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

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1

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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6

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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7

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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9

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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10

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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11

Lee, Dong-Han, and Dongkyoo Kim. "A Plan for Applying Extended Reality to an English Textbook for Elementary School Students." STEM Journal 23, no. 3 (August 31, 2022): 39–52. http://dx.doi.org/10.16875/stem.2022.23.3.39.

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The purpose of this study is to provide application plans for English textbooks for elementary school students through Extended Reality (XR). For this purpose, this study first investigated current trends and issues in the technology of XR including Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR). This study also investigated current studies of the application of XR technology in educational fields. Recent studies showed that applications of XR in English class for elementary school students were very rare. Only a few cases of applications of AR were found to be utilized for English class for elementary schools. Thus, this study suggested a direction of developing English education contents for elementary school students through the application of XR. A practical use of English textbook applied by XR is introduced on the basis of the contents of a textbook unit. Example sections of a class period in a textbook unit applied by XR were proposed. In each section, a developmental plan of class activities applied by XR was offered. In consideration of recent circumstances of technology, cost, and time, a developmental plan of class activities in each section applied was suggested in the order of VR, AR, and MR.
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Takemoto, Jody, Brittany Parmentier, Rachel Bratelli, Thayer Merritt, and Leanne Coyne. "Extended Reality in Patient Care and Pharmacy Practice: A Viewpoint." Journal of Contemporary Pharmacy Practice 66, no. 4 (December 1, 2019): 33–38. http://dx.doi.org/10.37901/2573-2765-66.4.33.

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The evolution of technology has given practitioners and educators more tools to better treat, manage, and educate both patients and future pharmacists. The objective of this viewpoint publication is to describe the current use of extended reality (XR) in pharmacy and propose ways in which pharmacy practice and education may benefit from incorporation of this technology. While these tools have been used for decades by many other professions, pharmacy is starting to adopt XR in professional and educational practice. XR (virtual reality, mixed reality, and augmented reality) is being used in various aspects of pharmacy care and education, such as pain management, diabetes self-care, cross-checking of prescriptions, treatments for addiction, and (in limited ways) patient and pharmacy education. There is great potential for further integration of XR into pharmacy practice and pharmacy education to ultimately improve patient care and education as well as pharmacy education.
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Takemoto, Jody, Brittany Parmentier, Rachel Bratelli, Thayer Merritt, and Leanne California Health Sciences University. "Extended Reality in Patient Care and Pharmacy Practice: A Viewpoint." Journal of Contemporary Pharmacy Practice 66, no. 4 (January 1, 2020): 22–27. http://dx.doi.org/10.37901/jcphp18-00030.

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The evolution of technology has given practitioners and educators more tools to better treat, manage, and educate both patients and future pharmacists. The objective of this viewpoint publication is to describe the current use of extended reality (XR) in pharmacy and propose ways in which pharmacy practice and education may benefit from incorporation of this technology. While these tools have been used for decades by many other professions, pharmacy is starting to adopt XR in professional and educational practice. XR (virtual reality, mixed reality, and augmented reality) is being used in various aspects of pharmacy care and education, such as pain management, diabetes self-care, cross-checking of prescriptions, treatments for addiction, and (in limited ways) patient and pharmacy education. There is great potential for further integration of XR into pharmacy practice and pharmacy education to ultimately improve patient care and education as well as pharmacy education.
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Ong, Triton, Hattie Wilczewski, Samantha R. Paige, Hiral Soni, Brandon M. Welch, and Brian E. Bunnell. "Extended Reality for Enhanced Telehealth During and Beyond COVID-19: Viewpoint." JMIR Serious Games 9, no. 3 (July 26, 2021): e26520. http://dx.doi.org/10.2196/26520.

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The COVID-19 pandemic caused widespread challenges and revealed vulnerabilities across global health care systems. In response, many health care providers turned to telehealth solutions, which have been widely embraced and are likely to become standard for modern care. Immersive extended reality (XR) technologies have the potential to enhance telehealth with greater acceptability, engagement, and presence. However, numerous technical, logistic, and clinical barriers remain to the incorporation of XR technology into telehealth practice. COVID-19 may accelerate the union of XR and telehealth as researchers explore novel solutions to close social distances. In this viewpoint, we highlight research demonstrations of XR telehealth during the COVID-19 pandemic and discuss future directions to make XR the next evolution of remote health care.
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Guo, Xingrong, Yiming Guo, and Yunqin Liu. "The Development of Extended Reality in Education: Inspiration from the Research Literature." Sustainability 13, no. 24 (December 14, 2021): 13776. http://dx.doi.org/10.3390/su132413776.

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Education is an important driving force for sustainable social development. Emerging technologies such as extended reality (XR), including augmented reality (AR), virtual reality (VR) and mixed reality (MR), have been widely used. Recently, a large number of theoretical and empirical studies on the use of XR in the field of education for sustainable development have emerged. This paper uses bibliometric analysis to analyze the publication and citation trends of articles, prolific authors, institutions and countries, influential works, current topics, emerging trends, and knowledge structure to explore the overall productivity and XR research trends in the field of education for the period 1991–2021. Future development directions are also considered. On the basis of bibliometric analysis, this paper puts forward suggestions for the application of XR in the field of education for sustainable development.
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Yang, Chao, Xinyi Tu, Juuso Autiosalo, Riku Ala-Laurinaho, Joel Mattila, Pauli Salminen, and Kari Tammi. "Extended Reality Application Framework for a Digital-Twin-Based Smart Crane." Applied Sciences 12, no. 12 (June 14, 2022): 6030. http://dx.doi.org/10.3390/app12126030.

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Industry 4.0 is moving forward under technology upgrades, utilizing information technology to improve the intelligence of the industry, whereas Industry 5.0 is value-driven, aiming to focus on essential societal needs, values, and responsibility. The manufacturing industry is currently moving towards the integration of productivity enhancements and sustainable human employment. Such a transformation has deeply changed the human–machine interaction (HMI), among which digital twin (DT) and extended reality (XR) are two cutting-edge technologies. A manufacturing DT offers an opportunity to simulate, monitor, and optimize the machine. In the meantime, XR empowers HMI in the industrial field. This paper presents an XR application framework for DT-based services within a manufacturing context. This work aims to develop a technological framework to improve the efficiency of the XR application development and the usability of the XR-based HMI systems. We first introduce four layers of the framework, including the perception layer with the physical machine and its ROS-based simulation model, the machine communication layer, the network layer containing three kinds of communication middleware, and the Unity-based service layer creating XR-based digital applications. Subsequently, we conduct the responsiveness test for the framework and describe several XR industrial applications for a DT-based smart crane. Finally, we highlight the research challenges and potential issues that should be further addressed by analyzing the performance of the whole framework.
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Ahmed Alnagrat, Ahmed Jamah. "Virtual Transformations in Human Learning Environment: An Extended Reality Approach." Journal of Human Centered Technology 1, no. 2 (August 6, 2022): 116–24. http://dx.doi.org/10.11113/humentech.v1n2.26.

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Today, learning environments (LEs) are proceeding towards virtual environments (VEs) in which a sense of reality can be presented in three dimensions (3D) and a sense of inclusion can be experienced. A virtual learning environment (VLE) can be presented in a more realistic and visual manner with the use of innovative technologies such as virtual reality (VR), mixed reality (MR), and augmented reality(AR). This paper examines how extended reality (XR) approaches and its applications are transforming virtual learning environments in the context of human education and learning. A systematic literature review from the Scopus, Web of Science, IEEE, ACM and Google Scholar databases was conducted in order to better understand XR's contributions to human education as well as learning.The potential uses of XR technology have been discussed in terms of its structure, past, present, and future directions of XR concerning education.The research conducted in this context has determined that XR is mostly being used in fields of education, learninig and simulating an emergency situation. XR technology can be applied to solve problems without causing harm to people or property, particularly in emergency scenarios and safety training. Finally, this study offer several novel approaches for addressing these challenges, as well as potential directions for future researchers seeking to specialize in using these emerging technologies for human education.
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Ahmed Alnagrat, Ahmed Jamah. "Virtual Transformations in Human Learning Environment: An Extended Reality Approach." Journal of Human Centered Technology 1, no. 2 (August 6, 2022): 116–24. http://dx.doi.org/10.11113/humentech.v1n2.26.

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Today, learning environments (LEs) are proceeding towards virtual environments (VEs) in which a sense of reality can be presented in three dimensions (3D) and a sense of inclusion can be experienced. A virtual learning environment (VLE) can be presented in a more realistic and visual manner with the use of innovative technologies such as virtual reality (VR), mixed reality (MR), and augmented reality(AR). This paper examines how extended reality (XR) approaches and its applications are transforming virtual learning environments in the context of human education and learning. A systematic literature review from the Scopus, Web of Science, IEEE, ACM and Google Scholar databases was conducted in order to better understand XR's contributions to human education as well as learning.The potential uses of XR technology have been discussed in terms of its structure, past, present, and future directions of XR concerning education.The research conducted in this context has determined that XR is mostly being used in fields of education, learninig and simulating an emergency situation. XR technology can be applied to solve problems without causing harm to people or property, particularly in emergency scenarios and safety training. Finally, this study offer several novel approaches for addressing these challenges, as well as potential directions for future researchers seeking to specialize in using these emerging technologies for human education.
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Vukelić, Goran, Goran Vizentin, and Vlado Frančić. "Prospects for use of extended reality technology for ship passenger evacuation simulation." Pomorstvo 35, no. 1 (June 30, 2021): 49–56. http://dx.doi.org/10.31217/p.35.1.6.

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Safety of passengers on ships is usually investigated based on data available from post-accident reports, experimental research and/or numerical modelling of emergencies. As for the numerical modelling, ship passenger evacuation falls within a greater set of pedestrian evacuation research in which extended reality (XR) technology is playing important role lately. However, XR still strives to find its place in the modelling of ship passenger evacuation. This paper brings review of literature published on the topic of XR in pedestrian evacuation with special focus on the use of these technologies (e.g. virtual reality, augmented reality) in shipping industry. Findings are put in the context of IMO’s guidelines for evacuation analysis and prospect for use of XR for ship passenger evacuation simulation are presented.
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Görlich, Daniel. "Societal XR—A Vision Paper." ParadigmPlus 3, no. 2 (August 17, 2022): 1–10. http://dx.doi.org/10.55969/paradigmplus.v3n2a1.

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Most current research and developments in the field of extended reality follow a rather one-sided agenda: Creating virtual worlds and even metaverses which require all users to wear suitable head-mounted displays. They thereby reduce the application of XR to limited spaces, (relatively) few users, and (social) activities in these virtual worlds. Only few approaches such as Spatial Augmented Reality and Social XR overcome at least some of these limitations. So far, a vision for a truly public XR that can be used by everyone without wearing technology on their bodies, is missing. This vision paper therefore wants to give XR research and development an additional new direction. It coins the term “Societal XR” for a form of extended reality that moves all technology into the environment, becomes accessible to everyone including children and people with disabilites, and integrates virtuality into their users' reality and everyday life.
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Rantakokko, Satu. "Creating a Model for Developing and Evaluating Technical Instructions that use Extended Reality." Technical Communication 69, no. 3 (August 2, 2022): 24–39. http://dx.doi.org/10.55177/tc001245.

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Purpose: Extended reality (XR) is an umbrella term for the many ways that we can now design 3D, interactive, and real-time environments as in combining virtual and real elements, and experience immersion in a completely virtual reality (VR). The use of XR is increasing in popularity across a range of industries. Although researchers are becoming increasingly interested in the benefits and challenges of using XR to convey technical instructions, more comprehensive research is required. I aim to address this need in the present article by introducing an affordance model of Technical Instructions in Extended Reality, the TIER model. Two earlier categorizations, the affordances of technical instructions, and the phases of data handling in XR, formed the point of departure for this article. The analysis utilized a four-category model of affordances by Rantakokko and Nuopponen (2019) that comprised: accessing, finding, understanding, and relying on. Data handling in XR drew on a phase-based model by Rantakokko (2022) featuring: collection, processing, storage, transfer, combining, and presentation. Methods:The two sets of categorizations were combined into a holistic model with an iterative process in order to offer a tool for analyzing and describing the possibilities and challenges that XR brings to designing technical instructions. The iterative process was conducted by adding examples from existing research into matrix tables to understand how the affordances of technical instructions and the phases of data handling in XR are connected. Results: The TIER model is introduced with examples to illustrate how it can be used to view every phase of XR data handling in terms of the affordances of technical instructions based on the laws, regulations, principles of good guidance, and the design process. Conclusion: The TIER model can be used as a tool for an organized, step-by-step design process as well as testing XR-based technical instructions to ensure that the features of XR support the intended affordances of technical instructions. technical instructions, affordances, extended reality, mixed reality,
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Hu, X., G. V. Georgiev, and H. Casakin. "MITIGATING DESIGN FIXATION WITH EVOLVING EXTENDED REALITY TECHNOLOGY: AN EMERGING OPPORTUNITY." Proceedings of the Design Society: DESIGN Conference 1 (May 2020): 1305–14. http://dx.doi.org/10.1017/dsd.2020.91.

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AbstractDesign fixation refers to the designers’ inability to avoid becoming stuck with preexisting ideas in order to generate new ones. With the recent fast advancements and developments, XR has emerged as a powerful promising technology that can shed new light on this issue. Consequently, this paper aims at: (1) investigating the underlying mechanisms of design fixation as reported in literature; (2) exploring the state-of-art in the use of XR technology in design; and (3) identifying ways to mitigate design fixation by employing XR technology.
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Catbas, Fikret Necati, Furkan Luleci, Mahta Zakaria, Ulas Bagci, Joseph J. LaViola, Carolina Cruz-Neira, and Dirk Reiners. "Extended Reality (XR) for Condition Assessment of Civil Engineering Structures: A Literature Review." Sensors 22, no. 23 (December 6, 2022): 9560. http://dx.doi.org/10.3390/s22239560.

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Condition assessment of civil engineering structures has been an active research area due to growing concerns over the safety of aged as well as new civil structures. Utilization of emerging immersive visualization technologies such as Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) in the architectural, engineering, and construction (AEC) industry has demonstrated that these visualization tools can be paradigm-shifting. Extended Reality (XR), an umbrella term for VR, AR, and MR technologies, has found many diverse use cases in the AEC industry. Despite this exciting trend, there is no review study on the usage of XR technologies for the condition assessment of civil structures. Thus, the present paper aims to fill this gap by presenting a literature review encompassing the utilization of XR technologies for the condition assessment of civil structures. This study aims to provide essential information and guidelines for practitioners and researchers on using XR technologies to maintain the integrity and safety of civil structures.
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Iop, Alessandro, Victor Gabriel El-Hajj, Maria Gharios, Andrea de Giorgio, Fabio Marco Monetti, Erik Edström, Adrian Elmi-Terander, and Mario Romero. "Extended Reality in Neurosurgical Education: A Systematic Review." Sensors 22, no. 16 (August 14, 2022): 6067. http://dx.doi.org/10.3390/s22166067.

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Surgical simulation practices have witnessed a rapid expansion as an invaluable approach to resident training in recent years. One emerging way of implementing simulation is the adoption of extended reality (XR) technologies, which enable trainees to hone their skills by allowing interaction with virtual 3D objects placed in either real-world imagery or virtual environments. The goal of the present systematic review is to survey and broach the topic of XR in neurosurgery, with a focus on education. Five databases were investigated, leading to the inclusion of 31 studies after a thorough reviewing process. Focusing on user performance (UP) and user experience (UX), the body of evidence provided by these 31 studies showed that this technology has, in fact, the potential of enhancing neurosurgical education through the use of a wide array of both objective and subjective metrics. Recent research on the topic has so far produced solid results, particularly showing improvements in young residents, compared to other groups and over time. In conclusion, this review not only aids to a better understanding of the use of XR in neurosurgical education, but also highlights the areas where further research is entailed while also providing valuable insight into future applications.
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Tegoan, Noura, Santoso Wibowo, and Srimannarayana Grandhi. "Application of the Extended Reality Technology for Teaching New Languages: A Systematic Review." Applied Sciences 11, no. 23 (December 1, 2021): 11360. http://dx.doi.org/10.3390/app112311360.

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Much attention has been given to the use of extended reality (XR) technology in educational institutions due to its flexibility, effectiveness, and attractiveness. However, there is a limited study of the application of XR technology for teaching and learning languages in schools. Thus, this paper presents a systematic review to identify the potential benefits and challenges of using XR technology for teaching new languages. This review provides a basis for adopting XR technology for teaching languages in schools. This research also provides recommendations to successfully implement the XR technology and ways to improve motivation, engagement, and enhanced accessibility of learning and teaching resources on both students and teachers. To fulfil the aims of this research, previous studies from 2011 to 2021 are collected from various academic databases. This study finds that there is still a need to develop appropriate strategies for the development and implementation of XR technology for teaching new languages to school students.
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Maddali, Hanuma Teja, Andrew Irlitti, and Amanda Lazar. "Probing the Potential of Extended Reality to Connect Experts and Novices in the Garden." Proceedings of the ACM on Human-Computer Interaction 6, CSCW2 (November 7, 2022): 1–30. http://dx.doi.org/10.1145/3555211.

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As extended reality (XR) systems become increasingly available, XR-based remote instruction is being adopted for diverse purposes in professional settings such as surgery and field servicing. Hobbyists have been well-studied in HCI and may similarly benefit from remote skill-sharing. However, little is known about how XR technologies might support expert-novice collaboration for skilled hobby activities. This paper examines the potential and limitations of XR to connect experts and novices for one such activity: gardening. Through two studies involving 27 expert and novice gardeners, we designed prototypes to understand 1) practitioner perceptions of XR and remote skill-sharing in the garden and 2) what kinds of interactions can be supported in XR for expert-novice groups. We discuss design opportunities and challenges for XR systems in supporting informal connecting interactions and meaningful sensory interactions with a remote environment during skill-sharing.
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Stanney, Kay M., JoAnn Archer, Anna Skinner, Charis Horner, Claire Hughes, Nicholas P. Brawand, Eric Martin, et al. "Performance gains from adaptive eXtended Reality training fueled by artificial intelligence." Journal of Defense Modeling and Simulation: Applications, Methodology, Technology 19, no. 2 (December 29, 2021): 195–218. http://dx.doi.org/10.1177/15485129211064809.

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While virtual, augmented, and mixed reality technologies are being used for military medical training and beyond, these component technologies are oftentimes utilized in isolation. eXtended Reality (XR) combines these immersive form factors to support a continuum of virtual training capabilities to include full immersion, augmented overlays that provide multimodal cues to personalize instruction, and physical models to support embodiment and practice of psychomotor skills. When combined, XR technologies provide a multi-faceted training paradigm in which the whole is greater than the sum of the constituent capabilities in isolation. When XR applications are adaptive, and thus vary operational stressors, complexity, learner assistance, and fidelity as a function of trainee proficiency, substantial gains in training efficacy are expected. This paper describes a continuum of XR technologies and how they can be coupled with numerous adaptation strategies and supportive artificial intelligence (AI) techniques to realize personalized, competency-based training solutions that accelerate time to proficiency. Application of this training continuum is demonstrated through a Tactical Combat Casualty Care training use case. Such AI-enabled XR training solutions have the potential to support the military in meeting their growing training demands across military domains and applications, and to provide the right training at the right time.
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Spitzer, Barbara Oliveira, Jae Hoon Ma, Ece Erdogmus, Ben Kreimer, Erica Ryherd, and Heidi Diefes-Dux. "Framework for the Use of Extended Reality Modalities in AEC Education." Buildings 12, no. 12 (December 8, 2022): 2169. http://dx.doi.org/10.3390/buildings12122169.

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The educational applications of extended reality (XR) modalities, including virtual reality (VR), augmented reality (AR), and mixed reality (MR), have increased significantly over the last ten years. Many educators within the Architecture, Engineering, and Construction (AEC) related degree programs see student benefits that could be derived from bringing these modalities into classrooms, which include but are not limited to: a better understanding of each of the subdisciplines and the coordination necessary between them, visualizing oneself as a professional in AEC, and visualization of difficult concepts to increase engagement, self-efficacy, and learning. These benefits, in turn, help recruitment and retention efforts for these degree programs. However, given the number of technologies available and the fact that they quickly become outdated, there is confusion about the definitions of the different XR modalities and their unique capabilities. This lack of knowledge, combined with limited faculty time and lack of financial resources, can make it overwhelming for educators to choose the right XR modality to accomplish particular educational objectives. There is a lack of guidance in the literature for AEC educators to consider various factors that affect the success of an XR intervention. Grounded in a comprehensive literature review and the educational framework of the Model of Domain Learning, this paper proposes a decision-making framework to help AEC educators select the appropriate technologies, platforms, and devices to use for various educational outcomes (e.g., learning, interest generation, engagement) considering factors such as budget, scalability, space/equipment needs, and the potential benefits and limitations of each XR modality. To this end, a comprehensive review of the literature was performed to decipher various definitions of XR modalities and how they have been previously utilized in AEC Education. The framework was then successfully validated at a summer camp in the School of Building Construction at Georgia Institute of Technology, highlighting the importance of using appropriate XR technologies depending on the educational context.
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Zwoliński, Grzegorz, Dorota Kamińska, Anna Laska-Leśniewicz, Rain Eric Haamer, Mário Vairinhos, Rui Raposo, Frane Urem, and Pedro Reisinho. "Extended Reality in Education and Training: Case Studies in Management Education." Electronics 11, no. 3 (January 22, 2022): 336. http://dx.doi.org/10.3390/electronics11030336.

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This paper presents and concludes the ATOMIC project, which was to create an XR-based educational environment that enables students to meet the challenges of a natural business environment such as planning and organizing, staffing and control, problem solving, critical thinking, creativity, and teamwork. Four different approaches were taken utilizing different XR technologies (projector-based AR, mobile-based AR, HMD AR, and HMD VR), and their efficacy and educational value were juxtaposed. A universal 34-question usability questionnaire was proposed that can be applied in future XR usability studies. Four versions of the application were tested among 20 students to identify the advantages and disadvantages of each approach in an educational context.
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De Luca, Valerio, Carola Gatto, Silvia Liaci, Laura Corchia, Sofia Chiarello, Federica Faggiano, Giada Sumerano, and Lucio Tommaso De Paolis. "Virtual Reality and Spatial Augmented Reality for Social Inclusion: The “Includiamoci” Project." Information 14, no. 1 (January 9, 2023): 38. http://dx.doi.org/10.3390/info14010038.

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Extended Reality (XR) technology represents an innovative tool to address the challenges of the present, as it allows for experimentation with new solutions in terms of content creation and its fruition by different types of users. The potential to modulate the experience based on the target audience’s needs and the project’s objectives makes XR suitable for creating new accessibility solutions. The “Includiamoci” project was carried out with the aim of creating workshops on social inclusion through the combination of art and technology. Specifically, the experimentation involved ten young people between the ages of 28 and 50, with cognitive disabilities, who participated in Extended Reality workshops and Art Therapy workshops. In the course of these activities, the outputs obtained were two: a virtual museum, populated by the participants’ works, and a digital set design for a theatrical performance. Through two tests, one on user experience (UX) and one on the degree of well-being, the effectiveness of the entire project was evaluated. In conclusion, the project demonstrated how the adopted solutions were appropriate to the objectives, increasing our knowledge of UX for a target audience with specific user needs and using XR in the context of social inclusion.
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Iok Fong, Chau, Jorge C. S. Cardoso, and Gerald Vincent Estadieu. "Design Explorations for 3D-Printed Modular Markers for eXtended-Reality Tangible User Interfaces." International Journal of Creative Interfaces and Computer Graphics 13, no. 1 (January 1, 2022): 1–15. http://dx.doi.org/10.4018/ijcicg.311426.

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Various materials, objects, and sensors have been explored earlier for creating tangible user interfaces (TUIs). However, there is little work on 3D-printed TUIs based on visual markers for smartphone-based extended reality (XR) experiences. The combination of visual markers and smartphones results in cheap, accessible XR systems within reach of many people. Combined with 3D printing, it could foster do-it-yourself (DIY) projects for XR experiences, which may further expand and open-up possibilities for accessible and tangible interaction. This work explores the design space of modular 3D-printed tangibles for smartphone-based XR. The authors report the design exploration process, provide several interactive 3D-printed markers, and reflect on the resulting possibilities.
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Reading, Anna, Jim Bjork, Jack Hanlon, and Neil Jakeman. "The labour of place: Memory and extended reality (XR) in migration museums." Memory Studies 14, no. 3 (June 2021): 606–21. http://dx.doi.org/10.1177/17506980211010697.

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How do we understand the relationship between memory and place in the context of Extended Reality (XR) migration museum exhibitions? The study combines a global mapping of XR within migration museums, a user analysis of Cologne’s virtual migration museum, and practice-led research with the UK Migration Museum to argue that XR places in Web 2.0 constitute a multiplication of memory’s significant localities. These include a migration memory’s place of beginning (the location of a migrant experience), the place of production (where the memory is transformed into representation) and the place of consumption (where the mediated memory is engaged with, looked at, heard). Mnemonic labour involving digital frictions at each of these sites constitutes a form of multiple place-making with complex feelings, meanings, and (dis)connections. This points to an innovative approach to understanding and curating XR experiences with museums that recognises the significance of the labour of place.
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Prada, Rui. "Autonomous agents to accelerate extended reality testing." EU Research - The necessity of science in uncertain times Summer 2022, no. 31 (2022): 42–43. http://dx.doi.org/10.56181/anyp4112.

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Extended reality systems (XR) are used in a wide range of sectors, yet they need to be tested before they can reach the commercial market. We spoke to Rui Filipe Fernandes Prada about the work of the iv4XR project in developing autonomous testing agents that promise to bring significant benefits to developers.
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Shankar, P. Ravi. "Extended Reality in Educating the Next Generation of Health Professionals." Education in Medicine Journal 13, no. 1 (March 31, 2021): 87–91. http://dx.doi.org/10.21315/eimj2021.13.1.8.

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COVID-19 has severely impacted health professions education and assessment has mostly shifted online. Major challenges remain especially about teaching-learning and assessment of clinical skills. Interacting with an individual online does not provide the range of information provided by an inperson meeting. There have been dramatic advances in computers and the internet in the last 60 years. Extended reality (XR) is all real- and virtual-combined environments and human-computer interactions generated by computers and wearable devices. The future physical world is likely to face multiple challenges. It is likely that human interactions and learning will increasingly occur in XR spaces. Three-dimensional holographic avatars and interacting and manipulating objects in XR spaces will become easier. Most medical education can occur in these spaces. Universities will invest substantially in these spaces. The safety of the physical world, the cost and usability will determine the extent of use of these learning spaces.
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Burov, Oleksandr, and Olga Pinchuk. "Extended reality in digital learning: influence, opportunities and risks’ mitigation." Educational Dimension 57, no. 5 (December 9, 2021): 144–60. http://dx.doi.org/10.31812/educdim.4723.

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The paper discusses AR/VR/MR/XR technologies in learning namely their influence/ opportunity and risks’ mitigation. Main aspects are as follows: methodology (factors influencing a student’s cybersickness in AR/VR/MR/XR, the improved model of the cognitive activity in synthetic learning environment). It has been developed the technique and ICT to study psychophysiological changes in normal and stressed conditions. The experimentation results demonstrated that decrease in myocardial tension index under cognitive performance conditions in immersive activity over time of observation was more significant and this fact could be accounted in measurement of influence of the synthetic environment on students, as well as the technique to measure AR/VR/MR influence. The technique proposed by the authors is based on modified ICT and used in previous research: to assess influence of AR/VR/MR/XR as changes of short cognitive/perceptual tests (3 minutes before the work and afterwards) with registration of physiological indices informative in our research.
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Lee, Daehyeon, Woosung Shim, Munyong Lee, Seunghyun Lee, Kye-Dong Jung, and Soonchul Kwon. "Performance Evaluation of Ground AR Anchor with WebXR Device API." Applied Sciences 11, no. 17 (August 26, 2021): 7877. http://dx.doi.org/10.3390/app11177877.

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Recently, the development of 3D graphics technology has led to various technologies being combined with reality, where a new reality is defined or studied; they are typically named by combining the name of the technology with “reality”. Representative “reality” includes Augmented Reality, Virtual Reality, Mixed Reality, and eXtended Reality (XR). In particular, research on XR in the web environment is actively being conducted. The Web eXtended Reality Device Application Programming Interface (WebXR Device API), released in 2018, allows instant deployment of XR services to any XR platform requiring only an active web browser. However, the currently released tentative version has poor stability. Therefore, in this study, the performance evaluation of WebXR Device API is performed using three experiments. A camera trajectory experiment is analyzed using ground truth, we checked the standard deviation between the ground truth and WebXR for the X, Y, and Z axes. The difference image experiment is conducted for the front, left, and right directions, which resulted in a visible difference image for each image of ground truth and WebXR, small mean absolute error, and high match rate. In the experiment for measuring the 3D rendering speed, a frame rate similar to that of real-time is obtained.
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Serras, Manex, Laura García-Sardiña, Bruno Simões, Hugo Álvarez, and Jon Arambarri. "Dialogue Enhanced Extended Reality: Interactive System for the Operator 4.0." Applied Sciences 10, no. 11 (June 7, 2020): 3960. http://dx.doi.org/10.3390/app10113960.

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The nature of industrial manufacturing processes and the continuous need to adapt production systems to new demands require tools to support workers during transitions to new processes. At the early stage of transitions, human error rate is often high and the impact in quality and production loss can be significant. Over the past years, eXtended Reality (XR) technologies (such as virtual, augmented, immersive, and mixed reality) have become a popular approach to enhance operators’ capabilities in the Industry 4.0 paradigm. The purpose of this research is to explore the usability of dialogue-based XR enhancement to ease the cognitive burden associated with manufacturing tasks, through the augmentation of linked multi-modal information available to support operators. The proposed Interactive XR architecture, using the Spoken Dialogue Systems’ modular and user-centred architecture as a basis, was tested in two use case scenarios: the maintenance of a robotic gripper and as a shop-floor assistant for electric panel assembly. In both cases, we have confirmed a high user acceptance rate with an efficient knowledge communication and distribution even for operators without prior experience or with cognitive impairments, therefore demonstrating the suitability of the solution for assisting human workers in industrial manufacturing processes. The results endorse an initial validation of the Interactive XR architecture to achieve a multi-device and user-friendly experience to solve industrial processes, which is flexible enough to encompass multiple tasks.
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Teng, Shan-Yuan, and Pedro Lopes. "XR needs "mixed feelings"." XRDS: Crossroads, The ACM Magazine for Students 29, no. 1 (September 2022): 44–47. http://dx.doi.org/10.1145/3558194.

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Haptic devices allow us to feel virtual worlds through touch and forces; yet they are incompatible with haptics present in our everyday life. This urges us to re-think how to engineer a wave of new haptic devices for extended reality.
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Casini, Marco. "Extended Reality for Smart Building Operation and Maintenance: A Review." Energies 15, no. 10 (May 20, 2022): 3785. http://dx.doi.org/10.3390/en15103785.

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The operation and maintenance (O&M) of buildings and infrastructure represent a strategic activity to ensure they perform as expected over time and to reduce energy consumption and maintenance costs at the urban and building scale. With the increasing diffusion of BIM, IoT devices, and AI, the future of O&M is represented by digital twin technology. To effectively take advantage of this digital revolution, thus enabling data-driven energy control, proactive maintenance, and predictive daily operations, it is vital that smart building management exploits the opportunities offered by the extended reality (XR) technologies. Nevertheless, in consideration of the novelty of XR in the AECO sector and its rapid and ongoing evolution, knowledge of the specific possibilities and the methods of integration into the building process workflow is still piecemeal and sparse. With the goal to bridge this gap, the article presents a thorough review of virtual reality (VR), augmented reality (AR), and mixed reality (MR) technologies and applications for smart building operation and maintenance. After defining VR, AR, and MR, the article provides a detailed review that analyzes, categorizes, and summarizes state-of-the-art XR technologies and their possible applications for building O&M along with their relative advantages and disadvantages. The article concludes that the application of XR in building and city management is showing promising results in enhancing human performance in technical O&M tasks, in understanding and controlling the energy efficiency, comfort, and safety of building and infrastructures, and in supporting strategic decision making for the future smart city.
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Zembala, Anna. "Förderung der emotionalen und sozialen Kompetenzen mit XR-Medienkunstprojekten." MedienPädagogik: Zeitschrift für Theorie und Praxis der Medienbildung 47 (April 17, 2022): 355–72. http://dx.doi.org/10.21240/mpaed/47/2022.04.17.x.

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Das gegenwärtig starke Interesse an Augmented Reality (AR) und Virtual Reality (VR) bzw. Extended Reality (XR) auch Mixed Reality (MR) genannt – einer Mischform der AR- und VR-Umgebung – stellt eine Chance dar, sich mit den aktuellen didaktischen und pädagogischen Herausforderungen des schulischen und ausserschulischen Lernens auseinanderzusetzen. Während die kognitiven Kompetenzen in Lernprozessen in multimedialer XR-Umgebung oft berücksichtigt werden, werden die emotionalen und sozialen Kompetenzen selten bedacht. Sowohl die gegenwärtigen Medienkunstprojekte als auch positive (SEL) und transformative Lerntheorien (Illeris) können neue Impulse für XR-Bildungsprojekte geben, die eben emotionale und soziale Kompetenzen einbeziehen und fördern. Nicht die Technologie oder die Endgeräte sollten über die Qualität der XR-Bildungsprojekte entscheiden, sondern die Inhalte, mit denen sie sich insbesondere gut fördern lassen, eine positive Lernatmosphäre, zu der sie beitragen und die Persönlichkeitsförderung, die sie unterstützen können.
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Zhao, Xuefeng, Meng Zhang, Xiongtao Fan, Zhe Sun, Mengxuan Li, Wangbing Li, and Lingli Huang. "Extended Reality for Safe and Effective Construction Management: State-of-the-Art, Challenges, and Future Directions." Buildings 13, no. 1 (January 7, 2023): 155. http://dx.doi.org/10.3390/buildings13010155.

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Safe and effective construction management requires tools for reducing delays, eliminating reworks, and avoiding accidents. Unfortunately, challenges still exist in current construction practices for enabling real-time interactions among project participants, field discoveries, and massive data. Extended reality (i.e., XR) could help to establish immersive and interactive virtual environments that enable real-time information exchange among humans, cyber processes, and physical environments during construction. However, limited studies have synthesized potentials, challenges, and scenarios of XR for ensuring construction safety and efficiency. This study provides a critical review that synthesizes XR in construction management. First, the authors used the PRISMA method to screen studies related to XR in construction management. Seventy-nine studies were selected and comprehensively analyzed. The authors conducted a bibliometric analysis to comprehend the spatiotemporal distributions of the selected studies. Then, the selected studies were classified into three categories: (1) progress control, (2) quality control, and (3) safety management. The authors also synthesized information for XR applications in various construction management scenarios and summarized the challenges related to XR applications. Finally, this review shed light on future research directions of XR for safe and effective construction management.
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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.

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McGuirt, Jared T., Natalie K. Cooke, Marissa Burgermaster, Basheerah Enahora, Grace Huebner, Yu Meng, Gina Tripicchio, Omari Dyson, Virginia C. Stage, 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.

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The use of Extended Reality (XR) (i.e. Virtual and Augmented Reality) for nutrition education and behavior change has not been comprehensively reviewed. This paper presents findings from a scoping review of current published research. Articles (n = 92) were extracted from PubMed and Scopus using a structured search strategy and selection approach. Pertinent study information was extracted using a standardized data collection form. Each article was independently reviewed and coded by two members of the research team, who then met to resolve any coding discrepancies. There is an increasing trend in publication in this area, mostly regarding Virtual Reality. Most studies used developmental testing in a lab setting, employed descriptive or observational methods, and focused on momentary behavior change like food selection rather than education. The growth and diversity of XR studies suggest the potential of this approach. There is a need and opportunity for more XR technology focused on children and other foundational theoretical determinants of behavior change to be addressed within nutrition education. Our findings suggest that XR technology is a burgeoning approach in the field of nutrition, but important gaps remain, including inadequate methodological rigor, community application, and assessment of the impact on dietary behaviors.
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Charness, Neil, and Balaji Narasimhan. "INTEREST GROUP SESSION—TECHNOLOGY AND AGING: THE POTENTIAL AND PITFALLS OF EXTENDED REALITY SOLUTIONS FOR SUPPORTING AND ASSESSING OLDER ADULTS." Innovation in Aging 3, Supplement_1 (November 2019): S239. http://dx.doi.org/10.1093/geroni/igz038.892.

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Abstract Extended Reality (XR), which encompasses Virtual Reality (VR) and Augmented Reality (AR), holds a great deal of promise for improving the health and well-being of older adults. These opportunities include providing rehabilitation, physical exercise, skills training, leisure opportunities, and support for instrumental activities of daily living. Further, XR presents novel assessment opportunities. This session will explore the potential of XR solutions, and also crucial barriers to XR implementation, adoption, and engagement, particularly with respect to the “digital divide.” Some older adults, for a number of reasons, experience greater challenges adopting and using newer technologies. This session will start with a broad overview of issues related to XR solutions and will identify critical research needs, with an emphasis on the needs of older adults. This will be followed by a presentation of older adults’ perceptions of XR using data derived from a large, nationally representative sample. While some older adults reported not being ready for XR solutions, many older adults reported being willing to accept them to support optimal aging. Next, a study is presented that directly compares older adults’ perceptions of presence and immersion in virtual spaces. Using VR to assess wayfinding and navigation abilities of older adults is discussed next. The final talk will present VR usability issues derived from interview and focus group data. The session discussant will bring an interdisciplinary perspective to these important issues.
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Alnagrat, Ahmed, Rizalafande Che Ismail, Syed Zulkarnain Syed Idrus, and Rawad Mansour Abdulhafith Alfaqi. "A Review of Extended Reality (XR) Technologies in the Future of Human Education: Current Trend and Future Opportunity." Journal of Human Centered Technology 1, no. 2 (August 6, 2022): 81–96. http://dx.doi.org/10.11113/humentech.v1n2.27.

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Nowadays technology development in real life will reflect on education inexorably. Today, the concept of Extended Reality (XR) technologies (XRs), such as virtual reality (VR), augmented reality (AR), and mixed reality (MR), as very promising technological tools for education. The purpose of these technologies is to facilitate human life. In this context, educational technologies create new opportunities for students and teachers every day especially in education field. With various virtual environments (VE) and imaging systems, content that needs to be learned can be presented independently of school and classrooms in a low-cost and safe environment. As a result, teachers can create their own content with various applications, providing them with freedom of flexibility, and creativity. In this context, it is seen that XR has started to be used in various fields in education. When these fields and subjects are examined, it is observed that there is a concentration in the fields of education. The purpose of this narrative review is to describe the accelerators of XR (VR, AR, MR) technology in education settings. This literature review was conducted by conducting a systematic search of relevant articles and literature reviews through the university's online library, Google Scholar, Web of Science, IEEE Xplore, and the ACM Digital Library. In this paper, the authors demonstrate the main components of XR technology in the educational process. A comprehensive review of XR technology including education, and learning was provided. The authors identify limitations and conclude with future work of XR in educational uses.
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Alnagrat, Ahmed, Rizalafande Che Ismail, Syed Zulkarnain Syed Idrus, and Rawad Mansour Abdulhafith Alfaqi. "A Review of Extended Reality (XR) Technologies in the Future of Human Education: Current Trend and Future Opportunity." Journal of Human Centered Technology 1, no. 2 (August 6, 2022): 81–96. http://dx.doi.org/10.11113/humentech.v1n2.27.

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Nowadays technology development in real life will reflect on education inexorably. Today, the concept of Extended Reality (XR) technologies (XRs), such as virtual reality (VR), augmented reality (AR), and mixed reality (MR), as very promising technological tools for education. The purpose of these technologies is to facilitate human life. In this context, educational technologies create new opportunities for students and teachers every day especially in education field. With various virtual environments (VE) and imaging systems, content that needs to be learned can be presented independently of school and classrooms in a low-cost and safe environment. As a result, teachers can create their own content with various applications, providing them with freedom of flexibility, and creativity. In this context, it is seen that XR has started to be used in various fields in education. When these fields and subjects are examined, it is observed that there is a concentration in the fields of education. The purpose of this narrative review is to describe the accelerators of XR (VR, AR, MR) technology in education settings. This literature review was conducted by conducting a systematic search of relevant articles and literature reviews through the university's online library, Google Scholar, Web of Science, IEEE Xplore, and the ACM Digital Library. In this paper, the authors demonstrate the main components of XR technology in the educational process. A comprehensive review of XR technology including education, and learning was provided. The authors identify limitations and conclude with future work of XR in educational uses.
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Clifton, Nick, Fiona Carroll, and Richard Wheeler. "Proximity, Innovation, Collaboration; Developing the 4th “Extended Reality” Space." Dialogue and Universalism 32, no. 2 (2022): 61–82. http://dx.doi.org/10.5840/du202232228.

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The digital “4th Space” is a development of Oldenburg’s delineation of the 1st (home), 2nd place (work) and 3rd (social) places. Coworking spaces are presented as an example of space blurring within the knowledge economy, where digitalization, knowledge flows, flexibility and innovation play out at the micro level. Post-pandemic, they are likely to play a greater role as remote working remains a permanent feature. But how should we reassess their role in the advent of the 4th space, and what might the 4th space mean for how the role of proximity itself is (re)conceptualized in relation to collaboration and innovation? To do so, providing examples, we suggest the journey from the telephone to extended reality (XR) video conferencing technologies as a means to understand the evolution of the 4th space. We discuss (XR) spaces and the opportunities to afford proximity and collaboration, thus providing an agenda for further research.
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ATİKER, BARIŞ. "THE CREATIVE USE OF ARTIFICIAL INTELLIGENCE IN XR APPLICATIONS." TURKISH ONLINE JOURNAL OF DESIGN ART AND COMMUNICATION 12, no. 3 (July 1, 2022): 587–605. http://dx.doi.org/10.7456/11203100/003.

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In this study, the conceptual relationships between Artificial Intelligence (AI) and Extended Reality (AR) are examined from the perspective of design and creativity. The article raises three main questions. What outcomes are obtained when AI and XR concepts are combined? Today, how and to what applications are these findings applied? How can the combination of Artificial Intelligence and Extended Reality technologies transform the design and art of the future? The results of the content analysis were classified according to "Conceptual Innovations" "Technical Innovations" and "User Experience". Artificial Intelligence and Extended Reality have been shown to benefit people in the fields of creativity and design, based on current examples.
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Xing, Yongkang, Jethro Shell, Conor Fahy, Tiande Xie, Ho Yan Kwan, and Wenqiang Xie. "Web XR User Interface Research: Design 3D Layout Framework in Static Websites." Applied Sciences 12, no. 11 (May 31, 2022): 5600. http://dx.doi.org/10.3390/app12115600.

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Abstract:
Advances in digital interactive technologies have created a range of innovative products and services for the well-being of society. Extended Reality (XR) technology has shown enormous potential in the educational, commercial, and medical fields. Considering the potential of XR, we analyzed the use of XR technology for the improvement of web service user experiences. The paper discusses Web Extended Reality (XR) and its current circumstances. The study also discusses the advantages of web componentization and the Page Builder System, which is a famous framework for web componentization. Furthermore, the study analyzes the characteristics of XR. The research designs the Web XR User Interface framework with XR characteristics and componentization design. A 3D UI framework is proposed for providing an immersive, explorative, and readable user experience. The framework covers three aspects, including main content, a scrollbar, and navigation. In order to evaluate the performance efficiency of the framework, a proof-of-concept prototype was developed to examine the concept. We conducted a user study with 60 participants to evaluate the reading performance. Compared with the traditional web layout, the experimental results showed that the framework can improve the user experience in static websites. The paper indicates possible future views based on the experimental study.
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50

Connelly, Mark, Madeline Boorigie, and Klanci McCabe. "Acceptability and Tolerability of Extended Reality Relaxation Training with and without Wearable Neurofeedback in Pediatric Migraine." Children 10, no. 2 (February 9, 2023): 329. http://dx.doi.org/10.3390/children10020329.

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Abstract:
Objective. To determine the acceptability of using extended reality (XR) relaxation training as a preventive treatment for pediatric migraine. Methods. Youths aged 10–17 years old with migraine were recruited from a specialty headache clinic and completed baseline measures evaluating their vestibular symptoms and attitudes about technology. The patients were then instructed in three XR-based relaxation training conditions (fully immersive virtual reality with and without neurofeedback, and augmented reality with neurofeedback), in counterbalanced order, and completed acceptability and side effect questionnaires after each. The patients also took XR equipment home for one week to use for relaxation practice and again completed the measures about their experience. The acceptability and side effect data were compared against predetermined acceptable thresholds and were evaluated for their association with the participant characteristics. Results. The aggregate acceptability questionnaire scores exceeded our minimum threshold of 3.5/5, with the two fully immersive virtual reality conditions preferred over augmented reality for relaxation training (z = −3.02, p = 0.003, and z = −2.31, p = 0.02). The endorsed side effects were rated by all but one participant as mild, with vertigo being the most common. The acceptability ratings were not reliably associated with age, sex, typical hours per day of technology use, or technology attitudes, but were inversely related to the side effect scores. Conclusions. The preliminary data on acceptability and tolerability of immersive XR technology for relaxation training among youths with migraine supports further intervention development work.
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