Academic literature on the topic 'XR (Extended reality)'
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Journal articles on the topic "XR (Extended reality)"
Doolani, Sanika, Callen Wessels, Varun Kanal, Christos Sevastopoulos, Ashish Jaiswal, Harish Nambiappan, and Fillia Makedon. "A Review of Extended Reality (XR) Technologies for Manufacturing Training." Technologies 8, no. 4 (December 10, 2020): 77. http://dx.doi.org/10.3390/technologies8040077.
Full textAl-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.
Full textTakemoto, 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.
Full textTakemoto, 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.
Full textOng, 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.
Full textVukelić, 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.
Full textHu, 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.
Full textReading, 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.
Full textShankar, 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.
Full textSerras, 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.
Full textDissertations / Theses on the topic "XR (Extended reality)"
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.
Full textUnder 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.
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.
Full textLundmark, Martin. "The dice are still rolling : A study that shows how AR technology can create new gameplay specific qualities." Thesis, Högskolan Kristianstad, Fakulteten för ekonomi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-22065.
Full textSpelindustrin 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.
Rhoades, Michael Jewell. "Composing Holochoric Visual Music: Interdisciplinary Matrices." Diss., Virginia Tech, 2021. http://hdl.handle.net/10919/102159.
Full textDoctor 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.
Johnson, David. "MusE-XR: musical experiences in extended reality to enhance learning and performance." Thesis, 2019. http://hdl.handle.net/1828/10988.
Full textGraduate
Ferreira, Pedro Dias Fernandes Gomes. "XR Technologies, the company Xperiencia Virtual and the Revolution of Organizations: Proposal of a functional model for a company in Portugal in the context of cultural and creative industries." Master's thesis, 2020. http://hdl.handle.net/10400.26/34982.
Full textBook chapters on the topic "XR (Extended reality)"
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.
Full textFlotyński, 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.
Full textFlotyński, 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.
Full textFlotyński, 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.
Full textFlotyński, 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.
Full textFlotyński, 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.
Full textFlotyński, 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.
Full textFlotyński, Jakub. "E-XR Development Pipeline of Explorable Environments." In Knowledge-Based Explorable Extended Reality Environments, 151–68. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-59965-2_8.
Full textDoukianou, Stella, Damon Daylamani-Zad, and Ioannis Paraskevopoulos. "Beyond Virtual Museums: Adopting Serious Games and Extended Reality (XR) for User-Centred Cultural Experiences." In Visual Computing for Cultural Heritage, 283–99. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-37191-3_15.
Full textMiltenoff, Plamen. "Video 360 and Augmented Reality." In Advances in Library and Information Science, 211–25. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-4742-7.ch012.
Full textConference papers on the topic "XR (Extended reality)"
Bruzzone, Agostino G., Kirill Sinelshchikov, Marina Massei, and Giuliano Fabbrini. "Extended Reality technologies for industrial innovation." In The 32nd European Modeling & Simulation Symposium. CAL-TEK srl, 2020. http://dx.doi.org/10.46354/i3m.2020.emss.062.
Full textSmith, 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.
Full textKhalil, 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.
Full textGomes, 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.
Full textYu, 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.
Full textRatcliffe, 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.
Full textHarlan, 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.
Full textBaumanis, Atis, and Māris Kaļinka. "FROM TOPOGRAPHY TO VIRTUAL REALITY." In 23rd Conference for Junior Researchers „Civilinė inžinerija ir geodezija“. Vilnius Gediminas Technical University, 2020. http://dx.doi.org/10.3846/geo.2020.008.
Full textSnook, Kelly, Tarik Barri, Joachim Goßmann, Jason Potts, Margaret Schedel, and Hartmut Warm. "Kepler Concordia: Designing an Immersive Modular Musical and Scientific Instrument Using Novel Blockchain and Sonification Technologies in XR." In The 24th International Conference on Auditory Display. Arlington, Virginia: The International Community for Auditory Display, 2018. http://dx.doi.org/10.21785/icad2018.034.
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