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Статті в журналах з теми "Extended Reality (XR)"
Ian F. Akyildiz and Hongzhi Guo. "Wireless communication research challenges for Extended Reality (XR)." ITU Journal on Future and Evolving Technologies 3, no. 1 (April 5, 2022): 1–15. http://dx.doi.org/10.52953/qgkv1321.
Повний текст джерелаVasarainen, Minna, Sami Paavola, and Liubov Vetoshkina. "A Systematic Literature Review on Extended Reality: Virtual, Augmented and Mixed Reality in Working Life." International Journal of Virtual Reality 21, no. 2 (October 18, 2021): 1–28. http://dx.doi.org/10.20870/ijvr.2021.21.2.4620.
Повний текст джерелаEbnali, Mahdi, Phani Paladugu, Christian Miccile, Sandra Hyunsoo Park, Barbara Burian, Steven Yule, and Roger D. Dias. "Extended Reality Applications for Space Health." Aerospace Medicine and Human Performance 94, no. 3 (March 1, 2023): 122–30. http://dx.doi.org/10.3357/amhp.6131.2023.
Повний текст джерелаMorimoto, Tadatsugu, Takaomi Kobayashi, Hirohito Hirata, Koji Otani, Maki Sugimoto, Masatsugu Tsukamoto, Tomohito Yoshihara, Masaya Ueno, and Masaaki Mawatari. "XR (Extended Reality: Virtual Reality, Augmented Reality, Mixed Reality) Technology in Spine Medicine: Status Quo and Quo Vadis." Journal of Clinical Medicine 11, no. 2 (January 17, 2022): 470. http://dx.doi.org/10.3390/jcm11020470.
Повний текст джерелаDoolani, 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.
Повний текст джерелаRantakokko, Satu. "Data Handling Process in Extended Reality (XR) When Delivering Technical Instructions." Technical Communication 69, no. 2 (May 1, 2022): 75–96. http://dx.doi.org/10.55177/tc734125.
Повний текст джерелаPrada, Rui. "Artificial Intelligence test agents for automated testing of Extended Reality (XR)." Open Access Government 37, no. 1 (January 6, 2023): 344–45. http://dx.doi.org/10.56367/oag-037-10543.
Повний текст джерелаPlopski, Alexander, Teresa Hirzle, Nahal Norouzi, Long Qian, Gerd Bruder, and Tobias Langlotz. "The Eye in Extended Reality: A Survey on Gaze Interaction and Eye Tracking in Head-worn Extended Reality." ACM Computing Surveys 55, no. 3 (April 30, 2023): 1–39. http://dx.doi.org/10.1145/3491207.
Повний текст джерелаRakkolainen, Ismo, Ahmed Farooq, Jari Kangas, Jaakko Hakulinen, Jussi Rantala, Markku Turunen, and Roope Raisamo. "Technologies for Multimodal Interaction in Extended Reality—A Scoping Review." Multimodal Technologies and Interaction 5, no. 12 (December 10, 2021): 81. http://dx.doi.org/10.3390/mti5120081.
Повний текст джерелаAl-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.
Повний текст джерелаДисертації з теми "Extended Reality (XR)"
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.
Повний текст джерелаUnder 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.
Повний текст джерелаLundmark, 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.
Повний текст джерелаSpelindustrin 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.
BOFFI, LAURA. "Cars with an Intent." Doctoral thesis, Università degli studi di Ferrara, 2022. http://hdl.handle.net/11392/2496471.
Повний текст джерелаIn un prossimo futuro le automobili a guida autonoma popoleranno probabilmente l'ambiente urbano insieme alle auto tradizionali e ad altri utenti della strada. Sebbene siano a tutti gli effetti dei robot a scala urbana immersi in un contesto socio-tecnico, finora le auto autonome sono state considerate quasi esclusivamente dal punto di vista della sicurezza e della funzionalità di guida e non sono state progettate per agire come esseri urbani sociali. "Automobili con una Intenzionalità" è un progetto di dottorato che segue un processo di “ricerca attraverso il design” (design research) e che immagina le automobili oltre i loro obiettivi principali di funzionalità e sicurezza. Il progetto infatti esplora quali relazioni positive e arricchenti possano essere attivate tra automobili ed esseri umani e tra gli stessi esseri umani incorporando intenzionalità sociali e nuovi comportamenti nelle automobili e si sviluppa attraverso la prototipazione di nuove relazioni sociali nel contesto reale. Dopo una prima esplorazione nelle due diverse direzioni di ricerca, il progetto si concentra sulla specifica idea intitolata "Co-Drive", approfondendo le relazioni che possono emergere tra gli esseri umani attraverso le nuove capacità delle automobili. In primo luogo, descrivo il concetto di “Co-Drive” come un'esperienza di realtà estesa (XR); successivamente sviluppo una metodologia di prototipazione da applicarsi sin dalla fase iniziale del progetto, che mi consenta di sviluppare e testare l’idea con persone reali nel loro contesto, seppur non disponendo di una tecnologia completamente sviluppata e funzionante. Attraverso tre interventi di prototipazione, traggo le prime conclusioni sui valori sociali dell’idea "Co-Drive" e suggerisco che l’intenzionalità sociale delle automobili a guida autonoma può emergere attraverso i) la capacità di guida remota, come risultante dell’ intenzionalità dell’automobile autonoma e dell'essere umano, e ii) le interfacce all’interno dell’automobile, attraverso cui si possono, da un lato, localizzare e far salire a bordo i passeggeri remoti e, dall’altro, “incarnarli” in appendici robotiche dell’automobile (robotic embodiment).
BOFFI, LAURA. "Cars with an Intent." Doctoral thesis, Università degli studi di Ferrara, 2022. http://hdl.handle.net/11392/2496470.
Повний текст джерелаIn un prossimo futuro le automobili a guida autonoma popoleranno probabilmente l'ambiente urbano insieme alle auto tradizionali e ad altri utenti della strada. Sebbene siano a tutti gli effetti dei robot a scala urbana immersi in un contesto socio-tecnico, finora le auto autonome sono state considerate quasi esclusivamente dal punto di vista della sicurezza e della funzionalità di guida e non sono state progettate per agire come esseri urbani sociali. "Automobili con una Intenzionalità" è un progetto di dottorato che segue un processo di “ricerca attraverso il design” (design research) e che immagina le automobili oltre i loro obiettivi principali di funzionalità e sicurezza. Il progetto infatti esplora quali relazioni positive e arricchenti possano essere attivate tra automobili ed esseri umani e tra gli stessi esseri umani incorporando intenzionalità sociali e nuovi comportamenti nelle automobili e si sviluppa attraverso la prototipazione di nuove relazioni sociali nel contesto reale. Dopo una prima esplorazione nelle due diverse direzioni di ricerca, il progetto si concentra sulla specifica idea intitolata "Co-Drive", approfondendo le relazioni che possono emergere tra gli esseri umani attraverso le nuove capacità delle automobili. In primo luogo, descrivo il concetto di “Co-Drive” come un'esperienza di realtà estesa (XR); successivamente sviluppo una metodologia di prototipazione da applicarsi sin dalla fase iniziale del progetto, che mi consenta di sviluppare e testare l’idea con persone reali nel loro contesto, seppur non disponendo di una tecnologia completamente sviluppata e funzionante. Attraverso tre interventi di prototipazione, traggo le prime conclusioni sui valori sociali dell’idea "Co-Drive" e suggerisco che l’intenzionalità sociale delle automobili a guida autonoma può emergere attraverso i) la capacità di guida remota, come risultante dell’ intenzionalità dell’automobile autonoma e dell'essere umano, e ii) le interfacce all’interno dell’automobile, attraverso cui si possono, da un lato, localizzare e far salire a bordo i passeggeri remoti e, dall’altro, “incarnarli” in appendici robotiche dell’automobile (robotic embodiment).
Rhoades, Michael Jewell. "Composing Holochoric Visual Music: Interdisciplinary Matrices." Diss., Virginia Tech, 2021. http://hdl.handle.net/10919/102159.
Повний текст джерелаDoctor 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.
Повний текст джерелаGraduate
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.
Повний текст джерелаКниги з теми "Extended Reality (XR)"
Patil, Bhushan, and Manisha Vohra. Introduction to Extended Reality (XR) Technologies. Wiley & Sons, Limited, John, 2022.
Знайти повний текст джерелаPatil, Bhushan, and Manisha Vohra. Introduction to Extended Reality (XR) Technologies. Wiley & Sons, Limited, John, 2023.
Знайти повний текст джерелаArpaia, Pasquale, Lucio Tommaso De Paolis, and Marco Sacco. Extended Reality: First International Conference, XR Salento 2022, Lecce, Italy, July 6-8, 2022, Proceedings, Part I. Springer International Publishing AG, 2022.
Знайти повний текст джерелаArpaia, Pasquale, Lucio Tommaso De Paolis, and Marco Sacco. Extended Reality: First International Conference, XR Salento 2022, Lecce, Italy, July 6-8, 2022, Proceedings, Part II. Springer, 2022.
Знайти повний текст джерелаЧастини книг з теми "Extended Reality (XR)"
Bordegoni, M., M. Carulli, and E. Spadoni. "A Framework for Developing XR Applications Including Multiple Sensorial Media." In Extended Reality, 271–86. Cham: Springer Nature Switzerland, 2022. http://dx.doi.org/10.1007/978-3-031-15553-6_20.
Повний текст джерелаKöse, Ahmet, Aleksei Tepljakov, Saleh Alsaleh, and Eduard Petlenkov. "Self Assessment Tool to Bridge the Gap Between XR Technology, SMEs, and HEIs." In Extended Reality, 296–311. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-15546-8_25.
Повний текст джерелаFlotyński, 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.
Повний текст джерелаFlotyński, 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.
Повний текст джерелаFlotyński, 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.
Повний текст джерелаPierdicca, Roberto, Maurizio Mulliri, Matteo Lucesoli, Fabio Piccinini, and Eva Savina Malinverni. "Geomatics Meets XR: A Brief Overview of the Synergy Between Geospatial Data and Augmented Visualization." In Extended Reality, 224–35. Cham: Springer Nature Switzerland, 2022. http://dx.doi.org/10.1007/978-3-031-15553-6_17.
Повний текст джерелаFlotyński, 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.
Повний текст джерелаFlotyński, 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.
Повний текст джерелаFlotyński, 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.
Повний текст джерелаFlotyński, 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.
Повний текст джерелаТези доповідей конференцій з теми "Extended Reality (XR)"
Makamara, Gillian, and Martin Adolph. "A Survey of Extended Reality (XR) Standards." In 2022 ITU Kaleidoscope: Extended reality − How to boost quality of experience and interoperability (ITU K). IEEE, 2022. http://dx.doi.org/10.23919/ituk56368.2022.10003040.
Повний текст джерелаBruzzone, 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.
Повний текст джерелаSmith, 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.
Повний текст джерелаKhalil, 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.
Повний текст джерелаDel Cid Flores, Abner, Dimitrios Ziakkas, and Brian G Dillman. "Artificial Cognitive Systems and Aviation training." In Intelligent Human Systems Integration (IHSI 2023) Integrating People and Intelligent Systems. AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1002838.
Повний текст джерелаGomes, 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.
Повний текст джерелаRatcliffe, 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.
Повний текст джерелаYu, 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.
Повний текст джерелаClua, Esteban W. G., Daniela Trevisan, Thiago Porcino, Bruno A. D. Marques, Eder Oliveira, Lucas D. Barbosa, Thallys Lisboa, Victor Ferrari, and Victor Peres. "Challenges for XR in Games." In Anais Estendidos do Simpósio Brasileiro de Games e Entretenimento Digital. Sociedade Brasileira de Computação, 2021. http://dx.doi.org/10.5753/sbgames_estendido.2021.19750.
Повний текст джерелаHarlan, 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.
Повний текст джерела