Academic literature on the topic 'Extended Reality (XR)'

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Journal articles on the topic "Extended Reality (XR)"

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Ian F. Akyildiz and Hongzhi Guo. "Wireless communication research challenges for Extended Reality (XR)." ITU Journal on Future and Evolving Technologies 3, no. 1 (April 5, 2022): 1–15. http://dx.doi.org/10.52953/qgkv1321.

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Extended Reality (XR) is an umbrella term that includes Augmented Reality (AR), Mixed Reality (MR), and Virtual Reality (VR). XR has a tremendous market size and will profoundly transform our lives by changing the way we interact with the physical world. However, existing XR devices are mainly tethered by cables which limit users' mobility and Quality-of-Experience (QoE). Wireless XR leverages existing and future wireless technologies, such as 5G, 6G, and Wi-Fi, to remove cables that are tethered to the head-mounted devices. Such changes can free users and enable a plethora of applications. High-quality ultimate XR requires an uncompressed data rate up to 2.3 Tbps with an end-to-end latency lower than 10 ms. Although 5G has significantly improved data rates and reduced latency, it still cannot meet such high requirements. This paper provides a roadmap towards wireless ultimate XR. The basics, existing products, and use cases of AR, MR, and VR are reviewed, upon which technical requirements and bottlenecks of realizing ultimate XR using wireless technologies are identified. Challenges of utilizing 6G wireless systems and the next generation Wi-Fi systems and future research directions are provided.
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Vasarainen, Minna, Sami Paavola, and Liubov Vetoshkina. "A Systematic Literature Review on Extended Reality: Virtual, Augmented and Mixed Reality in Working Life." International Journal of Virtual Reality 21, no. 2 (October 18, 2021): 1–28. http://dx.doi.org/10.20870/ijvr.2021.21.2.4620.

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Extended reality (XR), here jointly referring to virtual, augmented, and mixed (VR, AR, MR) reality, is becoming more common in everyday working life. This paper presents a systematic literature review of academic publications on XR indicating changes in practical organization of work. We analyse both application areas of XR and theoretical and methodological approaches of XR research. The review process followed the PRISMA statement. Design, remote collaboration, and training were the main application areas of XR. XR enabled overcoming of obstacles set by time and space, safety, and resources by mediating experience of space. Research on XR applications in actual working life settings is yet relatively rare and covers primarily three areas: collaboration, evaluation of knowledge transfer, and work practices. Virtual reality was the most common form of applied XR, although the hardware used varied case by case. We identified four research areas regarding XR: collaboration, work practices, and evaluation of knowledge transfer, which somewhat followed the application areas. We did not find XR-specific methodologies in the reviewed articles, only few recent studies used novel ways of collecting research material, such as recording the movement in virtual reality. For now, XR still holds significant potential rather than clearly confirmed general advantages in working life.
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Ebnali, Mahdi, Phani Paladugu, Christian Miccile, Sandra Hyunsoo Park, Barbara Burian, Steven Yule, and Roger D. Dias. "Extended Reality Applications for Space Health." Aerospace Medicine and Human Performance 94, no. 3 (March 1, 2023): 122–30. http://dx.doi.org/10.3357/amhp.6131.2023.

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INTRODUCTION: Spaceflight has detrimental effects on human health, imposing significant and unique risks to crewmembers due to physiological adaptations, exposure to physical and psychological stressors, and limited capabilities to provide medical care. Previous research has proposed and evaluated several strategies to support and mitigate the risks related to astronauts' health and medical exploration capabilities. Among these, extended reality (XR) technologies, including augmented reality (AR), virtual reality (VR), and mixed reality (MR) have increasingly been adopted for training, real-time clinical, and operational support in both terrestrial and aerospace settings, and only a few studies have reported research results on the applications of XR technologies for improving space health. This study aims to systematically review the scientific literature that has explored the application of XR technologies in the space health field. We also discuss the methodological and design characteristics of the existing studies in this realm, informing future research and development efforts on applying XR technologies to improve space health and enhance crew safety and performance.Ebnali M, Paladugu P, Miccile C, Park SH, Burian B, Yule S, Dias RD. Extended reality applications for space health. Aerosp Med Hum Perform. 2023; 94(3):122–130.
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Morimoto, Tadatsugu, Takaomi Kobayashi, Hirohito Hirata, Koji Otani, Maki Sugimoto, Masatsugu Tsukamoto, Tomohito Yoshihara, Masaya Ueno, and Masaaki Mawatari. "XR (Extended Reality: Virtual Reality, Augmented Reality, Mixed Reality) Technology in Spine Medicine: Status Quo and Quo Vadis." Journal of Clinical Medicine 11, no. 2 (January 17, 2022): 470. http://dx.doi.org/10.3390/jcm11020470.

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

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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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Rantakokko, Satu. "Data Handling Process in Extended Reality (XR) When Delivering Technical Instructions." Technical Communication 69, no. 2 (May 1, 2022): 75–96. http://dx.doi.org/10.55177/tc734125.

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Purpose: Extended reality (XR) is a promising new medium that creates environments combining real and virtual elements or offers a completely virtual environment for people to experience. In the field of technical communication, XR offers a plethora of possibilities, such as augmenting critical instructions in a work environment. On the downside, XR brings about challenges. For example, issues of privacy and security require more attention due to the risks involved with XR devices continuously collecting data from the users and their surroundings. More knowledge concerning the use of XR as a medium to deliver technical instructions is required. In this article, I address this need by explaining how XR handles data.<br/> Methods: To find out how XR handles data, I used relevant previous research (33 papers and four books) as data for thematic analysis. I coded data systematically according to how XR has been used before and the phases that can be seen in the process of data handling in XR when it is used as a medium for technical instructions.<br/> Results: The data handled in XR can be divided into instructional data, such as assembly instructions, and collected data that XR equipment collects while someone is using it. Data handling in XR can be seen as a process. Based on the thematic analysis, I found six different phases of data handling: collection, processing, storage, transfer, combining, and presentation.<br/> Conclusion: The phases of data handling in XR illustrate in general what happens to the data in XR and what kind of data the equipment collects. My findings add to our understanding of XR as a medium to deliver technical instructions. They also offer a usable framework for mapping the differences between XR and other media as a way to deliver technical instructions.
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Prada, Rui. "Artificial Intelligence test agents for automated testing of Extended Reality (XR)." Open Access Government 37, no. 1 (January 6, 2023): 344–45. http://dx.doi.org/10.56367/oag-037-10543.

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Artificial Intelligence test agents for automated testing of Extended Reality (XR) Extended Reality (XR) is an umbrella term for advanced interactive systems such as Virtual Reality (VR), Augmented Reality (AR), Mixed Reality (MR), and systems with advanced 3D User Interfaces. These systems have emerged in various domains, from entertainment and education to combat training and mission-critical applications. XR systems typically involve a representation of a virtual world, are highly interactive and tend to be more immersive than other technologies.
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Plopski, Alexander, Teresa Hirzle, Nahal Norouzi, Long Qian, Gerd Bruder, and Tobias Langlotz. "The Eye in Extended Reality: A Survey on Gaze Interaction and Eye Tracking in Head-worn Extended Reality." ACM Computing Surveys 55, no. 3 (April 30, 2023): 1–39. http://dx.doi.org/10.1145/3491207.

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With innovations in the field of gaze and eye tracking, a new concentration of research in the area of gaze-tracked systems and user interfaces has formed in the field of Extended Reality (XR). Eye trackers are being used to explore novel forms of spatial human–computer interaction, to understand human attention and behavior, and to test expectations and human responses. In this article, we review gaze interaction and eye tracking research related to XR that has been published since 1985, which includes a total of 215 publications. We outline efforts to apply eye gaze for direct interaction with virtual content and design of attentive interfaces that adapt the presented content based on eye gaze behavior and discuss how eye gaze has been utilized to improve collaboration in XR. We outline trends and novel directions and discuss representative high-impact papers in detail.
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Rakkolainen, Ismo, Ahmed Farooq, Jari Kangas, Jaakko Hakulinen, Jussi Rantala, Markku Turunen, and Roope Raisamo. "Technologies for Multimodal Interaction in Extended Reality—A Scoping Review." Multimodal Technologies and Interaction 5, no. 12 (December 10, 2021): 81. http://dx.doi.org/10.3390/mti5120081.

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When designing extended reality (XR) applications, it is important to consider multimodal interaction techniques, which employ several human senses simultaneously. Multimodal interaction can transform how people communicate remotely, practice for tasks, entertain themselves, process information visualizations, and make decisions based on the provided information. This scoping review summarized recent advances in multimodal interaction technologies for head-mounted display-based (HMD) XR systems. Our purpose was to provide a succinct, yet clear, insightful, and structured overview of emerging, underused multimodal technologies beyond standard video and audio for XR interaction, and to find research gaps. The review aimed to help XR practitioners to apply multimodal interaction techniques and interaction researchers to direct future efforts towards relevant issues on multimodal XR. We conclude with our perspective on promising research avenues for multimodal interaction technologies.
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Al-Sabbag, Zaid Abbas, Jason Paul Connelly, Chul Min Yeum, and Sriram Narasimhan. "Real-time Quantitative Visual Inspection using Extended Reality." Journal of Computational Vision and Imaging Systems 6, no. 1 (January 15, 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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Dissertations / Theses on the topic "Extended Reality (XR)"

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

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During times with global pandemics and climate change, the need for companies to be able to conduct their business without travelling is essential. Upholding social distancing and complying to restrictions on travel both globally and nationally have not only forced everyone to conduct their business from home but to do so regardless of technological maturity. While also doing so for an unforeseeable future. In times of change, resilience is key. Having more durable and resilient teams and workers are essential now, tomorrow, and most likely in the future too. Improving the usability of remote collaboration has never been as important. Disregarding the fact that this has been a forced act of measure from the government, the aftermath of this for many companies will surely include reduced costs for travel, improved efficiency and reduced environmental impact. Undoubtedly, there is incentive from a business perspective, but what are the effects from the user's perspective? Derived from previous literature on presence, video communication, quality of experience (QoE) and interaction, this case study set out to examine the following research questions; What current factors influence the remote meetings of employees in a telecommunication company? In what way can extended reality (XR) technology potentially improve their experience? Extended reality (XR) technology refers to all real-and-virtual combined environments including augmented reality (AR), mixed reality (MR) and virtual reality (VR) and other areas that exist among them.With obtained data from interviews and a series of tests, the results indicate that factors from every category; human, system and context factors influence the QoE. Additionally, in its current state, XR technology does not provide enough, especially in terms of quality, to significantly improve anything for these employees. The XR technology has potential to heighten the experience in respects such as mobility, but for presence and social context it did not gain much attraction.
Under tider med en global pandemi och klimatfo ra ndringar a r behovet att fo retag ska kunna bedriva sin verksamhetutan att resa stort. Att uppra ttha lla social distansering och fo lja restriktioner pa resor ba de globalt och nationellt harinte bara tvingat alla att bedriva sin verksamhet hemifra n utan att go ra det oavsett teknisk mognad. Det go rs ocksa fo ren ofo rutsebar framtid. I tider av fo ra ndring a r det viktigt att vara anpassningsbar. Att ha mer ha llbara ochmotsta ndskraftiga team och arbetare a r viktigt nu, imorgon och troligtvis a ven i framtiden. Att fo rba ttraanva ndbarheten av samarbete pa distans har aldrig varit lika viktigt.Om man bortser fra n det faktum att detta har varit en pa tvingad a tga rd fra n regeringen, sa kommer konsekvensernafo r ma nga fo retag sa kert att inkludera la gre kostnader fo r resor, fo rba ttrad effektivitet och minskad miljo pa verkan.Utan tvekan finns det incitament ur ett affa rsperspektiv, men vilka a r effekterna ur anva ndarnas perspektiv?Uppbyggt fra n tidigare litteratur om na rvaro, videokommunikation, kvalitet av upplevelsen (QoE) och interaktion,syftar denna fallstudie till att underso ka fo ljande forskningsfra gor; Vilka aktuella faktorer pa verkar distansmo ten fo ransta llda i ett telekommunikationsfo retag? Pa vilket sa tt kan XR-teknik (Extended Reality) potentiellt fo rba ttra derasupplevelse? Med Extended reality (XR) -teknologi menas alla reala-och-virtuella kombinerade miljo er inklusiveAugumented Reality (AR), Mixed Reality (MR) och Virtual Reality (VR) och andra omra den som finns mellan dem.Insamlade data fra n intervjuer och en serie tester visar att faktorer fra n varje kategori; ma nskliga, system- ochkontextuella faktorer pa verkar QoE. I sitt nuvarande tillsta nd, ger XR-tekniken inte tillra ckligt, sa rskilt inte na r detga ller kvalitet, fo r att avseva rt fo rba ttra na got fo r de ansta llda. XR-tekniken har potential att fo rba ttra upplevelsen na rdet ga ller exempelvis ro rlighet, men fo r na rvaro och social kontext har den a n sa la nge inte mycket att bidra med.
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Svedberg, Jonnie Juhani. "Reality Check : A review of design principles within emergent XR artefacts." Thesis, Umeå universitet, Institutionen för informatik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-175019.

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

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

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In a near future autonomous cars will likely populate the urban environment together with traditional cars and other road users. While they will actually consist of urban- scale robots immersed in a socio-technical context, so far autonomous cars have been almost exclusively looked at from the perspective of safety and functionality and they have not been designed towards acting as social urban beings. ”Cars with an Intent” is a design- research driven PhD project which envisions cars beyond their core objectives of functionality and safety, and probes how positive and enriching car-to-human and human-to-human relationships can be prompted by embedding social intentions and behaviours in the car. After an initial exploration in the two different directions, the research delves into the specific concept called "Co-Drive", pursuing human-to human relationships. First, I describe the Co-Drive concept as an extended reality experience (XR); next I develop an early-stage prototyping methodology that allows me to test it with real people in their context without having the fully developed technology. Through three prototyping interventions, I draw the first conclusions on the social values of the "Co-Drive" concept and I suggest that the social intent of autonomous cars may emerge through i) teledriving, as a combined intent between the autonomous car and the human; and ii) the in-car interfaces, as a way to spot and board remote passengers and to embody them in the car.
In un prossimo futuro le automobili a guida autonoma popoleranno probabilmente l'ambiente urbano insieme alle auto tradizionali e ad altri utenti della strada. Sebbene siano a tutti gli effetti dei robot a scala urbana immersi in un contesto socio-tecnico, finora le auto autonome sono state considerate quasi esclusivamente dal punto di vista della sicurezza e della funzionalità di guida e non sono state progettate per agire come esseri urbani sociali. "Automobili con una Intenzionalità" è un progetto di dottorato che segue un processo di “ricerca attraverso il design” (design research) e che immagina le automobili oltre i loro obiettivi principali di funzionalità e sicurezza. Il progetto infatti esplora quali relazioni positive e arricchenti possano essere attivate tra automobili ed esseri umani e tra gli stessi esseri umani incorporando intenzionalità sociali e nuovi comportamenti nelle automobili e si sviluppa attraverso la prototipazione di nuove relazioni sociali nel contesto reale. Dopo una prima esplorazione nelle due diverse direzioni di ricerca, il progetto si concentra sulla specifica idea intitolata "Co-Drive", approfondendo le relazioni che possono emergere tra gli esseri umani attraverso le nuove capacità delle automobili. In primo luogo, descrivo il concetto di “Co-Drive” come un'esperienza di realtà estesa (XR); successivamente sviluppo una metodologia di prototipazione da applicarsi sin dalla fase iniziale del progetto, che mi consenta di sviluppare e testare l’idea con persone reali nel loro contesto, seppur non disponendo di una tecnologia completamente sviluppata e funzionante. Attraverso tre interventi di prototipazione, traggo le prime conclusioni sui valori sociali dell’idea "Co-Drive" e suggerisco che l’intenzionalità sociale delle automobili a guida autonoma può emergere attraverso i) la capacità di guida remota, come risultante dell’ intenzionalità dell’automobile autonoma e dell'essere umano, e ii) le interfacce all’interno dell’automobile, attraverso cui si possono, da un lato, localizzare e far salire a bordo i passeggeri remoti e, dall’altro, “incarnarli” in appendici robotiche dell’automobile (robotic embodiment).
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BOFFI, LAURA. "Cars with an Intent." Doctoral thesis, Università degli studi di Ferrara, 2022. http://hdl.handle.net/11392/2496470.

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In a near future autonomous cars will likely populate the urban environment together with traditional cars and other road users. While they will actually consist of urban- scale robots immersed in a socio-technical context, so far autonomous cars have been almost exclusively looked at from the perspective of safety and functionality and they have not been designed towards acting as social urban beings. ”Cars with an Intent” is a design- research driven PhD project which envisions cars beyond their core objectives of functionality and safety, and probes how positive and enriching car-to-human and human-to-human relationships can be prompted by embedding social intentions and behaviours in the car. After an initial exploration in the two different directions, the research delves into the specific concept called "Co-Drive", pursuing human-to human relationships. First, I describe the Co-Drive concept as an extended reality experience (XR); next I develop an early-stage prototyping methodology that allows me to test it with real people in their context without having the fully developed technology. Through three prototyping interventions, I draw the first conclusions on the social values of the "Co-Drive" concept and I suggest that the social intent of autonomous cars may emerge through i) teledriving, as a combined intent between the autonomous car and the human; and ii) the in-car interfaces, as a way to spot and board remote passengers and to embody them in the car.
In un prossimo futuro le automobili a guida autonoma popoleranno probabilmente l'ambiente urbano insieme alle auto tradizionali e ad altri utenti della strada. Sebbene siano a tutti gli effetti dei robot a scala urbana immersi in un contesto socio-tecnico, finora le auto autonome sono state considerate quasi esclusivamente dal punto di vista della sicurezza e della funzionalità di guida e non sono state progettate per agire come esseri urbani sociali. "Automobili con una Intenzionalità" è un progetto di dottorato che segue un processo di “ricerca attraverso il design” (design research) e che immagina le automobili oltre i loro obiettivi principali di funzionalità e sicurezza. Il progetto infatti esplora quali relazioni positive e arricchenti possano essere attivate tra automobili ed esseri umani e tra gli stessi esseri umani incorporando intenzionalità sociali e nuovi comportamenti nelle automobili e si sviluppa attraverso la prototipazione di nuove relazioni sociali nel contesto reale. Dopo una prima esplorazione nelle due diverse direzioni di ricerca, il progetto si concentra sulla specifica idea intitolata "Co-Drive", approfondendo le relazioni che possono emergere tra gli esseri umani attraverso le nuove capacità delle automobili. In primo luogo, descrivo il concetto di “Co-Drive” come un'esperienza di realtà estesa (XR); successivamente sviluppo una metodologia di prototipazione da applicarsi sin dalla fase iniziale del progetto, che mi consenta di sviluppare e testare l’idea con persone reali nel loro contesto, seppur non disponendo di una tecnologia completamente sviluppata e funzionante. Attraverso tre interventi di prototipazione, traggo le prime conclusioni sui valori sociali dell’idea "Co-Drive" e suggerisco che l’intenzionalità sociale delle automobili a guida autonoma può emergere attraverso i) la capacità di guida remota, come risultante dell’ intenzionalità dell’automobile autonoma e dell'essere umano, e ii) le interfacce all’interno dell’automobile, attraverso cui si possono, da un lato, localizzare e far salire a bordo i passeggeri remoti e, dall’altro, “incarnarli” in appendici robotiche dell’automobile (robotic embodiment).
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Rhoades, Michael Jewell. "Composing Holochoric Visual Music: Interdisciplinary Matrices." Diss., Virginia Tech, 2021. http://hdl.handle.net/10919/102159.

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With a lineage originating in the days of silent films, visual music, in its current incarnation, is a relatively recent phenomenon when compared to an historically broad field of creative expression. Today it is a time-based audio/visual territory explored and mined by a handful of visual and musical artists. However, an extensive examination of the literature indicates that few of these composers have delved into the associable areas of merging virtual holography and holophony toward visual music composition. It is posited here that such an approach is extremely rich with novel expressive potential and simultaneously with numerous novel challenges. The goal of this study is, through praxis, to instantiate and document an initial exploration into the implementation of holochory toward the creation of visual music compositions. Obviously, engaging holochoric visual music as a means of artistic expression requires an interdisciplinary pipeline. Certainly, this is demonstrated in merging music and visual art into a cohesive form, which is the basis of visual music composition. However, in this study is revealed another form of interdisciplinarity. A major challenge resides with the development of the means to efficiently render the high-resolution stereoscopic images intrinsic to the animation of virtual holograms. Though rendering is a challenge consistent with creating digital animations in general, here the challenge is further exacerbated by the extensive use of multiple reflections and refractions to create complexity from relatively simple geometric objects. This reveals that, with the level of computational technology currently available, the implementation of high-performance computing is the optimal approach. Unifying such diverse areas as music, visual art, and computer science toward a common artistic medium necessitates a methodological approach in which the interdependency between each facet is recognized and engaged. Ultimately, a quadrilateral reciprocative feedback loop, involving the composer's sensibilities in addition to each of the other facets of the compositional process, must be realized in order to facilitate a cohesive methodology leading toward viability. This dissertation provides documentation of methodologies and ideologies undertaken in an initial foray into creating holochoric visual music compositions. Interlaced matrices of contextualization are intended to disseminate the processes involved in deference to composers who will inevitably follow in the wake of this research. Accomplishing such a goal is a quintessential aspect of practice-based research, through which new knowledge is gained during the act of creating. Rather than formulating theoretical perspectives, it is through the praxis of composing holochoric visual music that the constantly arising challenges are recognized, analyzed, and subsequently addressed and resolved in order to ensure progression in the compositional process. Though measuring the success of the resultant compositions is indeed a subjective endeavor, as is the case with all art, the means by which they are achieved is not. The development of such pipelines and processes, and their implementation in practice, are the basic building blocks of further exploration, discovery, and artistic expression. This is the impetus for this document and for my constantly evolving and progressing trajectory as a scholar, artist, composer, and computer scientist.
Doctor of Philosophy
In this paper the author explores the idea that, owing to their shared three-dimensional nature, holophons and holograms are well suited as mediums for visual music composition. This union is ripe with creative opportunity and fraught with challenges in the areas of aesthetics and technical implementation. Squarely situated upon the bleeding edge of phenomenological research and creative practice, this novel medium is nonetheless within reach. Here, one methodological pipeline is delineated that employs the convergence of holography, holophony, and super-computing toward the creation of visual music compositions intended for head mounted displays or large scale 3D/360 projection screens and high-density loudspeaker arrays.
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Johnson, David. "MusE-XR: musical experiences in extended reality to enhance learning and performance." Thesis, 2019. http://hdl.handle.net/1828/10988.

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

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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.
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Books on the topic "Extended Reality (XR)"

1

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

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

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

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

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Book chapters on the topic "Extended Reality (XR)"

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Bordegoni, M., M. Carulli, and E. Spadoni. "A Framework for Developing XR Applications Including Multiple Sensorial Media." In Extended Reality, 271–86. Cham: Springer Nature Switzerland, 2022. http://dx.doi.org/10.1007/978-3-031-15553-6_20.

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Köse, Ahmet, Aleksei Tepljakov, Saleh Alsaleh, and Eduard Petlenkov. "Self Assessment Tool to Bridge the Gap Between XR Technology, SMEs, and HEIs." In Extended Reality, 296–311. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-15546-8_25.

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Flotyński, Jakub. "Applications of E-XR." In Knowledge-Based Explorable Extended Reality Environments, 201–13. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-59965-2_11.

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Flotyński, Jakub. "Evaluation of E-XR." In Knowledge-Based Explorable Extended Reality Environments, 215–44. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-59965-2_12.

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Flotyński, Jakub. "E-XR Exploration Methods." In Knowledge-Based Explorable Extended Reality Environments, 169–88. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-59965-2_9.

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Pierdicca, Roberto, Maurizio Mulliri, Matteo Lucesoli, Fabio Piccinini, and Eva Savina Malinverni. "Geomatics Meets XR: A Brief Overview of the Synergy Between Geospatial Data and Augmented Visualization." In Extended Reality, 224–35. Cham: Springer Nature Switzerland, 2022. http://dx.doi.org/10.1007/978-3-031-15553-6_17.

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Flotyński, Jakub. "E-XR Semantic Link Model." In Knowledge-Based Explorable Extended Reality Environments, 117–50. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-59965-2_7.

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Flotyński, Jakub. "E-XR: Explorable Extended Reality Environments." In Knowledge-Based Explorable Extended Reality Environments, 85–96. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-59965-2_5.

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Flotyński, Jakub. "E-XR Development Tools for Explorable Environments." In Knowledge-Based Explorable Extended Reality Environments, 189–99. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-59965-2_10.

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Flotyński, Jakub. "E-XR Visual Knowledge-Based Behavior Model." In Knowledge-Based Explorable Extended Reality Environments, 97–115. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-59965-2_6.

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Conference papers on the topic "Extended Reality (XR)"

1

Makamara, Gillian, and Martin Adolph. "A Survey of Extended Reality (XR) Standards." In 2022 ITU Kaleidoscope: Extended reality − How to boost quality of experience and interoperability (ITU K). IEEE, 2022. http://dx.doi.org/10.23919/ituk56368.2022.10003040.

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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.

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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.
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Smith, Carl H., and Jay F. Cousins. "XR for XR – Context Craft: An extended reality platform that transforms local environments through play." In Proceedings of EVA London 2019. BCS Learning & Development, 2019. http://dx.doi.org/10.14236/ewic/eva2019.41.

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Khalil, Ahmed, and Spyridon Stravoravdis. "HERITAGE BUILDINGS REPRESENTATION AND EXTENDED REALITIES." In ARQUEOLÓGICA 2.0 - 9th International Congress & 3rd GEORES - GEOmatics and pREServation. Editorial Universitat Politécnica de Valéncia: Editorial Universitat Politécnica de Valéncia, 2021. http://dx.doi.org/10.4995/arqueologica9.2021.12109.

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Architectural visualisation has been developing over the year to improve the representation buildings and their contexts to the public. It achieved a long journey from manual drawings to photography to digital 2D and 3D representation, until it reached the era of extended realities (XR), which allowed unprecedented immersive and interactive engagement. Extended reality applications represent a unique opportunity for the visualisation of heritage buildings on many stages; from the early design phase, through the construction and facility management phases, to the education and cultural tourism applications. This paper aims to explore the wide range of state of the art XR applications, investigate their aspects and variations, and study their potentials, challenges and limitations for the built heritage sector.
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Del Cid Flores, Abner, Dimitrios Ziakkas, and Brian G Dillman. "Artificial Cognitive Systems and Aviation training." In Intelligent Human Systems Integration (IHSI 2023) Integrating People and Intelligent Systems. AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1002838.

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The research objectives are to (1) provide a complete assessment of extended reality technologies and (2) discuss the viability of these technologies for use in US college aviation training programs.The field of educational services is one of the many that can benefit from utilizing extended reality technology due to its versatility. Learning and general performance of student pilots and flight trainees can benefit from applying extended reality technologies in flight training, which can be advantageous when using these technologies. We examine the utilization of XR technologies by looking at them from an educational theoretical framework and analyzing their applicability across several industries and simulations in Purdue Artificial Intelligence Laboratory. A comprehensive literature review resulted in four subtopics, which are as follows: educational theoretical foundation, XR technologies across industries; XR technologies in education; and XR technologies in aviation.Results show that the use of XR technologies has the potential for enhancing learning and performance in safe flight instruction environments, a possible reduction in student pilot turnover mainly due to the elimination of the fear factor involved during initial training when compared to flying in the actual airplane, and an overall low cost for both flight training organizations and trainees due to the high levels of portability. These findings led us to propose using XR technologies as having the potential to enhance learning and performance in safe flight instruction environments.A comprehensive understanding of the possibilities offered by XR technology is necessary for the continuation of aeronautical psychology research offered in Purdue AI laboratory.
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Gomes, Arlindo, Lucas Figueiredo, Walter Correia, Veronica Teichrieb, Jonysberg Quintino, Fabio Q. B. da Silva, Andre Santos, and Helder Pinho. "Extended by Design: A Toolkit for Creation of XR Experiences." In 2020 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct). IEEE, 2020. http://dx.doi.org/10.1109/ismar-adjunct51615.2020.00029.

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Ratcliffe, Jack, Francesco Soave, Nick Bryan-Kinns, Laurissa Tokarchuk, and Ildar Farkhatdinov. "Extended Reality (XR) Remote Research: a Survey of Drawbacks and Opportunities." In CHI '21: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3411764.3445170.

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Yu, Difeng, Weiwei Jiang, Chaofan Wang, Tilman Dingler, Eduardo Velloso, and Jorge Goncalves. "ShadowDancXR: Body Gesture Digitization for Low-cost Extended Reality (XR) Headsets." In ISS '20: Interactive Surfaces and Spaces. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3380867.3426222.

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Clua, Esteban W. G., Daniela Trevisan, Thiago Porcino, Bruno A. D. Marques, Eder Oliveira, Lucas D. Barbosa, Thallys Lisboa, Victor Ferrari, and Victor Peres. "Challenges for XR in Games." In Anais Estendidos do Simpósio Brasileiro de Games e Entretenimento Digital. Sociedade Brasileira de Computação, 2021. http://dx.doi.org/10.5753/sbgames_estendido.2021.19750.

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Extended Reality as a consolidated game platform was always a dream for both final consumers and game producers. If for one side this technology had enchanted and called the attention due its possibilities, for other side many challenges and difficulties had delayed its proliferation and massification. This paper intends to rise and discuss aspects and considerations related to these challenges and solutions. We try to bring the most relevant research topics and try to guess how XR games should look in the near future. We divide the challenges into 7 topics, based on extensive literature reviews: Cybersickness, User Experience, Displays, Rendering, Movements, Body Tracking and External World Information.
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Harlan, Jakob, Benjamin Schleich, and Sandro Wartzack. "Ausarbeitungsleitfaden für Nutzerstudien zur Evaluation von XR-Interfaces in der Produktentwicklung." In Entwerfen Entwickeln Erleben - EEE2021. Prof. Dr.-Ing. habil Ralph H. Stelzer, Prof. Dr.-Ing. Jens Krzywinski, 2021. http://dx.doi.org/10.25368/2021.21.

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Technologien der erweiterten Realität (extended reality, XR) finden im gesamten Produktentwicklungsprozess Anwendung. Insbesondere Systeme zur aktiven Erzeugung und Veränderung digitaler Produktdaten bieten noch viel Potential. Die Erforschung und Entwicklung dieser immersiven Interfaces beruht maßgeblich auf der Evaluation durch Nutzerstudien, denn nur so kann die Einsatztauglichkeit der Mensch-Maschine-Schnittstellen seriös beurteilt und verglichen werden. Bei der Konzeptionierung und Durchführung dieser Nutzerstudien gibt es viel zu beachten. In dieser Arbeit wird ein Leitfaden für das Design von Evaluationen von XR Interfaces für die Produktentwicklung präsentiert. Zu Beginn müssen die Fragestellungen festgelegt werden, welche die Studie beantworten soll. Ausgehend von diesen müssen die zu testenden Versuchsbedingungen, die gestellten Aufgaben, die aufgenommen Metriken, die gewählten Probanden und der geplante Ablauf festgelegt werden. Zusätzlich zu der allgemeinen Darlegung wird das Vorgehen anhand eines Fallbeispiels angewandt. Die Gestaltung einer Nutzerstudie zur Evaluation der Usability und Eignung eines neuartigen Virtual Reality Interfaces zur natürlichen Gestaltung von Vorentwürfen wird vorgestellt.
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