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1

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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Al-Sabbag, Zaid Abbas, Jason Paul Connelly, Chul Min Yeum und Sriram Narasimhan. „Real-time Quantitative Visual Inspection using Extended Reality“. Journal of Computational Vision and Imaging Systems 6, Nr. 1 (15.01.2021): 1–3. http://dx.doi.org/10.15353/jcvis.v6i1.3557.

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In this study, we propose a technique for quantitative visual inspection that can quantify structural damage using extended reality (XR). The XR headset can display and overlay graphical information on the physical space and process the data from the built-in camera and depth sensor. Also, the device permits accessing and analyzing image and video stream in real-time and utilizing 3D meshes of the environment and camera pose information. By leveraging these features for the XR headset, we build a workflow and graphic interface to capture the images, segment damage regions, and evaluate the physical size of damage. A deep learning-based interactive segmentation algorithm called f-BRS was deployed to precisely segment damage regions through the XR headset. A ray-casting algorithm is implemented to obtain 3D locations corresponding to the pixel locations of the damage region on the image. The size of the damage region is computed from the 3D locations of its boundary. The performance of the proposed method is demonstrated through a field experiment at an in-service bridge where spalling damage is present at its abutment. The experiment shows that the proposed method provides sub-centimeter accuracy for the size estimation.
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Takemoto, Jody, Brittany Parmentier, Rachel Bratelli, Thayer Merritt und Leanne Coyne. „Extended Reality in Patient Care and Pharmacy Practice: A Viewpoint“. Journal of Contemporary Pharmacy Practice 66, Nr. 4 (01.12.2019): 33–38. http://dx.doi.org/10.37901/2573-2765-66.4.33.

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The evolution of technology has given practitioners and educators more tools to better treat, manage, and educate both patients and future pharmacists. The objective of this viewpoint publication is to describe the current use of extended reality (XR) in pharmacy and propose ways in which pharmacy practice and education may benefit from incorporation of this technology. While these tools have been used for decades by many other professions, pharmacy is starting to adopt XR in professional and educational practice. XR (virtual reality, mixed reality, and augmented reality) is being used in various aspects of pharmacy care and education, such as pain management, diabetes self-care, cross-checking of prescriptions, treatments for addiction, and (in limited ways) patient and pharmacy education. There is great potential for further integration of XR into pharmacy practice and pharmacy education to ultimately improve patient care and education as well as pharmacy education.
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Takemoto, Jody, Brittany Parmentier, Rachel Bratelli, Thayer Merritt und Leanne California Health Sciences University. „Extended Reality in Patient Care and Pharmacy Practice: A Viewpoint“. Journal of Contemporary Pharmacy Practice 66, Nr. 4 (01.01.2020): 22–27. http://dx.doi.org/10.37901/jcphp18-00030.

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The evolution of technology has given practitioners and educators more tools to better treat, manage, and educate both patients and future pharmacists. The objective of this viewpoint publication is to describe the current use of extended reality (XR) in pharmacy and propose ways in which pharmacy practice and education may benefit from incorporation of this technology. While these tools have been used for decades by many other professions, pharmacy is starting to adopt XR in professional and educational practice. XR (virtual reality, mixed reality, and augmented reality) is being used in various aspects of pharmacy care and education, such as pain management, diabetes self-care, cross-checking of prescriptions, treatments for addiction, and (in limited ways) patient and pharmacy education. There is great potential for further integration of XR into pharmacy practice and pharmacy education to ultimately improve patient care and education as well as pharmacy education.
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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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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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Hu, X., G. V. Georgiev und H. Casakin. „MITIGATING DESIGN FIXATION WITH EVOLVING EXTENDED REALITY TECHNOLOGY: AN EMERGING OPPORTUNITY“. Proceedings of the Design Society: DESIGN Conference 1 (Mai 2020): 1305–14. http://dx.doi.org/10.1017/dsd.2020.91.

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AbstractDesign fixation refers to the designers’ inability to avoid becoming stuck with preexisting ideas in order to generate new ones. With the recent fast advancements and developments, XR has emerged as a powerful promising technology that can shed new light on this issue. Consequently, this paper aims at: (1) investigating the underlying mechanisms of design fixation as reported in literature; (2) exploring the state-of-art in the use of XR technology in design; and (3) identifying ways to mitigate design fixation by employing XR technology.
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Reading, Anna, Jim Bjork, Jack Hanlon und Neil Jakeman. „The labour of place: Memory and extended reality (XR) in migration museums“. Memory Studies 14, Nr. 3 (Juni 2021): 606–21. http://dx.doi.org/10.1177/17506980211010697.

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How do we understand the relationship between memory and place in the context of Extended Reality (XR) migration museum exhibitions? The study combines a global mapping of XR within migration museums, a user analysis of Cologne’s virtual migration museum, and practice-led research with the UK Migration Museum to argue that XR places in Web 2.0 constitute a multiplication of memory’s significant localities. These include a migration memory’s place of beginning (the location of a migrant experience), the place of production (where the memory is transformed into representation) and the place of consumption (where the mediated memory is engaged with, looked at, heard). Mnemonic labour involving digital frictions at each of these sites constitutes a form of multiple place-making with complex feelings, meanings, and (dis)connections. This points to an innovative approach to understanding and curating XR experiences with museums that recognises the significance of the labour of place.
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Shankar, P. Ravi. „Extended Reality in Educating the Next Generation of Health Professionals“. Education in Medicine Journal 13, Nr. 1 (31.03.2021): 87–91. http://dx.doi.org/10.21315/eimj2021.13.1.8.

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COVID-19 has severely impacted health professions education and assessment has mostly shifted online. Major challenges remain especially about teaching-learning and assessment of clinical skills. Interacting with an individual online does not provide the range of information provided by an inperson meeting. There have been dramatic advances in computers and the internet in the last 60 years. Extended reality (XR) is all real- and virtual-combined environments and human-computer interactions generated by computers and wearable devices. The future physical world is likely to face multiple challenges. It is likely that human interactions and learning will increasingly occur in XR spaces. Three-dimensional holographic avatars and interacting and manipulating objects in XR spaces will become easier. Most medical education can occur in these spaces. Universities will invest substantially in these spaces. The safety of the physical world, the cost and usability will determine the extent of use of these learning spaces.
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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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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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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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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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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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See, Zi Siang, Benjamin Matthews, Lizbeth Goodman, Donovan Jones, Craig Hight, Paul Egglestone, Manisha Amin und Wooi Har Ooi. „Extended reality interactive wall: User experience design research-creation“. Virtual Creativity 10, Nr. 2 (01.12.2020): 163–74. http://dx.doi.org/10.1386/vcr_00030_1.

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This article presents the development of an extended reality (XR) interactive wall design that employs augmented reality (AR) and virtual reality (AR) to display digital content in educational and exhibition settings. A wall design printed with a number of conventional graphical elements was enhanced with AR and VR, including AR-based video, a 360 virtual environment and 3D-scanned materials. The early design of the XR interactive wall was tested several times in a university setting during academic events designed to demonstrate science, technology, engineering and mathematics (STEM)-based content. This provided AR and VR experiences to participating visitors in an exhibition setting, where multimedia mobile devices were provided to aid these experiences. Inclusive design principles were employed, and elements integrated that allowed users (standing adults, children, wheelchair users) to view and interact with AR and VR content conveniently. After the initial introduction of the interactive wall design, the prototype was redesigned to fit both handheld and head-mount-device (HMD)-based mobile configurations. In this article we describe the prototype, a user experience study based on laboratory testing and directions for future work.
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Fadzli, F. E., M. S. Kamson, A. W. Ismail und M. Y. F. Aladin. „3D telepresence for remote collaboration in extended reality (xR) application“. IOP Conference Series: Materials Science and Engineering 979 (22.11.2020): 012005. http://dx.doi.org/10.1088/1757-899x/979/1/012005.

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Fujiuchi, Ken, und Joseph Riggie. „Academic Library Collections in the Age of Extended Reality (XR)“. Collection Management 44, Nr. 2-4 (Februar 2019): 296–303. http://dx.doi.org/10.1080/01462679.2019.1566109.

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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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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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Korečko, Štefan, Marián Hudák, Branislav Sobota, Martin Sivý, Matúš Pleva und William Steingartner. „Experimental Performance Evaluation of Enhanced User Interaction Components for Web-Based Collaborative Extended Reality“. Applied Sciences 11, Nr. 9 (23.04.2021): 3811. http://dx.doi.org/10.3390/app11093811.

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COVID-19-related quarantine measures resulted in a significant increase of interest in online collaboration tools. This includes virtual reality (VR) or, in more general term, extended reality (XR) solutions. Shared XR allows for activities such as presentations, training of personnel or therapy to take place in a virtual space instead of a real one. To make online XR as accessible as possible, a significant effort has been put into the development of solutions that can run directly in web browsers. One of the most recognized solutions is the A-Frame software framework, created by Mozilla VR team and supporting most of the contemporary XR hardware. In addition, an extension called Networked-Aframe allows multiple users to share virtual environments, created using A-Frame, in real time. In this article, we introduce and experimentally evaluate three components that extend the functionality of A-Frame and Networked-Aframe. The first one extends Networked-Aframe with the ability to monitor and control users in a shared virtual scene. The second one implements six degrees of freedom motion tracking for smartphone-based VR headsets. The third one brings hand gesture support to the Microsoft HoloLens holographic computer. The evaluation was performed in a dedicated local network environment with 5, 10, 15 and 20 client computers. Each computer represented one user in a shared virtual scene. Since the experiments were carried out with and without the introduced components, the results presented here can also be regarded as a performance evaluation of A-Frame and Networked-Aframe themselves.
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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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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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Sugimoto, M. „Augmented Holographic HPB Surgical Navigation Using Extended Reality: XR (VR/AR/MR)“. HPB 23 (2021): S393. http://dx.doi.org/10.1016/j.hpb.2020.11.1011.

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Lee, Yongjae, und Byounghyun Yoo. „XR collaboration beyond virtual reality: work in the real world“. Journal of Computational Design and Engineering 8, Nr. 2 (17.03.2021): 756–72. http://dx.doi.org/10.1093/jcde/qwab012.

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Abstract Collaborating in a physically remote location saves time and money. Many remote collaboration systems have been studied and commercialized. Their capabilities have been confined to virtual objects and information. More recent studies have focused on collaborating in a physical environment and with physical objects. However, they have limitations including shaky and unstable views (scenes), view dependence, low scalability, and poor content expression. In this paper, we propose a web-based extended reality (XR) collaboration system that alleviates the aforementioned issues and enables effective, reproducible cooperation. Our proposed system comprises three parts: interaction device webization, which expands the web browser’s device interfaces; unified XR representation, which describes content interoperable in both virtual reality (VR) and augmented reality (AR); and unified coordinate creation, which enables presenting physical objects’ pose in world coordinates. With this system, a user in VR can intuitively instruct the manipulation of a physical object by manipulating a virtual object representative of the physical object. Conversely, a user in AR can catch up with the instruction by observing the augmented virtual object on the physical object. Moreover, as the pose of the physical object at the AR user’s worksite is reflected in the virtual object, the VR user can recognize the working progress and give feedback to the AR user. To improve remote collaboration, we surveyed XR collaboration studies and proposed a new method for classifying XR collaborative applications based on the virtual–real engagement and ubiquitous computing continuum. We implemented a prototype and conducted a survey among submarine crews, most of whom were positively inclined to use our system, to convey that the system would be helpful in improving their job performance. Furthermore, we suggested possible improvements to it to enhance each participant’s understanding of the other user’s context within the XR collaboration.
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Orr, Nikolas, Benjamin Matthews, Zi Siang See, Andrew Burrell, Jamin Day und Divya Seengal. „Transdisciplinarity in extended reality (XR) research design: Technological transformation and social good (co-creation session at XR + Creativity Symposium, University of Newcastle, 2020)“. Virtual Creativity 11, Nr. 1 (01.06.2021): 163–79. http://dx.doi.org/10.1386/vcr_00048_1.

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This article collates and synthesizes the discussion results of a collaborative research exercise, known as a ‘co-creation session’, formed of a multi-disciplinary group of extended reality (XR) researchers and practitioners. The session sought to develop and theorize the concept of ‘transformative technologies for good’ in creative, applied and clinical contexts. Notions of ‘cutting-edge’ practice were visited from a critical standpoint; participants established that innovation, when measured in terms of social good, challenges technological and economic paradigms of progress. Conversation between participants centred on four key areas: skills and knowledge for effective XR research, appropriate methods and sites for diffusion of XR research, the future of the field, and the possible contributions of XR and associated research to problems arising from COVID-19. The session offered further insights into research design related to composition of participant groups in terms of disciplinary knowledge, activity design, and remote digital interfaces.
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Davoli, Luca, Ioannis Paraskevopoulos, Cinzia Campanella, Stefano Bauro, Tommaso Vio, Andrea Abrardo und Gianluigi Ferrari. „Ultrasonic-Based Environmental Perception for Mobile 5G-Oriented XR Applications“. Sensors 21, Nr. 4 (13.02.2021): 1329. http://dx.doi.org/10.3390/s21041329.

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One of the sectors that is expected to significantly benefit from 5G network deployment is eXtended Reality (XR). Besides the very high bandwidth, reliability, and Quality of Service (QoS) to be delivered to end users, XR also requires accurate environmental perception for safety reasons: this is fundamental when a user, wearing XR equipment, is immersed in a “virtual” world, but moves in a “real” environment. To overcome this limitation (especially when using low-cost XR equipments, such as cardboards worn by the end user), it is possible to exploit the potentialities offered by Internet of Things (IoT) nodes with sensing/actuating capabilities. In this paper, we rely on ultrasonic sensor-based IoT systems to perceive the surrounding environment and to provide “side information” to XR systems, then performing a preliminary experimental characterization campaign with different ultrasonic IoT system configurations worn by the end user. The combination of the information flows associated with XR and IoT components is enabled by 5G technology. An illustrative experimental scenario, relative to a “Tourism 4.0” IoT-aided VR application deployed by Vodafone in Milan, Italy, is presented.
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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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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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Brunzini, Agnese, Alessandra Papetti, Michele Germani und Erica Adrario. „MIXED REALITY IN MEDICAL SIMULATION: A COMPREHENSIVE DESIGN METHODOLOGY“. Proceedings of the Design Society 1 (27.07.2021): 2107–16. http://dx.doi.org/10.1017/pds.2021.472.

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AbstractIn the medical education field, the use of highly sophisticated simulators and extended reality (XR) simulations allow training complex procedures and acquiring new knowledge and attitudes. XR is considered useful for the enhancement of healthcare education; however, several issues need further research.The main aim of this study is to define a comprehensive method to design and optimize every kind of simulator and simulation, integrating all the relevant elements concerning the scenario design and prototype development.A complete framework for the design of any kind of advanced clinical simulation is proposed and it has been applied to realize a mixed reality (MR) prototype for the simulation of the rachicentesis. The purpose of the MR application is to immerse the trainee in a more realistic environment and to put him/her under pressure during the simulation, as in real practice.The application was tested with two different devices: the headset Vox Gear Plus for smartphone and the Microsoft Hololens. Eighteen students of the 6th year of Medicine and Surgery Course were enrolled in the study. Results show the comparison of user experience related to the two different devices and simulation performance using the Hololens.
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Alnagrat, Ahmed Jamah Ahmed, Rizalafande Che Ismail und Syed Zulkarnain Syed Idrus. „Extended Reality (XR) in Virtual Laboratories: A Review of Challenges and Future Training Directions“. Journal of Physics: Conference Series 1874, Nr. 1 (01.05.2021): 012031. http://dx.doi.org/10.1088/1742-6596/1874/1/012031.

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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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Park, Sangsung, Seongyong Choi und Sunghae Jun. „Bayesian Structure Learning and Visualization for Technology Analysis“. Sustainability 13, Nr. 14 (15.07.2021): 7917. http://dx.doi.org/10.3390/su13147917.

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To perform technology analysis, we usually search patent documents related to target technology. In technology analysis using statistics and machine learning algorithms, we have to transform the patent documents into structured data that is a matrix of patents and keywords. In general, this matrix is very sparse because its most elements are zero values. The data is not satisfied with data normality assumption. However, most statistical methods require the assumption for data analysis. To overcome this problem, we propose a patent analysis method using Bayesian structure learning and visualization. In addition, we apply the proposed method to technology analysis of extended reality (XR). XR technology is integrated technology of virtual and real worlds that includes all of virtual, augmented and mixed realities. This technology is affecting most of our society such as education, healthcare, manufacture, disaster prevention, etc. Therefore, we need to have correct understanding of this technology. Lastly, we carry out XR technology analysis using Bayesian structure learning and visualization.
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Banfi, Fabrizio, Raffaella Brumana und Chiara Stanga. „Extended reality and informative models for the architectural heritage: from scan-to-BIM process to virtual and augmented reality“. Virtual Archaeology Review 10, Nr. 21 (25.07.2019): 14. http://dx.doi.org/10.4995/var.2019.11923.

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<p>The dissemination of the tangible and intangible values of heritage building represents one of the most important objectives in the field of Digital Cultural Heritage (DCH). In recent years, different studies and research applied to heritage monuments have shown how it is possible to improve the awareness of the architectural heritage through the integration of latest developments in the field of 3D survey, 3D modelling, Building Information Modeling (BIM) and eXtended Reality (XR). On the other hand, this digital workflow requires a huge amount of data sources and a holistic approach to reach a high level of information sharing coming from different disciplines and sectors such as restoration, geomatics, 3D virtual museums and serious gaming. In conjunction with entertainment software and gaming, this research shows the main results obtained during the generative process of digital environments oriented to improve the level of information and to enrich the contents coming from the informative models. The case study is represented by one of the most important Lombard monuments: the Basilica of Sant’Ambrogio in Milan. This study, starting from the 3D survey and the data collection of the historical records of the church, improves the creation of an XR experience that reaches a new level of interactivity for different types of devices (desktop, mobile, VR headset) and users (experts, non-experts).</p><p><strong>Highlights:</strong></p><ul><li><p>Generative modelling requirements and novel grades of generations (GOG) and accuracy (GOA) are presented in order to improve the digitisation of built heritage from the 3D survey, reducing time and costs of the scan-to-BIM process.</p></li><li><p>The holistic value of generative modelling allows experts to create digital worlds able to faithfully and accurately represent the detected reality and improve new immersive environments for Virtual Reality (VR) and Augmented Reality (AR) projects.</p></li><li><p>Immersive environments are created with a mixture of the latest generation software and hardware, allowing users to discover the hidden historical values of built heritage with new levels of interactivity and information.</p></li></ul>
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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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Islam, Zahid. „The Effect of Experience-Based Tangible User Interface on Cognitive Load in Design Education“. International Journal of Virtual and Augmented Reality 4, Nr. 2 (Juli 2020): 1–13. http://dx.doi.org/10.4018/ijvar.2020070101.

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Inclusion of tangible user interfaces can facilitate learning through contextual experience, interaction with the provided information, and epistemic actions, resulting in effecting learning in design education. The goal of this study is to investigate how tangible user interface (TUI) affects design learning through the cognitive load. Extended reality-based TUI and traditional desktop-based GUI were utilized to deliver the same information to two groups of students. The NASA TLX tool was used to measure students' perceived cognitive load after receiving information through the two modalities. Contemporary design pedagogy, the potential use of XR, design cognition, today's design learners experience-oriented lifestyle were combined to provide a theoretical framework to understand how information delivery modalities affect design learning. The results reveal that the use of XR-based TUIs decreases cognitive load resulting in enhanced experience and effective learning in design studios.
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Pulver, Y., C. Merz, K. Koebel, J. Scheidegger und A. Çöltekin. „TELLING ENGAGING INTERACTIVE STORIES WITH EXTENDED REALITY (XR): BACK TO 1930S IN ZURICH’S MAIN TRAIN STATION“. ISPRS Annals of Photogrammetry, Remote Sensing and Spatial Information Sciences V-4-2020 (03.08.2020): 171–78. http://dx.doi.org/10.5194/isprs-annals-v-4-2020-171-2020.

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Abstract. With increasing technical feasibility of extended reality (XR) on smartphones and tablets, we also witness increasing versatility in the use of the mixed reality (MR) (i.e., rather than augmented or virtual) in utility-oriented apps (e.g., for navigation, indoor/outdoor spatial planning, entertainment and location based gaming. In cases where user adaptation and adherence is important, the design of the story itself, visualization and interaction in the game must be engaging, and ideally support spatial knowledge acquisition. In this paper, we briefly review the literature on creating engaging MR experiences for a location based game, and present a case study in which we feature a location based MR game (SBB Stories). We conceptualized, designed and implemented the SBB Stories with user-centered design methods in collaboration with the SBB (Swiss Federal Railways). In this paper we feature an interactive story that took place in Zurich’s main train station in 1937. Our findings from several cycles of user studies shows an increased spatial awareness of the surroundings as participants used the SBB Stories app. Importantly, participants reported the blending of historical and current visual elements as an outstanding and inspiring experience. Besides a high score of 83.75/100 in a standardized usability test, and a similarly high score of 4.25/5.00 in a standardized user engagement scale, all participants reported that they would spend extra time at the train station to play this game, suggesting that the app was indeed engaging.
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Banfi, F., C. M. Bolognesi, J. A. Bonini und A. Mandelli. „THE VIRTUAL HISTORICAL RECONSTRUCTION OF THE CERCHIA DEI NAVIGLI OF MILAN: FROM HISTORICAL ARCHIVES, 3D SURVEY AND HBIM TO THE VIRTUAL VISUAL STORYTELLING“. International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLVI-M-1-2021 (28.08.2021): 39–46. http://dx.doi.org/10.5194/isprs-archives-xlvi-m-1-2021-39-2021.

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Abstract. In the last decades, thanks to the development of eXtended Reality (XR) development platforms, research studies have envisaged new possibilities for disseminating tangible and intangible values of the past through historical virtual reconstructions. More recently, experimentation in the field of virtual archaeology has led to the development of interactive experiences based on advanced virtual and augmented reality (VR-AR) technologies. In this context, the authors intend to support the transmissibility of the historical and cultural background through validated and sustainable workflow-oriented to create virtual historical reconstruction using different sources such as 3D survey (laser scanning and digital photogrammetry), Historic Building Information Modelling (HBIM) models and historical reports. The XR project’s development included reconstructing the main historical sections and water basins of the Cerchia dei Navigli in Milan: the Conca dell’Incoronata, the Conca di Viarenna and Via Senato. The main objective is to achieve realistic and suggestive Virtual Visual Storytelling (VVS), recreating the atmospheres and scenes of everyday life when the waterways were still present. The result is engaging content on an emotional level, which leaves the visitor with dynamic memory and the feeling of reliving lost moments.
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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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Cho, Hee Kyung. „A Study on the Use of Immersive Media Contents Design Based on Extended Reality(XR) Technology in Digital Transformation Era“. JOURNAL OF THE KOREAN SOCIETY DESIGN CULTURE 26, Nr. 4 (31.12.2020): 497–507. http://dx.doi.org/10.18208/ksdc.2020.26.4.497.

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Fenais, Amr, Samuel T. Ariaratnam, Steven K. Ayer und Nikolas Smilovsky. „Integrating Geographic Information Systems and Augmented Reality for Mapping Underground Utilities“. Infrastructures 4, Nr. 4 (24.09.2019): 60. http://dx.doi.org/10.3390/infrastructures4040060.

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Underground infrastructure is a critical component of the basic utility services provided to society. The single largest threat to the safety of underground utility lines is being struck by construction earthwork projects. One of the causes of this problem is miscommunication between utility owners and contractors. Therefore, it is vitally important to coordinate resources, share information, and ensure efficient communication between construction personnel and utility owners. Geographic information systems (GIS) provide a solution for interoperability in the construction industry. Applying such technologies in the field of underground construction requires accurate and up-to-date information. Augmented reality (AR) has been identified as a technique that could enhance information extraction from the virtual world to the real world and improve the access and utilization of information. However, there is currently limited research that has integrated AR and GIS and evaluated the effectiveness and usability of the combination in this domain. The main objective of this research was to develop an integrated AR-GIS for mapping and capturing underground utilities using a mobile device. The data are shared instantaneously with other stakeholders through a cloud-based system. In order to achieve these objectives, a design research approach was utilized to develop and evaluate a mobile extended-reality (XR-GIS) application. Validation of the XR-GIS was conducted through a focus group discussion and a questionnaire. The results revealed that 86% of the participants validated the system’s adaptivity to the underground construction. We can conclusively say that this research has produced an efficient solution for data collection and sharing among stakeholders in the underground construction industry.
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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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Sugimoto, Maki. „XR (Extended reality : VR・AR・MR) and tele-presence in tele-medicine, surgical navigation, and robotic surgery“. Journal of Japan Society of Computer Aided Surgery 22, Nr. 3 (2020): 159–63. http://dx.doi.org/10.5759/jscas.22.159.

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Bucea-Manea-Țoniş, Rocsana, Radu Bucea-Manea-Țoniş, Violeta Elena Simion, Dragan Ilic, Cezar Braicu und Natalia Manea. „Sustainability in Higher Education: The Relationship between Work-Life Balance and XR E-Learning Facilities“. Sustainability 12, Nr. 14 (21.07.2020): 5872. http://dx.doi.org/10.3390/su12145872.

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Nowadays, collaborative learning is proving to offer solutions to new inclusivity research challenges, and most importantly, can help ensure sustainable education. Collaborative learning can strengthen positive attitudes towards learning, improve performance in academic results, and enhance self-esteem, by promoting interaction and mutual support among young people. Extended reality (XR), associated with collaborative learning, offers a further advantage by facilitating deep comprehensive learning. An online survey was conducted to investigate respondents’ views on the impact and influence of virtual technologies on work, study, and social life. Respondents (n = 1032) were recruited from Serbia, Romania, and Hungary, from five public and private universities. The study reveals students’ perceptions of e-learning and XR immersion. The data were analyzed by using a combination of descriptive techniques from PSPP (GNU open source SPSS—Statistical Package for the Social Sciences, Free Software Foundation, Boston, MA, USA), and by designing a regression model to evaluate the work-life balance. This regression model shows that the work-life balance is positively influenced by the inclusion of XR facilities in the e-learning process, along with an increased level of culture and living standard. The higher living standard of a student is associated with higher digital competence and more financial resources available to invest in technology.
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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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Barteit, Sandra, Lucia Lanfermann, Till Bärnighausen, Florian Neuhann und Claudia Beiersmann. „Augmented, Mixed, and Virtual Reality-Based Head-Mounted Devices for Medical Education: Systematic Review“. JMIR Serious Games 9, Nr. 3 (08.07.2021): e29080. http://dx.doi.org/10.2196/29080.

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Background Augmented reality (AR), mixed reality (MR), and virtual reality (VR), realized as head-mounted devices (HMDs), may open up new ways of teaching medical content for low-resource settings. The advantages are that HMDs enable repeated practice without adverse effects on the patient in various medical disciplines; may introduce new ways to learn complex medical content; and may alleviate financial, ethical, and supervisory constraints on the use of traditional medical learning materials, like cadavers and other skills lab equipment. Objective We examine the effectiveness of AR, MR, and VR HMDs for medical education, whereby we aim to incorporate a global health perspective comprising low- and middle-income countries (LMICs). Methods We conducted a systematic review according to PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analysis) and Cochrane guidelines. Seven medical databases (PubMed, Cochrane Library, Web of Science, Science Direct, PsycINFO, Education Resources Information Centre, and Google Scholar) were searched for peer-reviewed publications from January 1, 2014, to May 31, 2019. An extensive search was carried out to examine relevant literature guided by three concepts of extended reality (XR), which comprises the concepts of AR, MR, and VR, and the concepts of medicine and education. It included health professionals who took part in an HMD intervention that was compared to another teaching or learning method and evaluated with regard to its effectiveness. Quality and risk of bias were assessed with the Medical Education Research Study Quality Instrument, the Newcastle-Ottawa Scale-Education, and A Cochrane Risk of Bias Assessment Tool for Non-Randomized Studies of Interventions. We extracted relevant data and aggregated the data according to the main outcomes of this review (knowledge, skills, and XR HMD). Results A total of 27 studies comprising 956 study participants were included. The participants included all types of health care professionals, especially medical students (n=573, 59.9%) and residents (n=289, 30.2%). AR and VR implemented with HMDs were most often used for training in the fields of surgery (n=13, 48%) and anatomy (n=4, 15%). A range of study designs were used, and quantitative methods were clearly dominant (n=21, 78%). Training with AR- and VR-based HMDs was perceived as salient, motivating, and engaging. In the majority of studies (n=17, 63%), HMD-based interventions were found to be effective. A small number of included studies (n=4, 15%) indicated that HMDs were effective for certain aspects of medical skills and knowledge learning and training, while other studies suggested that HMDs were only viable as an additional teaching tool (n=4, 15%). Only 2 (7%) studies found no effectiveness in the use of HMDs. Conclusions The majority of included studies suggested that XR-based HMDs have beneficial effects for medical education, whereby only a minority of studies were from LMICs. Nevertheless, as most studies showed at least noninferior results when compared to conventional teaching and training, the results of this review suggest applicability and potential effectiveness in LMICs. Overall, users demonstrated greater enthusiasm and enjoyment in learning with XR-based HMDs. It has to be noted that many HMD-based interventions were small-scale and conducted as short-term pilots. To generate relevant evidence in the future, it is key to rigorously evaluate XR-based HMDs with AR and VR implementations, particularly in LMICs, to better understand the strengths and shortcomings of HMDs for medical education.
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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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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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Luisier, Yooyen und Deebhijarn. „Perceptions of Thai Aviation Students on Consumer Grade VR Flight Experiences“. Proceedings 39, Nr. 1 (31.12.2019): 8. http://dx.doi.org/10.3390/proceedings2019039008.

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With extended reality (XR) technology on the rise in aviation education, we evaluated the perceptions of Thai students on an inexpensive and classroom-friendly virtual reality (VR) system and software combination, as an introduction to flying an aircraft. In addition to cost-effectiveness, consumer grade technology also provides greater portability than traditional full-flight simulators. Third year aeronautical engineering and commercial pilot undergraduate program international students were exposed to a brief VR experience using a PlayStation 4 console (PS4) with PlayStation VR (PSVR) and Ultrawings software. Subsequently, in-depth qualitative interviews were analyzed via thematic coding. The student responses were mostly positive and enthusiastic, but also identified issues with hardware and software (screen door effect, limited peripheral vision, less than optimal interaction controls, and lack of haptic feedback). Using thematic coding, responses were categorized into; head mounted device, controls and controllers, plausibility illusion, place illusion, embodiment illusion, academic value and entertainment value. Following respondents’ positive responses on certain identified critical points, we recommend further study using other hardware and software combinations.
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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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