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1

B. Vivekanandam. "Recent development in Extended Reality technologies". Recent Research Reviews Journal 2, n. 1 (giugno 2023): 135–44. http://dx.doi.org/10.36548/rrrj.2023.1.11.

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This study discusses the recent trends in Extended Reality (XR) technologies. Extended Reality is a group of three technologies i.e., virtual reality, augmented reality, and mixed reality. It has been used in many high-performance applications like military, gaming and medicine. In general, all immersive technologies increase the sense of realism, by fusing the virtual and real worlds. The same underlying technologies that enable AR and VR also power XR to deliver a wide range of innovative user experiences. According to Qualcomm, the future of XR is to develop sleek headsets to revolutionize user experiences on a daily basis and also in many different market segments, including education, retail, and healthcare. This study summarizes the different types of extended reality technologies, XR standardization work, XR and its multi-interactive technologies, and implementation of XR in real life applications.
2

Doolani, Sanika, Callen Wessels, Varun Kanal, Christos Sevastopoulos, Ashish Jaiswal, Harish Nambiappan e Fillia Makedon. "A Review of Extended Reality (XR) Technologies for Manufacturing Training". Technologies 8, n. 4 (10 dicembre 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.
3

Krodel, Tim, Vera Schott e Jivka Ovtcharova. "XR Technology Deployment in Value Creation". Applied Sciences 13, n. 8 (18 aprile 2023): 5048. http://dx.doi.org/10.3390/app13085048.

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With increasing computing power and data transmission performance of information technologies, the application scenarios for Extended Reality (XR) technologies in industries are growing. Despite the ongoing scientific investigation of industrial XR applications for over 25 years, these technologies are still considered emerging. Within this paper, we present an industry- and business-process agnostic approach for classifying the deployment purposes of XR technologies in value creation. We identified two major research streams regarding the role of XR technologies in value creation: (1) the research initiatives focusing on business-process-specific use case analysis and (2) industry-oriented research reviews. This results in limited identification of suitable application scenarios for new use cases and restricted transferability of the existing use case to future deployments. First, we provide a qualitative analysis of the current research streams. Then, in the second step, by abstracting the XR technology from the existing business processes and the industry-specific context, the generic purposes for XR technologies in value creation are identified and defined. The summary of these deployment purposes results in a taxonomy that enables the identification and transfer of potential use cases of XR technologies in value creation.
4

Gupta, Nithin, Nikki M. Barrington, Nicholas Panico, Nolan J. Brown, Rohin Singh, Redi Rahmani e Randy S. D’Amico. "Assessing views and attitudes toward the use of extended reality and its implications in neurosurgical education: a survey of neurosurgical trainees". Neurosurgical Focus 56, n. 1 (gennaio 2024): E18. http://dx.doi.org/10.3171/2023.10.focus23647.

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OBJECTIVE Extended reality (XR) systems, including augmented reality (AR), virtual reality (VR), and mixed reality, have rapidly emerged as new technologies capable of changing the way neurosurgeons prepare for cases. Thus, the authors sought to evaluate the perspectives of neurosurgical trainees on the integration of these technologies into neurosurgical education. METHODS A 20-question cross-sectional survey was administered to neurosurgical residents and fellows to evaluate perceptions of the use of XR in neurosurgical training. Respondents evaluated each statement using a modified Likert scale (1–5). RESULTS One hundred sixteen responses were recorded, with 59.5% of participants completing more than 90% of the questions. Approximately 59% of participants reported having institutional access to XR technologies. The majority of XR users (72%) believed it was effective for simulating surgical situations, compared with only 41% for those who did not have access to XR. Most respondents (61%) agreed that XR could become a standard in neurosurgical education and a cost-effective training tool (60%). Creating patient-specific anatomical XR models was considered relatively easy by 56% of respondents. Those with XR access reported finding it easier to create intraoperative models (58%) than those without access. A significant percentage (79%) agreed on the need for technical skill training outside the operating room (OR), especially among those without XR access (82%). There was general agreement (60%) regarding the specific need for XR. XR was perceived as effectively simulating stress in the OR. Regarding clinical outcomes, 61% believed XR improved efficiency and safety and 48% agreed it enhanced resection margins. Major barriers to XR integration included lack of ample training hours and/or time to use XR amid daily clinical obligations (63%). CONCLUSIONS The data presented in this study indicate that there is broad agreement among neurosurgical trainees that XR holds potential as a training modality in neurosurgical education. Moreover, trainees who have access to XR technologies tend to hold more positive perceptions regarding the benefits of XR in their training. This finding suggests that the availability of XR resources can positively influence trainees’ attitudes and beliefs regarding the utility of these technologies in their education and training.
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Rakkolainen, Ismo, Ahmed Farooq, Jari Kangas, Jaakko Hakulinen, Jussi Rantala, Markku Turunen e Roope Raisamo. "Technologies for Multimodal Interaction in Extended Reality—A Scoping Review". Multimodal Technologies and Interaction 5, n. 12 (10 dicembre 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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Novakova, Hana, e Peter ŠTarchoň. "Creative Industries: Challenges and Opportunities in XR Technologies". SHS Web of Conferences 115 (2021): 03011. http://dx.doi.org/10.1051/shsconf/202111503011.

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The paper aims to point out current challenges and opportunities in extended reality (XR) technologies that cover augmented, mixed and virtual reality (AR, MR, VR) within the frame of creative and related industries and current technological progress particularly based on the results of primary research. While the XR technologies struggle with limitations of the proper research on one side, multiple research projects including this one, have shown significant acceptance and potential of the XR technologies, especially in the ongoing digital era accelerated by the COVID-19 situation. The research presented in this paper was held with the small groups of artists in France who had opportunity to test the augmented reality mobile application on artworks from various artists. This and other cited research projects show that the acceptance rate of the XR technologies by the informed audience strongly predominates over its penetration in such population which can be interpreted as significant market opportunity. This milieu has strong impact on the democratization of the XR industry in the recent years with substantial investments by business sector. Meanwhile these technologies have become powerful enough to raise serious concern of their impact on ethical issues, social distancing and other related topics.
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Taheri, Ali, e Claudio Aguayo. "XR technologies and experience-based learning". Pacific Journal of Technology Enhanced Learning 4, n. 1 (11 febbraio 2022): 44–45. http://dx.doi.org/10.24135/pjtel.v4i1.146.

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Since the first industrial revolution, a specific mechanical paradigm of teaching and learning has dominated western education tradition, known as concept-based teaching and learning. This paradigm has reverberated and affected research, curriculum design, and teaching practices since the early 1960s, as well as nourishing important ideas for current discussions on the importance of factual information in curricula (Medwell et al., 2019). One of the issues with this type of knowledge transfer is that it has a reductionist and linear mindset which leads to disconnected knowledge generation, and additionally, misses on transferring tacit knowledge and any knowledge with ‘qualia’ (i.e. ‘subjective’) quality on it (Crane, 2012; Jackson, 1982, 1986). The conventional roles of the student, the instructor, the learning environment, and the learning tools and technologies must be rethought in the twenty-first century. On the other hand, cognitive philosophers such as Andy Clark and David Chalmers describe technology as a kind of scaffolding of the mind, with technology operating as instruments that we use to extend our mind (Clark & Chalmers, 1998). They are a part of us, in the same way, a spider's web is a part of the spider. We are tool-making animals that have been in a symbiotic/reciprocal feedback loop with technology since the beginning of stone tools. If technology is the real skin of our species and the extension of our nervous system and human cognition, then it should work for us and help us grow and have a better understanding of the world around us. Yet the tendency in education today under the concept-based teaching paradigm is rather the opposite, where technology can easily make learners more distracted and less aware of the surrounding subjective and experiential world (Kurniawan et al., 2021). If we want to react to today's calls for a better future, we not only need to focus on integrated and transversal knowledge development and transfer, but also on the real role, potential and opportunities that new immersive technologies, such as mixed reality (XR), can and should have in education. In this context, education ought to once again become interdisciplinary, founded on strong critical ethics and philosophical study of new alternative educational paradigms, with new epistemologies and technologies reflecting humanity's process of change and transition while reconnecting with old and ancient knowledge and methods of doing (Taheri & Aguayo, 2021). In the past, knowledge was seen to be a 'whole' obtained via journeys throughout people's lives, where individuals learned by doing and experiencing every facet of knowledge (Yazdi, 1992). Not all knowledge was thought to be transferable by teaching concepts; profound understanding of the world was only conceivable if one embarked on a long journey in life while learning (Netton, 2013). In this presentation, we suggest that education ought to embrace experience-based learning as a reacting paradigm to the dominant reductionist concept-based teaching paradigm. We see XR technologies in education having the potential to facilitate experience-based learning, where learners and XR technologies can become ‘one entity’ together, to explore, understand, and experience the learning process in self-determined ways. Such an approach requires new educational design epistemologies centred on the body and the embodiment of the experience within real-to-virtual learning environments. Here, the epistemology from the Santiago school of cognition (Aguayo, 2021; Maturana & Varela, 1980), which includes concepts like embodiment, embodied cognition, and enaction, may inform and drive the development of an experience-based type of immersive learning design based on an enactive, self-led user experience. As the philosopher, Marshall McLuhan famously said: "We shape our tools and thereafter they shape us" (Culkin, 1967, p. 53).
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Bibri, Simon Elias, e Senthil Kumar Jagatheesaperumal. "Harnessing the Potential of the Metaverse and Artificial Intelligence for the Internet of City Things: Cost-Effective XReality and Synergistic AIoT Technologies". Smart Cities 6, n. 5 (13 settembre 2023): 2397–429. http://dx.doi.org/10.3390/smartcities6050109.

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The Metaverse represents an always-on 3D network of virtual spaces, designed to facilitate social interaction, learning, collaboration, and a wide range of activities. This emerging computing platform originates from the dynamic convergence of Extended Reality (XR), Artificial Intelligence of Things (AIoT), and platform-mediated everyday life experiences in smart cities. However, the research community faces a pressing challenge in addressing the limitations posed by the resource constraints associated with XR-enabled IoT applications within the Internet of City Things (IoCT). Additionally, there is a limited understanding of the synergies between XR and AIoT technologies in the Metaverse and their implications for IoT applications within this framework. Therefore, this study provides a detailed overview of the literature on the potential applications, opportunities, and challenges pertaining to the deployment of XR technologies in IoT applications within the broader framework of IoCT. The primary focus is on navigating the challenges pertaining to the IoT applications powered by VR and AR as key components of MR in the Metaverse. This study also explores the emerging computing paradigm of AIoT and its synergistic interplay with XR technologies in the Metaverse and in relation to future IoT applications in the realm of IoCT. This study’s contributions encompass a comprehensive literature overview of XR technologies in IoT and IoCT, providing a valuable resource for researchers and practitioners. It identifies challenges and resource constraints, identifying areas that require further investigation. It fosters interdisciplinary insights into XR, IoT, AIoT, smart cities, and IoCT, bridging the gap between them. Lastly, it offers innovation pathways for effective XR deployment in future IoT/AIoT applications within IoCT. These contributions collectively advance our understanding of synergistic opportunities and complementary strengths of cutting-edge technologies for advancing the emerging paradigms of urban development.
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Catbas, Fikret Necati, Furkan Luleci, Mahta Zakaria, Ulas Bagci, Joseph J. LaViola, Carolina Cruz-Neira e Dirk Reiners. "Extended Reality (XR) for Condition Assessment of Civil Engineering Structures: A Literature Review". Sensors 22, n. 23 (6 dicembre 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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Rivera-Carlisle, Joanna. "CONTEXTUALISING THE CONTESTED: XR AS EXPERIMENTAL MUSEOLOGY". Herança 6, n. 1 (8 marzo 2023): 15–31. http://dx.doi.org/10.52152/heranca.v6i1.676.

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Museums are becoming increasingly multi-medial experiences and with the emergence of the metaverse (Coates, 2021), immersive technologies (XR) are projected to form an important part of future museum experiences. With options to provide a multiplicity of non-hierarchical information, support individualised paths through exhibitions, and experiential visits, XR has the potential to help keep visitors engaged around complex and nuanced information (Mulcahy, 2017). Working on devices that most museum visitors already own, XR technologies present a promising move towards more inclusivity, accessibility, and active audience engagement. Contributing to research on the multiple uses of XR in UK museums, this paper focuses on how XR can be operationalised to address contested displays in Western museums. Using an external app for the British Museum as an example, this paper discusses the challenges arising from this intersection, including the entrenchment of immersive technologies in colonial power dichotomies, the risks of performative virtual interventions, and the conflicting agencies museums, companies, and individuals must navigate in this context. The author suggests, as a possible experimental approach, wiki-based XR interactions which engage with non-Eurocentric epistemologies and are co-created by communities commonly disenfranchised in Western museum spaces.
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Rivera-Carlisle, Joanna. "CONTEXTUALISING THE CONTESTED: XR AS EXPERIMENTAL MUSEOLOGY". Herança 6, n. 1 (8 marzo 2023): 53–68. http://dx.doi.org/10.29073/heranca.v6i1.676.

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Museums are becoming increasingly multi-medial experiences and with the emergence of the metaverse (Coates, 2021), immersive technologies (XR) are projected to form an important part of future museum experiences. With options to provide a multiplicity of non-hierarchical information, support individualised paths through exhibitions, and experiential visits, XR has the potential to help keep visitors engaged around complex and nuanced information (Mulcahy, 2017). Working on devices that most museum visitors already own, XR technologies present a promising move towards more inclusivity, accessibility, and active audience engagement. Contributing to research on the multiple uses of XR in UK museums, this paper focuses on how XR can be operationalised to address contested displays in Western museums. Using an external app for the British Museum as an example, this paper discusses the challenges arising from this intersection, including the entrenchment of immersive technologies in colonial power dichotomies, the risks of performative virtual interventions, and the conflicting agencies museums, companies, and individuals must navigate in this context. The author suggests, as a possible experimental approach, wiki-based XR interactions which engage with non-Eurocentric epistemologies and are co-created by communities commonly disenfranchised in Western museum spaces.
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Li, Shixian, Qian-Cheng Wang, Hsi-Hsien Wei e Jieh-Haur Chen. "Extended Reality (XR) Training in the Construction Industry: A Content Review". Buildings 14, n. 2 (3 febbraio 2024): 414. http://dx.doi.org/10.3390/buildings14020414.

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As modern information technology advances and equipment devices update, extended reality (XR) technologies, including virtual reality (VR), augmented reality (AR), and augmented virtuality (AV) have witnessed an increasing use and application in construction training. This review aims to comprehensively examine the evolution of XR training in the construction domain. To achieve this, a systematic literature review of 74 journal papers from the Scopus database was conducted. This paper outlines the progression of XR training from 2009 to 2023, detailing related technologies like development platforms, display devices, and input devices. The literature review reveals that XR application in construction training spans five main areas: (1) safety management, (2) skill/knowledge acquisition, (3) equipment operation, (4) human–computer collaboration, and (5) ergonomics/postural training. Additionally, this review explores the impact of trainee roles on XR training outcomes and identifies the challenges faced by XR technology in construction training applications. The findings of this literature review are hoped to assist researchers and construction engineering trainers in understanding the latest advancements and challenges in XR, thereby providing valuable insights for future research.
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Meccawy, Maram. "Creating an Immersive XR Learning Experience: A Roadmap for Educators". Electronics 11, n. 21 (30 ottobre 2022): 3547. http://dx.doi.org/10.3390/electronics11213547.

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The use of extended reality (XR) technologies, namely Augmented Reality (AR), Virtual Reality (VR) and Mixed Reality (MR) in education, has attracted much attention in recent years. Many educators have described how XR benefits learners and how useful AR and VR technologies are in the classroom. However, creating AR and VR educational tools, apps or learning environments is a complex process, hence providing an immersive learning experience using these technologies is not a straightforward journey. As a result, the adoption of these emerging technologies in education might be delayed or halted despite their reported benefits to today’s learners. In this paper, websites, technical articles, academic journals, reports and mobile app stores, relating to the use of XR technologies in education, have been examined. A number of themes have emerged and been reported in this paper, which provides a roadmap for those who would like to create XR experiences for learning and training purposes. The paper also describes the factors that should be considered when selecting an option to follow to introduce such immersive learning experiences.
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Alizadehsalehi, Sepehr, e Ahmad Hadavi. "Synergies of Lean, BIM, and Extended Reality (LBX) for Project Delivery Management". Sustainability 15, n. 6 (10 marzo 2023): 4969. http://dx.doi.org/10.3390/su15064969.

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The architecture, engineering, and construction (AEC) industry stands to benefit tremendously from the integration of lean construction (LC), building information modeling (BIM), and extended reality (XR) technologies at all stages of a project. These technologies enable multidimensional content viewing and collaboration through cloud-based systems and in real-scale environments, resulting in higher levels of efficiency. The aim of this research is to offer an integrative approach that combines project management philosophies, systems, technologies, and tools. The sections containing the results of this study are as follows. (1) A concise review of the benefits of LC, BIM, and XR technologies in the AEC industry, including BIM-based visualization support for LC (Lean-BIM) and BIM visualization in XR (BIM-XR). This section also presents an overview of the most commonly used wearable XRs on the market. (2) The presentation of an LBX process flow diagram and an IDEF0 diagram for the LBX project delivery management system at each stage of AEC projects, including design, construction, and operation. (3) Two possible scenarios for integrated lean, BIM, and XR implementation are suggested, referred to as “in the office” and “online or semi-online LBX meetings”. (4) An analysis of the strengths and weaknesses of the LBX management system, practical implications, and open challenges of applying LBX to project management tasks. Overall, this study presents an enormous opportunity to increase the quality of construction project planning, understanding, and performance, and provides a roadmap for future efforts to implement the integration of LC, BIM, and XR technologies in the AEC industry.
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Matthews, Benjamin, Zi Siang See e Denise Doyle. "XR and creativity: Transformative technologies for good". Virtual Creativity 11, n. 1 (1 giugno 2021): 3–7. http://dx.doi.org/10.1386/vcr_00039_2.

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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, n. 2 (29 dicembre 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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Ian F. Akyildiz e Hongzhi Guo. "Wireless communication research challenges for Extended Reality (XR)". ITU Journal on Future and Evolving Technologies 3, n. 1 (5 aprile 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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RAMESHWAR, Jason Robert, e Graham S. KING. "Caribbean Metaverse Development: A Literature Review Perspective". Journal of Metaverse 2, n. 2 (31 dicembre 2022): 83–99. http://dx.doi.org/10.57019/jmv.1120470.

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The Caribbean’s metaverse evolution accelerated due to the Covid-19 pandemic. This paper focuses on the metaverse, XR, and NFT and emphasises the Caribbean’s contribution to the virtual environment. A bibliometric analysis of metaverse-themed research identified the rapid increase in publications in 2021 and 2022 and that titles with XR (AR, VR or MR) occurred three times more than blockchain (including NFT). An evolving dataset was created based on a continuous scoping literature review of Industry 4.0 and its enabling technologies. This enables the creation of a new definition of the metaverse, understanding the UX benefits of XR and its applications' areas of foci, highlighting investment in XR-based projects, and illustrating the Caribbean-themed NFT and XR projects. This dataset revealed that UX benefits are linked to XR element features that are relevant, contextual, customised, hands-free and intuitive. It also revealed that XR applications have areas of foci that can enable machine control or data interface, designing and testing, remote support, education, customer engagement, remote collaboration or entertainment and escapism. Analysis of 54 XR papers revealed that the most popular area of focus was education (including training, learning and understanding). An evaluation of global investments in XR development showed funding ranged from USD 70K to USD 100M, and there needs to be focused financial support for Caribbean projects. This justifies continued research into factors influencing funding and encouraging Caribbean XR development. In addition, this research promotes regionally developed XR projects and NFTs. The paper's originality is the reductionist definition of the metaverse: a space designed for users by users, which can satisfy whomever, whatever, however, wherever and whenever. It manifests the user's extended reality, facilitated through XR technologies that enable Industry 4.0 (I4.0). As such, the metaverse can be considered the practical implementation of I4.0.
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Panagiotidis, Panagiotis. "Augmented and Mixed Reality in Language Learning". European Journal of Education 4, n. 2 (1 ottobre 2021): 28. http://dx.doi.org/10.26417/501ibq23c.

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The use of Extended Reality technologies in education, and especially in language learning, has attracted the interest of language experts for the last 15 years. However, the recent technological progress as well as the simultaneous dramatic reduction of the cost of the necessary hardware has led to an impressive growth of the XR market, creating, thus, new perspectives concerning the adoption of XR technologies in education. The educational XR market is also growing very fast, not only thanks to the offer of innovative applications, but also due to technological developments in network technologies. Advances in wireless and cellular networks can make XR experiences more immersive and more accessible to local and remote users. This paper aims to present the current developments in the field of utilization of Augmented (AR) and Mixed Reality (MR) technologies in language education and to explore their future perspectives. Towards this end, AR/MR technologies, the theoretical bases of their use in language education, as well as the available for each technology hardware and software solutions are presented in more detail. Examples of AR/MR technologies in language learning applications, as well as the conclusions drawn from the literature review concerning the benefits and limitations AR/MR applications in language learning will also be presented. Finally, market data and future research directions will be discussed, in order to identify the perspectives of these technologies in language learning.
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Ebnali, Mahdi, Phani Paladugu, Christian Miccile, Sandra Hyunsoo Park, Barbara Burian, Steven Yule e Roger D. Dias. "Extended Reality Applications for Space Health". Aerospace Medicine and Human Performance 94, n. 3 (1 marzo 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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Luo, Qinpei, Hongliang Zhang, Minrui Xu, Boya Di, Anthony Chen, Shiwen Mao, Dusit Niyato e Zhu Han. "An Overview of 3GPP Standardization for Extended Reality (XR) in 5G and Beyond". GetMobile: Mobile Computing and Communications 27, n. 3 (31 ottobre 2023): 10–17. http://dx.doi.org/10.1145/3631588.3631592.

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In recent years, aiming to enhance and extend user experiences beyond the real world, Extended Reality (XR) has emerged to become a new paradigm that enables a plethora of applications [1], e.g., online gaming, online conferencing, social media, etc. XR refers to the human-machine interactions that combine real and virtual environments with the support of computing/communications technologies and wearable devices. The XR content is generated by providers or other users, including audio, video and other metadata. In general, the generated XR content is transmitted to XR devices and rendered into XR scenes (i.e., to generate an image from a 2D or 3D model by means of a computer program), where users can experience a hybrid experience of the real and virtual worlds.
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Razzak, Rehma, Joy Li, Selena He e Estate Sokhadze. "Investigating Sex-Based Neural Differences in Autism and Their Extended Reality Intervention Implications". Brain Sciences 13, n. 11 (9 novembre 2023): 1571. http://dx.doi.org/10.3390/brainsci13111571.

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Autism Spectrum Disorder (ASD) affects millions of individuals worldwide, and there is growing interest in the use of extended reality (XR) technologies for intervention. Despite the promising potential of XR interventions, there remain gaps in our understanding of the neurobiological mechanisms underlying ASD, particularly in relation to sex-based differences. This scoping review synthesizes the current research on brain activity patterns in ASD, emphasizing the implications for XR interventions and neurofeedback therapy. We examine the brain regions commonly affected by ASD, the potential benefits and drawbacks of XR technologies, and the implications of sex-specific differences for designing effective interventions. Our findings underscore the need for ongoing research into the neurobiological underpinnings of ASD and sex-based differences, as well as the importance of developing tailored interventions that consider the unique needs and experiences of autistic individuals.
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Ortega-Gras, Juan-José, María-Victoria Gómez-Gómez, María-Victoria Bueno-Delgado, Josefina Garrido-Lova e Gregorio Cañavate-Cruzado. "Designing a Technological Pathway to Empower Vocational Education and Training in the Circular Wood and Furniture Sector through Extended Reality". Electronics 12, n. 10 (22 maggio 2023): 2328. http://dx.doi.org/10.3390/electronics12102328.

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Extended Reality (XR) is a term that refers to virtual, augmented, and, more recently, mixed reality (VR/AR//MR), which are key enabling technologies of the Industry 4.0 (I4.0) and the simulated digital environment of the metaverse. XR enables the simulation of workplace scenarios, providing workers with training in a risk-free environment, resulting in cost savings, improved occupational risk prevention, and enhanced decision-making processes. XR is ideal for supporting digital transformation for organisations in fields such as production, occupational risk prevention, maintenance, and marketing. XR is also a key driver for training initiatives aimed at promoting good practices in the circular economy in specific sectors such as woodworking and furniture (W&F). The European Commission has recognised the potential of XR for the W&F sector, funding initiatives such as the European project, Allview, which seeks to identify the most appropriate and beneficial technologies of I4.0 with a green and digital transition focus from the perspective of vocational education and training (VET). This paper presents the work carried out within the framework of Allview, including the research and comparison of current software and hardware of XR tools suitable for VET in the W&F field, a review of successful examples of XR applied to W&F training actions, and an analysis of the opinions gathered from European students, teachers, and training organisations regarding the use of XR in education. As a result, the authors present a training pathway aimed at the development and implementation of a XR training scenario/lab/environment focused on VR, 360° videos, and MR, as a guideline for developing immersive XR training contents, contributing to the digital and green transformation of VET in the W&F sector.
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Alnagrat, Ahmed, Rizalafande Che Ismail, Syed Zulkarnain Syed Idrus e 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, n. 2 (6 agosto 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 e 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, n. 2 (6 agosto 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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Maddali, Hanuma Teja, Andrew Irlitti e 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 (7 novembre 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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Vermandere, Jelle, Maarten Bassier e Maarten Vergauwen. "Two-Step Alignment of Mixed Reality Devices to Existing Building Data". Remote Sensing 14, n. 11 (3 giugno 2022): 2680. http://dx.doi.org/10.3390/rs14112680.

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With the emergence of XR technologies, the demand for new time- and cost-saving applications in the AEC industry based on these new technologies is rapidly increasing. Their real-time feedback and digital interaction in the field makes these systems very well suited for construction site monitoring, maintenance, project planning, and so on. However, the continuously changing environments of construction sites and facilities requires extraordinary robust and dynamic data acquisition technologies to capture and update the built environment. New XR devices already have the hardware to accomplish these tasks, but the framework to document and geolocate multi-temporal mappings of a changing environment is still very much the subject of ongoing research. The goal of this research is, therefore, to study whether Lidar and photogrammetric technologies can be adapted to process XR sensory data and align multiple time series in the same coordinate system. Given the sometimes drastic changes on sites, we do not only use the sensory data but also any preexisting remote sensing data and as-is or as-designed BIM to aid the registration. In this work, we specifically study the low-resolution geometry and image matching of the Hololens 2 during consecutive stages of a construction. During the experiments, multiple time series of constructions are captured and registered. The experiments show that XR-captured data can be reliably registered to preexisting datasets with an accuracy that matches or exceeds the resolution of the sensory data. These results indicate that this method is an excellent way to align generic XR devices to a wide variety of existing reference data.
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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 e Siew Sun Wong. "Extended Reality Technologies in Nutrition Education and Behavior: Comprehensive Scoping Review and Future Directions". Nutrients 12, n. 9 (22 settembre 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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Kluge, Murielle G., Steven Maltby, Angela Keynes, Eugene Nalivaiko, Darrell J. R. Evans e Frederick R. Walker. "Current State and General Perceptions of the Use of Extended Reality (XR) Technology at the University of Newcastle: Interviews and Surveys From Staff and Students". SAGE Open 12, n. 2 (aprile 2022): 215824402210933. http://dx.doi.org/10.1177/21582440221093348.

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Extended reality (XR) technology is an emerging teaching tool within the higher education sector. Many institutions are currently running pilot projects, primarily assessing individual XR teaching tools typically being led by innovative/technology-driven teaching staff, which may introduce a self-selection bias and may not represent the general attitudes of the broader staff and student population. We applied a mixed-methods approach to gain insight into end-user acceptability, value areas, barriers, and opportunities for the adoption of XR in teaching at an Australian University. A university-wide online survey and targeted interview sessions with XR technology users show a general readiness for broad adoption of XR technologies in university education. Whilst existing XR teaching applications were described as “successful,” relatively few applications were sustainably integrated into the curriculum. Our data highlights the existing barriers for the successful transition from individual use-cases of XR tools to broader adoption across university institutions.
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Ong, Triton, Hattie Wilczewski, Samantha R. Paige, Hiral Soni, Brandon M. Welch e Brian E. Bunnell. "Extended Reality for Enhanced Telehealth During and Beyond COVID-19: Viewpoint". JMIR Serious Games 9, n. 3 (26 luglio 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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Shatilov, Kirill A., Dimitris Chatzopoulos, Lik-Hang Lee e Pan Hui. "Emerging ExG-based NUI Inputs in Extended Realities: A Bottom-up Survey". ACM Transactions on Interactive Intelligent Systems 11, n. 2 (19 luglio 2021): 1–49. http://dx.doi.org/10.1145/3457950.

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Incremental and quantitative improvements of two-way interactions with e x tended realities (XR) are contributing toward a qualitative leap into a state of XR ecosystems being efficient, user-friendly, and widely adopted. However, there are multiple barriers on the way toward the omnipresence of XR; among them are the following: computational and power limitations of portable hardware, social acceptance of novel interaction protocols, and usability and efficiency of interfaces. In this article, we overview and analyse novel natural user interfaces based on sensing electrical bio-signals that can be leveraged to tackle the challenges of XR input interactions. Electroencephalography-based brain-machine interfaces that enable thought-only hands-free interaction, myoelectric input methods that track body gestures employing electromyography, and gaze-tracking electrooculography input interfaces are the examples of electrical bio-signal sensing technologies united under a collective concept of ExG. ExG signal acquisition modalities provide a way to interact with computing systems using natural intuitive actions enriching interactions with XR. This survey will provide a bottom-up overview starting from (i) underlying biological aspects and signal acquisition techniques, (ii) ExG hardware solutions, (iii) ExG-enabled applications, (iv) discussion on social acceptance of such applications and technologies, as well as (v) research challenges, application directions, and open problems; evidencing the benefits that ExG-based Natural User Interfaces inputs can introduce to the area of XR.
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Stary, Christian. "Digital Process Twins as Intelligent Design Technology for Engineering Metaverse/XR Applications". Sustainability 15, n. 22 (17 novembre 2023): 16062. http://dx.doi.org/10.3390/su152216062.

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The last years have seen propagating Metaverse and Mixed Reality (Extended Reality, XR) technologies into everyday applications. Due to their immersion and digitalization capability, sustainability issues can be addressed to optimize resource consumption before processes are put to practice or products are materialized. In particular, Digital Process Twin technologies can execute behavior models of socio-technical Cyber-Physical Systems. They allow both designing variants of system behavior and validating implementation architectures for system operation. In this contribution, I leverage these capabilities to capture the behavior-centered intelligence of Metaverse and XR applications. The more accurately user roles and cyber-physical components can be captured by behavior models representing Metaverse/XR applications, the more accurately the environmental, social, and economic impact of design alternatives can be experienced.
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Stendal, Karen, e Rosemarie D. L. C. Bernabe. "Extended Reality—New Opportunity for People With Disability? Practical and Ethical Considerations". Journal of Medical Internet Research 26 (13 febbraio 2024): e41670. http://dx.doi.org/10.2196/41670.

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Since the introduction of virtual environments in the 70s, technologies have moved through virtual reality, mixed reality, and augmented reality into extended reality (XR). This development is promising for various groups. Previous research has shown people with disability benefiting from using technology in social and professional settings. Technology has offered people with disability the opportunity to communicate, interact, participate, and build new relationships. However, we do not know what impact XR has or will have and whether it will offer new opportunities for people with disability. This paper aims to indicate potential opportunities and challenges afforded by XR to people with disability. We offer reflections on the opportunities as well as the ethical considerations needed when introducing immersive technologies to a marginalized group.
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Pudło, Filip Gabriel, Małgorzata Kotlińska, Wojciech Olchowski, Katarzyna Kopeć e Marta Materska-Samek. "XR Workflows in Film Production: Demonstration for Educational Purposes". Zarządzanie Mediami 10, n. 4 (2023): 245–64. http://dx.doi.org/10.4467/23540214zm.22.017.17961.

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The use of the XR production technologies has expanded recently in the film industry and heavily influenced the film production process. This paper aims therefore to explore the differences between diverse XR production workflows. The analysis provides criteria for workflow paths of traditional approach to film production and XR production flow, including workflow structure, skills, education, and equipment. Defined XR techniques are discussed for educational purposes. Its illustrations are three case studies of cinematic VR production, computer-generated VR production and Virtual Production. They are the basis for workflow comparison and discussion on artistic decisions and production challenges for film related Higher Education Institutions (HEI) students and scholars.
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Prada, Rui. "Artificial Intelligence test agents for automated testing of Extended Reality (XR)". Open Access Government 37, n. 1 (6 gennaio 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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De Keyser, Arne, Sarah Köcher, Linda Alkire (née Nasr), Cédric Verbeeck e Jay Kandampully. "Frontline Service Technology infusion: conceptual archetypes and future research directions". Journal of Service Management 30, n. 1 (14 gennaio 2019): 156–83. http://dx.doi.org/10.1108/josm-03-2018-0082.

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PurposeSmart technologies and connected objects are rapidly changing the organizational frontline. Yet, our understanding of how these technologies infuse service encounters remains limited. Therefore, the purpose of this paper is to update existing classifications of Frontline Service Technology (FST) infusion. Moreover, the authors discuss three promising smart and connected technologies – conversational agents, extended reality (XR) and blockchain technology – and their respective implications for customers, frontline employees and service organizations.Design/methodology/approachThis paper uses a conceptual approach integrating existing work on FST infusion with artificial intelligence, robotics, XR and blockchain literature, while also building on insights gathered through expert interviews and focus group conversations with members of two service research centers.FindingsThe authors define FST and propose a set of FST infusion archetypes at the organizational frontline. Additionally, the authors develop future research directions focused on understanding how conversational agents, XR and blockchain technology will impact service.Originality/valueThis paper updates and extends existing classifications of FST, while paving the road for further work on FST infusion.
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Sofiadin, Aidrina. "E-learning Technologies Opportunities on Students’ Learning Motivation and Performance: A Descriptive Study". Journal of Social Science and Humanities 5, n. 6 (30 dicembre 2022): 8–14. http://dx.doi.org/10.26666/rmp.jssh.2022.6.2.

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The effectiveness of e-learning significantly impacts the student learning process and the quality of the e-learning system. Literature highlights numerous technologies in e-learning that enhance online education quality. Students learning experience through the face-to-face approach may not be the same as e-learning with the emerging technology trends such as Artificial Intelligence (AI), Virtual Reality (VR), Augmented Reality (AR), Mixed Reality (MR) and Extended Reality (XR). Thus, there is a need to understand how e-learning technologies such as AI, VR, AR, MR and XR will impact the student's learning motivation and performance. This study focuses on students’ learning motivation and performance at one of the top ten universities in Malaysia. A descriptive study was applied, and the data from questionnaires were analysed using descriptive statistics. The results enlightened some opportunities for AI, VR, AR, MR, and XR that may enhance students’ learning motivation and performance while promoting a humanising education.
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Spitzer, Barbara Oliveira, Jae Hoon Ma, Ece Erdogmus, Ben Kreimer, Erica Ryherd e Heidi Diefes-Dux. "Framework for the Use of Extended Reality Modalities in AEC Education". Buildings 12, n. 12 (8 dicembre 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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Jones, Donovan, Roberto Galvez, Darrell Evans, Michael Hazelton, Rachel Rossiter, Pauletta Irwin, Peter S. Micalos, Patricia Logan, Lorraine Rose e Shanna Fealy. "The Integration and Application of Extended Reality (XR) Technologies within the General Practice Primary Medical Care Setting: A Systematic Review". Virtual Worlds 2, n. 4 (2 novembre 2023): 359–73. http://dx.doi.org/10.3390/virtualworlds2040021.

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The COVID-19 pandemic instigated a paradigm shift in healthcare delivery with a rapid adoption of technology-enabled models of care, particularly within the general practice primary care setting. The emergence of the Metaverse and its associated technology mediums, specifically extended reality (XR) technology, presents a promising opportunity for further industry transformation. Therefore, the objective of this study was to explore the current application and utilisation of XR technologies within the general practice primary care setting to establish a baseline for tracking its evolution and integration. A systematic review following the Preferred Reporting Items for Systematic Reviews and Meta-Analysis (PRISMA) was conducted and registered with the international database of prospectively registered systematic reviews as PROSPERO-CRD42022339905. Eleven articles met the inclusion criteria and were quality appraised and included for review. All databases searched, inclusive of search terms, are supplied to enhance the transparency and reproducibility of the findings. All study interventions used virtual reality technology exclusively. The application of virtual reality within the primary care setting was grouped under three domains: (1) childhood vaccinations, (2) mental health, and (3) health promotion. There is immense potential for the future application of XR technologies within the general practice primary care setting. As technology evolves, healthcare practitioners, XR technology specialists, and researchers should collaborate to harness the full potential of implementing XR mediums.
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Vukelić, Goran, Goran Vizentin e Vlado Frančić. "Prospects for use of extended reality technology for ship passenger evacuation simulation". Pomorstvo 35, n. 1 (30 giugno 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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Woodall, William J., Eugene H. Chang, Serkan Toy, Deborah R. Lee e Jonathan H. Sherman. "Does Extended Reality Simulation Improve Surgical/Procedural Learning and Patient Outcomes When Compared With Standard Training Methods?" Simulation in Healthcare: The Journal of the Society for Simulation in Healthcare 19, n. 1S (gennaio 2024): S98—S111. http://dx.doi.org/10.1097/sih.0000000000000767.

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Introduction The use of extended reality (XR) technologies, including virtual, augmented, and mixed reality, has increased within surgical and procedural training programs. Few studies have assessed experiential learning- and patient-based outcomes using XR compared with standard training methods. Methods As a working group for the Society for Simulation in Healthcare, we used Preferred Reporting Items for Systematic Reviews and Meta-Analyses guidelines and a PICO strategy to perform a systematic review of 4238 articles to assess the effectiveness of XR technologies compared with standard training methods. Outcomes were grouped into knowledge, time-to-completion, technical proficiency, reactions, and patient outcomes. Because of study heterogeneity, a meta-analysis was not feasible. Results Thirty-two studies met eligibility criteria: 18 randomized controlled trials, 7 comparative studies, and 7 systematic reviews. Outcomes of most studies included Kirkpatrick levels of evidence I–III (reactions, knowledge, and behavior), while few reported level IV outcomes (patient). The overall risk of bias was low. With few exceptions, included studies showed XR technology to be more effective than standard training methods in improving objective skills and performance, shortening procedure time, and receiving more positive learner ratings. However, XR use did not show significant differences in gained knowledge. Conclusions Surgical or procedural XR training may improve technical skill development among trainees and is generally favored over standard training methods. However, there should be an additional focus on how skill development translates to clinically relevant outcomes. We recommend longitudinal studies to examine retention and transfer of training to clinical settings, methods to improve timely, adaptive feedback for deliberate practice, and cost analyses.
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Ahmed Alnagrat, Ahmed Jamah. "Virtual Transformations in Human Learning Environment: An Extended Reality Approach". Journal of Human Centered Technology 1, n. 2 (6 agosto 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, n. 2 (6 agosto 2022): 116–24. http://dx.doi.org/10.11113/humentech.v1n2.26.

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Abstract (sommario):
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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El Barhoumi, N., e R. Hajji. "HBIM AND EXTENDED REALITY FOR CULTURAL MEDIATION OF HISTORICAL HERITAGE: A REVIEW". International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLVIII-4/W9-2024 (8 marzo 2024): 125–32. http://dx.doi.org/10.5194/isprs-archives-xlviii-4-w9-2024-125-2024.

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Abstract. In the realm of Cultural Heritage, emergent technologies such as HBIM (Historical Building Information Modeling) and Extended Reality (XR) are becoming instrumental in creating immersive Virtual Heritage experiences. A review of relevant literature indicates that these technologies have been utilized to build 3D HBIM models and highlight them on immersive platforms for purposes of cultural dissemination and promotion. Technological progress now accommodates the assimilation of historical data via HBIM methodology, which opens avenues for novel communication forms and the distribution of information through extended reality techniques. This, in turn, ensures cultural mediation and heritage site promotion. This study aims to present a comprehensive survey of research surrounding the application of HBIM in heritage site preservation and management. Moreover, this paper intends to provide an overview of the concepts and the role of XR within HBIM, in supporting the cultural mediation and promotion of historical heritage. This research further delineates a pathway for future endeavours concerning the integration of XR technologies within the policies of architectural and built heritage conservation and assessment.
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Fast-Berglund, Åsa, Liang Gong e 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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Guo, Xingrong, Yiming Guo e Yunqin Liu. "The Development of Extended Reality in Education: Inspiration from the Research Literature". Sustainability 13, n. 24 (14 dicembre 2021): 13776. http://dx.doi.org/10.3390/su132413776.

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Abstract (sommario):
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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Christoff, Nicole, Nikolay N. Neshov, Krasimir Tonchev e Agata Manolova. "Application of a 3D Talking Head as Part of Telecommunication AR, VR, MR System: Systematic Review". Electronics 12, n. 23 (26 novembre 2023): 4788. http://dx.doi.org/10.3390/electronics12234788.

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Abstract (sommario):
In today’s digital era, the realms of virtual reality (VR), augmented reality (AR), and mixed reality (MR) collectively referred to as extended reality (XR) are reshaping human–computer interactions. XR technologies are poised to overcome geographical barriers, offering innovative solutions for enhancing emotional and social engagement in telecommunications and remote collaboration. This paper delves into the integration of (AI)-powered 3D talking heads within XR-based telecommunication systems. These avatars replicate human expressions, gestures, and speech, effectively minimizing physical constraints in remote communication. The contributions of this research encompass an extensive examination of audio-driven 3D head generation methods and the establishment of comprehensive evaluation criteria for 3D talking head algorithms within Shared Virtual Environments (SVEs). As XR technology evolves, AI-driven 3D talking heads promise to revolutionize remote collaboration and communication.
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Xing, Yongkang, Jethro Shell, Conor Fahy, Tiande Xie, Ho Yan Kwan e Wenqiang Xie. "Web XR User Interface Research: Design 3D Layout Framework in Static Websites". Applied Sciences 12, n. 11 (31 maggio 2022): 5600. http://dx.doi.org/10.3390/app12115600.

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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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Harmouche, H., R. Hajji, N. El Barhoumi, N. Sardi e A. Bouramdane. "INTEGRATION OF HBIM, XR AND BEACONS FOR CULTURAL MEDIATION OF HISTORICAL HERITAGE: THE CASE OF “AL-QUARAOUIYINE MOSQUE” IN FES". International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLVIII-2/W4-2024 (14 febbraio 2024): 221–26. http://dx.doi.org/10.5194/isprs-archives-xlviii-2-w4-2024-221-2024.

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Abstract. The mediation of cultural heritage is a significant concern in the field of history and culture valorization. Technologies such as HBIM (Historic Building Information Modeling), XR (Extended Reality), and Beacons offer highly promising solutions that have demonstrated their value in various heritage-related applications, namely 3D reconstruction, documentation, restoration, preservation, and mediation. The primary objective of this paper is to propose an approach that combines HBIM () and XR (), integrating Beacon sensors to create a rich cultural mediation experience. Our approach is based on an HBIM model of the site, enriched with multi-source semantic information stored in a NoSQL database. It also leverages Beacon sensors to deliver historical content related to the study site (Mosque Al-Quaraouiyine) based on the user's position, thereby providing a cultural mediation experience within an XR environment. This study resulted in the creation of an HBIM model of the study site, the integration of a MongoDB database for storing semantic data, the utilization of the Unity SDK to retrieve this data, and the deployment of Beacons for user position detection within the XR environment. These advancements led to the display of contextual historical and multimedia information through interactive panels, offering a rich and interactive experience. The added value of this project lies in its innovative combination of several modern technologies to provide an educational and immersive experience to users, while also paving the way for future developments towards the dissemination of cultural information based on new technologies.
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Yang, Chao, Xinyi Tu, Juuso Autiosalo, Riku Ala-Laurinaho, Joel Mattila, Pauli Salminen e Kari Tammi. "Extended Reality Application Framework for a Digital-Twin-Based Smart Crane". Applied Sciences 12, n. 12 (14 giugno 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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