extended and Optimized Functional Model. With this report, the student intends to achieve a Master’s degree in Interaction Design.
APA, Harvard, Vancouver, ISO und andere Zitierweisen

Bücher zum Thema "XR (Extended reality)"

1

Gupta, Shashi Kant, Nitu Maurya, Dac-Nhuong Le, and Toufik Mzili, eds. Exploring the Impact of Extended Reality (XR) Technologies on Promoting Environmental Sustainability. Springer Nature Switzerland, 2025. https://doi.org/10.1007/978-3-031-88013-1.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
2

Introduction to Extended Reality (XR) Technologies. Wiley & Sons, Incorporated, John, 2024.

Den vollen Inhalt der Quelle finden
APA, Harvard, Vancouver, ISO und andere Zitierweisen
3

Patil, Bhushan, and Manisha Vohra. Introduction to Extended Reality (XR) Technologies. Wiley & Sons, Limited, John, 2023.

Den vollen Inhalt der Quelle finden
APA, Harvard, Vancouver, ISO und andere Zitierweisen
4

Patil, Bhushan, and Manisha Vohra. Introduction to Extended Reality (XR) Technologies. Wiley & Sons, Limited, John, 2022.

Den vollen Inhalt der Quelle finden
APA, Harvard, Vancouver, ISO und andere Zitierweisen
5

Introduction to Extended Reality (XR) Technologies. Wiley & Sons, Incorporated, John, 2024.

Den vollen Inhalt der Quelle finden
APA, Harvard, Vancouver, ISO und andere Zitierweisen
6

Extended Reality: Second International Conference, XR Salento 2023, Lecce, Italy, September 6-9, 2023, Proceedings, Part I. Springer, 2023.

Den vollen Inhalt der Quelle finden
APA, Harvard, Vancouver, ISO und andere Zitierweisen
7

Arpaia, Pasquale, Lucio Tommaso De Paolis, and Marco Sacco. Extended Reality: First International Conference, XR Salento 2022, Lecce, Italy, July 6-8, 2022, Proceedings, Part I. Springer International Publishing AG, 2022.

Den vollen Inhalt der Quelle finden
APA, Harvard, Vancouver, ISO und andere Zitierweisen
8

Arpaia, Pasquale, Lucio Tommaso De Paolis, and Marco Sacco. Extended Reality: First International Conference, XR Salento 2022, Lecce, Italy, July 6-8, 2022, Proceedings, Part II. Springer, 2022.

Den vollen Inhalt der Quelle finden
APA, Harvard, Vancouver, ISO und andere Zitierweisen
9

Extended Reality: Second International Conference, XR Salento 2023, Lecce, Italy, September 6-9, 2023, Proceedings, Part II. Springer, 2023.

Den vollen Inhalt der Quelle finden
APA, Harvard, Vancouver, ISO und andere Zitierweisen

Buchteile zum Thema "XR (Extended reality)"

1

Greci, Luca, Ferdinando Bosco, and Vincenzo Croce. "The Social and hUman CeNtered XR: SUN XR Project." In Extended Reality. Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-43401-3_15.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
2

Halik, Łukasz, and Alexander J. Kent. "Extended REALITY (XR)." In The Routledge Handbook of Geospatial Technologies and Society. Routledge, 2023. http://dx.doi.org/10.4324/9780367855765-20.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
3

Acheampong, Rebecca, Titus Constantin Balan, Dorin-Mircea Popovici, and Alexandre Rekeraho. "Embracing XR System Without Compromising on Security and Privacy." In Extended Reality. Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-43401-3_7.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
4

Bordegoni, M., M. Carulli, and E. Spadoni. "A Framework for Developing XR Applications Including Multiple Sensorial Media." In Extended Reality. Springer Nature Switzerland, 2022. http://dx.doi.org/10.1007/978-3-031-15553-6_20.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
5

Köse, Ahmet, Aleksei Tepljakov, Saleh Alsaleh, and Eduard Petlenkov. "Self Assessment Tool to Bridge the Gap Between XR Technology, SMEs, and HEIs." In Extended Reality. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-15546-8_25.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
6

Helmold, Marc. "Extended Reality (XR) in QM." In Management for Professionals. Springer International Publishing, 2023. http://dx.doi.org/10.1007/978-3-031-30089-9_3.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
7

Pierdicca, Roberto, Maurizio Mulliri, Matteo Lucesoli, Fabio Piccinini, and Eva Savina Malinverni. "Geomatics Meets XR: A Brief Overview of the Synergy Between Geospatial Data and Augmented Visualization." In Extended Reality. Springer Nature Switzerland, 2022. http://dx.doi.org/10.1007/978-3-031-15553-6_17.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
8

Flotyński, Jakub. "Applications of E-XR." In Knowledge-Based Explorable Extended Reality Environments. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-59965-2_11.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
9

Flotyński, Jakub. "Evaluation of E-XR." In Knowledge-Based Explorable Extended Reality Environments. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-59965-2_12.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
10

Flotyński, Jakub. "E-XR Exploration Methods." In Knowledge-Based Explorable Extended Reality Environments. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-59965-2_9.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen

Konferenzberichte zum Thema "XR (Extended reality)"

1

Tong, Yuqi, Yue Qiu, Ruiyang Li, Shi Qiu, and Pheng-Ann Heng. "MS2Mesh-XR: Multi-Modal Sketch-to-Mesh Generation in XR Environments." In 2025 IEEE International Conference on Artificial Intelligence and eXtended and Virtual Reality (AIxVR). IEEE, 2025. https://doi.org/10.1109/aixvr63409.2025.00052.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
2

Buldu, Kadir Burak, Süleyman Özdel, Ka Hei Carrie Lau, et al. "CUIfy the XR: An Open-Source Package to Embed LLM-Powered Conversational Agents in XR." In 2025 IEEE International Conference on Artificial Intelligence and eXtended and Virtual Reality (AIxVR). IEEE, 2025. https://doi.org/10.1109/aixvr63409.2025.00037.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
3

Deck, Leslie L., Jan Liesener, Xavier M. Colonna de Lega, Richard Pultar, Mackenzie Massey, and Erin McDonnell. "Process control metrology solutions for extended reality (XR) optical components." In Optical Architectures for Displays and Sensing in Augmented, Virtual, and Mixed Reality (AR, VR, MR) VI, edited by Hong Hua, Naamah Argaman, and Daniel K. Nikolov. SPIE, 2025. https://doi.org/10.1117/12.3043261.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
4

Feijoo-Garcia, Miguel, Yiqun Zhang, Yiyin Gu, Alejandra Magana, Bedrich Benes, and Voicu Popescu. "Exploring Extended Reality (XR) in Teaching AI: A Comparative Study of XR and Desktop Environments." In 9th International Conference on Human Computer Interaction Theory and Applications. SCITEPRESS - Science and Technology Publications, 2025. https://doi.org/10.5220/0013141000003912.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
5

Patel, Akhilesh, and Yatindra Nath Singh. "Augmenting eXtended Reality (XR) Performance Through Gated Bandwidth Allocation in EPON." In 2024 IEEE International Black Sea Conference on Communications and Networking (BlackSeaCom). IEEE, 2024. http://dx.doi.org/10.1109/blackseacom61746.2024.10646265.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
6

Cantone, Andrea Antonio, Pablo Cesar, Tanja Kojić, and Giuliana Vitiello. "SIC-XR: workshop on Social Interaction and Collaboration in eXtended Reality." In 2025 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW). IEEE, 2025. https://doi.org/10.1109/vrw66409.2025.00112.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
7

Maathuis, Clara, and Dragos Datcu. "Transparency of AI-XR Systems: Insights from Experts." In 2025 IEEE International Conference on Artificial Intelligence and eXtended and Virtual Reality (AIxVR). IEEE, 2025. https://doi.org/10.1109/aixvr63409.2025.00058.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
8

Chinello, Francesco, Nikhil Deshpande, Claudio Pacchierotti, Orestis Georgiou, Guido Gioioso, and Konstantinos Koumaditis. "XR-HAP-Enabling Haptic Interaction in Extended Reality: Challenges, Directions, and Opportunities." In 2024 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct). IEEE, 2024. https://doi.org/10.1109/ismar-adjunct64951.2024.00205.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
9

S, Mahalakshmi, Aruna S, Yogeswaran S, and Ajay Suriya K. T. "Transforming Digital Interaction: An In-Depth Exploration of Extended Reality(XR) Technologies." In 2024 5th International Conference on Data Intelligence and Cognitive Informatics (ICDICI). IEEE, 2024. https://doi.org/10.1109/icdici62993.2024.10810916.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
10

Cattai, Tiziana, Luca Mastrandrea, Alessandro Priviero, Gaetano Scarano, and Stefania Colonnese. "Glancing at Extended Reality: An Empirical Model of 3D Animated XR Data Traffic." In 2024 IFIP Networking Conference (IFIP Networking). IEEE, 2024. http://dx.doi.org/10.23919/ifipnetworking62109.2024.10619740.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen

Berichte der Organisationen zum Thema "XR (Extended reality)"

1

Pasupuleti, Murali Krishna. Next-Generation Extended Reality (XR): A Unified Framework for Integrating AR, VR, and AI-driven Immersive Technologies. National Education Services, 2025. https://doi.org/10.62311/nesx/rrv325.

Der volle Inhalt der Quelle
Annotation:
Abstract: Extended Reality (XR), encompassing Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR), is evolving into a transformative technology with applications in healthcare, education, industrial training, smart cities, and entertainment. This research presents a unified framework integrating AI-driven XR technologies with computer vision, deep learning, cloud computing, and 5G connectivity to enhance immersion, interactivity, and scalability. AI-powered neural rendering, real-time physics simulation, spatial computing, and gesture recognition enable more realistic and adaptive XR environments. Additionally, edge computing and federated learning enhance processing efficiency and privacy in decentralized XR applications, while blockchain and quantum-resistant cryptography secure transactions and digital assets in the metaverse. The study explores the role of AI-enhanced security, deepfake detection, and privacy-preserving AI techniques to mitigate risks associated with AI-driven XR. Case studies in healthcare, smart cities, industrial training, and gaming illustrate real-world applications and future research directions in neuromorphic computing, brain-computer interfaces (BCI), and ethical AI governance in immersive environments. This research lays the foundation for next-generation AI-integrated XR ecosystems, ensuring seamless, secure, and scalable digital experiences. Keywords: Extended Reality (XR), Augmented Reality (AR), Virtual Reality (VR), Mixed Reality (MR), Artificial Intelligence (AI), Neural Rendering, Spatial Computing, Deep Learning, 5G Networks, Cloud Computing, Edge Computing, Federated Learning, Blockchain, Cybersecurity, Brain-Computer Interfaces (BCI), Quantum Computing, Privacy-Preserving AI, Human-Computer Interaction, Metaverse.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
2

Pasupuleti, Murali Krishna. Augmented Human Intelligence: Converging Generative AI, Quantum Computing, and XR for Enhanced Human-Machine Synergy. National Education Services, 2025. https://doi.org/10.62311/nesx/rrv525.

Der volle Inhalt der Quelle
Annotation:
Abstract: Augmented Human Intelligence (AHI) represents a paradigm shift in human-AI collaboration, leveraging Generative AI, Quantum Computing, and Extended Reality (XR) to enhance cognitive capabilities, decision-making, and immersive interactions. Generative AI enables real-time knowledge augmentation, automated creativity, and adaptive learning, while Quantum Computing accelerates AI optimization, pattern recognition, and complex problem-solving. XR technologies provide intuitive, immersive environments for AI-driven collaboration, bridging the gap between digital and physical experiences. The convergence of these technologies fosters hybrid intelligence, where AI amplifies human potential rather than replacing it. This research explores AI-augmented cognition, quantum-enhanced simulations, and AI-driven spatial computing, addressing ethical, security, and societal implications of human-machine synergy. By integrating decentralized AI governance, privacy-preserving AI techniques, and brain-computer interfaces, this study outlines a scalable framework for next-generation augmented intelligence applications in healthcare, enterprise intelligence, scientific discovery, and immersive learning. The future of AHI lies in hybrid intelligence systems that co-evolve with human cognition, ensuring responsible and transparent AI augmentation to unlock new frontiers in human potential. Keywords: Augmented Human Intelligence, Generative AI, Quantum Computing, Extended Reality, XR, AI-driven Cognition, Hybrid Intelligence, Brain-Computer Interfaces, AI Ethics, AI-enhanced Learning, Spatial Computing, Quantum AI, Immersive AI, Human-AI Collaboration, Ethical AI Frameworks.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
3

Kultgen, Derek, Chris Grandy, Danny Andujar, et al. Deploying Extended Reality (XR) for Digital Operations and Maintenance (O&M) at the Mechanisms Engineering Test Loop (METL). Office of Scientific and Technical Information (OSTI), 2023. http://dx.doi.org/10.2172/1962795.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
4

Kultgen, D., C. Grandy, D. Andujar, et al. Deploying Extended Reality (XR) for Digital Operations and Maintenance (O&M) at the Mechanisms Engineering Test Loop (METL). Office of Scientific and Technical Information (OSTI), 2023. http://dx.doi.org/10.2172/1973766.

Der volle Inhalt der Quelle
APA, Harvard, Vancouver, ISO und andere Zitierweisen
5

Grönbäck, Anna-Maria, Tobias Andersson Granberg, and Niki Matinrad. Tillämpningar av modern teknik inom räddning : möjligheter och framtida frågeställningar. Linköping University Electronic Press, 2024. http://dx.doi.org/10.3384/9789180758468.

Der volle Inhalt der Quelle
Annotation:
Denna rapport ger en översikt över forskning och erfarenheter gällande räddningsinsatser där nya tekniker har använts, eller skulle kunna användas, vid såväl faktiska insatser som vid övning. Via en litteraturstudie, kompletterad med intervjuer med personer som är verksamma i projekt inom området, identifierades utmaningar och potential med modern teknik inom räddning. De olika teknologierna kategoriserades som Unmanned aerial/ground/surface vehicles (UXV), Artificiell intelligens (AI), Extended reality (XR, vilket inkluderar bland annat virtual och augmented reality), Kommunikationer, Sensorer, Robotar och Övrigt.Inom området artificiell intelligens för räddning behövs projekt som kan ta fram data av god kvalitet för att träna AI-modeller inom olika räddningstillämpningar (till exempel identifiering av skogsbrand, eller eftersök av person) i Sveriges varierande miljöer. Dessutom måste data och modeller valideras tillsammans med praktiker och förankras i räddningsverksamheten. Genom att utbilda responspersonal i principerna för maskininlärning kan användbarheten öka och risken för felaktiga resultat och tolkningar minskas.Teknikutvecklingen går fort medan relaterad metodutveckling och utvärdering ligger efter. För effektiv implementering av ny teknik är det viktigt att, tillsammans med användarna, undersöka vilka behov räddningstjänsten har och att ta fram metoder och modeller för hur nyttan med den nya tekniken ska utvärderas. Vidare måste den nya tekniken integreras med nuvarande arbetsmetoder, och modeller och metoder för effektiv gemensam resursanvändning av såväl nya som befintliga resurser måste utvecklas. Många mindre organisationer har svårt att själva driva denna typ av större utvecklingsprojekt, men skulle kunna hjälpas av administrativt stöd, till exempel från Myndigheten för samhällsskydd och beredskap (MSB).Säkra, robusta kommunikationsmöjligheter vid räddningsinsatser är ett viktigt område, och vidare forskning behövs för att möjliggöra detta med hjälp av drönare (UAS) i såväl fjällmiljö som till havs. Dessutom behövs flera projekt som kan tillhandahålla säkra lösningar för kommunikation och datasäkerhet inom räddning, och forskning kring hur relevant informationsdelning mellan olika aktörer kan möjliggöras. Användandet av UAS inom räddning börjar bli etablerat, och det finns potential i att utforska möjligheten med delat användande, till exempel hur drönare med andra tillämpningsområden (exempelvis matleveranser) skulle kunna bidra i räddningsinsatser. Många av de undersökta teknologierna kan användas kombinerat, till exempel kan en AI-modell tolka bilder som fångas av en drönare. Hur olika teknologier kan kombineras är ett område med fortsatt stor potential. Det saknas också vetenskapliga studier över potentialen av användningen av exoskelett inom räddning.
APA, Harvard, Vancouver, ISO und andere Zitierweisen
Wir bieten Rabatte auf alle Premium-Pläne für Autoren, deren Werke in thematische Literatursammlungen aufgenommen wurden. Kontaktieren Sie uns, um einen einzigartigen Promo-Code zu erhalten!

Zur Bibliographie