Academic literature on the topic 'Extended reality technologies'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'Extended reality technologies.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Journal articles on the topic "Extended reality technologies"

1

Fast-Berglund, Åsa, Liang Gong, and 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.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Doolani, Sanika, Callen Wessels, Varun Kanal, Christos Sevastopoulos, Ashish Jaiswal, Harish Nambiappan, and Fillia Makedon. "A Review of Extended Reality (XR) Technologies for Manufacturing Training." Technologies 8, no. 4 (December 10, 2020): 77. http://dx.doi.org/10.3390/technologies8040077.

Full text
Abstract:
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, and other styles
3

Gagandeep, Singh, Kainth Tejasvi, Manjila Nihal, Jain Shubham, Vaysberg Anatoliy, Spektor Vadim, Prasanna Prateek, and Manjila Sunil. "Editorial. Long-term solutions in neurosurgery using extended reality technologies." Neurosurgical Focus 51, no. 2 (August 2021): E2. http://dx.doi.org/10.3171/2021.5.focus21235.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

El-Jarn, Hatana, and Glen Southern. "Can co-creation in extended reality technologies facilitate the design process?" Journal of Work-Applied Management 12, no. 2 (July 3, 2020): 191–205. http://dx.doi.org/10.1108/jwam-04-2020-0022.

Full text
Abstract:
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.
APA, Harvard, Vancouver, ISO, and other styles
5

McGuirt, Jared T., Natalie K. Cooke, Marissa Burgermaster, Basheerah Enahora, Grace Huebner, Yu Meng, Gina Tripicchio, Omari Dyson, Virginia C. Stage, and Siew Sun Wong. "Extended Reality Technologies in Nutrition Education and Behavior: Comprehensive Scoping Review and Future Directions." Nutrients 12, no. 9 (September 22, 2020): 2899. http://dx.doi.org/10.3390/nu12092899.

Full text
Abstract:
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.
APA, Harvard, Vancouver, ISO, and other styles
6

Khairadeen Ali, Ahmed, One Jae Lee, Doyeop Lee, and Chansik Park. "Remote Indoor Construction Progress Monitoring Using Extended Reality." Sustainability 13, no. 4 (February 20, 2021): 2290. http://dx.doi.org/10.3390/su13042290.

Full text
Abstract:
Construction Progress monitoring noticed recent expansions by adopting vision and laser technologies. However, inspectors need to personally visit the job-site or wait for a time gap to process data captured from the construction site to use for inspection. Recent inspection methods lacks automation and real-time data exchange, therefore, it needs inspection manpower for each job-site, the health risk of physical interaction between workers and inspector, loss of energy, data loss, and time consumption. To address this issue, a near real-time construction work inspection system called iVR is proposed; this system integrates 3D scanning, extended reality, and visual programming to visualize interactive onsite inspection for indoor activities and provide numeric data. The iVR comprises five modules: iVR-location finder (finding laser scanner located in the construction site) iVR-scan (capture point cloud data of job-site indoor activity), iVR-prepare (processes and convert 3D scan data into a 3D model), iVR-inspect (conduct immersive visual reality inspection in construction office), and iVR-feedback (visualize inspection feedback from job-site using augmented reality). An experimental lab test is conducted to verify the applicability of iVR process; it successfully exchanges required information between construction job-site and office in a specific time. This system is expected to assist Engineers and workers in quality assessment, progress assessments, and decision-making which can realize a productive and practical communication platform, unlike conventional monitoring or data capturing, processing, and storage methods, which involve storage, compatibility and time-consumption issues.
APA, Harvard, Vancouver, ISO, and other styles
7

Ong, Chee Wui, Marcus Chun Jin Tan, Michael Lam, and Victor Teck Chang Koh. "Applications of Extended Reality in Ophthalmology: Systematic Review." Journal of Medical Internet Research 23, no. 8 (August 19, 2021): e24152. http://dx.doi.org/10.2196/24152.

Full text
Abstract:
Background Virtual reality, augmented reality, and mixed reality make use of a variety of different software and hardware, but they share three main characteristics: immersion, presence, and interaction. The umbrella term for technologies with these characteristics is extended reality. The ability of extended reality to create environments that are otherwise impossible in the real world has practical implications in the medical discipline. In ophthalmology, virtual reality simulators have become increasingly popular as tools for surgical education. Recent developments have also explored diagnostic and therapeutic uses in ophthalmology. Objective This systematic review aims to identify and investigate the utility of extended reality in ophthalmic education, diagnostics, and therapeutics. Methods A literature search was conducted using PubMed, Embase, and Cochrane Register of Controlled Trials. Publications from January 1, 1956 to April 15, 2020 were included. Inclusion criteria were studies evaluating the use of extended reality in ophthalmic education, diagnostics, and therapeutics. Eligible studies were evaluated using the Oxford Centre for Evidence-Based Medicine levels of evidence. Relevant studies were also evaluated using a validity framework. Findings and relevant data from the studies were extracted, evaluated, and compared to determine the utility of extended reality in ophthalmology. Results We identified 12,490 unique records in our literature search; 87 met final eligibility criteria, comprising studies that evaluated the use of extended reality in education (n=54), diagnostics (n=5), and therapeutics (n=28). Of these, 79 studies (91%) achieved evidence levels in the range 2b to 4, indicating poor quality. Only 2 (9%) out of 22 relevant studies addressed all 5 sources of validity evidence. In education, we found that ophthalmic surgical simulators demonstrated efficacy and validity in improving surgical performance and reducing complication rates. Ophthalmoscopy simulators demonstrated efficacy and validity evidence in improving ophthalmoscopy skills in the clinical setting. In diagnostics, studies demonstrated proof-of-concept in presenting ocular imaging data on extended reality platforms and validity in assessing the function of patients with ophthalmic diseases. In therapeutics, heads-up surgical systems had similar complication rates, procedural success rates, and outcomes in comparison with conventional ophthalmic surgery. Conclusions Extended reality has promising areas of application in ophthalmology, but additional high-quality comparative studies are needed to assess their roles among incumbent methods of ophthalmic education, diagnostics, and therapeutics.
APA, Harvard, Vancouver, ISO, and other styles
8

Grant, Carl, and Chad Mairn. "3D, virtual, augmented, extended, mixed reality, and extended content forms: The technology and the challenges." Information Services & Use 40, no. 3 (November 10, 2020): 225–30. http://dx.doi.org/10.3233/isu-200086.

Full text
Abstract:
3D representations are a new form of information that when coupled with new technology tools, like VR, AR, MR, 3D scanning/printing, and more, offer new support and opportunities for research and pedagogy, often with dramatic leaps in capabilities and results. When combined with a pandemic, the results can be even more dramatic and valued in a variety of collaborative and higher education applications. However, as with any new technology and tools, there also can be sizable challenges that result and will need to be addressed. These include accessibility, 3D object creation, hardware capabilities, storage, and organizing tools. All represent areas where the community of users and their standards organizations, like NISO, need to move aggressively to develop best practices, guidelines, and standards to ensure these new forms of data and technology tools are widely-accessible. This paper provides a high-level overview to introduce people to the new information form, associated technologies, and their challenges.
APA, Harvard, Vancouver, ISO, and other styles
9

Oyelude, Adetoun A. "Virtual reality (VR) and augmented reality (AR) in libraries and museums." Library Hi Tech News 35, no. 5 (July 2, 2018): 1–4. http://dx.doi.org/10.1108/lhtn-04-2018-0023.

Full text
Abstract:
Purpose This edition of this study aims to focus on augmented reality (AR) and virtual reality (VR) in libraries and museums, as seen from the internet cyber sphere including blogs. It takes a look at the first quarter of 2018 and analyzes the trending issues within the period, highlighting examples of some institutions that make use of VR and AR. The advantages of the use of VR, AR and sometimes mixed reality are also pointed out. Design/methodology/approach Libraries, archives and museums are increasingly using AR/VR technologies in their service delivery because it is trending. The year 2018 is expected to be huge for VR technology. Findings Facebook is the largest investor in AR and VR, and because Facebook is also extremely popular, many are opportune to have a go at VR and AR through the use of the Facebook social media platform. Originality/value VR “involves using 3D graphics and advanced interactions to immerse a real-world user in a simulated environment”, by the description of the University of Indiana University, Bloomington’s Blogspot. AR stands for extended reality and actually, in technical terms, means a combination of virtual and real reality (UWS, 2018). Both VR and AR, 3D printing and other technologies have altered how people live and work.
APA, Harvard, Vancouver, ISO, and other styles
10

Hui, Vincent, Tatiana Estrina, Gloria Zhou, and Alvin Huang. "Applications of Extended Reality Technologies within Design Pedagogy: A Case Study in Architectural Science." International Journal for Digital Society 12, no. 2 (June 30, 2021): 1710–20. http://dx.doi.org/10.20533/ijds.2040.2570.2021.0214.

Full text
APA, Harvard, Vancouver, ISO, and other styles

Dissertations / Theses on the topic "Extended reality technologies"

1

Sjödahl, Hanna, and Felix Svanbäck. "Användarcentrerad Gruvmaskinstyrning 2030 : Design av Extended Reality gränssnitt för ökad effektivitet och säkerhet i underjordsgruvor." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-79733.

Full text
Abstract:
The history of Swedish mining industry goes far back in time and is today one of Sweden's largest exports. Epiroc Industrial Design Competence Center in Örebro is constantly working to develop solutions for safer and more efficient mines. Automation and remote control are two innovations that are currently in the spotlight for development in the mining industry. Another innovation that, according to future forecasts, will increase in the upcoming years is the use of Extended Reality (XR). XR includes the concepts of Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) and provides the opportunity to create virtual objects that can be used in conjunction with reality to enhance information. Based on these innovations and challenges a task has been developed that can be summarized in the following mission statement: "develop a remote-controlled concept that, with the help of reinforced information, enables safer work for mining operators in 2030". Thus, the purpose of this assignment is to show how future control of mining machines can be done 10 years in the future. As this project focuses on a future concept, a new competence of operators will be needed. XR technology creates new conditions for the interaction and experience of the machines. Therefore, the target group is not limited to today's miners, but mainly focuses on tomorrow's miners, where technology enthusiasts are seen as the primary target group. To support the work process and the design choices that have been made, a literary study of the areas of cognition, Human Machine Interaction (HMI), user interface and user experience has been conducted. The area of cognition intends to describe how people uses their senses in decision making. HMI deals with autonomous processes and how they are used in the mine today. In the case of user interfaces, the design guidelines that apply to the graphic design of interfaces are explored. While usability describes the theory for good usability and user experience for human interaction withdigital systems. The work process used in the assignment is an iterative process and is based on IDEO's user-centered three-phase model consisting of the phases of inspiration, ideation and implementation. In the initial phase of inspiration, different methods have been used to support the work of exploring the context, the user and its needs. Interviews with today's miners and a survey have been used to gather information about the target groups. This resulted in two different personas as well as a user journey. During the second phase of ideation, the aim was to implement methods that generate a wide variety of ideas, which are then examined, narrowed down and then concretized into early prototypes. During this phase, three design sprints were performed according to an iterative scrum form. These were information, feedback and interaction. From the first sprint, inform, a concept was developed that described how different kinds of information should be visualized. During the second sprint, feedback, a scenario was developed that described how the solution should be visualized and what kind of feedback the system should provide. The third and final sprint, interaction, resulted in different sequences where interaction with the machine took place and how these interactions should be illustrated using AR. Based on the different results from the design prints, this was combined into a final prototype consisting of an animated mining machine with visual information and an animated contextual environment. The final concept has been developed to assist the operators with a semi-automated system where the operator can control mining machines remotely. This is done through a touch-based interface where the operator can see a camera view from the machine in real time with reinforced information applied using AR technology. The information helps the operator to work safely remotely and creates a more efficient mining process that is adapted for the operators in 2030.
Den svenska gruvdriftens historia sträcker sig långt bak i tiden och är idag en av Sveriges största exporter. Den har även en historia av att ligga i framkant vad gäller tekniska innovationer, vilket gör det naturligt att även de senaste innovationerna bör appliceras i gruvan. Epiroc Industrial Design Competence Center i Örebro arbetar ständigt med att utveckla lösningar för en säkrare och effektivare gruvdrift. Automation och fjärrstyrning är två innovationer som just nu är i stort fokus för utveckling inom gruvbranschen. En annan innovation som enligt framtidsprognoser kommer öka i samhället de kommande åren är användningen av Extended Reality (XR). XR innefattar begreppen Virtual Reality (VR), Augmented Reality (AR) och Mixed Reality (MR) och innebär möjligheten att visa virtuella objekt som kan användas tillsammans med verkligheten för att förstärka information. Utifrån dessa nya innovationer och utmaningar har därför ett uppdrag tagits fram som kan sammanfattas i följande mission statement: ”utveckla ett fjärrstyrt koncept som med hjälp av förstärkt information möjliggör ett säkrare arbete för gruvmaskinsoperatörer år 2030”. Syftet med arbetet var således att kunna visa hur framtidens styrning av gruvmaskiner kan gå till 10 år fram i tiden. Då detta arbete fokuserar på ett framtidskoncept kommer en ny kompetens av operatörer behövas. XR-tekniken skapar nya förutsättningar för hur interaktionen och upplevelsen av maskinerna blir. Därför är målgruppen inte begränsad till dagens gruvarbetare utan fokuserar framförallt på morgondagens gruvarbetare där teknikintresserade ses som den primära målgruppen. För att stödja arbetsprocessen och de designval som gjorts har en litteraturstudie av områdena kognition, Människa Maskin Interaktion (MMI), användargränssnitt och användarupplevelse genomförts. Kognitionen avser att beskriva hur människan använder sinnena vid beslutsfattning. MMI behandlar autonoma processer samt hur de används i gruvan idag. Vid användargränssnitt utforskas de designriktlinjer som finns gällande grafisk utformning av gränssnitt. Till sist beskriver kapitlet användbarhet teori för god användbarhet och användarupplevelse för människans interaktion med digitala system. Arbetsprocessen som används är en iterativ process och utgår från IDEOs användarcentrerade trefasmodell som består av faserna inspiration, ideation och implementation. I den inledande fasen inspiration har olika metoder använts för att stödja arbetet med att utforska kontexten, användaren och dess behov. Intervjuer med dagens gruvarbetare samt en enkät har använts för att samla information om målgruppen. Detta resulterade i två olika personas samt en användarresa. Under den andra fasen ideation var syftet att genomföra metoder som genererar en stor mängd olika idéer som sedan granskas, gallras ner och därefter konkretiseras till tidiga prototyper Under denna fas genomfördes tre stycken design sprintar enligt en iterativ scrumform, dessa var informera, återkoppla och interagera. Utifrån sprinten informera togs ett koncept fram som beskrev hur olika sort information kan visualiseras. Under den andra designsprinten återkoppla togs ett scenario fram som beskrev hur lösningen skulle visualiseras samt vilken sorts återkoppling systemet skulle ge. Den tredje och sista fasen interagera resulterade i vilka sekvenser interaktion sker i med maskinen och hur de är illustrerade i AR. Utifrån de olika resultaten från designsprintarna sammanfogades detta i en slutprototyp bestående av en animerad gruvmaskin med visuell information samt en animerad kontextmiljö. Det slutliga konceptet är utvecklat för att kunna bistå operatören med ett halvautomatiserat system där operatören kan styra gruvmaskiner på distans. Detta sker genom ett touch baserat gränssnitt där operatören kan se en kameravy från maskinen i realtid med pålagd förstärk information med hjälp av AR teknik. Informationen hjälper operatören att kunna arbeta säkert på distans och skapar ett effektivare gruvarbetare som är anpassat för operatörerna år 2030.
APA, Harvard, Vancouver, ISO, and other styles
2

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.

Full text
Abstract:
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.
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, and other styles
3

Ingaruca, Melissa. "Synergies of radical paradigms and emerging technologies in knowledge production for transforming the modernist urban design. A focus on artificial intelligence, extended reality and sensor technology." Thesis, Stockholms universitet, Stockholm Resilience Centre, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-194711.

Full text
Abstract:
Emerging technologies, such as; Artificial Intelligence, extended reality technologies (MR, AR and VR), and sensor technologies are increasingly used during knowledge production within urban design processes. This thesis shows that the combination of different paradigms underlying experimental initiatives that bring together design and technology can lead to either vicious loops that continue to reinforce the modernist city, or virtuous loops where the interweaving of fundamentally different paradigms of knowledge production with emerging technology possess potential for radical urban transformation.  The key findings of this work include: Sensorial ways of knowing the city can be in synergy with these emerging technologies 1) augmenting our human senses and overcoming spatial-temporal constraints in experiencing ecological change, 2) they can create fully embodied experiences of sidelined or marginalized narratives in urban planning and the future of cities, 3) they open up new space for more collaboration in research design and planning. In the same way, democratization and co-production of knowledge for urban design, can be in synergy with these emerging technologies that; 1) allow for the expansion of collaboration and the integration of multiple sources of knowledge, 2) that promote an open relation with the future by rapid prototyping of alternative scenarios, and that 3) democratize the power over the process of data collection and data analysis all the way to ‘open-sourcing’ the tools themselves.
APA, Harvard, Vancouver, ISO, and other styles
4

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.

Full text
Abstract:
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, and other styles
5

Hladonik, Jan. "Nové tělo? Hranice těla ve filmech Davida Cronenberga." Master's thesis, 2011. http://www.nusl.cz/ntk/nusl-299214.

Full text
Abstract:
Diploma work New Flesh? The Limits of the Body in the Films by David Cronenberg deals with the human body as one of the main motives in the filmography of the Canadian director David Cronenberg. Its mission is to implicate new approaches to the human body in the theories of postmodern philosophy, philosophy of media and posthuman therories, which fundamentally transform the principles of previously applied concept of body and mind dualism and point out that media and new technologies has a significant influence on our perception of a human body. New approaches to the human flesh and fleshliness are applied in the final part of this work through the interpretation of selected movies by David Cronenberg - Videodrome and eXistenZ. The main point of this work is to show the complete change of conception and perception of the human flesh, which is summary reviewing here as a "new flesh". Key words body - controlled body - body extension - reality - hyperreality - media - new technologies - cyborg - post-human - body horror - new flesh
APA, Harvard, Vancouver, ISO, and other styles

Books on the topic "Extended reality technologies"

1

Reiner, Peter B., and Saskia K. Nagel. Technologies of the extended mind: Defining the issues. Oxford University Press, 2017. http://dx.doi.org/10.1093/oso/9780198786832.003.0006.

Full text
Abstract:
Living in the modern world entails substantial interaction with information technologies. The ways in which people interact with these devices—how they enter into daily practices—has become so profound that they qualify as technologies of the extended mind. This chapter distinguishes between these devices acting as cognitive support versus becoming bona fide extensions of our minds, and argues that this latter, new reality has substantial implications for the field of neuroethics. As exemplars, the implications of these technologies of the extended mind for concepts of autonomy and privacy of thought, as well as for the debate regarding cognitive enhancement, are investigated. The chapter calls for a new framework for thinking about neuroethics for technology that takes into account not just the effects of technology upon the brain, but one that also includes a more expansive concept of the mind.
APA, Harvard, Vancouver, ISO, and other styles
2

Le, Dac-Nhuong, Chung Van Le, and Jolanda G. Tromp. Emerging Extended Reality Technologies for Industry 4. 0: Early Experiences with Conception, Design, Implementation, Evaluation and Deployment. Wiley & Sons, Limited, John, 2020.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
3

Le, Dac-Nhuong, Chung Van Le, and Jolanda G. Tromp. Emerging Extended Reality Technologies for Industry 4. 0: Early Experiences with Conception, Design, Implementation, Evaluation and Deployment. Wiley & Sons, Incorporated, John, 2020.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
4

Le, Dac-Nhuong, Chung Van Le, and Jolanda G. Tromp. Emerging Extended Reality Technologies for Industry 4. 0: Early Experiences with Conception, Design, Implementation, Evaluation and Deployment. Wiley & Sons, Incorporated, John, 2020.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
5

Le, Dac-Nhuong, Chung Van Le, and Jolanda G. Tromp. Emerging Extended Reality Technologies for Industry 4. 0: Early Experiences with Conception, Design, Implementation, Evaluation and Deployment. Wiley & Sons, Limited, John, 2020.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
6

Dimendberg, Edward, ed. The Moving Eye. Oxford University Press, 2019. http://dx.doi.org/10.1093/oso/9780190218430.001.0001.

Full text
Abstract:
Once the province of film and media scholars, today the moving image concerns historians of art and architecture and designers of everything from websites to cities. As museums and galleries devote increasing space to video installations that no longer presuppose a fixed viewer, urban space becomes envisioned and planned through “fly-throughs,” and technologies such as GPS add data to the experience of travel, images in motion have captured the attention of geographers and scholars across the humanities and social sciences. Mobility studies is remaking how we understand a contemporary world in relentless motion. Media theorist and historian Anne Friedberg (1952–2009) was among the first practitioners of visual studies to theorize the experience of mobile vision. Her books Window Shopping and The Virtual Window have become key points of reference in the discussion of the windows that frame images and the viewers in motion who perceive them. Although widely influential beyond her own discipline, Friedberg’s work has never been the subject of an extended study. The Moving Eye gathers together essays by a renowned international group of thinkers in media studies, art history, architecture, and museum studies to consider the rich implications of her work for understanding film and video, new media, visual art, architecture, exhibition design, urban space, and virtual reality. These nine essays advance the lines of inquiry begun by Friedberg.
APA, Harvard, Vancouver, ISO, and other styles
7

Groves, Jason. The Geological Unconscious. Fordham University Press, 2020. http://dx.doi.org/10.5422/fordham/9780823288106.001.0001.

Full text
Abstract:
Already in the nineteenth century, German-language writers were contending with the challenge of imagining and accounting for a planet whose volatility bore little resemblance to the images of the Earth then in circulation. In The Geological Unconcious, Jason Groves traces the withdrawal of the lithosphere as a reliable setting, unobtrusive backdrop, and stable point of reference for literature written well before the current climate breakdown, let alone the technologies that could forecast those changes. Through a series of careful readings of romantic, realist, and modernist works by Tieck, Goethe, Stifter, Benjamin, and Brecht, the author traces out a geological unconscious—in other words, unthought and sometimes actively repressed geological knowledge—where it manifests in European literature and environmental thought. This inhuman horizon of reading and interpretation offers a new literary history of the Anthropocene in a period where this novel geological epoch, though arguably already underway, remains unnamed and otherwise unmarked. These close readings also unearth an entanglement of the human and the lithic in periods well before the geological turn of cotemporary cultural studies. In those depictions of human-mineral encounters on which The Geological Unconcious lingers, the minerality of the human and the minerality of the imagination becomes apparent. While The Geological Unconcious does not explicitly set out to imagine alternatives to fossil capitalism, in elaborating a range of such encounters and in registering libidinal investments in the lithosphere that extend beyond Carboniferous deposits and beyond any carbon imaginary, it points toward alternative relations with, and less destructive mobilizations of, the geologic.
APA, Harvard, Vancouver, ISO, and other styles

Book chapters on the topic "Extended reality technologies"

1

Theodoropoulou, Helena G., Chairi Kiourt, Aris S. Lalos, Anestis Koutsoudis, Evgenia Paxinou, Dimitris Kalles, and George Pavlidis. "Exploiting Extended Reality Technologies for Educational Microscopy." In Virtual Reality and Augmented Reality, 149–62. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-62655-6_9.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Drossis, Giannis, Chryssi Birliraki, and Constantine Stephanidis. "Interaction with Immersive Cultural Heritage Environments Using Virtual Reality Technologies." In HCI International 2018 – Posters' Extended Abstracts, 177–83. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-92285-0_25.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Çöltekin, Arzu, Amy L. Griffin, Aidan Slingsby, Anthony C. Robinson, Sidonie Christophe, Victoria Rautenbach, Min Chen, Christopher Pettit, and Alexander Klippel. "Geospatial Information Visualization and Extended Reality Displays." In Manual of Digital Earth, 229–77. Singapore: Springer Singapore, 2019. http://dx.doi.org/10.1007/978-981-32-9915-3_7.

Full text
Abstract:
Abstract In this chapter, we review and summarize the current state of the art in geovisualization and extended reality (i.e., virtual, augmented and mixed reality), covering a wide range of approaches to these subjects in domains that are related to geographic information science. We introduce the relationship between geovisualization, extended reality and Digital Earth, provide some fundamental definitions of related terms, and discuss the introduced topics from a human-centric perspective. We describe related research areas including geovisual analytics and movement visualization, both of which have attracted wide interest from multidisciplinary communities in recent years. The last few sections describe the current progress in the use of immersive technologies and introduce the spectrum of terminology on virtual, augmented and mixed reality, as well as proposed research concepts in geographic information science and beyond. We finish with an overview of “dashboards”, which are used in visual analytics as well as in various immersive technologies. We believe the chapter covers important aspects of visualizing and interacting with current and future Digital Earth applications.
APA, Harvard, Vancouver, ISO, and other styles
4

Emma-Ogbangwo, Chika, Nick Cope, Reinhold Behringer, and Marc Fabri. "Enhancing User Immersion and Virtual Presence in Interactive Multiuser Virtual Environments through the Development and Integration of a Gesture-Centric Natural User Interface Developed from Existing Virtual Reality Technologies." In HCI International 2014 - Posters’ Extended Abstracts, 410–14. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-07857-1_72.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

"Using Extended Reality to Support Cyber Security." In Advances in Electronic Government, Digital Divide, and Regional Development, 146–66. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-1562-4.ch008.

Full text
Abstract:
Cyber security is a constantly evolving area of interest. Many solutions are currently available and new methods and technologies are emerging. Although some solutions already exist in extended reality, a lack of engagement and storytelling is available, with a consequence of decreasing the probability of dissemination and awareness of the risks involved in cybersecurity. This chapter gives an overview of an extended reality platform that can be potentially used for the simulation of security threats and that combines artificial intelligence and game design principles. The main goal of this research is to develop an extended reality solution to simulate a story involving virtual characters and objects for the entertainment industry, with possible applications in other sectors such as education and training. After an introduction to extended reality, the chapter focuses on an overview on the available extended reality technologies in the context of cybersecurity.
APA, Harvard, Vancouver, ISO, and other styles
6

Blankenship, Rebecca J. "Extended Reality (XR) Teaching in the Era of Deepfakes." In Deep Fakes, Fake News, and Misinformation in Online Teaching and Learning Technologies, 24–38. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-6474-5.ch002.

Full text
Abstract:
The use of existing and emerging technologies in teaching and learning provides the opportunity to present subject-area content using devices, programs, and venues in ways that promote higher-order thinking and long-term retention. In the last decade, advances in artificial intelligence (AI) have resulted in the development of virtual reality programs that enable end-users to interact with content in third and fourth-dimensional interactive spaces (i.e., extended reality or XR). The transformation beyond traditional face-to-face or two-dimensional teaching and learning has resulted in an unforeseen digital side effect. The digital side effect presents in the form of deepfakes or the deliberate alteration of audio and visual content to advance a specific point of view. The premise of this chapter is to present a primer using the technological, pedagogical, and content knowledge (TPACK) and levels of use construct to mitigate the presence of deepfake and malinformation in subject-area content when working in XR environments.
APA, Harvard, Vancouver, ISO, and other styles
7

Atiker, Barış. "Neo-Orientalist Approaches in XR (Extended Reality) Applications." In Advances in Media, Entertainment, and the Arts, 355–74. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-7180-4.ch022.

Full text
Abstract:
Being one of the most prominent reflections of intercultural interaction, orientalism is the West's description of the East according to its own beliefs and understanding. This concept also includes the alienation and isolation of the human while trying to define 'the others'. The digital culture has searched for alternative realities and identities visible through virtual worlds controlled by the individual. This search for identity has led to the transformation of a fictional and shallow imagination into a cultural commodity through various stereotypes, just like in orientalism. Extended reality is one of the new oases of neo-orientalism as a research subject that combines the concepts of virtual and augmented reality. The increasing fusion between the human mind and machines radically changes the way people are born, live, learn, work, produce, dream, discuss, or die. This research aims to interpret the effects of transformation of information in XR technologies within the axis of neo-orientalism perspective through new individual experiences.
APA, Harvard, Vancouver, ISO, and other styles
8

Gironacci, Irene Maria. "State of the Art of Extended Reality Tools and Applications in Business." In Transdisciplinary Perspectives on Risk Management and Cyber Intelligence, 105–18. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-4339-9.ch008.

Full text
Abstract:
Over the past years, extended reality (XR) technologies, such as virtual, augmented, and mixed reality, have become more popular in business. Through immersive extended reality experiences, businesses of all shapes and sizes are waking up to the possibilities of using this emerging technology to create new opportunities and support their digital transformation. The aim of this chapter is to present the state of the art of extended reality devices, tools, and applications currently available.
APA, Harvard, Vancouver, ISO, and other styles
9

Gironacci, Irene Maria. "State of the Art of XR Management Training Applications." In Computational Thinking for Problem Solving and Managerial Mindset Training, 84–92. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-7126-2.ch004.

Full text
Abstract:
Recent advancements in extended reality (XR) immersive technologies provide new tools for the development of novel and promising applications for business. Specifically, extended reality training applications are becoming popular in business due to their advantages of low cost, risk-free, data-oriented training. Extended reality training is the digital simulation of lifelike scenarios for training purposes using technologies such as virtual reality, augmented reality, mixed reality. Many applications are already available to train employees to develop specific technical skills, from maintenance to construction. The purpose of this chapter is to review the emerging XR applications developed for management training. Specifically, this chapter will focus on the training of some key skills in management such as leadership, problem solving, emotional intelligence, communication, and team working.
APA, Harvard, Vancouver, ISO, and other styles
10

Karadimitriou, Christina, and Elina Michopoulou. "Extended Reality technologies as a tool for managing crises and shaping tourism safety perceptions." In Tourism Dynamics. Goodfellow Publishers, 2021. http://dx.doi.org/10.23912/9781911635932-4957.

Full text
Abstract:
New technologies are considered by different industries as a useful tool for having efficient emergency and crisis management. For tourism industry in particular (that involves and interfaces with multiple other industries), it is critically important to act proactively in a risk situation, to effectively face a disaster, and to reduce the impact of a crisis. This chapter provides an overview of the Extended Reality (XR) technologies (Augmented Reality [AR]; Virtual Reality [VR]; Mixed Reality [MR]). It discusses opportunities of using XR in tourism, and it provides contemporary examples of XR applications. It also focuses on emergency management via XR in tourism. Finally, it provides specific recommendations for XR use before, during, and after a crisis in order to better prepare for, manage and recover from emergencies and crisis.
APA, Harvard, Vancouver, ISO, and other styles

Conference papers on the topic "Extended reality technologies"

1

Bruzzone, Agostino G., Kirill Sinelshchikov, Marina Massei, and Giuliano Fabbrini. "Extended Reality technologies for industrial innovation." In The 32nd European Modeling & Simulation Symposium. CAL-TEK srl, 2020. http://dx.doi.org/10.46354/i3m.2020.emss.062.

Full text
Abstract:
This paper presents an overview on immersive technologies in relation to their potential for industrial innovation. In particular, Extended Reality (XR) is proposed by describing the most common solutions and innovative methods to overcome inherent problems of these technologies. Virtual & Augmented Reality (VR & AR ) are presented respect their potential for uses such as innovative human-machine interfaces, remote maintenance, remote commissioning, 3D rendering, virtual factory, virtual assembly and training. The paper analyze the strong contribution that Immersive Technologies are bringing in multiple sectors including Industries and the future trends aiming to further increase usability of these technologies such as it is happening in overcoming spatial constraints.
APA, Harvard, Vancouver, ISO, and other styles
2

Pedersen, Isabel, and Luke Simcoe. "The iron man phenomenon, participatory culture, & future augmented reality technologies." In the 2012 ACM annual conference extended abstracts. New York, New York, USA: ACM Press, 2012. http://dx.doi.org/10.1145/2212776.2212807.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Tassinari, Maria Elena, Massimo Marcuccio, and Gustavo Marfia. "EXTENDED REALITY IN SOCIAL SCIENCE: A CONCEPTUAL CLARIFICATION." In 13th International Conference on Education and New Learning Technologies. IATED, 2021. http://dx.doi.org/10.21125/edulearn.2021.1421.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Ganz, Nadine, and Carsten Lecon. "OPPORTUNITIES AND CHALLENGES FOR EXTENDED REALITY TECHNIQUES IN HIGHER EDUCATION." In 12th International Conference on Education and New Learning Technologies. IATED, 2020. http://dx.doi.org/10.21125/edulearn.2020.0207.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Martinov, Georgi, Artem Kovalev, and Nadezhda Chervonnova. "Development of an Extended CNC Operator Interface Using Web Technologies and Augmented Reality." In 2019 XXI International Conference Complex Systems: Control and Modeling Problems (CSCMP). IEEE, 2019. http://dx.doi.org/10.1109/cscmp45713.2019.8976488.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

Bahaei, Soheila Sheikh, and Barbara Gallina. "Augmented Reality-extended Humans: Towards a Taxonomy of Failures – Focus on Visual Technologies." In Proceedings of the 29th European Safety and Reliability Conference (ESREL). Singapore: Research Publishing Services, 2019. http://dx.doi.org/10.3850/978-981-11-2724-3_0922-cd.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

Palmas, Fabrizio, and Gudrun Klinker. "Defining Extended Reality Training: A Long-Term Definition for All Industries." In 2020 IEEE 20th International Conference on Advanced Learning Technologies (ICALT). IEEE, 2020. http://dx.doi.org/10.1109/icalt49669.2020.00103.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Leinster-Evans, S., J. Newell, and S. Luck. "Turning data into reality." In 14th International Naval Engineering Conference and Exhibition. IMarEST, 2018. http://dx.doi.org/10.24868/issn.2515-818x.2018.056.

Full text
Abstract:
This paper looks to expand on the INEC 2016 paper ‘The future role of virtual reality within warship support solutions for the Queen Elizabeth Class aircraft carriers’ presented by Ross Basketter, Craig Birchmore and Abbi Fisher from BAE Systems in May 2016 and the EAAW VII paper ‘Testing the boundaries of virtual reality within ship support’ presented by John Newell from BAE Systems and Simon Luck from BMT DSL in June 2017. BAE Systems and BMT have developed a 3D walkthrough training system that supports the teams working closely with the QEC Aircraft Carriers in Portsmouth and this work was presented at EAAW VII. Since then this work has been extended to demonstrate the art of the possible on Type 26. This latter piece of work is designed to explore the role of 3D immersive environments in the development and fielding of support and training solutions, across the range of support disciplines. The combined team are looking at how this digital thread leads from design of platforms, both surface and subsurface, through build into in-service support and training. This rich data and ways in which it could be used in the whole lifecycle of the ship, from design and development (used for spatial acceptance, HazID, etc) all the way through to operational support and maintenance (in conjunction with big data coming off from the ship coupled with digital tech docs for maintenance procedures) using constantly developing technologies such as 3D, Virtual Reality, Augmented Reality and Mixed Reality, will be proposed. The drive towards gamification in the training environment to keep younger recruits interested and shortening course lengths will be explored. The paper develops the options and looks to how this technology can be used and where the value proposition lies.
APA, Harvard, Vancouver, ISO, and other styles
9

Mengoni, Maura, Michele Germani, and Monica Bordegoni. "Virtual Reality Systems: A Method to Evaluate the Applicability Based on the Design Context." In ASME 2007 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2007. http://dx.doi.org/10.1115/detc2007-35028.

Full text
Abstract:
Virtual Reality (VR) technologies provide novel modes of human computer interaction that can be used to support industrial design processes. The integration can be successful if supported by a method to qualify, select and design the VR technologies according to the company’s requirements in order to improve collaboration in extended enterprises and timesaving. The aim of the present work is the definition of a method to translate the company’s expectations into heuristic values that allow the benchmarking of VR systems. The method has been tested on a real test case.
APA, Harvard, Vancouver, ISO, and other styles
10

Germani, Michele, Maura Mengoni, and Margherita Peruzzini. "A Benchmarking Method to Investigate Co-Design Virtual Environments for Enhancing Industrial Collaboration." In ASME 2010 World Conference on Innovative Virtual Reality. ASMEDC, 2010. http://dx.doi.org/10.1115/winvr2010-3742.

Full text
Abstract:
One of the most significant challenge of Virtual Reality (VR) in industry is to support the interaction with product models while enhancing the collaborative product development (CPD) by improving team working in the extended enterprise. The process success highly depends on how information flows and which representational means and supporting environments are adopted. This paper explores the impact of VR applications on collaboration focusing on co-design requirements, participants behavior and exploited interaction modalities. A benchmarking method is defined to select the proper co-design virtual environment for specific forms of collaboration carried out in different time-space domains. It adopts protocol analysis techniques to objectify both practical and cognitive human factors and it applies Quality Functional Deployment (QFD) matrices to correlate collaboration requirements and tools functionalities. Experimental tests have been carried out on synchronous and remote co-design activities, where VR tools have been poorly exploited. Achieved results highlight main limitations and strengths of the analysed technologies, addressing future developments in collaborative virtual environments.
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography