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B. Vivekanandam. "Recent development in Extended Reality technologies." Recent Research Reviews Journal 2, no. 1 (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
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Anesa, Patrizia. "Extended reality in language learning and interpreting: From solutionism to a social constructivist bricolage." International Journal of Language Studies 19, no. 1 (2025): 1–26. https://doi.org/10.5281/zenodo.14524787.

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The immersive and interactive technology of extended reality (XR) blurs the lines between the physical and virtual worlds, offering new ways to experience and interact with content. This technology supports a diverse range of applications, from enhancing language acquisition and cultural awareness to improving interpreting skills through realistic simulations. XR is increasingly integrated into language learning, intercultural communication, and interpreter training with the aim of moving beyond mere novelty and unlocking substantial educational potential; the adoption of XR in education empha
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Ian F. Akyildiz and Hongzhi Guo. "Wireless communication research challenges for Extended Reality (XR)." ITU Journal on Future and Evolving Technologies 3, no. 1 (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. Hi
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Vasarainen, Minna, Sami Paavola, and Liubov Vetoshkina. "A Systematic Literature Review on Extended Reality: Virtual, Augmented and Mixed Reality in Working Life." International Journal of Virtual Reality 21, no. 2 (2021): 1–28. http://dx.doi.org/10.20870/ijvr.2021.21.2.4620.

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Extended reality (XR), here jointly referring to virtual, augmented, and mixed (VR, AR, MR) reality, is becoming more common in everyday working life. This paper presents a systematic literature review of academic publications on XR indicating changes in practical organization of work. We analyse both application areas of XR and theoretical and methodological approaches of XR research. The review process followed the PRISMA statement. Design, remote collaboration, and training were the main application areas of XR. XR enabled overcoming of obstacles set by time and space, safety, and resources
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Ebnali, Mahdi, Phani Paladugu, Christian Miccile, et al. "Extended Reality Applications for Space Health." Aerospace Medicine and Human Performance 94, no. 3 (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-ti
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Asif Zaman, Mushfiqur Rahman Abir, and Sawon Mursalin. "Extended reality in education and training: Enhancing trustworthiness." International Journal of Science and Research Archive 11, no. 1 (2024): 1705–20. http://dx.doi.org/10.30574/ijsra.2024.11.1.0206.

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Extended reality (XR) technology, including virtual reality (VR), augmented reality (AR), and mixed reality (MR), has the potential to revolutionize education by providing immersive and interactive learning experiences. However, to ensure successful implementation and adoption of XR in education, it is crucial to establish trust among all stakeholders. This paper presents a comprehensive framework for enhancing trust in XR technology in education and Training. The framework addresses key considerations such as transparency, privacy, ethical use, user training, research, collaboration, accessib
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Morimoto, Tadatsugu, Takaomi Kobayashi, Hirohito Hirata, et al. "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 (2022): 470. http://dx.doi.org/10.3390/jcm11020470.

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In recent years, with the rapid advancement and consumerization of virtual reality, augmented reality, mixed reality, and extended reality (XR) technology, the use of XR technology in spine medicine has also become increasingly popular. The rising use of XR technology in spine medicine has also been accelerated by the recent wave of digital transformation (i.e., case-specific three-dimensional medical images and holograms, wearable sensors, video cameras, fifth generation, artificial intelligence, and head-mounted displays), and further accelerated by the COVID-19 pandemic and the increase in
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Zembala, Anna. "Extended Reality (XR) im museumspädagogischen Kontext." merz | medien + erziehung 63, no. 5 (2019): 74–80. http://dx.doi.org/10.21240/merz/2019.5.17.

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Digitale Angebote, welche die Realität intensivieren bzw. erweitern, werden dank technischer Entwicklungen immer ausgereifter. Die daraus entstehenden Möglichkeiten für medial unterstützte Lernerfahrungen finden auch Eingang in die museumspädagogische Praxis: Die Implementierung computergestützter Projekte, wie beispielsweise VR-Viewer, ist zwar oft voraussetzungsreich, durch XR kann aber auch Zugang zu neuen Bildungs- und Erfahrungsräumen geschaffen werden. Der Beitrag erörtert die die Aufgaben und Zielsetzungen von XR-Projekten in der museumspädagogischen Arbeit.
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Dulina, Ľuboslav, Ján Zuzik, Vladimíra Biňasová, Beáta Furmannová, and Marián Matys. "Ergonomics in extended reality: addressing challenges and enhancing user experience." Technológ 16, no. 4 (2024): 68–71. https://doi.org/10.26552/tech.c.2024.4.11.

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Extended Reality (XR) technologies, encompassing Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR), are rapidly transforming various industries, offering innovative solutions for training, design, and collaboration. However, the integration of XR into work environments introduces new ergonomic challenges that must be addressed to ensure user safety, comfort, and performance. This article explores the role of ergonomics in XR, emphasizing the importance of physical, cognitive, and organizational ergonomics. It highlights the need for well-designed XR devices to minimize physi
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Doolani, Sanika, Callen Wessels, Varun Kanal, et al. "A Review of Extended Reality (XR) Technologies for Manufacturing Training." Technologies 8, no. 4 (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 cl
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Prada, Rui. "Artificial Intelligence test agents for automated testing of Extended Reality (XR)." Open Access Government 37, no. 1 (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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Rantakokko, Satu. "Data Handling Process in Extended Reality (XR) When Delivering Technical Instructions." Technical Communication 69, no. 2 (2022): 75–96. http://dx.doi.org/10.55177/tc734125.

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Purpose: Extended reality (XR) is a promising new medium that creates environments combining real and virtual elements or offers a completely virtual environment for people to experience. In the field of technical communication, XR offers a plethora of possibilities, such as augmenting critical instructions in a work environment. On the downside, XR brings about challenges. For example, issues of privacy and security require more attention due to the risks involved with XR devices continuously collecting data from the users and their surroundings. More knowledge concerning the use of XR as a m
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Cherry, Lauren, Christina Soderberg, Jolie Haetter, and Ori Ossmy. "Extended Reality in STEM: A Modernised Educational Tool for Children." Journal of Human Centered Technology 3, no. 2 (2024): 10–20. http://dx.doi.org/10.11113/humentech.v3n2.74.

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For many years, researchers argued that Extended Reality (XR)—an umbrella term that refers to all immersive technologies—has the potential to revolutionise early years education by providing new and innovative ways for children to learn. Specifically, XR is suggested as a powerful tool in Science, Technology, Engineering, and Math (STEM) education. By blending the physical with the virtual, the creation of unique multisensory environments with XR has been shown to deliver hands-on learning experiences that exceed outcomes from traditional teaching. Nevertheless, the high cost, limited content,
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Vlake, Johan H., Denzel LQ Drop, Jasper Van Bommel, et al. "Reporting Guidelines for the Early-Phase Clinical Evaluation of Applications Using Extended Reality: RATE-XR Qualitative Study Guideline." Journal of Medical Internet Research 26 (November 29, 2024): e56790. http://dx.doi.org/10.2196/56790.

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Background Extended reality (XR), encompassing technologies such as virtual reality, augmented reality, and mixed reality, has rapidly gained prominence in health care. However, existing XR research often lacks rigor, proper controls, and standardization. Objective To address this and to enhance the transparency and quality of reporting in early-phase clinical evaluations of XR applications, we present the “Reporting for the early-phase clinical evaluation of applications using extended reality” (RATE-XR) guideline. Methods We conducted a 2-round modified Delphi process involving experts from
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Plopski, Alexander, Teresa Hirzle, Nahal Norouzi, Long Qian, Gerd Bruder, and Tobias Langlotz. "The Eye in Extended Reality: A Survey on Gaze Interaction and Eye Tracking in Head-worn Extended Reality." ACM Computing Surveys 55, no. 3 (2023): 1–39. http://dx.doi.org/10.1145/3491207.

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With innovations in the field of gaze and eye tracking, a new concentration of research in the area of gaze-tracked systems and user interfaces has formed in the field of Extended Reality (XR). Eye trackers are being used to explore novel forms of spatial human–computer interaction, to understand human attention and behavior, and to test expectations and human responses. In this article, we review gaze interaction and eye tracking research related to XR that has been published since 1985, which includes a total of 215 publications. We outline efforts to apply eye gaze for direct interaction wi
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Lee, Yoo Seok, and Tai Wan Kim. "Exploring the Impact of Extended Reality (XR) Performance Elements on Engagement : A Customer Experience Perspective." Korea Institute of Design Research Society 10, no. 1 (2025): 535–49. https://doi.org/10.46248/kidrs.2025.1.535.

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This study explores the impact of eXtended Reality (XR) performance elements—identity, attractiveness, novelty, and interactivity—on audience engagement and performance experience by utilizing a conceptual research model and empirical validation. Through frequency and statistical analyses, including reliability and validity tests of the measurement tools and structural equation modeling (SEM), the findings highlight interactivity and attractiveness as the most influential factors enhancing performance experience and engagement. While identity and novelty showed a lower influence, they still ma
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Samala, Agariadne Dwinggo, Ljubisa Bojic, Soha Rawas, et al. "Extended reality for education: Mapping current trends, challenges, and applications." Jurnal Pendidikan Teknologi Kejuruan 7, no. 3 (2024): 140–69. http://dx.doi.org/10.24036/jptk.v7i3.37623.

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The advancements in 5G technology and Artificial Intelligence (AI) have accelerated the integration of immersive technologies such as Extended Reality (XR) into educational practices. There is a notable scarcity of studies focusing specifically on the applications and impact of XR in academic settings. Most existing research has concentrated on AR and VR, leaving a gap in understanding the full potential of XR. Addressing these gaps and challenges is crucial for harnessing the full potential of XR in education. This study aims to map and analyze the applications, trends, and educational challe
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Naudé, Daniël Haarhoff, Benjamin Stephanus Botha, Lizemari Hugo, Henry Jordaan, and Willem Abraham Lombard. "Extended Reality in Agricultural Education: A Framework for Implementation." Education Sciences 14, no. 12 (2024): 1309. http://dx.doi.org/10.3390/educsci14121309.

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Agriculture 4.0 technologies have the potential to revolutionise both agricultural production and the way we educate the next generation of agricultural scientists. As many students enrolling in agricultural science education lack an agricultural background, it is difficult for them to grasp complex agricultural principles in an educational setting. Students without experience are thus at a disadvantage compared to others with prior knowledge. Technologies such as extended reality (XR) can be used as a tool to bridge the gap between theory and practice. With its ability to replicate real-world
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Li, Shixian, Qian-Cheng Wang, Hsi-Hsien Wei, and Jieh-Haur Chen. "Extended Reality (XR) Training in the Construction Industry: A Content Review." Buildings 14, no. 2 (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 pla
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Jian, Mengzhen, Biao Long, and Hai Liu. "A Survey of Extended Reality in 3GPP Release 18 and Beyond." Highlights in Science, Engineering and Technology 56 (July 14, 2023): 542–49. http://dx.doi.org/10.54097/hset.v56i.10791.

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Extended reality (XR) has recently attracted high interest of both academia and industry, which has led to a 3GPP study on architecture enhancement for XR and media services (XRM). This paper provides a survey of 3GPP standardization process of XR services. We first investigate the application sectors that could take advantage of XR services, and then discuss the key points for architecture enhancement in Release 18. Furthermore, we describe the extension of XRM study item in Release 19. Finally, the technical directions of XR services in future 6G network are presented.
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Rakkolainen, Ismo, Ahmed Farooq, Jari Kangas, et al. "Technologies for Multimodal Interaction in Extended Reality—A Scoping Review." Multimodal Technologies and Interaction 5, no. 12 (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,
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Lee, Dong-Han, and Dongkyoo Kim. "A Plan for Applying Extended Reality to an English Textbook for Elementary School Students." STEM Journal 23, no. 3 (2022): 39–52. http://dx.doi.org/10.16875/stem.2022.23.3.39.

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The purpose of this study is to provide application plans for English textbooks for elementary school students through Extended Reality (XR). For this purpose, this study first investigated current trends and issues in the technology of XR including Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR). This study also investigated current studies of the application of XR technology in educational fields. Recent studies showed that applications of XR in English class for elementary school students were very rare. Only a few cases of applications of AR were found to be utilized f
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Takemoto, Jody, Brittany Parmentier, Rachel Bratelli, Thayer Merritt, and Leanne Coyne. "Extended Reality in Patient Care and Pharmacy Practice: A Viewpoint." Journal of Contemporary Pharmacy Practice 66, no. 4 (2019): 33–38. http://dx.doi.org/10.37901/2573-2765-66.4.33.

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The evolution of technology has given practitioners and educators more tools to better treat, manage, and educate both patients and future pharmacists. The objective of this viewpoint publication is to describe the current use of extended reality (XR) in pharmacy and propose ways in which pharmacy practice and education may benefit from incorporation of this technology. While these tools have been used for decades by many other professions, pharmacy is starting to adopt XR in professional and educational practice. XR (virtual reality, mixed reality, and augmented reality) is being used in vari
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Takemoto, Jody, Brittany Parmentier, Rachel Bratelli, Thayer Merritt, and Leanne California Health Sciences University. "Extended Reality in Patient Care and Pharmacy Practice: A Viewpoint." Journal of Contemporary Pharmacy Practice 66, no. 4 (2020): 22–27. http://dx.doi.org/10.37901/jcphp18-00030.

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The evolution of technology has given practitioners and educators more tools to better treat, manage, and educate both patients and future pharmacists. The objective of this viewpoint publication is to describe the current use of extended reality (XR) in pharmacy and propose ways in which pharmacy practice and education may benefit from incorporation of this technology. While these tools have been used for decades by many other professions, pharmacy is starting to adopt XR in professional and educational practice. XR (virtual reality, mixed reality, and augmented reality) is being used in vari
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Al-Sabbag, Zaid Abbas, Jason Paul Connelly, Chul Min Yeum, and Sriram Narasimhan. "Real-time Quantitative Visual Inspection using Extended Reality." Journal of Computational Vision and Imaging Systems 6, no. 1 (2021): 1–3. http://dx.doi.org/10.15353/jcvis.v6i1.3557.

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 In this study, we propose a technique for quantitative visual inspection that can quantify structural damage using extended reality (XR). The XR headset can display and overlay graphical information on the physical space and process the data from the built-in camera and depth sensor. Also, the device permits accessing and analyzing image and video stream in real-time and utilizing 3D meshes of the environment and camera pose information. By leveraging these features for the XR headset, we build a workflow and graphic interface to capture the images, segment damage regions, and evaluate
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Rutten, Nico, and Karin Brouwer-Truijen. "Defining XR-Specific Teacher Competencies: Extending the DigCompEdu Framework for Immersive Education." Trends in Higher Education 4, no. 1 (2025): 11. https://doi.org/10.3390/higheredu4010011.

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Extended Reality (XR) technologies—including virtual reality (VR), augmented reality (AR), and mixed reality (MR)—offer transformative opportunities for education by enabling immersive and interactive learning experiences. In this study, we employed a mixed-methods approach that combined systematic desk research with an expert member check to evaluate existing pedagogical frameworks for XR integration. We analyzed several established models (e.g., TPACK, TIM, SAMR, CAMIL, and DigCompEdu) to assess their strengths and limitations in addressing the unique competencies required for XR-supported t
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Guo, Xingrong, Yiming Guo, and Yunqin Liu. "The Development of Extended Reality in Education: Inspiration from the Research Literature." Sustainability 13, no. 24 (2021): 13776. http://dx.doi.org/10.3390/su132413776.

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Education is an important driving force for sustainable social development. Emerging technologies such as extended reality (XR), including augmented reality (AR), virtual reality (VR) and mixed reality (MR), have been widely used. Recently, a large number of theoretical and empirical studies on the use of XR in the field of education for sustainable development have emerged. This paper uses bibliometric analysis to analyze the publication and citation trends of articles, prolific authors, institutions and countries, influential works, current topics, emerging trends, and knowledge structure to
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Dr.N.Kala and Premanand Narasimhan. "Cyber Attacks in Extended Reality (XR) Using AI: Malicious Programs and Mitigation Strategies." International Journal of Scientific Research in Computer Science, Engineering and Information Technology 10, no. 6 (2024): 1886–89. https://doi.org/10.32628/cseit241061237.

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The convergence of artificial intelligence (AI) and extended reality (XR) technologies, such as virtual reality (VR), augmented reality (AR), and mixed reality (MR), has introduced new dimensions of immersive experiences. However, the combination of AI and XR has also created fertile ground for cybercriminals to exploit these advanced platforms. This paper explores the types of AI-driven malicious programs targeting XR systems, including AI-enhanced phishing, malware, deepfake avatars, ransomware, and behavioral manipulation. Additionally, it outlines strategies to mitigate these AI-driven cyb
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Ong, Triton, Hattie Wilczewski, Samantha R. Paige, Hiral Soni, Brandon M. Welch, and Brian E. Bunnell. "Extended Reality for Enhanced Telehealth During and Beyond COVID-19: Viewpoint." JMIR Serious Games 9, no. 3 (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
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Kim, Dong-Jo. "A study on the spatial visual elements in extended reality content." Edelweiss Applied Science and Technology 9, no. 3 (2025): 1429–38. https://doi.org/10.55214/25768484.v9i3.5554.

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With the advancement of digital technology, spatial experiences are undergoing a significant transformation through extended reality (XR). This study investigates how spatial visual elements—including lighting, color transformation, texture, depth, and interactive viewpoints—contribute to user immersion in XR environments. Adopting a case study approach, the research examines The Sphere in Las Vegas, a state-of-the-art example of XR integration in architectural and performance design. Methodologically, this study evaluates The Sphere’s LED-paneled exterior and immersive interior environment, a
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Görlich, Daniel. "Societal XR—A Vision Paper." ParadigmPlus 3, no. 2 (2022): 1–10. http://dx.doi.org/10.55969/paradigmplus.v3n2a1.

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Most current research and developments in the field of extended reality follow a rather one-sided agenda: Creating virtual worlds and even metaverses which require all users to wear suitable head-mounted displays. They thereby reduce the application of XR to limited spaces, (relatively) few users, and (social) activities in these virtual worlds. Only few approaches such as Spatial Augmented Reality and Social XR overcome at least some of these limitations. So far, a vision for a truly public XR that can be used by everyone without wearing technology on their bodies, is missing. This vision pap
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Ahmed Alnagrat, Ahmed Jamah. "Virtual Transformations in Human Learning Environment: An Extended Reality Approach." Journal of Human Centered Technology 1, no. 2 (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 liter
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Ahmed Alnagrat, Ahmed Jamah. "Virtual Transformations in Human Learning Environment: An Extended Reality Approach." Journal of Human Centered Technology 1, no. 2 (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 liter
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Handayani, Wiwik, Andreas Nugroho Sihananto, and Rusman Yulianto. "Literature Review: Implementation of Extended Reality for Micro, Small, and Medium Enterprises in Indonesia." Jurnal Economia 21, no. 1 (2025): 138–56. https://doi.org/10.21831/economia.v21i1.71860.

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AbstractExtended Reality (XR), encompassing Virtual Reality (VR) and Augmented Reality (AR), constitutes immersive computer-generated technologies. While predominantly implemented in larger enterprises, XR adoption in Micro, Small, and Medium Enterprises (MSMEs) is notably sparse. XR's projected significance in product marketing, such as Meta Company and industry experts, this paper investigates XR adoption in Indonesian MSMEs from 2020 to 2023. Our review identifies ten instances of XR implementation in MSMEs, primarily in early developmental stages with limited user experience. The applicati
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Vukelić, Goran, Goran Vizentin, and Vlado Frančić. "Prospects for use of extended reality technology for ship passenger evacuation simulation." Pomorstvo 35, no. 1 (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 technologie
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Hallal, Louisa, Jason Rhinelander, and Ramesh Venkat. "Recent Trends of Authentication Methods in Extended Reality: A Survey." Applied System Innovation 7, no. 3 (2024): 45. http://dx.doi.org/10.3390/asi7030045.

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Extended Reality (XR) is increasingly gaining momentum in industries such as retail, health, and education. To protect users’ personal data, establishing a secure authentication system for XR devices becomes essential. Recently, the focus on authentication methods for XR devices has been limited. To further our understanding of this topic, we surveyed authentication schemes, particularly systems and methods deployed in XR settings. In this survey, we focused on reviewing and evaluating papers published during the last decade (between 2014 and 2023). We compared knowledge-based authentication,
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Barrón-Estrada, María Lucía, Ramón Zatarain-Cabada, Manuel Alberto Sotelo-Rivas, María Blanca Ibáñez, and Víctor Manuel Bátiz-Beltrán. "BabloXR: An Authoring Tool for Developing WebXR Educational Applications." Multimodal Technologies and Interaction 9, no. 6 (2025): 52. https://doi.org/10.3390/mti9060052.

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Different areas of education have undergone a significant transformation due to the rapid progress of extended reality in recent years. Nonetheless, existing eXtended Reality (XR) authoring tools often require advanced programming skills, limiting their accessibility to educators and students. To address this challenge, we introduce BabloXR, an intuitive authoring tool that leverages Blockly to enable visual, code-free programming for creating educational XR environments. BabloXR was evaluated through a user study involving teachers and students who successfully designed their own XR learning
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Yang, Chao, Xinyi Tu, Juuso Autiosalo, et al. "Extended Reality Application Framework for a Digital-Twin-Based Smart Crane." Applied Sciences 12, no. 12 (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 simula
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Rantakokko, Satu. "Creating a Model for Developing and Evaluating Technical Instructions that use Extended Reality." Technical Communication 69, no. 3 (2022): 24–39. http://dx.doi.org/10.55177/tc001245.

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Purpose: Extended reality (XR) is an umbrella term for the many ways that we can now design 3D, interactive, and real-time environments as in combining virtual and real elements, and experience immersion in a completely virtual reality (VR). The use of XR is increasing in popularity across a range of industries. Although researchers are becoming increasingly interested in the benefits and challenges of using XR to convey technical instructions, more comprehensive research is required. I aim to address this need in the present article by introducing an affordance model of Technical Instructions
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Salvation Ifechukwude Atalor and Joy Onma Enyejo. "Integration of extended reality (XR) for oncology pharmacist training in chemotherapeutic compounding and risk mitigation." International Medical Science Research Journal 5, no. 4 (2025): 146–67. https://doi.org/10.51594/imsrj.v5i4.1931.

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The increasing complexity of oncology pharmacotherapy, particularly in the safe handling and compounding of chemotherapeutic agents, necessitates advanced training methodologies that ensure both efficacy and risk reduction. This review explores the integration of Extended Reality (XR)—encompassing Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR)—into the educational frameworks for oncology pharmacists. XR technologies present a transformative opportunity to simulate high-risk clinical environments, enabling immersive, interactive, and replicable training scenarios that are
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González-Erena, Palmira Victoria, Sara Fernández-Guinea, and Panagiotis Kourtesis. "Cognitive Assessment and Training in Extended Reality: Multimodal Systems, Clinical Utility, and Current Challenges." Encyclopedia 5, no. 1 (2025): 8. https://doi.org/10.3390/encyclopedia5010008.

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Extended reality (XR) technologies—encompassing virtual reality (VR), augmented reality (AR), and mixed reality (MR)—are transforming cognitive assessment and training by offering immersive, interactive environments that simulate real-world tasks. XR enhances ecological validity while enabling real-time, multimodal data collection through tools such as galvanic skin response (GSR), electroencephalography (EEG), eye tracking (ET), hand tracking, and body tracking. This allows for a more comprehensive understanding of cognitive and emotional processes, as well as adaptive, personalized intervent
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Fealy, Shanna, Pauletta Irwin, Zeynep Tacgin, Zi Siang See, and Donovan Jones. "Enhancing Nursing Simulation Education: A Case for Extended Reality Innovation." Virtual Worlds 2, no. 3 (2023): 218–30. http://dx.doi.org/10.3390/virtualworlds2030013.

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This concept paper explores the use of extended reality (XR) technology in nursing education, with a focus on three case studies developed at one regional university in Australia. Tertiary education institutions that deliver nursing curricula are facing challenges around the provision of simulated learning experiences that prepare students for the demands of real-world professional practice. To overcome these barriers, XR technology, which includes augmented, mixed, and virtual reality (AR, MR, VR), offers a diverse media platform for the creation of immersive, hands-on learning experiences, s
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Luo, Qinpei, Hongliang Zhang, Minrui Xu, et al. "An Overview of 3GPP Standardization for Extended Reality (XR) in 5G and Beyond." GetMobile: Mobile Computing and Communications 27, no. 3 (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 int
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Young, Gareth W., Wang Xining, Muhammad Zahid Iqbal, and Guckin Conor Mc. "The potential of extended reality in Rural Education's future–perspectives from rural educators." Education and Information Technologies 29 (September 7, 2023): 8987–9011. https://doi.org/10.1007/s10639-023-12169-7.

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Technology-enhanced education can potentially enhance teaching and learning outcomes for rural educators since they face limited educational resources and low job satisfaction. Recently, there has been a surge in extended reality (XR) as an immersive learning technology to improve teaching and learning in rural areas, but without focusing on rural educators’ perspectives. This study aims to bridge this gap by investigating rural educators’ interactions with XR educational applications and exhibiting their insights on using XR education to improve education quality in rural areas. A
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Stendal, Karen, and Rosemarie D. L. C. Bernabe. "Extended Reality—New Opportunity for People With Disability? Practical and Ethical Considerations." Journal of Medical Internet Research 26 (February 13, 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
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El-Hajj, Mohammed. "Cybersecurity and Privacy Challenges in Extended Reality: Threats, Solutions, and Risk Mitigation Strategies." Virtual Worlds 4, no. 1 (2024): 1. https://doi.org/10.3390/virtualworlds4010001.

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Extended Reality (XR), encompassing Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR), enables immersive experiences across various fields, including entertainment, healthcare, and education. However, its data-intensive and interactive nature introduces significant cybersecurity and privacy challenges. This paper presents a detailed adversary model to identify threat actors and attack vectors in XR environments. We analyze key risks, including identity theft and behavioral data leakage, which can lead to profiling, manipulation, or invasive targeted advertising. To mitigate
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Catbas, Fikret Necati, Furkan Luleci, Mahta Zakaria, et al. "Extended Reality (XR) for Condition Assessment of Civil Engineering Structures: A Literature Review." Sensors 22, no. 23 (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
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Kosko, Karl W., Richard E. Ferdig, and Lionel Roche. "Conceptualizing a Shared Definition and Future Directions for Extended Reality (XR) in Teacher Education." Journal of Technology and Teacher Education 29, no. 3 (2021): 267–77. https://doi.org/10.70725/002527odhhrp.

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Scholarship on extended reality (XR) in teacher education is emerging at an increasing rate. As additional forms of XR become more common in the profession, there is a need for teacher educators to consider how the various forms of XR-based representations of practice are conceptualized. The papers in this special issue of JTATE on XR in teacher education each define XR in similar ways, but often with different terminology. In this editorial, we note how such definitions are characteristic of much of the good scholarship on XR in teacher education. With this in mind, this editorial focuses on
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Agarwal, Ayush, Raghavendra Ramachandra, Sushma Venkatesh, and S. R. Mahadeva Prasanna. "Biometrics in extended reality: a review." Discover Artificial Intelligence 4, no. 1 (2024). http://dx.doi.org/10.1007/s44163-024-00190-9.

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AbstractIn the domain of Extended Reality (XR), particularly Virtual Reality (VR), extensive research has been devoted to harnessing this transformative technology in various real-world applications. However, a critical challenge that must be addressed before unleashing the full potential of XR in practical scenarios is to ensure robust security and safeguard user privacy. This paper presents a systematic survey of the utility of biometric characteristics applied in the XR environment. To this end, we present a comprehensive overview of the different types of biometric modalities used for auth
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Spain, Randall, Benjamin Goldberg, Shannon Bailey, et al. "Human Factors Extended Reality Showcase." Proceedings of the Human Factors and Ergonomics Society Annual Meeting, October 25, 2023. http://dx.doi.org/10.1177/21695067231192432.

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This alternative format session provides a forum for human factors scholars and practitioners to showcase how state-of-the-art extended reality (XR) applications are being used in academia, defense, and industry to address human factors research. The session will begin with short introductions from each presenter to describe their XR application. Afterward, session attendees will engage with the presenters and their demonstrations, which will be set up around the demonstration floor room. This year’s showcase features XR applications in STEM education, medical and aviation training, agricultur
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