Academic literature on the topic 'Computer augmented environment'

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Journal articles on the topic "Computer augmented environment"

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Macgregor, S. Kim, Jonathan Z. Shapiro, and Richard Niemiec. "Effects of a Computer-Augmented Learning Environment on Math Achievement for Students with Differing Cognitive Style." Journal of Educational Computing Research 4, no. 4 (1988): 453–65. http://dx.doi.org/10.2190/nbld-3eb6-4w47-yvgb.

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The relationship between cognitive style and success in a computer-augmented learning environment was investigated. Fifty-nine students enrolled in a developmental education course in algebra were assigned to one of two instructors and one of two treatment conditions (computer-augmented instruction or traditional instruction). Student cognitive style (field-independence-dependence) was determined by performance on the Group Embedded Figures Test. Significant variables identified from a stepwise regression included main effects for prior achievement, cognitive style, and instructor. In addition, a significant treatment by cognitive style interaction was found. Field-dependent students exhibited greater math achievement in a computer-augmented environment, whereas students with indiscriminate cognitive style demonstrated greater achievement in a traditional learning environment. The results supported the hypothesis that learning environments differentially effect students with dissimilar cognitive style characteristics.
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Mahtarami, Affan, and Eddo Ertino. "Marble Maze Game Design Using Augmented Reality Technology." Journal of Multimedia Trend and Technology 3, no. 3 (2024): 176–82. https://doi.org/10.35671/jmtt.v3i3.67.

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Augmented Reality (AR) combines computer-generated graphic objects with real objects, so that virtual collaboration occurs between the two types of objects. The main purpose of AR is the use of computers as devices to facilitate a job done by humans. Based on its characteristics, AR has great potential to be used as a computer game platform. The research reported in this paper raises the issue of utilizing AR as a computer game platform. The research was conducted in the form of developing a marble maze computer game using AR with an emphasis on the interaction aspect. The lighting conditions of the playing environment have a crucial influence. To get a consistent appearance, adequate lighting is needed. However, AR-based games are one of the interesting games to play. The game must be played in well-lit environments, with a flash light, or with a high-sensitivity camera in order to get around this. Nonetheless, the majority of volunteers acknowledged that they were open to playing games that used augmented reality.
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Rasidin, Rasidin. "Perancangan Aplikasi Pengenalan Objek 3D Komponen Komputer Menggunakan Augmented Reality Berbasis Android." Bulletin of Data Science 1, no. 1 (2021): 26–31. https://doi.org/10.47065/bulletinds.v1i1.865.

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Weak knowledge of computer scholars about the components of the preparation of computers often become a joke in the world of work. There are not many programmers and designers who do not know computer components, even though their interactions at the computer are above the average normal use. Augmented reality is a way to combine virtual worlds (virtual environment) into the real world (reality environment) by utilizing the camera in real time. This technique can help display the shape of objects in three-dimensional computer components into the real world. Text Recognition is a detection of writing into a computer system. The application of text recognition to the Augmented Reality technique can detect text as well as project objects of 3 dimensional components of computer components. This certainly makes it easier for users to find out computer components just by using text.
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Dr.Shubhangi, DC, Waheed Dr.M.A, Ayesha Amatul, and Gadgay Dr.Basavaraj. "Augmented Reality." JOURNAL OF SCIENTIFIC RESEARCH & TECHNOLOGY (JSRT) (www.jsrtjournal.com) 1, no. 1 (2023): 28–35. https://doi.org/10.5281/zenodo.7883842.

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The term "augmented reality" refers to the merging of the physical environment with digital elements. Computer-generated visuals are superimposed upon the actual environment to accomplish this. There are four main categories of augmented reality: marker-based, marker-less, projection-based, and superimposition-based. It may be used for a wide variety of practical purposes. The medical, educational, industrial, robotic, and even the entertainment industries have all found uses for augmented reality. Mixed reality encompasses the realm of augmented reality. One way to look at it is as a mirror image of virtual reality. The origins of augmented reality are discussed in this study
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Novak-Marcincin, Jozef. "Development of Molding Tool with Augmented Reality Technology Application." Applied Mechanics and Materials 442 (October 2013): 203–8. http://dx.doi.org/10.4028/www.scientific.net/amm.442.203.

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Augmented Reality (AR) is a developing area of virtual reality research. The world environment around us provides a wealth of information that is difficult to duplicate in a computer. This is evidenced by the worlds used in virtual environments. An augmented reality system generates a composite view for the user. It is a combination of the real scene viewed by the user and a virtual scene generated by the computer that augments the scene with additional information. In paper is presented the example of virtual and augmented reality application in area of molding tool assembly realized by author.
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Zheleva, Petya. "APPLICATION OF TECHNOLOGIES FOR VIRTUAL AND AUGMENTED REALITY WITH ARTIFICIAL INTELLIGENCE IN THE PROJECT ACTIVITY AT SCHOOL." Education and Technologies Journal 15, no. 2 (2024): 389–95. http://dx.doi.org/10.26883/2010.242.6195.

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Virtual and augmented reality (VR and AR) technologies can be extremely useful in the school environment, especially when combined with artificial intelligence (AI). The implementation of educational projects, through the integration of AI/artificial intelligence/ with virtual and augmented reality /VR, AR/ helps to:increase students’ interest in the learning material; formation of new competencies; increasing students’ motivation for independent educational and cognitive activity; activation of educational activity; formation of positive motivation for personal and professional growth; creating conditions for the development of personal qualities (crea vity, teamwork, etc.). AR is a technology that makes it possible to generate virtual environments that overlap a real environment in a direct or indirect way, allowing the interaction of reality with the visualization of virtual graphics. While virtual reality offers a simulation of a completely computer-generated perception, augmented reality is the integration of digital information with the user’s environment. Unlike virtual reality, which creates a completely artificial environment, augmented reality uses the existing environment and overlays new information on it.
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Li, Lin Tao. "Augmented Reality Based on Mobile Phones." Advanced Materials Research 926-930 (May 2014): 1882–85. http://dx.doi.org/10.4028/www.scientific.net/amr.926-930.1882.

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Augmented reality can create a learning environment to learners, combining the actual condition of let them around to see the real environment at the same time, also can see a computer, virtual information generated by mobile phones as the implementation of the augmented reality application platform, due to the mobility, portability, and human-computer interaction and so on, has strong advantage, and therefore more mobile learning application prospect, this paper discusses the structure of augmented reality based on mobile phone key technology and main function features, on the basis of to augmented reality based on mobile phone and its application in mobile learning has a deeper understanding.
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Papadopoulos, Theofilos, Konstantinos Evangelidis, Theodore H. Kaskalis, Georgios Evangelidis, and Stella Sylaiou. "Interactions in Augmented and Mixed Reality: An Overview." Applied Sciences 11, no. 18 (2021): 8752. http://dx.doi.org/10.3390/app11188752.

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“Interaction” represents a critical term in the augmented and mixed reality ecosystem. Today, in mixed reality environments and applications, interaction occupies the joint space between any combination of humans, physical environment, and computers. Although interaction methods and techniques have been extensively examined in recent decades in the field of human-computer interaction, they still should be reidentified in the context of immersive realities. The latest technological advancements in sensors, processing power and technologies, including the internet of things and the 5G GSM network, led to innovative and advanced input methods and enforced computer environmental perception. For example, ubiquitous sensors under a high-speed GSM network may enhance mobile users’ interactions with physical or virtual objects. As technological advancements emerge, researchers create umbrella terms to define their work, such as multimodal, tangible, and collaborative interactions. However, although they serve their purpose, various naming trends overlap in terminology, diverge in definitions, and lack modality and conceptual framework classifications. This paper presents a modality-based interaction-oriented diagram for researchers to position their work and defines taxonomy ground rules to expand and adjust this diagram when novel interaction approaches emerge.
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Starner, Thad, Steve Mann, Bradley Rhodes, et al. "Augmented Reality through Wearable Computing." Presence: Teleoperators and Virtual Environments 6, no. 4 (1997): 386–98. http://dx.doi.org/10.1162/pres.1997.6.4.386.

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Wearable computing moves computation from the desktop to the user. We are forming a community of networked, wearable-computer users to explore, over a long period, the augmented realities that these systems can provide. By adapting its behavior to the user's changing environment, a body-worn computer can assist the user more intelligently, consistently, and continuously than a desktop system. A text-based augmented reality, the Remembrance Agent, is presented to illustrate this approach. Video cameras are used both to warp the visual input (mediated reality) and to sense the user's world for graphical overlay. With a camera, the computer could track the user's finger to act as the system's mouse; perform face recognition; and detect passive objects to overlay 2.5D and 3D graphics onto the real world. Additional apparatus such as audio systems, infrared beacons for sensing location, and biosensors for learning about the wearer's affect are described. With the use of input from these interface devices and sensors, a long-term goal of this project is to model the user's actions, anticipate his or her needs, and perform a seamless interaction between the virtual and physical environments.
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Mujumdar, Omkar. "Augmented Reality." International Journal for Research in Applied Science and Engineering Technology 10, no. 12 (2022): 487–95. http://dx.doi.org/10.22214/ijraset.2022.47902.

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Abstract: Imagine a world with a technology that creates the 3 dimensional images of a virtual object around you with which you can interact, see, hear, smell, and even touch it. Technologies such as computer graphics, virtual reality, and augmented reality together can be used to implement this in real world. Augmented reality actually superimposes virtual objects into the real environment with the real objects for enriching the viewer’s experience Augmented reality with virtual reality in virtual space, also enhances the audience perception by displaying additional information. In this survey we present the different technologies that are involved in the implementation of augmented reality. These technologies are displays which are used for displaying or combining the virtual object by the real environment, tracking or gesture recognition helps in real time interaction part while the modelling is used to register the objects into 3D for enhancing the quality and perception of the viewer.
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Dissertations / Theses on the topic "Computer augmented environment"

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Li, Lijiang. "Human-computer collaboration in video-augmented environment for 3D input." Thesis, University of York, 2008. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.488737.

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Sandström, David. "Dynamic Occlusion of Virtual Objects in an 'Augmented Reality' Environment." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-71581.

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This thesis explores a way of increasing the perception of reality within an ''Augmented Reality'' application by making real objects able to obstruct the view of virtual objects. This mimics how real opaque objects occlude each other and thus making virtual objects behave the same way will improve the user experience of Augmented Reality users. The solution uses Unity as the engine with plugins for ARKit and OpenCV. ARKit provides the Augmented Reality experience and can detect real world flat surfaces on which virtual objects can be placed. OpenCV is used for image processing to detect real world objects which can then be translated into virtual silhouettes within Unity that can interact with, and occlude, the virtual objects. The end result is a system that can handle the occlusion in real time, while allowing both the real and virtual objects to translate and rotate within the scene while still maintaining the occlusion. The big drawback of the solution is that it requires a well defined environment without visual clutter and with even lighting to work as intended. This makes it unsuitable for outdoor usage.
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Beilstein, Del L. "Visual simulation of night vision goggles in a chromakeyed, augmented, virtual environment." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2003. http://library.nps.navy.mil/uhtbin/hyperion-image/03Jun%5FBeilstein.pdf.

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Thesis (M.S. in Modeling, Virtual Environments, and Simulation)--Naval Postgraduate School, June 2003.<br>Thesis advisor(s): Rudolph P. Darken, Joseph A. Sullivan. Includes bibliographical references (p. 77). Also available online.
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Holstensson, Erik, Ram Hamid, and Sarbast Jundi. "Evaluation of augmented reality in a manufacturing environment : A feasibility study." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-15766.

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Augmented Reality (AR) is a fast-emerging technology and it has been applied in many fields e.g. education, health, entertainment, gaming and tracking systems in logistics. AR technology combines the virtual world with the reality by superimposing digital information onto the physical world. This study evaluates the usability of the AR in industrial environment focusing on effectiveness, efficiency, and user acceptance in comparison to other instructional medium e.g. paper-based instructions or manuals. An AR prototype was developed to be used in the usability evaluation. To evaluate the AR application in the field of industry an experiment was conducted. To get the user experience and acceptance questionnaires and interviews were used involving real assembly workers where they used the AR prototype. The results of the study show that when using AR as assistance in the assembly assurance process, the number of faults and task completion time were reduced significantly compared to the traditional methods. Also, the users had a positive attitude and a high level of satisfaction when using AR.
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Lennerton, Mark J. "Exploring a chromakeyed augmented virtual environment for viability as an embedded training system for military helicopters." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2004. http://library.nps.navy.mil/uhtbin/hyperion/04Jun%5FLennerton.pdf.

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Thesis (M.S. in Computer Science)--Naval Postgraduate School, June 2004.<br>Thesis advisor(s): Rudolph Darken, Joseph A. Sullivan. Includes bibliographical references (p. 103-104). Also available online.
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Hahn, Mark E. "Implementation and analysis of the Chromakey Augmented Virtual Environment (ChrAVE) version 3.0 and Virtual Environment Helicopter (VEHELO) version 2.0 in simulated helicopter training." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2005. http://library.nps.navy.mil/uhtbin/hyperion/05Jun%5FHahn%5FMark.pdf.

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Thesis (M.S. in Information Technology Management)--Naval Postgraduate School, June 2005.<br>Thesis Advisor(s): Joseph A. Sullivan, Rudolph Darken. Includes bibliographical references (p. 113-115). Also available online.
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Wilson, William. "Surgical training with an augmented digital environment (SurgADE) an adaptable approach for teaching minimally invasive surgery techniques /." [Gainesville, Fla.] : University of Florida, 2004. http://purl.fcla.edu/fcla/etd/UFE0006300.

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Hogler, Marcus. "Comparing head- and eye direction and accuracy during smooth pursuit in an augmented reality environment." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-254999.

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Smooth pursuit is the movement that occurs when the eyes meticulously follow an object in motion. While smooth pursuit can be achieved with a stationary head, it generally relies on the head following the visual target as well. During smooth pursuit, a coordinating vestibular mechanism, shared by both the head and the eyes, is used. Therefore, smooth pursuit can reveal much about where a person is looking based on only the direction of the head. To investigate the interplay between the eyes and the head, an application was made for the augmented reality head-mounted display Magic Leap. The application gathered data of the head and eyes respective movements. The data was analyzed using visualizations to find relationships within the eye-head coordination. User studies were conducted and the eyes proved to be incredibly accurate and the head direction was close to the target at all times. The results point towards the possibility of using head direction as a model for visual attention in the shape of a cone. The users’ head direction was a good indicator of where they put their attention, making it a valuable tool for developing augmented reality applications for head-mounted displays and smart glasses. By only using head direction, a software developer can measure where most of the users’ attention is put and hence optimize the application according to this information.<br>Följerörelser är det som sker när ögonen noggrant följer ett objekt i rörelse. Följerörelser kan uppnås med ett stationärt huvud, men generellt används även huvudet för att följa det visuella målet. Ögonen och huvudet delar en vestibulär koordineringsmekanism som är aktiv under följerörelser och därför kan enbart huvudrörelser avslöja mycket om var en person har sin uppmärksamhet.För att undersöka samspelet mellan ögonen och huvudet gjordes en applikation för ett augmented reality headsetet Magic Leap. Applikationen samlade in data på ögonrespektive huvudrörelser. Den insamlade datan analyserades med hjälp av visualiseringar för att hitta förhållanden inom ögon-huvud koordinationen.Användarstudier utfördes och ögonen visade sig vara väldigt exakta och huvudets riktning var hela tiden i närheten av målet. Resultatet pekar mot möjligheten att använda huvudriktning som en modell för visuell uppmärksamhet i formen av en kon. Användarnas huvudriktning var en bra indikator på var de hade sin uppmärksamhet, vilket gör den till ett användbart verktyg för utveckling av augmented reality applikationer för headsets och smartglasögon. En mjukvaruutvecklare kan mäta var användarnas uppmärksamhet dras genom att använda huvudriktningen och kan därmed optimera applikationen utefter den informationen.
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Reynal, Maxime. "Non-visual interaction concepts : considering hearing, haptics and kinesthetics for an augmented remote tower environment." Thesis, Toulouse, ISAE, 2019. http://www.theses.fr/2019ESAE0034.

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Afin de simplifier la gestion des ressources humaines et de réduire les coûts d’exploitation, certaines tours de contrôle sont désormais conçues pour ne pas être implantées directement sur l’aéroport. Ce concept, connu sous le nom de tour de contrôle distante (remote tower), offre un contexte de travail “digital” : la vue sur les pistes est diffusée via des caméras situées sur le terrain distant. Ce concept pourrait également être étendu au contrôle simultanés de plusieurs aéroports à partir d’une seule salle de contrôle, par un contrôleur seul (tour de contrôle distante multiple). Ces notions nouvelles offrent aux concepteurs la possibilité de développer des formes d’interaction novatrices. Cependant, la plupart des augmentations actuelles reposent sur la vue, qui est largement utilisée et, par conséquent, parfois surchargée.Nous nous sommes ainsi concentrés sur la conception et l’évaluation de nouvelles techniques d’interaction faisant appel aux sens non visuels, plus particulièrement l’ouïe, le toucher et la proprioception. Deux campagnes expérimentales ont été menées. Durant les processus de conception, nous avons identifié, avec l’aide d’experts du domaine, certaines situations pertinentes pour les contrôleurs aériens en raison de leur criticité: a) la mauvaise visibilité (brouillard épais,perte de signal vidéo), b) les mouvements non autorisés au sol (lorsque les pilotes déplacent leur appareil sans y avoir été préalablement autorisés), c) l’incursion de piste (lorsqu’un avion traverse le point d’attente afin d’entrer sur la piste alors qu’un autre, simultanément, s’apprête à atterrir) et d) le cas des communications radio simultanées provenant de plusieurs aéroports distants. La première campagne expérimentale visait à quantifier la contribution d’une technique d’interaction basée sur le son spatial, l’interaction kinesthésique et des stimuli vibrotactiles, afin de proposer une solution au cas de perte de visibilité sur le terrain contrôlé. L’objectif était d’améliorer la perception de contrôleurs et d’accroître le niveau général de sécurité, en leur offrant un moyen différent pour localiser les appareils. 22 contrôleurs ont été impliqués dans une tâche de laboratoire en environnement simulé. Des résultats objectifs et subjectifs ont montré une précision significativement plus élevée en cas de visibilité dégradée lorsque la modalité d’interaction testée était activée. Parallèlement, les temps de réponse étaient significativement plus longs relativement courts par rapport à la temporalité de la tâche. L’objectif de la seconde campagne expérimentale, quant à elle, était d’évaluer 3 autres modalités d’interaction visant à proposer des solutions à 3 autres situations critiques : les mouvements non autorisés au sol,les incursions de piste et les appels provenant d’un aéroport secondaire contrôlé. Le son spatial interactif, la stimulation tactile et les mouvements du corps ont été pris en compte pour la conception de 3 autres techniques interactives. 16contrôleurs aériens ont participé à une expérience écologique dans laquelle ils ont contrôlé 1 ou 2 aéroport(s), avec ou sans augmentation. Les résultats comportementaux ont montré une augmentation significative de la performance globale des participants lorsque les modalités d’augmentation étaient activées pour un seul aéroport. La première campagne a été la première étape dans le développement d’une nouvelle technique d’interaction qui utilise le son interactif comme moyen de localisation lorsque la vue seule ne suffit pas. Ces deux campagnes ont constitué les premières étapes de la prise en compte des augmentations multimodales non visuelles dans les contextes des tours de contrôles déportées Simples et Multiples<br>In an effort to simplify human resource management and reduce operational costs, control towers are now increasingly designed to not be implanted directly on the airport but remotely. This concept, known as remote tower, offers a “digital”working context: the view on the runways is broadcast remotely using cameras located on site. Furthermore, this concept could be enhanced to the control of several airports simultaneously from one remote tower facility, by only one air traffic controller (multiple remote tower). These concepts offer designers the possibility to develop novel interaction forms. However, the most part of the current augmentations rely on sight, which is largely used and, therefore, is sometimes becoming overloaded. In this Ph.D. work, the design and the evaluation of new interaction techniques that rely onnon-visual human senses have been considered (e.g. hearing, touch and proprioception). Two experimental campaigns have been led to address specific use cases. These use cases have been identified during the design process by involving experts from the field, appearing relevant to controllers due to the criticality of the situation they define. These situations are a) poor visibility (heavy fog conditions, loss of video signal in remote context), b) unauthorized movements on ground (when pilots move their aircraft without having been previously cleared), c) runway incursion (which occurs when an aircraft crosses the holding point to enter the runway while another one is about to land), and d) how to deal with multiple calls associated to distinct radio frequencies coming from multiple airports. The first experimental campaign aimed at quantifying the contribution of a multimodal interaction technique based on spatial sound, kinaesthetic interaction and vibrotactile feedback to address the first use case of poor visibility conditions. The purpose was to enhance controllers’ perception and increase overall level of safety, by providing them a novel way to locate aircraft when they are deprived of their sight. 22 controllers have been involved in a laboratory task within a simulated environment.Objective and subjective results showed significantly higher performance in poor visibility using interactives patial sound coupled with vibrotactile feedback, which gave the participants notably higher accuracy in degraded visibility.Meanwhile, response times were significantly longer while remaining acceptably short considering the temporal aspect of the task. The goal of the second experimental campaign was to evaluate 3 other interaction modalities and feedback addressing 3 other critical situations, namely unauthorized movements on ground, runway incursion and calls from a secondary airport. We considered interactive spatial sound, tactile stimulation and body movements to design3 different interaction techniques and feedback. 16 controllers’ participated in an ecological experiment in which they were asked to control 1 or 2 airport(s) (Single Vs. Multiple operations), with augmentations activated or not. Having no neat results regarding the interaction modalities into multiple remote tower operations, behavioural results shown asignificant increase in overall participants’ performance when augmentation modalities were activated in single remotecontrol tower operations. The first campaign was the initial step in the development of a novel interaction technique that uses sound as a precise means of location. These two campaigns constituted the first steps for considering non-visual multimodal augmentations into remote tower operations
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Gheisari, Masoud. "An ambient intelligent environment for accessing building information in facility management operations; A healthcare facility scenario." Diss., Georgia Institute of Technology, 2013. http://hdl.handle.net/1853/52967.

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The Architecture, Engineering, Construction, and Operations (AECO) industry is constantly searching for new methods for increasing efficiency and productivity. Facility managers, as a part of the owner/operator role, work in complex and dynamic environments where critical decisions are constantly made. This decision-making process and its consequent performance can be improved by enhancing Situation Awareness (SA) of the facility managers through new digital technologies. SA, as a user-centered approach for understanding facility managers’ information requirement, together with Mobile Augmented Reality (MAR) was used for developing an Ambient Intelligent (AmI) environment for accessing building information in facilities. Augmented Reality has been considered as a viable option to reduce inefficiencies of data overload by providing facility managers with an SA-based tool for visualizing their “real-world” environment with added interactive data. Moreover, Building Information Modeling (BIM) was used as the data repository of the required building information. A pilot study was done to study the integration between SA, MAR, and BIM. InfoSPOT (Information Surveyed Point for Observation and Tracking) was developed as a low-cost solution that leverage current AR technology, showing that it is possible to take an idealized BIM model and integrate its data and 3D information in an MAR environment. A within-subjects user participation experiment and analysis was also conducted to evaluate the usability of the InfoSPOT in facility management related practices. The outcome of statistical analysis (a one-way repeated measure ANOVA) revealed that on average the mobile AR-based environment was relatively seamless and efficient for all participants in the study. Building on the InfoSPOT pilot study, an in-depth research was conducted in the area of healthcare facility management, integrating SA, MAR, and BIM to develop an AmI environment where facility mangers’ information requirement would be superimposed on their real-word view of the facility they maintain and would be interactively accessible through current mobile handheld technology. This AmI environment was compared to the traditional approach of conducting preventive and corrective maintenance using paper-based forms. The purpose of this part of the research was to investigate the hypothesis of “bringing 3D BIM models of building components in an AR environment and making it accessible through handheld mobile devices would help the facility managers to locate those components easier and faster compared to facility managers’ paper-based approach”. The result of this study shows that this innovative application of AR and integrating it with BIM to enhance the SA has the potential to improve construction practices, and in this case, facility management.
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Books on the topic "Computer augmented environment"

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Linte, Cristian A., Elvis C. S. Chen, Marie-Odile Berger, John T. Moore, and David R. Holmes, eds. Augmented Environments for Computer-Assisted Interventions. Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-38085-3.

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Linte, Cristian A., Ziv Yaniv, Pascal Fallavollita, Purang Abolmaesumi, and David R. Holmes, eds. Augmented Environments for Computer-Assisted Interventions. Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-10437-9.

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Linte, Cristian A., John T. Moore, Elvis C. S. Chen, and David R. Holmes, eds. Augmented Environments for Computer-Assisted Interventions. Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-32630-1.

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Linte, Cristian A., Ziv Yaniv, and Pascal Fallavollita, eds. Augmented Environments for Computer-Assisted Interventions. Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-24601-7.

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Huang, Weidong. Human Factors in Augmented Reality Environments. Springer New York, 2013.

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Liao, Hongen, Cristian A. Linte, Ken Masamune, Terry M. Peters, and Guoyan Zheng, eds. Augmented Reality Environments for Medical Imaging and Computer-Assisted Interventions. Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-40843-4.

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Antona, Margherita, and Constantine Stephanidis, eds. Universal Access in Human-Computer Interaction. Virtual, Augmented, and Intelligent Environments. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-92052-8.

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Mark, Billinghurst, and Katō Hirokazu, eds. IEEE ART02: The First IEEE International Augmented Reality Toolkit Workshop : 29 September 2002, Darmstadt, Germany. IEEE, 2002.

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Ghadirian, Payam. GIS-based augmented reality: A realistic approach to environmental visualisation. Lambert Academic Publishing, 2009.

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IEEE International Augmented Reality Toolkit Workshop (2nd 2003 Tokyo, Japan). ART 2003: IEEE International Augmented Reality Toolkit Workshop : Japan, 2003. IEEE, 2003.

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Book chapters on the topic "Computer augmented environment"

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Olalde Azkorreta, Karle, and Héctor Olmedo Rodríguez. "Augmented Reality Applications in the Engineering Environment." In Lecture Notes in Computer Science. Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-07485-6_9.

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Barmpoutis, Angelos, Emily J. Fox, Ian Elsner, and Sheryl Flynn. "Augmented-Reality Environment for Locomotor Training in Children with Neurological Injuries." In Augmented Environments for Computer-Assisted Interventions. Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-10437-9_12.

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Drouin, Simon, Marta Kersten-Oertel, Sean Jy-Shyang Chen, and D. Louis Collins. "A Realistic Test and Development Environment for Mixed Reality in Neurosurgery." In Augmented Environments for Computer-Assisted Interventions. Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-32630-1_2.

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Thakur, Chetan, and Yuichi Kurita. "Augmented Walking Suit for Elderly Farmers in Agricultural Environment." In Lecture Notes in Computer Science. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-22015-0_44.

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Kia, Maryam, Jordan Cramer, and Artur Luczak. "Memory Augmented Multi-agent Reinforcement Learning for Cooperative Environment." In Lecture Notes in Computer Science. Springer Nature Switzerland, 2025. https://doi.org/10.1007/978-3-031-81596-6_8.

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Xue, Hanyu, Hongyan Quan, Xiao Song, and Maomao Wu. "Construction of Simulation Environment Based on Augmented Reality Technique." In Communications in Computer and Information Science. Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-45037-2_31.

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Potur, Caner, and Gökhan İnce. "An Augmented Reality Environment for Testing Cockpit Display Systems." In Communications in Computer and Information Science. Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-49368-3_5.

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Zhou, Yun, Bertrand David, and René Chalon. "Innovative User Interfaces for Wearable Computers in Real Augmented Environment." In Lecture Notes in Computer Science. Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-21605-3_55.

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Borkowski, Stanislaw, Julien Letessier, and James L. Crowley. "Spatial Control of Interactive Surfaces in an Augmented Environment." In Engineering Human Computer Interaction and Interactive Systems. Springer Berlin Heidelberg, 2005. http://dx.doi.org/10.1007/11431879_15.

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Jones, David, and Sara Dechmerowski. "Measuring Stress in an Augmented Training Environment: Approaches and Applications." In Lecture Notes in Computer Science. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-39952-2_3.

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Conference papers on the topic "Computer augmented environment"

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Kaščak, Jakub, Marek Kočiško, Martin Pollák, and Peter Gabštur. "Integrating VR and AR into Computer-Aided Manufacturing: A Framework for University-Level Engineering Education." In Materials and Technologies for Defense and Security. Trans Tech Publications Ltd, 2025. https://doi.org/10.4028/p-bg6rge.

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As the manufacturing industry rapidly evolves with the emergence of virtual and augmented reality technologies, engineering education must adapt to prepare students for these advancements. This paper proposes a comprehensive framework for integrating Virtual reality (VR and Augmented reality (AR) into computer-aided manufacturing curricula at the university level. The framework outlines strategies for incorporating immersive technologies into traditional CAD and CAM coursework, aiming to enhance student’s understanding of complex manufacturing processes and improve their practical skills. By leveraging tools such as Siemens NX VR module and AR platforms, the framework facilitates a more interactive and engaging learning environment, allowing students to visualize, manipulate, and test designs in a virtual space before physical production. The study also discusses the challenges of implementing VR and AR in educational environments, including technical, financial, and pedagogical considerations, and provides solutions to address these issues. The results suggest that integrating VR and AR can significantly enrich the educational experience, equipping students with the skills and knowledge necessary for the future of digital manufacturing.
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Toh, Jing Qiang, and Kenneth Y. T. Lim. "EXPLORING THE USE OF AI-AUGMENTED TOOLS AND LARGE LANGUAGE MODELS IN THE DESIGN OF A LEARNING ENVIRONMENT FOR NOVICES IN COMPUTER SCIENCE." In 17th annual International Conference of Education, Research and Innovation. IATED, 2024. https://doi.org/10.21125/iceri.2024.0619.

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Amin, Yasir Mahmood, Noor Kadhim Meftin, Yousif Fuad Nas, et al. "Human-Computer Interaction in Augmented Reality Environments: Design Principles and User Experiences." In 2024 36th Conference of Open Innovations Association (FRUCT). IEEE, 2024. http://dx.doi.org/10.23919/fruct64283.2024.10749913.

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David, Bertrand T., and Reno Chalon. "IMERA: Experimentation Platform for Computer Augmented Environment for Mobile Actors." In Third IEEE International Conference on Wireless and Mobile Computing, Networking and Communications (WiMob 2007). IEEE, 2007. http://dx.doi.org/10.1109/wimob.2007.4390845.

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Zocco, Alessandro, Lucio T. De Paolis, Lorenzo Greco, and Cosimo L. Manes. "An Augmented Environment for Command and Control Systems." In International Conference on Computer Vision Theory and Applications. SCITEPRESS - Science and and Technology Publications, 2015. http://dx.doi.org/10.5220/0005358902090214.

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Sodnik, Jaka, Saso Tomazic, Raphael Grasset, Andreas Duenser, and Mark Billinghurst. "Spatial sound localization in an augmented reality environment." In the 20th conference of the computer-human interaction special interest group (CHISIG) of Australia. ACM Press, 2006. http://dx.doi.org/10.1145/1228175.1228197.

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Chaiyarit, Bhuwit, Setha Pan-Ngum, Pasin Israsena, Arpa Suwannarat, and Apit Hemakom. "SSVEP-BCI in Augmented Reality in Realistic Environment." In 2024 21st International Conference on Electrical Engineering/Electronics, Computer, Telecommunications and Information Technology (ECTI-CON). IEEE, 2024. http://dx.doi.org/10.1109/ecti-con60892.2024.10594908.

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Somanath, Gowri, and Daniel Kurz. "HDR Environment Map Estimation for Real-Time Augmented Reality." In 2021 IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR). IEEE, 2021. http://dx.doi.org/10.1109/cvpr46437.2021.01114.

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Wang, Yutao, Yuan Shen, Dongcai Liu, Shen Wei, and Changan Zhu. "Key Technique of Assembly System in an Augmented Reality Environment." In 2010 Second International Conference on Computer Modeling and Simulation (ICCMS). IEEE, 2010. http://dx.doi.org/10.1109/iccms.2010.201.

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Shaltout, Eman Hassan, Ahmed Afifi, and Khaled Mohammed Amin. "Augmented Reality Based Learning Environment for Children with Special Needs." In 2020 15th International Conference on Computer Engineering and Systems (ICCES). IEEE, 2020. http://dx.doi.org/10.1109/icces51560.2020.9334571.

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Reports on the topic "Computer augmented environment"

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Shamonia, Volodymyr H., Olena V. Semenikhina, Volodymyr V. Proshkin, Olha V. Lebid, Serhii Ya Kharchenko, and Oksana S. Lytvyn. Using the Proteus virtual environment to train future IT professionals. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/3760.

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Based on literature review it was established that the use of augmented reality as an innovative technology of student training occurs in following directions: 3D image rendering; recognition and marking of real objects; interaction of a virtual object with a person in real time. The main advantages of using AR and VR in the educational process are highlighted: clarity, ability to simulate processes and phenomena, integration of educational disciplines, building an open education system, increasing motivation for learning, etc. It has been found that in the field of physical process modelling the Proteus Physics Laboratory is a popular example of augmented reality. Using the Proteus environment allows to visualize the functioning of the functional nodes of the computing system at the micro level. This is especially important for programming systems with limited resources, such as microcontrollers in the process of training future IT professionals. Experiment took place at Borys Grinchenko Kyiv University and Sumy State Pedagogical University named after A. S. Makarenko with students majoring in Computer Science (field of knowledge is Secondary Education (Informatics)). It was found that computer modelling has a positive effect on mastering the basics of microelectronics. The ways of further scientific researches for grounding, development and experimental verification of forms, methods and augmented reality, and can be used in the professional training of future IT specialists are outlined in the article.
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Seidametova, Zarema S., Zinnur S. Abduramanov, and Girey S. Seydametov. Using augmented reality for architecture artifacts visualizations. [б. в.], 2021. http://dx.doi.org/10.31812/123456789/4626.

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Nowadays one of the most popular trends in software development is Augmented Reality (AR). AR applications offer an interactive user experience and engagement through a real-world environment. AR application areas include archaeology, architecture, business, entertainment, medicine, education and etc. In the paper we compared the main SDKs for the development of a marker-based AR apps and 3D modeling freeware computer programs used for developing 3D-objects. We presented a concept, design and development of AR application “Art-Heritage’’ with historical monuments and buildings of Crimean Tatars architecture (XIII-XX centuries). It uses a smartphone or tablet to alter the existing picture, via an app. Using “Art-Heritage’’ users stand in front of an area where the monuments used to be and hold up mobile device in order to see an altered version of reality.
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Osadchyi, Viacheslav V., Hanna Y. Chemerys, Kateryna P. Osadcha, Vladyslav S. Kruhlyk, Serhii L. Koniukhov, and Arnold E. Kiv. Conceptual model of learning based on the combined capabilities of augmented and virtual reality technologies with adaptive learning systems. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/4417.

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The article is devoted to actual problem of using modern ICT tools to increase the level of efficiency of the educational process. The current state and relevance of the use of augmented reality (AR) and virtual reality (VR) technologies as an appropriate means of improving the educational process are considered. In particular, attention is paid to the potential of the combined capabilities of AR and VR technologies with adaptive learning systems. Insufficient elaboration of cross-use opportunities for achieving of efficiency of the educational process in state-of-the-art research has been identified. Based on analysis of latest publications and experience of using of augmented and virtual reality technologies, as well as the concept of adaptive learning, conceptual model of learning based on the combined capabilities of AR and VR technologies with adaptive learning systems has been designed. The use of VR and AR technologies as a special information environment is justified, which is applied in accordance with the identified dominant type of students' thinking. The prospects of using the proposed model in training process at educational institutions for the implementation and support of new teaching and learning strategies, as well as improving learning outcomes are determined by the example of such courses as “Algorithms and data structures”, “Computer graphics and three-dimensional modeling”, “Circuit Engineering”, “Computer Architecture”.
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Strutynska, Oksana V., Grygoriy M. Torbin, Mariia A. Umryk, and Roman M. Vernydub. Digitalization of the educational process for the training of the pre-service teachers. [б. в.], 2021. http://dx.doi.org/10.31812/123456789/4437.

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According to the Development Concept of the Digital Economy and Society in Ukraine, the priority of this area is to develop a substantial national policy on digitalization of education, as this is the key part of the education reform in Ukraine. For this reason, universities should firstly take into account the particularities of teaching the current generation of students and the needs of the digital society as a whole. This paper considers the process of transition from informatization to digitalization in society, implementation of digital support for the educational process in the university, development of the digital educational environment for the training university teachers, and proposes the digital tools for such an environment. The authors propose several ways to improve the development level of digitalization of the educational environment in the university. This is to take into account the needs of the digital society and the modern generation of students, provide a high level of the digital literacy formation of university graduates and support the development of a new digital security system of the modern university. Aiming to design the digital educational environment for increasing the of educators’ digital literacy level, the authors propose to develop and implement the following computer, multimedia and computer-based learning tools and equipment, which includes blended and distance learning classes, cloud technologies, tools of virtual and augmented reality, tools for gamification of the educational process, educational robotics, tools for learning 3D technologies, MOOCs.
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Semerikov, Serhiy, Viacheslav Osadchyi, and Olena Kuzminska. Proceedings of the 1st Symposium on Advances in Educational Technology - Volume 2: AET. SciTePress, 2022. http://dx.doi.org/10.31812/123456789/7011.

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Symposium on Advances in Educational Technology (AET) is a peer-reviewed international conference focusing on research advances and applications of combined use of computer hardware, software, and educational theory and practice to facilitate learning. Today, AET is the premier interdisciplinary forum for learning scientists, academicians, researchers, professionals, policymakers, postgraduate students, and practitioners to present their latest research results, ideas, developments, and applications. AET topics of interest are: • Artificial intelligence in education • Augmented reality in education • Cloud-based learning environments • Cloud technologies for mathematics learning • Cloud technologies for informatics learning • Computer simulation in science and mathematics learning • ICT in primary and secondary education • ICT in higher education • Learning environments • Learning technology • Professional training in the digital space • Massive open online courses • Methodology of informatization in education • Modelling systems in education • Psychological safety in the digital educational environment • Soft skills development • STEM education • Virtualization of learning This volume represents the proceedings of the Symposium on Advances in Educational Technology, held in Kyiv, Ukraine, on November 12-13, 2020. It comprises 110 contributed papers that were carefully peer-reviewed and selected from 282 submissions. Each submission was reviewed by at least 3, and on the average 3.1, program committee members. The accepted papers present a state-of-the-art overview of successful cases and provide guidelines for future research. We are thankful to all the authors who submitted papers and the delegates for their participation and their interest in AET as a platform to share their ideas and innovation. Also, we are also thankful to all the program committee members for providing continuous guidance and efforts taken by peer reviewers contributed to improve the quality of papers provided constructive critical comments, improvements and corrections to the authors are gratefully appreciated for their contribution to the success of the workshop. Moreover, we would like to thank the developers of HotCRP, who made it possible for us to use the resources of this excellent and comprehensive conference management system, from the call of papers and inviting reviewers, to handling paper submissions, communicating with the authors, and creating the volume of the workshop proceedings.
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Pasupuleti, Murali Krishna. Next-Generation Extended Reality (XR): A Unified Framework for Integrating AR, VR, and AI-driven Immersive Technologies. National Education Services, 2025. https://doi.org/10.62311/nesx/rrv325.

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Abstract: Extended Reality (XR), encompassing Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR), is evolving into a transformative technology with applications in healthcare, education, industrial training, smart cities, and entertainment. This research presents a unified framework integrating AI-driven XR technologies with computer vision, deep learning, cloud computing, and 5G connectivity to enhance immersion, interactivity, and scalability. AI-powered neural rendering, real-time physics simulation, spatial computing, and gesture recognition enable more realistic and adaptive XR environments. Additionally, edge computing and federated learning enhance processing efficiency and privacy in decentralized XR applications, while blockchain and quantum-resistant cryptography secure transactions and digital assets in the metaverse. The study explores the role of AI-enhanced security, deepfake detection, and privacy-preserving AI techniques to mitigate risks associated with AI-driven XR. Case studies in healthcare, smart cities, industrial training, and gaming illustrate real-world applications and future research directions in neuromorphic computing, brain-computer interfaces (BCI), and ethical AI governance in immersive environments. This research lays the foundation for next-generation AI-integrated XR ecosystems, ensuring seamless, secure, and scalable digital experiences. Keywords: Extended Reality (XR), Augmented Reality (AR), Virtual Reality (VR), Mixed Reality (MR), Artificial Intelligence (AI), Neural Rendering, Spatial Computing, Deep Learning, 5G Networks, Cloud Computing, Edge Computing, Federated Learning, Blockchain, Cybersecurity, Brain-Computer Interfaces (BCI), Quantum Computing, Privacy-Preserving AI, Human-Computer Interaction, Metaverse.
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Pasupuleti, Murali Krishna. Augmented Human Intelligence: Converging Generative AI, Quantum Computing, and XR for Enhanced Human-Machine Synergy. National Education Services, 2025. https://doi.org/10.62311/nesx/rrv525.

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Abstract: Augmented Human Intelligence (AHI) represents a paradigm shift in human-AI collaboration, leveraging Generative AI, Quantum Computing, and Extended Reality (XR) to enhance cognitive capabilities, decision-making, and immersive interactions. Generative AI enables real-time knowledge augmentation, automated creativity, and adaptive learning, while Quantum Computing accelerates AI optimization, pattern recognition, and complex problem-solving. XR technologies provide intuitive, immersive environments for AI-driven collaboration, bridging the gap between digital and physical experiences. The convergence of these technologies fosters hybrid intelligence, where AI amplifies human potential rather than replacing it. This research explores AI-augmented cognition, quantum-enhanced simulations, and AI-driven spatial computing, addressing ethical, security, and societal implications of human-machine synergy. By integrating decentralized AI governance, privacy-preserving AI techniques, and brain-computer interfaces, this study outlines a scalable framework for next-generation augmented intelligence applications in healthcare, enterprise intelligence, scientific discovery, and immersive learning. The future of AHI lies in hybrid intelligence systems that co-evolve with human cognition, ensuring responsible and transparent AI augmentation to unlock new frontiers in human potential. Keywords: Augmented Human Intelligence, Generative AI, Quantum Computing, Extended Reality, XR, AI-driven Cognition, Hybrid Intelligence, Brain-Computer Interfaces, AI Ethics, AI-enhanced Learning, Spatial Computing, Quantum AI, Immersive AI, Human-AI Collaboration, Ethical AI Frameworks.
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