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Статті в журналах з теми "XR technologies":

1

B. Vivekanandam. "Recent development in Extended Reality technologies." Recent Research Reviews Journal 2, no. 1 (June 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.
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Doolani, Sanika, Callen Wessels, Varun Kanal, Christos Sevastopoulos, Ashish Jaiswal, Harish Nambiappan, and Fillia Makedon. "A Review of Extended Reality (XR) Technologies for Manufacturing Training." Technologies 8, no. 4 (December 10, 2020): 77. http://dx.doi.org/10.3390/technologies8040077.

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Recently, the use of extended reality (XR) systems has been on the rise, to tackle various domains such as training, education, safety, etc. With the recent advances in augmented reality (AR), virtual reality (VR) and mixed reality (MR) technologies and ease of availability of high-end, commercially available hardware, the manufacturing industry has seen a rise in the use of advanced XR technologies to train its workforce. While several research publications exist on applications of XR in manufacturing training, a comprehensive review of recent works and applications is lacking to present a clear progress in using such advance technologies. To this end, we present a review of the current state-of-the-art of use of XR technologies in training personnel in the field of manufacturing. First, we put forth the need of XR in manufacturing. We then present several key application domains where XR is being currently applied, notably in maintenance training and in performing assembly task. We also reviewed the applications of XR in other vocational domains and how they can be leveraged in the manufacturing industry. We finally present some current barriers to XR adoption in manufacturing training and highlight the current limitations that should be considered when looking to develop and apply practical applications of XR.
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Krodel, Tim, Vera Schott, and Jivka Ovtcharova. "XR Technology Deployment in Value Creation." Applied Sciences 13, no. 8 (April 18, 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.
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Gupta, Nithin, Nikki M. Barrington, Nicholas Panico, Nolan J. Brown, Rohin Singh, Redi Rahmani, and 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, no. 1 (January 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, and Roope Raisamo. "Technologies for Multimodal Interaction in Extended Reality—A Scoping Review." Multimodal Technologies and Interaction 5, no. 12 (December 10, 2021): 81. http://dx.doi.org/10.3390/mti5120081.

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When designing extended reality (XR) applications, it is important to consider multimodal interaction techniques, which employ several human senses simultaneously. Multimodal interaction can transform how people communicate remotely, practice for tasks, entertain themselves, process information visualizations, and make decisions based on the provided information. This scoping review summarized recent advances in multimodal interaction technologies for head-mounted display-based (HMD) XR systems. Our purpose was to provide a succinct, yet clear, insightful, and structured overview of emerging, underused multimodal technologies beyond standard video and audio for XR interaction, and to find research gaps. The review aimed to help XR practitioners to apply multimodal interaction techniques and interaction researchers to direct future efforts towards relevant issues on multimodal XR. We conclude with our perspective on promising research avenues for multimodal interaction technologies.
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Novakova, Hana, and 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, and Claudio Aguayo. "XR technologies and experience-based learning." Pacific Journal of Technology Enhanced Learning 4, no. 1 (February 11, 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, and 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, no. 5 (September 13, 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, and Dirk Reiners. "Extended Reality (XR) for Condition Assessment of Civil Engineering Structures: A Literature Review." Sensors 22, no. 23 (December 6, 2022): 9560. http://dx.doi.org/10.3390/s22239560.

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Condition assessment of civil engineering structures has been an active research area due to growing concerns over the safety of aged as well as new civil structures. Utilization of emerging immersive visualization technologies such as Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) in the architectural, engineering, and construction (AEC) industry has demonstrated that these visualization tools can be paradigm-shifting. Extended Reality (XR), an umbrella term for VR, AR, and MR technologies, has found many diverse use cases in the AEC industry. Despite this exciting trend, there is no review study on the usage of XR technologies for the condition assessment of civil structures. Thus, the present paper aims to fill this gap by presenting a literature review encompassing the utilization of XR technologies for the condition assessment of civil structures. This study aims to provide essential information and guidelines for practitioners and researchers on using XR technologies to maintain the integrity and safety of civil structures.
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Rivera-Carlisle, Joanna. "CONTEXTUALISING THE CONTESTED: XR AS EXPERIMENTAL MUSEOLOGY." Herança 6, no. 1 (March 8, 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.

Дисертації з теми "XR technologies":

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Qassim, Niazy. "L'utilisation du big data, de l'intelligence artificielle et des technologies XR dans les campagnes politiques : Une étude comparative Franco-Allemande." Electronic Thesis or Diss., Université Côte d'Azur, 2022. http://www.theses.fr/2022COAZ2033.

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Ces dernières années, les nouvelles technologies ont rendu l'information politique facilement accessible. Dans le même temps, l'information est devenue une matière première stratégique que les acteurs politiques cherchent à maîtriser pour obtenir des avantages compétitifs. En parallèle, les technologies artificielles d'intelligence et de réalité étendue (XR) ont commencé à révolutionner les formes et les modes de communication politique. Dans cette thèse, nous avons étudié comment les candidats et les partis politiques en France et Allemagne utilisent ces technologies lors des campagnes électorales. Nous avons analysé les élections fédérales allemandes de 2021 et les élections présidentielles françaises de 2022, en combinant une recherche qualitative à l'étude des sites Web de la campagne et des données des médias sociaux, évaluant aussi la « modernisation » des campagnes. Nous avons trouvé que les personnalités politiques françaises sont plus dynamiques, agressives et diversifiées que leurs homologues allemands. Nous avons également trouvé que les candidats et les partis politiques en France sont plus innovants dans l'utilisation du Big data, de l'intelligence artificielle et des technologies XR dans leurs campagnes de communication que leurs homologues allemands. Mais malgré les progrès de cette professionnalisation des campagnes en ligne dans les deux pays, l'utilisation de ces technologies dans les campagnes reste faible et imparfaite
In the last few years, new information and communication technology has made information easily accessible. At the same time, information has become a strategic raw material that political actors seek to master in order to gain competitive advantages. In parallel, artificial intelligence and virtual reality have started to revolutionize the forms and the modes of political communication. Therefore, in this thesis, we studied how French and German political candidates and parties use big data, artificial intelligence, and virtual reality during political campaigns. Based on mixed research during the 2021 German federal election and 2022 French presidential elections. We found that political campaigns in France are more dynamic, aggressive and diverse than German political campaigns. We also found that French political candidates and parties are more creative and innovative in terms of using big data, artificial intelligence and virtual reality in political campaigns than German political candidates and parties. Despite the progress of professionalized campaigning in both countries, the use of big data, artificial intelligence and virtual reality in political campaigns until now weak and not perfect
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Lundmark, Martin. "The dice are still rolling : A study that shows how AR technology can create new gameplay specific qualities." Thesis, Högskolan Kristianstad, Fakulteten för ekonomi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-22065.

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The gaming industry is changing, and new games and gaming experiences are being developed. From board games to video games, to the latest AR and VR games. Right now, developers are trying to develop experiences that combine the real and the virtual into one wholesome and believable mix. This gives new opportunities to implement technology in classical artifacts. In the context of board games there are several tangible pieces, and the dice is the chosen main character for this study. Placed in the middle, between board games and digital games, AR games comes now. Previous research of board games and digital technology gives interesting information on the activity and provides a foundation for new design. The dice is world famous, so this study aims to find out how this piece can evolve with the help of technology. By working with concept driven design, in relation with an AR game studio, the AR Dice and the AR Game DiceFold was invented. A qualitative method was used in which experts of the industry got together to discuss the new experiences of AR games and the functionality of the AR Dice which might become a new part of the gaming world in the near future. The findings of this study lead to three promising discoveries. A new gaming component, new AR game and further answers regarding research in the scopes of AR games.
Spelindustrin förändras och nya former av spel och upplevelser utvecklas. Från brädspel till datorspel till de nyaste AR och VR spelen. Just nu arbetar utvecklare med att skapa nya upplevelser där det virtuella kombineras med verkligheten till en fulländad och trovärdig mix. Detta skapar utrymme för nya möjligheter at implementera teknologi i klassiska artefakter. Inom kontexten av brädspel finner vi många fysiska spelobjekt och tärningen är vald som huvud-karaktären för den här studien. Placerad mellan brädspel och digitala spel kommer nu AR spel. Tidigare forskning inom brädspel och teknologi gav intressant information inom kontexten och agerar som riktlinjer och som grund för ny design. Tärningen är världskänd så siktar den härstudien mot att ta reda på hur det här objektet kan utvecklas med hjälp av teknologi. Genom att arbeta med konceptdriven design och i nära relation med en AR spelstudio, designades den nya AR tärningen och det nya AR spelet DiceFold. En kvalitativ metod användes där experter inom industrin diskuterade de nya möjliga upplevelser inom AR spel och funktionaliteten hos AR tärningen, som kanske kan bli en ny del inom spelvärlden i en snar framtid. Denna studie resulterar i tre olika saker, den nya spel komponenten AR tärningen, det nya AR spelet DiceFold och mer information inom forskning av AR spel.
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Ferreira, Pedro Dias Fernandes Gomes. "XR Technologies, the company Xperiencia Virtual and the Revolution of Organizations: Proposal of a functional model for a company in Portugal in the context of cultural and creative industries." Master's thesis, 2020. http://hdl.handle.net/10400.26/34982.

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This report aims to describe the professional experience of a six- months internship of the student Pedro Gomes Ferreira at the Spanish VR company Xperiencia Virtual, from September 2019 to March 2020. The present document describes the student’s experience, the company, and all the projects developed during those six months. Thus, the process of integration in the team, the company’s structure, and the impact of the content created in the digital market are addressed. Afterward, topics related to the evolution of the technologies under study, in particular, Virtual, Augmented, and Mixed Reality technologies are referred and discussed, as well as their advantages, limitations, impact in the world, and what is expected to be their evolution in the future. From an extended analysis of the state-of-art of XR technologies in the different industries, a Draft Functional Model was designed regarding the procedures workflow and company organization ideally involved in the development of an XR project. For its design, the findings obtained through the analysis of three case studies of XR projects developed in the company were also taken into account, allowing them to deconstruct the different tasks of a project. This model was later put to test with an experts’ survey and consequently improved as an Extended and Optimized Functional Model. With this report, the student intends to achieve a Master’s degree in Interaction Design.

Книги з теми "XR technologies":

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Chung, Jong-Moon. Emerging Metaverse XR and Video Multimedia Technologies. Berkeley, CA: Apress, 2023. http://dx.doi.org/10.1007/978-1-4842-8928-0.

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

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

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Hillmann, Cornel. UX for XR: User Experience Design and Strategies for Immersive Technologies. Apress L. P., 2021.

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Chung, Jong-Moon. Emerging Metaverse XR and Video Multimedia Technologies: Modern Streaming and Multimedia Systems and Applications. Apress L. P., 2022.

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Частини книг з теми "XR technologies":

1

Chung, Jong-Moon. "Metaverse XR Components." In Emerging Metaverse XR and Video Multimedia Technologies, 61–98. Berkeley, CA: Apress, 2022. http://dx.doi.org/10.1007/978-1-4842-8928-0_2.

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Halik, Łukasz, and Alexander J. Kent. "Extended REALITY (XR)." In The Routledge Handbook of Geospatial Technologies and Society, 236–45. London: Routledge, 2023. http://dx.doi.org/10.4324/9780367855765-20.

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Chung, Jong-Moon. "XR and Multimedia Video Technologies." In Emerging Metaverse XR and Video Multimedia Technologies, 183–228. Berkeley, CA: Apress, 2022. http://dx.doi.org/10.1007/978-1-4842-8928-0_5.

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Chung, Jong-Moon. "Emerging Technologies." In Emerging Metaverse XR and Video Multimedia Technologies, 305–17. Berkeley, CA: Apress, 2022. http://dx.doi.org/10.1007/978-1-4842-8928-0_9.

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Oppermann, Leif, Yücel Uzun, Florian Buchholz, Urs Riedlinger, Simon Fuchs, Holger Stenzel, Lukas Odenthal, Andrea Altepost, and Michael Bau. "Industrial Metaverse? Human-Centred Design for Collaborative Remote Maintenance and Training Using XR-Technologies." In XR and Metaverse, 195–209. Cham: Springer Nature Switzerland, 2024. http://dx.doi.org/10.1007/978-3-031-50559-1_15.

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Bochicchio, Mario Alessandro, and Eleonora Miccoli. "XR Theater: An Experience." In Advances in Internet, Data & Web Technologies, 639–48. Cham: Springer Nature Switzerland, 2024. http://dx.doi.org/10.1007/978-3-031-53555-0_61.

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Kaylee Graves, Emma. "Evaluative Framing of XR." In Covering Extended Reality Technologies in the Media, 114–45. London: Routledge, 2023. http://dx.doi.org/10.4324/9781003375814-7.

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Chung, Jong-Moon. "XR HMDs and Detection Technology." In Emerging Metaverse XR and Video Multimedia Technologies, 99–139. Berkeley, CA: Apress, 2022. http://dx.doi.org/10.1007/978-1-4842-8928-0_3.

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Kaylee Graves, Emma. "Framing XR as an Innovation." In Covering Extended Reality Technologies in the Media, 67–92. London: Routledge, 2023. http://dx.doi.org/10.4324/9781003375814-5.

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Kaylee Graves, Emma. "Framing the Characteristics of XR." In Covering Extended Reality Technologies in the Media, 46–66. London: Routledge, 2023. http://dx.doi.org/10.4324/9781003375814-4.

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Тези доповідей конференцій з теми "XR technologies":

1

Mukawa, Hiroshi. "SONY: Immersive XR workflow and technologies." In SPIE AR, VR, MR Industry Talks II, edited by Conference Chair. SPIE, 2021. http://dx.doi.org/10.1117/12.2597471.

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2

Bagassi, S. "Maturity-based taxonomy of extended reality technologies in aircraft lifecycle." In Aeronautics and Astronautics. Materials Research Forum LLC, 2023. http://dx.doi.org/10.21741/9781644902813-165.

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Abstract. EXtended Reality (XR) is a fast growing and rapidly evolving technology. In the aeronautical sector, XR can be exploited for the entire aircraft lifecycle, however, different levels of maturity can be identified for applications in each one of the lifecycle’s phases. This paper, by outlining the TRL of current XR applications over the aircraft lifecycle, aims to be a foundation to identify the possible future improvements and applications of immersive technologies in the aeronautical sector.
3

Moralioglu, Begum, and Leman Figen Gül. "[des-Fi]XR: Envisioning future spaces with XR technologies by using design fiction." In eCAADe 2023: Digital Design Reconsidered. eCAADe, 2023. http://dx.doi.org/10.52842/conf.ecaade.2023.2.873.

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4

Zorec, Matevž Borjan, Farnaz Baksh, and Ulrich Norbisrath. "XR Teleoperation Demo Development." In 2023 International Conference on Intelligent Metaverse Technologies & Applications (iMETA). IEEE, 2023. http://dx.doi.org/10.1109/imeta59369.2023.10294585.

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5

Santhosh, S. "Developing a methodology for Co-creation in aviation industry using extended reality technologies." In Aerospace Science and Engineering. Materials Research Forum LLC, 2023. http://dx.doi.org/10.21741/9781644902677-15.

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Abstract: In the recent times the concept of Co-creation, involving stakeholders, customers, and partners in the design, development, and delivery of products and services, has gained importance in various industries, including aviation. This PhD research paper presents the concept of co-creation in the aviation sector, focusing on its key elements and the potential of extended reality (XR) technologies as enablers. The paper highlights collaboration, interaction, and user experience as the essential elements of co-creation and discusses existing co-creation platforms and tools. Traditional co-creation platforms have limitations, prompting the proposal to leverage XR technologies such as Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) as future co-creative platforms. These immersive technologies offer the potential to enhance collaboration, visualization, and engagement in a virtual environment. The study explores how XR tools can aid digital co-creation methods and whether XR systems can induce effective co-creation sessions. In this context, the research develops a multi-user real-time XR environment that fosters collaborative and interactive co-creation aiming to enhance engagement, communication, and idea generation. This paper includes use-case scenarios for adapting such environments in view of investigating the potential of XR tools to improve the quality and novelty of ideas, reduce communication challenges, and decrease time and costs in the aviation industry's co-creation process.
6

Symeonidis, Spyridon, Sotiris Diplaris, Nicolaus Heise, Theodora Pistola, Athina Tsanousa, Georgios Tzanetis, Elissavet Batziou, et al. "xR4DRAMA: Enhancing situation awareness using immersive (XR) technologies." In 2021 IEEE International Conference on Intelligent Reality (ICIR). IEEE, 2021. http://dx.doi.org/10.1109/icir51845.2021.00010.

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7

Del Cid Flores, Abner, Dimitrios Ziakkas, and Brian G Dillman. "Artificial Cognitive Systems and Aviation training." In Intelligent Human Systems Integration (IHSI 2023) Integrating People and Intelligent Systems. AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1002838.

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The research objectives are to (1) provide a complete assessment of extended reality technologies and (2) discuss the viability of these technologies for use in US college aviation training programs.The field of educational services is one of the many that can benefit from utilizing extended reality technology due to its versatility. Learning and general performance of student pilots and flight trainees can benefit from applying extended reality technologies in flight training, which can be advantageous when using these technologies. We examine the utilization of XR technologies by looking at them from an educational theoretical framework and analyzing their applicability across several industries and simulations in Purdue Artificial Intelligence Laboratory. A comprehensive literature review resulted in four subtopics, which are as follows: educational theoretical foundation, XR technologies across industries; XR technologies in education; and XR technologies in aviation.Results show that the use of XR technologies has the potential for enhancing learning and performance in safe flight instruction environments, a possible reduction in student pilot turnover mainly due to the elimination of the fear factor involved during initial training when compared to flying in the actual airplane, and an overall low cost for both flight training organizations and trainees due to the high levels of portability. These findings led us to propose using XR technologies as having the potential to enhance learning and performance in safe flight instruction environments.A comprehensive understanding of the possibilities offered by XR technology is necessary for the continuation of aeronautical psychology research offered in Purdue AI laboratory.
8

Maniatis, Apostolos, Stavroula Bourou, Zacharias Anastasakis, and Kostantinos Psychogios. "VOXReality: Immersive XR experiences combining language and vision AI models." In 9th International Conference on Human Interaction and Emerging Technologies - Artificial Intelligence and Future Applications. AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1002938.

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In recent years, Artificial Intelligence (AI) technology has seen significant growth due to advancements in machine learning (ML) and data processing, as well as the availability of large amounts of data. The integration of AI with eXtended Reality (XR) technologies such as Virtual Reality (VR) and Augmented Reality (AR) can create innovative solutions and provide intuitive interactions and immersive experiences across various sectors, including education, entertainment and healthcare. The presented paper describes the innovative Voice-drive interaction in XR spaces (VOXReality)* initiative, funded by the European commission, that integrates language and vision-based AI with unidirectional or bidirectional exchanges to drive AR and VR, allowing for natural human interactions with XR systems and creating multi-modal XR experiences. It aligns Natural Language Processing (NLP) and Computer Vision (CV) parallel progress to design novel models and techniques that integrate language and visual understanding with XR, providing a holistic understanding of goals, environment, and context. VOXReality plans to validate its visionary approaches through three use cases such as a XR personal assistant, real-time verbal communication in virtual conferences, and immersive experience for the audience of theatrical plays.* Funded by European Union (Grant agreement ID: 101070521)
9

Thanyadit, Santawat, Matthias Heintz, Effie L Law, and Eleni Mangina. "How easy is it to eXtend Reality? A Usability Study of Authoring Toolkits." In 8th International Conference on Human Interaction and Emerging Technologies. AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002707.

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Extended Reality (XR) can be a powerful educational tool as it enables students to experience a learning environment combining real-life physical and virtual objects. This combination not only augments what is possible with physical learning material alone but also makes use of the real world as a frame of reference for the digital content. Nonetheless, creating an XR lesson requires technical expertise that can be very challenging for many educators who have no or little relevant background. Hence, support systems like XR Lesson Authoring Toolkits (XRLATK) are needed to empower teachers to create XR lessons effectively and efficiently. XRLATK comprise three main components: authoring tools for teachers to create an XR lesson, viewer tools for students to view the XR lesson, and a platform for content creators (e.g., 3D designers and artists) to add 3D models and animation to be used in the XR lesson. While several surveys have suggested the importance of XRLATK (Radu, 2014, Jensen and Konradsen, 2018, Radianti et al., 2020), only a few XRLATK are available. Designing, developing, and evaluating XRLATK is a highly demanding task that requires careful considerations and inputs from three main groups of stakeholders - students, teachers, and content creators - with each having different priorities and preferences. According to the recent surveys (Heintz et al., 2021), students prefer XR lessons that are interactive, intuitive, and easy to follow whereas teachers prefer usable authoring tools that can help reduce their workload. Based on our observations (Nebeling et al., 2021), content creators prioritize a streamlined method to modify contents with the toolkits and gather requirements from teachers. To enhance their quality and impact, XRLATK must be evaluated from the technical (usability), social (presence), and educational (learning outcomes) perspective. Nonetheless, the related research has targeted students and considered learning outcomes as the primary performance indicator of XRLATK; teachers and content creators are largely neglected in the design and evaluation process.To address this shortcoming, we have been motivated to conduct a usability study for MirageXR, an interactive XRLATK software prototype developed under the auspices of the ARETE project (Augmented Reality Interactive Educational Systems). MirageXR allows teachers to enhance the physical teaching space by putting virtual learning elements like labels, models, and animations at different positions and structure the learning process by guiding students from one learning station to another. This way it gives teachers and students access to innovative XR contents to enhance learning and teaching. It also provides plugin support which enables content creators to extend the software beyond available materials to suit different classroom scenarios.In this paper, we present our research study on evaluating the usability of MirageXR with the mixed-method approach. Participants with heterogeneous higher education backgrounds were asked to assume the role of a secondary school teacher. First, they were introduced to MirageXR through a tutorial, then they were requested to create an XR lesson on the topic of their choice within a set amount of time during which their behaviour and performance were observed. Next, they were asked to provide feedback based on the interaction experience with MirageXR through questionnaires and interviews. Insights gained from the empirical findings could help us improve the design of MirageXR and contribute to building general guidelines for systematic evaluation of XRLATK.
10

Ziegfeld, Liv, Maarten Michel, and Ivo Stuldreher. "A framework for assessing and enhancing social and spatial presence in mediated communication to support remote collaboration." In Human Interaction and Emerging Technologies (IHIET-AI 2024). AHFE International, 2024. http://dx.doi.org/10.54941/ahfe1004576.

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Although extended reality (XR) technologies offer promising new ways to interact and collaborate, adoption of XR in real world applications comes with significant challenges. This is especially true for remote collaboration settings, which are often characterized by heterogeneity. Knowledge is transferred from an expert to a novice, users are located in different physical locations with different systems and often only a limited number of users perform activities in the physical world.In this setting an especial challenge is a lack of guidance on how to measure and improve the quality of mixed reality interaction. Presence, specifically social presence and spatial presence, are two key aspects to measure the quality of experience in XR and computer-mediated communication in general. A multitude of social presence measures is available, but few studies attempt to provide a comprehensive way to measure all underlying factors of presence that affect the quality of experience, much less offer support on how to improve on these factors. Moreover, most measures of presence focus solely on XR applications, while a mix of communication systems is use. In this paper, we aim to address these issues and propose a comprehensive framework for the assessment and enhancement of social and spatial presence based on existing literature, regardless of the actual technology used. The framework provides a breakdown of relevant subscales of spatial and social presence in remote collaboration, easy-to-use means to measure these subscales and offers different degrees of system recommendations based on social cues that have been found to evoke presence on the respective subscales. Lastly, our framework includes practical suggestions for accommodating different types of users within a use case to ensure quality of experience for all users involved. Our framework should enable XR-developers and end-users to optimize their system for their specific application.

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