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Journal articles on the topic 'Extended reality technologies'

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1

Shatokhin, Oleksii, Andrius Dzedzickis, Milda Pečiulienė, and Vytautas Bučinskas. "Extended Reality: Types and Applications." Applied Sciences 15, no. 6 (2025): 3282. https://doi.org/10.3390/app15063282.

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This review is dedicated to the fast developing area of robotic technology cohesion with extended reality techniques. This paper analyzes existing extended reality technologies, categorizing them as virtual reality, augmented reality, and mixed reality. These technologies differ from each other based on resulting graphics and are similar in terms of hardware, software, and functional issues. The research methodology is shown in a separate section, which declares the depth of the research, used keywords, and criteria for paper selection. A brief classification of extended realty issues provides
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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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Gorbunov, A. L. "Extended reality technologies in higher education." Civil Aviation High Technologies 28, no. 3 (2025): 25–35. https://doi.org/10.26467/2079-0619-2025-28-3-25-35.

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In the last few years, the topic of extended (i.e. virtual or augmented) reality in education has become so popular among researchers that it creates problems when preparing reviews of papers on the topic: a search of Scopus and Web of Science databases alone yields to several thousand results, which obviously indicates the relevance and very high demand for this tool. However, the majority of publications are dedicated to pilot studies exploring the integration of extended reality technologies in educational settings. They either do not address or only peripherally touch upon conventional edu
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Picot‐Clémente, Jérémy. "Photonics: a pillar for extended reality technologies." PhotonicsViews 19, no. 2 (2022): 95–99. http://dx.doi.org/10.1002/phvs.202200013.

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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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Şağar, Muhammet Necip, and Kader Sürmeli. "NFTs in the Scope of Extended Reality Technology." Idil Journal of Art and Language 11, no. 94 (2022): 949–57. https://doi.org/10.7816/idil-11-94-10.

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In the last 10 years, the Extended Reality technology (Virtual Reality, Augmented Reality, Mixed Reality) has been developing rapidly and with these developments a lot of business has started investing in these technologies, which inspired people from different backgrounds and experiences to start working and adapting to these technologies, and coming with this raising interest in Extended Reality technology and the huge work fields that these technologies offer, a great new workspace and opportunities to people who work in the creative field. The Covid-19 pandemic caused a great digitalizatio
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López-Ojeda, Wilfredo, and Robin A. Hurley. "Extended Reality Technologies: Expanding Therapeutic Approaches for PTSD." Journal of Neuropsychiatry and Clinical Neurosciences 34, no. 1 (2022): A4–5. http://dx.doi.org/10.1176/appi.neuropsych.21100244.

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Wagner, Ralf, and Diana Cozmiuc. "Extended Reality in Marketing—A Multiple Case Study on Internet of Things Platforms." Information 13, no. 6 (2022): 278. http://dx.doi.org/10.3390/info13060278.

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This research highlights how cloud platform as a service technologies host extended reality technologies and convergent technologies in integrated solutions. It was only around 2019 that scholarly literature conceptualized the role of extended reality, that is, augmented reality, virtual reality, and mixed reality, in the marketing function. This article is a multiple case study on the leading eleven platform as a service vendors. They provide the programming technology required to host software as a service in the cloud, making the software available from everywhere. Of the eleven cases, 10%
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Buthelezi, S. M., J. Maritz, and K. de Beer. "The status of extended reality technology in South Africa's mining industry." Journal of the Southern African Institute of Mining and Metallurgy 124, no. 6 (2024): 303–10. http://dx.doi.org/10.17159/2411-9717/2035/2024.

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The economic upheaval of COVID-19 forced companies to invest in emerging technologies to aid recovery. One such technology is extended reality, which is becoming a mature and innovative tool. Early adopters are seeing significant benefits in learning, training, immersive data visualization, and remote assistance. In South Africa, the mining industry is increasingly interested in using extended reality to optimize and innovate operations. The Minerals Council of South Africa's July 2021 report highlighted the potential of extended reality's to achieve zero-harm production and modernize the indu
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Fast-Berglund, Åsa, Liang Gong, and Dan Li. "Testing and validating Extended Reality (xR) technologies in manufacturing." Procedia Manufacturing 25 (2018): 31–38. http://dx.doi.org/10.1016/j.promfg.2018.06.054.

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11

Spadoni, Elena, Monica Bordegoni, Marina Carulli, and Francesco Ferrise. "EXTENDED REALITY IN INDUSTRY: PAST, PRESENT AND FUTURE PERSPECTIVES." Proceedings of the Design Society 3 (June 19, 2023): 1845–54. http://dx.doi.org/10.1017/pds.2023.185.

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AbstractThe industry's interest in Virtual and Augmented Reality (VR and AR) technologies started from the beginning of their appearance in the research world. Over the years, scholars observed ups and downs, to which various factors contributed. In recent years these technologies, now known as eXtended Reality (XR), have returned to fascinate the industrial world, mainly because most of the related enabling technologies have improved to the point of pushing companies to re-invest in them. The introduction of approaches such as the digital twin one and the recent hype on the metaverse is also
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Chango, Xavier, Omar Flor-Unda, Angélica Bustos-Estrella, Pedro Gil-Jiménez, and Hilario Gómez-Moreno. "Extended Reality Technologies: Transforming the Future of Crime Scene Investigation." Technologies 13, no. 8 (2025): 315. https://doi.org/10.3390/technologies13080315.

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The integration of extended reality (XR) technologies, including virtual reality (VR), augmented reality (AR), and mixed reality (MR), is transforming forensic investigation by empowering processes such as crime scene reconstruction, evidence analysis, and professional training. This manuscript presents a systematic review of technological advances in XR technologies developed and employed for forensic investigation, their impacts, challenges, and prospects for the future. A systematic review was carried out based on the PRISMA® methodology and considering articles published in repositories an
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Podolskaya, Tatiana, and Anastasiia Volodina. "The THE USE OF IMMERSIVE TECHNOLOGIES IN INTERNATIONAL TOURISM." EUrASEANs: journal on global socio-economic dynamics, no. 2(39) (March 14, 2023): 118–27. http://dx.doi.org/10.35678/2539-5645.2(39).2023.118-127.

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The COVID-19 pandemic has catalyzed the digitalization of the global economy, which has resulted in an increase in the number of information technology users around the world. These changes have also affected the international tourism sector. This article is aimed at analyzing the use of immersive technologies (augmented, mixed, and virtual reality) in this industry. The authors explore the incentives and results of the introduction of extended reality technologies, revealing their role in the field of international tourism. For instance, immersive technologies allow the user to familiarize th
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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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Pavlenko, Oleksii, Ihor Shcherbak, Viktoriia Hura, Valentyn Lihus, Iryna Maidaniuk, and Tamara Skoryk. "Development of Music Education in Virtual and Extended Reality." BRAIN. Broad Research in Artificial Intelligence and Neuroscience 13, no. 3 (2022): 308–19. http://dx.doi.org/10.18662/brain/13.3/369.

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The relevance of the chosen topic of the paper is determined by the need to study the development of music education in our time in virtual and augmented reality, focused on the study of new vectors of music education in Ukraine and its entry into the world educational and cultural space based on innovative technologies. The study aims to define and justify the development of music education in virtual and augmented reality, research of innovative technologies to expand the possibilities of the creative process in the art of music, and definition of methods of musical expansion reality. The pa
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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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Lampropoulos, Georgios. "Intelligent Virtual Reality and Augmented Reality Technologies: An Overview." Future Internet 17, no. 2 (2025): 58. https://doi.org/10.3390/fi17020058.

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The research into artificial intelligence (AI), the metaverse, and extended reality (XR) technologies, such as augmented reality (AR), virtual reality (VR), and mixed reality (MR), has been expanding over the recent years. This study aims to provide an overview regarding the combination of AI with XR technologies and the metaverse through the examination of 880 articles using different approaches. The field has experienced a 91.29% increase in its annual growth rate, and although it is still in its infancy, the outcomes of this study highlight the potential of these technologies to be effectiv
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Mills, K. A. "Potentials and Challenges of Extended Reality Technologies for Language Learning." Anglistik 33, no. 1 (2022): 147–63. http://dx.doi.org/10.33675/angl/2022/1/13.

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Gagandeep, Singh, Kainth Tejasvi, Manjila Nihal, et al. "Editorial. Long-term solutions in neurosurgery using extended reality technologies." Neurosurgical Focus 51, no. 2 (2021): E2. http://dx.doi.org/10.3171/2021.5.focus21235.

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20

Lege, Ryan. "A social presence benchmark framework for extended reality (XR) technologies." Computers & Education: X Reality 4 (2024): 100062. http://dx.doi.org/10.1016/j.cexr.2024.100062.

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21

Gramigna, Vera, Arrigo Palumbo, and Giovanni Perri. "Advancing Gait Analysis: Integrating Multimodal Neuroimaging and Extended Reality Technologies." Bioengineering 12, no. 3 (2025): 313. https://doi.org/10.3390/bioengineering12030313.

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The analysis of human gait is a cornerstone in diagnosing and monitoring a variety of neuromuscular and orthopedic conditions. Recent technological advancements have paved the way for innovative methodologies that combine multimodal neuroimaging and eXtended Reality (XR) technologies to enhance the precision and applicability of gait analysis. This review explores the state-of-the-art solutions of an advanced gait analysis approach, a multidisciplinary concept that integrates neuroimaging, extended reality technologies, and sensor-based methods to study human locomotion. Several wearable neuro
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22

Oleksii, PAVLENKO, SHCHERBAK Ihor, HURA Viktoriia, LIHUS Valentyn, MAIDANIUK Iryna, and SKORYK Tamara. "Development of Music Education in Virtual and Extended Reality." BRAIN. Broad Research in Artificial Intelligence and Neuroscience 13, no. 3 (2025): 308–19. https://doi.org/10.18662/brain/13.3/369.

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 The relevance of the chosen topic of the paper is determined by the need to study the development of music education in our time in virtual and augmented reality, focused on the study of new vectors of music education in Ukraine and its entry into the world educational and cultural space based on innovative technologies. The study aims to define and justify the development of music education in virtual and augmented reality, research of innovative technologies to expand the possibilities of the creative process in the art of music, and definition of met
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23

Chiang, Yu-Chen, and Shao-Chieh Liu. "THE EFFECTS OF EXTENDED REALITY TECHNOLOGIES IN STEM EDUCATION ON STUDENTS’ LEARNING RESPONSE AND PERFORMANCE." Journal of Baltic Science Education 22, no. 4 (2023): 568–78. http://dx.doi.org/10.33225/jbse/23.22.568.

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STEM education is a crucial learning area to understand important concepts and gain 21st-century skills in different disciplines, explore scientific knowledge, and solve problems in daily life. However, research in STEM education is scarce on extended reality technologies. This research examined the effects of extended reality integrated STEM on students’ learning response and performance. A quasi-experimental research design was used to find answers to the research questions. The same lecture taught the experimental and control groups but preceded STEM experimental activities at a different t
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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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Petrov, V. F. "Terminology of medical applications of digital realities." Shidnoevropejskij zurnal vnutrisnoi ta simejnoi medicini 2023, no. 2b (2023): 57–63. http://dx.doi.org/10.15407/internalmed2023.02b.057.

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Digital realities include virtual, augmented, mixed and mediated reality, as well as the collective concept of extended reality. The rapid progress is theoretical advances and practical applications of these technologies can complicate the interpretation of the relevant terms, especially when they are used in medicine. The article discusses some issues of the emergence and formation of virtuality and virtual reality technologies. Medical interpretations and applications of various types of digital realities are considered. The relationship between digital realities within the concepts of exten
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Kolekar, A., S. Shalgar, and I. Malawade. "Beyond Reality: A Study of Integrating Digital Twins." Journal of Physics: Conference Series 2601, no. 1 (2023): 012030. http://dx.doi.org/10.1088/1742-6596/2601/1/012030.

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Abstract As the world faces increasing global challenges, innovation becomes crucial for creating a sustainable future. In the age of the Internet of Things (IoT) and Industry 5.0, emerging technologies such as Digital Twins and Extended Reality (XR) are showing promise in addressing these challenges. The article examines the concept of merging Digital Twins, which are virtual reproductions of actual assets, with technologies like Extended Reality (XR) and the Internet of Things (IoT), as well as its applications in optimizing processes, enhancing decision making, and decreasing waste in globa
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Frolovičeva, Valērija. "Differentiated Learning in the Context of Immersive Technologies." International Journal of Smart Education and Urban Society 13, no. 1 (2022): 1–10. http://dx.doi.org/10.4018/ijseus.297069.

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This article includes a literature review about the impact of fully immersive virtual reality experiences on a students’ well-being, focusing on side effects such as cybersickness and depersonalization-derealization disorder. The purpose of this article is to emphasize the importance of some aspects of pedagogical work, in case of using virtual reality technology, such as the importance of educators being informed about the reasons why a student may not want to use virtual reality technology, significance of ability to understand student’s reactions during virtual reality experience, the possi
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Romanchenko, M., A. Romanchenko, and G. Pahnevskiy. "Perspectives on Augmented Reality (AR) Technologies in Vocational Education." Standards and Monitoring in Education 12, no. 5 (2024): 8–14. http://dx.doi.org/10.12737/1998-1740-2024-12-5-8-14.

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The article is devoted to the use of augmented reality in the activities of future graduates of educational institutions of professional education. The domestic and foreign approaches in this field are analyzed. Purpose: to increase awareness and quality of education of students and future specialists based on innovative technical achievements. Results: the directions of the development of augmented reality technologies used in educational institutions of professional education that train middle-level specialists are revealed. The difference between the concepts of augmented reality AR (augmen
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Wang, Yimin, Daojun Gong, Ruowei Xiao, Xinyi Wu, and Hengbin Zhang. "A Systematic Review on Extended Reality-Mediated Multi-User Social Engagement." Systems 12, no. 10 (2024): 396. http://dx.doi.org/10.3390/systems12100396.

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The metaverse represents a post-reality universe that seamlessly merges physical reality with digital virtuality. It provides a continuous and immersive social networking environment, enabling multi-user engagement and interaction through Extended Reality (XR) technologies, which include Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR). As a novel solution distinct from traditional methods such as mobile-based applications, the technical affordance of XR technologies in shaping multi-user social experiences remains a complex, multifaceted, and multivariate issue that has no
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Solanes, Juan Ernesto, Luis Gracia, and Jaime Valls Miro. "Advances in Human–Machine Interaction, Artificial Intelligence, and Robotics." Electronics 13, no. 19 (2024): 3856. http://dx.doi.org/10.3390/electronics13193856.

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The convergence of artificial intelligence (AI), robotics, and immersive technologies such as augmented reality (AR), virtual reality (VR), and extended reality (XR) is transforming the way humans interact with machines [...]
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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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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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LYTVYNOV, ANTON. "Technologies of Augmented Reality in the Opera: Application Analysis." Часопис Національної музичної академії України ім.П.І.Чайковського, no. 2(59) (June 30, 2023): 138–53. http://dx.doi.org/10.31318/2414-052x.2(59).2023.295427.

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The author showed interest in scientific research on how extended reality technologies are applied in modern opera art. This study identified and characterized the types of technologies, including extended, virtual, and mixed reality. Examples of the use of such technologies by opera companies are given. The author of the article, while working on the "NocturneVR" project based on M. Lysenko's chamber opera "Nocturne", was able to analyze the above technologies based on personal practice. He discovered the practical and theoretical possibilities of development and transformation of individual
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Ponce, David, Magdalena Mendez-Lopez, Javier Lluch, and M. Carmen Juan. "Extended Reality to Assess Short-Term Spatial Memory—A Comparative Study of Mixed Reality, Augmented Reality, and Virtual Reality." Sensors 24, no. 24 (2024): 7938. https://doi.org/10.3390/s24247938.

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A Mixed Reality (MR) application using an optical see-through headset was developed to assess short-term spatial memory. A study with 29 participants was conducted. Data from this study were compared to two previous studies using mobile Augmented Reality (AR) and Virtual Reality (VR) with headsets. When comparing the three technologies (MR, AR, VR) for the performance variables, there were no statistically significant differences for either the total number of correctly placed objects or the total number of attempts. However, the MR application required more time than the AR and VR application
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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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Huang, Tien-Chi, and Hsin-Ping Tseng. "Extended Reality in Applied Sciences Education: A Systematic Review." Applied Sciences 15, no. 7 (2025): 4038. https://doi.org/10.3390/app15074038.

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Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR) technologies—collectively known as Extended Reality (XR)—have ushered in a new era of immersive and interactive instruction in applied sciences education. This systematic literature review aims to examine the application of XR technologies across various scientific and educational domains, evaluate their impact on learning outcomes, and identify the challenges hindering their broader integration. Following the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines, a literature search was condu
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El-Jarn, Hatana, and Glen Southern. "Can co-creation in extended reality technologies facilitate the design process?" Journal of Work-Applied Management 12, no. 2 (2020): 191–205. http://dx.doi.org/10.1108/jwam-04-2020-0022.

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PurposeThe purpose of this paper is to explore the benefits of co-creation/co-design using extended reality (XR) technologies during the initial stages of the design process. A review of the emerging co-creation tools within XR will be examined along with whether they offer the potential to improve the design process; this will also highlight the gaps on where further research is required.Design/methodology/approachThe paper draws on professional and academic experiences of the authors in creative practices within the realm of XR technology, co-creation and co-design. In addition, a review of
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Chu, Chih-Hsing, Dawi Karomati Baroroh, Jie-Ke Pan, and Shau-Min Chen. "An Exemplary Case of Industrial Metaverse: Engineering Product Demonstration Using Extended Reality Technologies." International Journal of Precision Engineering and Manufacturing-Smart Technology 1, no. 2 (2023): 243–50. http://dx.doi.org/10.57062/ijpem-st.2023.0038.

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Metaverse is a new medium that effectively fuses digital and physical worlds into a seamless experience. Metaverse platforms are limited in their current scope of applications and require further exploration to expand their capabilities beyond social networking. In this paper, we present a system framework that aims to realize the concept of industrial Metaverse for engineering product demonstration using extended reality (XR) technologies. The framework incrementally integrates virtual and real environments throughout three phases with a focus on transitioning from business to engineering asp
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Hancko, Dusan, Andrea Majlingova, and Danica Kačíková. "Integrating Virtual Reality, Augmented Reality, Mixed Reality, Extended Reality, and Simulation-Based Systems into Fire and Rescue Service Training: Current Practices and Future Directions." Fire 8, no. 6 (2025): 228. https://doi.org/10.3390/fire8060228.

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The growing complexity and risk profile of fire and emergency incidents necessitate advanced training methodologies that go beyond traditional approaches. Live-fire drills and classroom-based instruction, while foundational, often fall short in providing safe, repeatable, and scalable training environments that accurately reflect the dynamic nature of real-world emergencies. Recent advancements in immersive technologies, including virtual reality (VR), augmented reality (AR), mixed reality (MR), extended reality (XR), and simulation-based systems, offer promising alternatives to address these
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Kliestik, Tomas, Pavol Kral, Martin Bugaj, and Pavol Durana. "Generative artificial intelligence of things systems, multisensory immersive extended reality technologies, and algorithmic big data simulation and modelling tools in digital twin industrial metaverse." Equilibrium. Quarterly Journal of Economics and Economic Policy 19, no. 2 (2024): 429–61. http://dx.doi.org/10.24136/eq.3108.

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Research background: Multi-modal synthetic data fusion and analysis, simulation and modelling technologies, and virtual environmental and location sensors shape the industrial metaverse. Visual digital twins, smart manufacturing and sensory data mining techniques, 3D digital twin simulation modelling and predictive maintenance tools, big data and mobile location analytics, and cloud-connected and spatial computing devices further immersive virtual spaces, decentralized 3D digital worlds, synthetic reality spaces, and the industrial metaverse. Purpose of the article: We aim to show that big dat
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Lampropoulos, Georgios. "Combining Artificial Intelligence with Augmented Reality and Virtual Reality in Education: Current Trends and Future Perspectives." Multimodal Technologies and Interaction 9, no. 2 (2025): 11. https://doi.org/10.3390/mti9020011.

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The combination of artificial intelligence with extended reality technologies can significantly impact the educational domain. This study aims to present an overview regarding the combination of artificial intelligence with augmented reality and virtual reality technologies and their integration in education through an analysis of the existing literature. Hence, this study examines 201 documents from Scopus and the Web of Science (WoS). This study focuses on examining the basic characteristics of the document collection, highlighting the most prevalent themes, areas, and topics, exploring the
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Haimson, Oliver L., Aloe DeGuia, Rana Saber, and Kat Brewster. "Extended Reality Trans Technologies: Bridging Digital and Physical Worlds to Support Transgender People." Proceedings of the ACM on Human-Computer Interaction 8, CSCW2 (2024): 1–27. http://dx.doi.org/10.1145/3686972.

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Extended reality (XR) technologies are becoming increasingly pervasive, and may have capacity to help marginalized groups such as transgender people. Drawing from interviews with n = 18 creators of trans technology, we examined how XR technologies do and can support trans people. We uncovered a number of creative ways that XR technologies support trans experiences. Trans technology creators are designing augmented reality (AR) and virtual reality (VR) systems that help people explore trans identity, experience new types of bodies, educate about and display trans stories and curated trans conte
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Ahmed, Ola M. Mohammed. "Interior Design of Museums Display Through Advanced Technologies in An Attractive Journey for Visitors." International Journal of Engineering & Science 13, no. 11 (2024): 55–67. http://dx.doi.org/10.9790/1813-13115567.

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This study explores thetransformative potential of integrating advanced technologies, particularly Extended Reality (XR-AR/VR), into the design of museum exhibits. The goal is to redefine user experiences and revolutionize interior museum design. Introducing these advanced technologies into the museum industry is poised to alter future designs significantly. In response to the challenge of attracting and engaging audiences, integrating augmented and virtual reality into museum designs is a promising strategy to foster connections between visitors and concepts, history, and nature. The study em
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Stanney, Kay M., JoAnn Archer, Anna Skinner, et al. "Performance gains from adaptive eXtended Reality training fueled by artificial intelligence." Journal of Defense Modeling and Simulation: Applications, Methodology, Technology 19, no. 2 (2021): 195–218. http://dx.doi.org/10.1177/15485129211064809.

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While virtual, augmented, and mixed reality technologies are being used for military medical training and beyond, these component technologies are oftentimes utilized in isolation. eXtended Reality (XR) combines these immersive form factors to support a continuum of virtual training capabilities to include full immersion, augmented overlays that provide multimodal cues to personalize instruction, and physical models to support embodiment and practice of psychomotor skills. When combined, XR technologies provide a multi-faceted training paradigm in which the whole is greater than the sum of the
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Casini, Marco. "Extended Reality for Smart Building Operation and Maintenance: A Review." Energies 15, no. 10 (2022): 3785. http://dx.doi.org/10.3390/en15103785.

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The operation and maintenance (O&M) of buildings and infrastructure represent a strategic activity to ensure they perform as expected over time and to reduce energy consumption and maintenance costs at the urban and building scale. With the increasing diffusion of BIM, IoT devices, and AI, the future of O&M is represented by digital twin technology. To effectively take advantage of this digital revolution, thus enabling data-driven energy control, proactive maintenance, and predictive daily operations, it is vital that smart building management exploits the opportunities offered by the
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Дорохин, В. А., Л. Н. Теряев, and Р. А. Зорин. "Augmented Reality Technologies and Prospects for Their Global Application within the Framework of the Geo-Oriented XR-Internet Concept." Международный научный журнал "Современные информационные технологии и ИТ-образование" 19, no. 2 (2023): 403–11. http://dx.doi.org/10.25559/sitito.019.202302.403-411.

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В статье рассматриваются темпы развития современных ИТ-технологий расширенной реальности и их применение в различных сферах. Целью статьи является обзор современных и перспективных технологий с точки зрения возможности создания глобальной распределенной сети расширенной реальности. Описывается история формирования существующих парадигм расширенной реальности. Анализируются основные информационные ресурсы, предоставляющие сведения о перспективах развития мобильных процессоров, графических чипов и мобильной связи, которые необходимы для создания динамических систем, использующих технологии расши
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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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Crogman, Horace T., Victor D. Cano, Edlyn Pacheco, Rohan B. Sonawane, and Reza Boroon. "Virtual Reality, Augmented Reality, and Mixed Reality in Experiential Learning: Transforming Educational Paradigms." Education Sciences 15, no. 3 (2025): 303. https://doi.org/10.3390/educsci15030303.

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Virtual reality (VR), augmented reality (AR), and mixed reality (MR) have impacts on experiential learning, redefining educational paradigms through immersive and interactive environments. By integrating extended reality (XR) technologies, learners can transcend traditional barriers to engage with dynamic simulations, historical recreations, and scientific visualizations that enhance engagement, comprehension, and retention. This research reviews the existing literature, highlighting the benefits of XR in fostering critical thinking, collaboration, and practical skill development while address
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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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