Academic literature on the topic 'Mixed Reality Experience'

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Journal articles on the topic "Mixed Reality Experience"

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Goyal, Anshul. "Enhancing Customer Buying Experience using MR." International Journal for Research in Applied Science and Engineering Technology 10, no. 7 (2022): 958–60. http://dx.doi.org/10.22214/ijraset.2022.45205.

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Abstract: This study provides a general overview of the MR technology that aids consumers in improving their shopping experiences. VR, AR, and MR technologies have revolutionised the online shopping experience of customers in the modern world. To keep clients, online e-commerce websites offer a seamless brand experience. Over 75% of buyers still leave their shopping carts full without placing the order, according to statistics. The use of mixed reality holds great promise for creating satisfying customer experiences that resemble those seen in physical establishments. In order to perceive the
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Li, Wei, and Shijing Cheng. "Research on User Experience Model Based on Mixed Reality Interactive Games." International Journal of Computing and Information Technology 2, no. 1 (2023): 1. http://dx.doi.org/10.56028/ijcit.1.2.1.2023.

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This paper proposes a user experience model based on mixed reality interactive games. The model combines the characteristics of user experience and mixed reality games, and through user surveys and the establishment of a user experience model, it verifies that sensory experience, interactive experience, emotional experience, and behavioral experience are the main factors in mixed reality games, which can provide guidance for the design of mixed reality games.
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Linegar, Dale. "Blueroom and Mixed Reality." Pacific Journal of Technology Enhanced Learning 7, no. 2 (2025): 48. https://doi.org/10.24135/pjtel.v7i2.236.

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(Trendsetter Presentation) BlueRoom is a mixed reality simulator which has been developed for practising fine motor skills with real tools and equipment in a virtual environment. Initially developed for medical training on board aircraft, it has since expanded to a wider range of training scenarios including civilian medical training, tactical combat casualty care, aircraft vectoring and even musical performance. BlueRoom utilises the Varjo headset and high performance computers within a blue structure, allowing for real time chromakeying and a training experience which surpasses the fidelity
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Yi, Ji Hyun, and Hae Sun Kim. "User Experience Research, Experience Design, and Evaluation Methods for Museum Mixed Reality Experience." Journal on Computing and Cultural Heritage 14, no. 4 (2021): 1–28. http://dx.doi.org/10.1145/3462645.

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Wearable Mixed Reality (MR) technology is a tool that gives people a new enhanced experience that they have not encountered before. This study shows the process of designing new museum experiences while considering how this technology changes previous museum experiences, what those experiences are, and what people should feel through these experiences. This process was systematically conducted according to the UX design process of analysis, synthesis, and evaluation. In the analysis step, six types of museum artifact viewing experiences were defined: knowing, restoring, exploring, expanded sca
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Komenda, Tomas, and Franz Schauer. "REMLABNET – User Experience and Mixed Reality Continuum." International Journal of Online Engineering (iJOE) 14, no. 02 (2018): 38. http://dx.doi.org/10.3991/ijoe.v14i02.7651.

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Our recent research in remote laboratory management systems (REMLABNET - www.remlabnet.eu) deals with questions such as how to make the user experience stronger and how to help users understand complex phenomena behind remote experiments and the laws of physics governing the experiment. At our current stage of technological development, we have both sufficiently powerful hardware and software to create an impressive virtual user interface which could be a help to this mission. An extended mixed reality taxonomy for remote physical experiments was proposed to identify goals of the future REMLAB
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Desnoyers-Stewart, John, Noah Miller, and Bernhard E. Riecke. "Synedelica: Mixed Reality Reimagined." Proceedings of the ACM on Computer Graphics and Interactive Techniques 8, no. 3 (2025): 1–12. https://doi.org/10.1145/3736777.

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Synedelica reimagines what is possible with immersive technology, providing a new perspective on reality. In this synesthetic mixed reality experience, visuals of the real world are modulated by sound, attuning immersants to the beauty hidden in the seemingly mundane. It brings mixed reality outside, immersing the user in an altered view of reality that encourages them to express themselves creatively and connect with those who surround them. Synedelica evokes new perspectives on the world, encouraging exploration and rekindling childlike wonder.
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Alkurdi, Ahmed Alaa Hani, and Hawar Bahzad Ahmed. "Applications of Mixed Reality with Unity and Arduino." Academic Journal of Nawroz University 11, no. 3 (2022): 38–42. http://dx.doi.org/10.25007/ajnu.v11n3a1388.

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: in a fast-developing world of augmented reality and virtual reality, where advancement in both AR and VR has been unprecedent. there is a case to be made with mixed reality also. Basically, mixed reality a form of augmented reality where physical interactions can be made with computer generated objects placed in the user’s environment using physical input methods. This can have a profound impact on the way augmented reality application are developed and can open a world of endless possibilities for AR applications.
 In this paper, a study of mixed reality application development is carr
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Collins, Jonny, Holger Regenbrecht, and Tobias Langlotz. "Visual Coherence in Mixed Reality: A Systematic Enquiry." Presence: Teleoperators and Virtual Environments 26, no. 1 (2017): 16–41. http://dx.doi.org/10.1162/pres_a_00284.

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Virtual and augmented reality, and other forms of mixed reality (MR), have become a focus of attention for companies and researchers. Before they can become successful in the market and in society, those MR systems must be able to deliver a convincing, novel experience for the users. By definition, the experience of mixed reality relies on the perceptually successful blending of reality and virtuality. Any MR system has to provide a sensory, in particular visually coherent, set of stimuli. Therefore, issues with visual coherence, that is, a discontinued experience of a MR environment, must be
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Vassilakis, Costas, Konstantinos Kotis, Dimitris Spiliotopoulos, et al. "A Semantic Mixed Reality Framework for Shared Cultural Experiences Ecosystems." Big Data and Cognitive Computing 4, no. 2 (2020): 6. http://dx.doi.org/10.3390/bdcc4020006.

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This paper presents SemMR, a semantic framework for modelling interactions between human and non-human entities and managing reusable and optimized cultural experiences, towards a shared cultural experience ecosystem that might seamlessly accommodate mixed reality experiences. The SemMR framework synthesizes and integrates interaction data into semantically rich reusable structures and facilitates the interaction between different types of entities in a symbiotic way, within a large, virtual, and fully experiential open world, promoting experience sharing at the user level, as well as data/app
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Addy, Shadrick. "History Re-Experienced: Implementing Mixed Reality Systems into Historic House Museums." International Journal of Machine Learning and Computing 11, no. 4 (2021): 311–16. http://dx.doi.org/10.18178/ijmlc.2021.11.4.1053.

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As immersive technologies have become ubiquitous today, traditional museums are finding success augmenting existing exhibits to increase visitors’ satisfaction. However, due to the immutable nature of house museums, and their tendency to place visitors in direct contact with historical artifacts, museum managers are seeking original approaches to cultural preservation. Implementing mixed reality systems into historic house museums is one such approach. The goal of this study is to develop and test a conceptual matrix that guides how designers use the affordances of mixed reality systems to cre
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Dissertations / Theses on the topic "Mixed Reality Experience"

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George, Lenard. "COMPUTATIONAL THINKING FOR ADULTS- DESIGNING AN IMMERSIVE MULTI-MODAL LEARNING EXPERIENCE USING MIXED REALITY." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23635.

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Knierim, Pascal [Verfasser], and Albrecht [Akademischer Betreuer] Schmidt. "Enhancing interaction in mixed reality : the impact of modalities and interaction techniques on the user experience in augmented and virtual reality / Pascal Knierim ; Betreuer: Albrecht Schmidt." München : Universitätsbibliothek der Ludwig-Maximilians-Universität, 2020. http://d-nb.info/123491199X/34.

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Pola, Sai Vijay. "Evaluating the User Experience of Microsoft HoloLens and Mobile Device Using an Augmented Reality Application." Thesis, Blekinge Tekniska Högskola, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-17840.

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Context: In recent years, everyone is completely relying on using computers and smartphones in our daily activities. Augmented Reality will superimpose virtual and computer-generated information on top of the real world. Volvo Construction Equipment (VCE) team is planning to use Augmented Reality applications on a real construction site to track the details of the vehicles without going to the laboratory. An Augmented reality application is developed for Microsoft HoloLensand Mobile device and the user experience is evaluated. This research has been conducted at PDRL-BTH, in collaboration with
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Roo, Joan sol. "one reality : augmenting the human experience through the combination of physical and digital worlds." Thesis, Bordeaux, 2017. http://www.theses.fr/2017BORD0874/document.

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Alors que le numérique a longtemps été réservé à des usages experts, il fait aujourd’hui partie intégrante de notre quotidien, au point, qu’il devient difficile de considérer le monde physique dans lequel nous vivons indépendamment du monde numérique. Pourtant, malgré cette évolution, notre manière d’interagir avec le monde numérique a très peu évolué, et reste toujours principalement basé sur l’utilisation d’écrans, de claviers et de souris. Dans les nouveaux usages rendus possible par le numérique, ces interfaces peuvent se montrer inadaptées, et continuent à préserver la séparation entre le
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Redfearn, Brady Edwin. "Rapid Design and Prototyping Methods for Mobile Head-Worn Mixed Reality (MR) Interface and Interaction Systems." Diss., Virginia Tech, 2018. http://hdl.handle.net/10919/82056.

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As Mixed Reality (MR) technologies become more prevalent, it is important for researchers to design and prototype the kinds of user interface and user interactions that are most effective for end-user consumers. Creating these standards now will aid in technology development and adoption in MR overall. In the current climate of this domain, however, the interface elements and user interaction styles are unique to each hardware and software vendor and are generally proprietary in nature. This results in confusion for consumers. To explore the MR interface and interaction space, this research em
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Nothnagel, Terese. "Impact of using mixed reality visualization to augment the exploration and analysis of water contamination events in a simulated car engine." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-220345.

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The aim of this thesis is to understand the impact of virtual reality (VR) on user's performance and experience in practical industrial applications. In particular, I collaborated with Volvo Cars supporting their current engineering design practices. VR has the potential to augment and thereby improve a person's observational analysis. Current VR publications are focused on VR applications and their potential benefits and improvements, mainly towards science, industry, medicine, and education. Yet, no research on the impact of augmenting the exploration and analysis of water contamination even
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Davies, C. J. "Parallel reality : tandem exploration of real and virtual environments." Thesis, University of St Andrews, 2016. http://hdl.handle.net/10023/8098.

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Alternate realities have fascinated mankind since early prehistory and with the advent of the computer and the smartphone we have seen the rise of many different categories of alternate reality that seek to augment, diminish, mix with or ultimately replace our familiar real world in order to expand our capabilities and our understanding. This thesis presents parallel reality as a new category of alternate reality which further addresses the vacancy problem that manifests in many previous alternate reality experiences. Parallel reality describes systems comprising two environments that the user
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Flintham, Martin. "Supporting mobile mixed-reality experiences." Thesis, University of Nottingham, 2009. http://eprints.nottingham.ac.uk/10632/.

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Mobile mixed-reality experiences mix physical and digital spaces, enabling participants to simultaneously inhabit a shared environment online and on the streets. These experiences take the form of games, educational applications and new forms of performance and art, and engender new opportunities for interaction, collaboration and play. As mobile mixed-reality experiences move out of the laboratory and into more public settings they raise new challenges concerning how to support these experiences in the wild. This thesis argues that mobile mixed-reality experiences in which artists retain crea
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Eynard, Rémy. "Investigation de l’impact de l’interaction sociale vocale sur l’expérience utilisateur dans les environnements 3D temps-réel immersif." Thesis, Paris, ENSAM, 2016. http://www.theses.fr/2016ENAM0013/document.

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L’expérience utilisateur est récemment devenue un sujet central dans la conception de produits ou services. Avec la démocratisation de la Réalité Virtuelle (RV), de plus en plus d’acteurs économiques prennent conscience du potentiel de la RV dans leurs secteurs respectifs.Dans ce contexte de plus en plus dynamique, l’expérience utilisateur (UX) permet d’anticiper les attentes des utilisateurs et des concepteurs afin de proposer l’expérience la plus satisfaisante possible. De plus, au travers de l’anticipation de l’expérience utilisateur, nous sommes en mesure de prédire de plus en plus précisé
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Veitmaa, Eva Maria. "Gallery of Heartbeats : soma design for increasing bodily awareness and social sharing of the heart rate through sensory stimuli." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-282901.

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Elevated heart rate is considered to be an indicator of stress. Thus, noticing one’s own heartbeat can have a negative connotation. Yet, the heartbeat is simply a physiological function, neither positive nor negative in itself, that is experienced in diverse contexts, such as medical, athletic, or intimate. This study uses first-person  research through design and soma design to increase awareness of the heartbeat from both an individual and social angle and examines the potential benefits of using external sensory stimuli to convey biofeedback information. It also opens up the design space ar
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Books on the topic "Mixed Reality Experience"

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Yŏnʼguwŏn, Hanʼguk Chŏnja Tʻongsin, ред. Honhap hyŏnsil kiban u-chʻehŏmhyŏng kʻontʻenchʻŭ unyong pʻŭlletpʻom kaebal: Chʻoejong yŏnʼgu kaebal kyŏlgwa pogosŏ = Development of u-experience content operating platform based on mixed reality. Chisik Kyŏngjebu, 2008.

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Yŏnʼguwŏn, Hanʼguk Chŏnja Tʻongsin, ред. Honhap hyŏnsil kiban u-chʻehŏmhyŏng kʻontʻenchʻŭ unyong pʻŭlletpʻom kaebal: Chʻoejong yŏnʼgu kaebal kyŏlgwa pogosŏ = Development of u-experience content operating platform based on mixed reality. Chisik Kyŏngjebu, 2008.

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Schuth, Luisa. Strategischer Erfolg Durch User Experience und Mixed Reality: Management-Ansätze Für Die Live-Kommunikation. WFA Medien Verlag, 2019.

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Schuth, Luisa. Strategischer Erfolg Durch User Experience und Mixed Reality: Management-Ansätze Für Die Live-Kommunikation. WFA Medien Verlag, 2019.

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Envisioning Holograms: Design Breakthrough Experiences for Mixed Reality. Apress, 2017.

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Archer, Richard. Breaking a Barrier. Oxford University Press, 2017. http://dx.doi.org/10.1093/oso/9780190676643.003.0010.

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Had Massachusetts legislators been aware of how many mixed marriages existed in their state (and in their region, for that matter), they may not have repealed the law. In their own lives they may have encountered or heard of a couple with mixed ancestry, but that would have been rare. Their experience reinforced the idea that people of African descent and people of European descent preferred to live among their "kind." Even if they didn't find each other physically repugnant, they still had no desire to intermarry. But observations and hearsay did not match reality. During the antebellum perio
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Hood, Beverley. We began as a part of the body. University of Edinburgh, 2024. http://dx.doi.org/10.2218/ed.9781836450474.

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We began as part of the body was a practice research project that interrogated the impact of technology and science on the body and human experience and ethical questions concerning these dynamics. It was developed with Professor Sara Brown, in the laboratory at the School of Medicine, University of Dundee, Scotland, and ASCUS Art & Science, Scotland’s first non-profit organisation connecting art and science. The project resulted in a multi-component body of outputs, including: 1. A 6 minute spoken word sound piece. 2. A set of thirty eight 3D printed skin cell models. 3. Three 360 degree
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Braun, Anna, and Raffael Rizzo. XR Development with Unity: A Beginner's Guide to Creating Virtual, Augmented, and Mixed Reality Experiences Using Unity. de Gruyter GmbH, Walter, 2023.

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Reidy, Joseph P. Illusions of Emancipation. University of North Carolina Press, 2019. http://dx.doi.org/10.5149/northcarolina/9781469648361.001.0001.

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As students of the Civil War have long known, emancipation was not merely a product of Lincoln's proclamation or of Confederate defeat in April 1865. It was a process that required more than legal or military action. With enslaved people fully engaged as actors, emancipation necessitated a fundamental reordering of a way of life whose implications stretched well beyond the former slave states. Slavery did not die quietly or quickly, nor did freedom fulfill every dream of the enslaved or their allies. The process unfolded unevenly. In this sweeping reappraisal of slavery's end during the Civil
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Finley, Laura L. School Violence. 2nd ed. ABC-CLIO, LLC, 2014. http://dx.doi.org/10.5040/9798216011378.

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A timely investigation of the history, legislation, and perpetrators of school violence, this guide debunks the myths and misconceptions about this terrible problem of national concern. With school violence on the rise, schools have implemented security safeguards like never before in the form of metal detectors, video cameras, and armed guards. School communities have mixed opinions regarding these drastic prevention measures—many welcome the protection, while some condemn the reminders of violence these tactics evoke. This comprehensive text introduces the history of school violence in the U
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Book chapters on the topic "Mixed Reality Experience"

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Picard, Stéven, and Jean Botev. "Rhythmic Stimuli and Time Experience in Virtual Reality." In Virtual Reality and Mixed Reality. Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-48495-7_4.

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Gu, Peidi, Wenjing Li, Xinyi Ye, Jing Wang, and Yanlin Luo. "An Immersive Learning Environment to Improve User Experience in Science Museums." In Mixed Reality for Education. Springer Nature Singapore, 2023. http://dx.doi.org/10.1007/978-981-99-4958-8_17.

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Herman, Laura M., and Jamie Sherman. "Virtual Nature: A Psychologically Beneficial Experience." In Virtual, Augmented and Mixed Reality. Multimodal Interaction. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-21607-8_34.

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Westerhoff, Jurgen. "Fear Inducer: A Mixed Reality Audio Experience." In Lecture Notes in Computer Science. Springer Berlin Heidelberg, 2008. http://dx.doi.org/10.1007/978-3-540-89222-9_10.

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Cani D.L., Carolina, Felipe B. Breyer, and Judith Kelner. "Remote HRI and Mixed Reality, an Ontology." In Design, User Experience, and Usability: Technological Contexts. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-40406-6_23.

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Partarakis, Nikolaos, Dimitris Grammenos, George Margetis, et al. "Digital Cultural Heritage Experience in Ambient Intelligence." In Mixed Reality and Gamification for Cultural Heritage. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-49607-8_19.

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García, Matías, Jose Requesens, and Sandra Cano. "User Experience Evaluation Methods in Mixed Reality Environments." In Social Computing and Social Media. Springer Nature Switzerland, 2024. http://dx.doi.org/10.1007/978-3-031-61281-7_12.

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Huang, Xiang-Dan, Byung-Gook Lee, Hyung-Woo Kim, and Joon-Jae Lee. "An Experience-Based Chinese Opera Using Live Video Mapping." In Virtual, Augmented and Mixed Reality. Applications of Virtual and Augmented Reality. Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-07464-1_17.

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Bernardet, Ulysses, Sergi Bermúdez i Badia, Armin Duff, et al. "The eXperience Induction Machine: A New Paradigm for Mixed-Reality Interaction Design and Psychological Experimentation." In The Engineering of Mixed Reality Systems. Springer London, 2009. http://dx.doi.org/10.1007/978-1-84882-733-2_18.

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Kondo, Kazuaki, Yasuhiro Mukaigawa, Yusuke Ikeda, et al. "Providing Immersive Virtual Experience with First-Person Perspective Omnidirectional Movies and Three Dimensional Sound Field." In Virtual and Mixed Reality - New Trends. Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-22021-0_23.

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Conference papers on the topic "Mixed Reality Experience"

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Liu, Zixiao, Shuo Yan, Wenjie He, Xiaomeng Wan, and Xukun Shen. "Beyond Realities: Designing Cross-Reality Interactions in the Immersive Narrative Experience." In 2024 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct). IEEE, 2024. https://doi.org/10.1109/ismar-adjunct64951.2024.00164.

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Nguyen, Anh, Hyeongil Nam, Emma Windfeld, Michael Francis, Guillaume Lhermie, and Kangsoo Kim. "Virtual Dairy Farm: An Interactive Experience for Public Education." In 2024 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct). IEEE, 2024. https://doi.org/10.1109/ismar-adjunct64951.2024.00184.

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Li, Yuan, Jiayi Hu, Du Jin, et al. "Enhance Flight Experience Through Wind-based Cross-modal Effect." In 2024 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct). IEEE, 2024. https://doi.org/10.1109/ismar-adjunct64951.2024.00181.

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Salagean, Anca, Crescent Jicol, Kenneth Dasalla, Christopher Clarke, and Christof Lutteroth. "Watch Out! XR Mobile Displays Improve the Experience of Co-Located VR Gaming Observers." In 2024 IEEE International Symposium on Mixed and Augmented Reality (ISMAR). IEEE, 2024. https://doi.org/10.1109/ismar62088.2024.00139.

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Jin, Du, Rui Zhang, Yuan Li, Yuki Ban, and Shin’Ichi Warisawa. "Mitigating Latency Effects on Subjective Experience in Robot Teleoperation Using a VR-Enabled Virtual Spring." In 2024 IEEE International Symposium on Mixed and Augmented Reality (ISMAR). IEEE, 2024. https://doi.org/10.1109/ismar62088.2024.00144.

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Monty, Samantha, Florian Kern, and Marc Erich Latoschik. "Analysis of Immersive Mid-Air Sketching Behavior, Sketch Quality, and User Experience in Design Ideation Tasks." In 2024 IEEE International Symposium on Mixed and Augmented Reality (ISMAR). IEEE, 2024. https://doi.org/10.1109/ismar62088.2024.00041.

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Lisle, Ali Haskins, and Greg Welch. "Participating in the Testing of the Virtual Experience Research Accelerator (VERA)." In 2024 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct). IEEE, 2024. https://doi.org/10.1109/ismar-adjunct64951.2024.00207.

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Nam, Hyeongil, Kisub Lee, Muskan Sarvesh, Sangwoo Cho, Jong-Il Park, and Kangsoo Kim. "Watch Buddy: Evaluating the Impact of an Expressive Virtual Agent on Video Consumption Experience in Augmented Reality." In 2024 IEEE International Symposium on Mixed and Augmented Reality (ISMAR). IEEE, 2024. https://doi.org/10.1109/ismar62088.2024.00097.

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Merz, Christian, Carolin Wienrich, and Marc Erich Latoschik. "Does Voice Matter? The Effect of Verbal Communication and Asymmetry on the Experience of Collaborative Social XR." In 2024 IEEE International Symposium on Mixed and Augmented Reality (ISMAR). IEEE, 2024. https://doi.org/10.1109/ismar62088.2024.00129.

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Gao, Yang, Zhiyang Ji, Peng Yu, and Aimin Hao. "Immersive Virtual Sculpting Experience with Elastoplastic Clay Simulation and Real-Time Haptic Feedback." In 2024 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct). IEEE, 2024. https://doi.org/10.1109/ismar-adjunct64951.2024.00134.

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Reports on the topic "Mixed Reality Experience"

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Colburn, Ben, Fiona Macpherson, Derek Brown, Laura Fearnley, Calum Hodgson, and Neil McDonnell. Policy and Practice Recommendations for Augmented and Mixed Reality. University of Glasgow, 2024. http://dx.doi.org/10.36399/gla.pubs.326686.

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This policy report arises from the research project Augmented Reality: Ethics, Perception, Metaphysics, conducted at the University of Glasgow’s Centre for the Study of Perceptual Experience between November 2021 and November 2023. It was funded by a grant from the Royal Society of Edinburgh. The project brought together experts in various academic fields, with partners from industry and regulatory bodies, to explore the nature of augmented and mixed reality technology, the theories underpinning them, and the ethical and legal questions prompted by new technology in this domain.
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Iatsyshyn, Anna V., Valeriia O. Kovach, Volodymyr O. Lyubchak, et al. Application of augmented reality technologies for education projects preparation. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/3856.

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After analysis of scientific literature, we defined that concept of “augmented reality” has following synonyms: “advanced reality”, “improved reality”, “enriched reality”, “mixed reality” and “hybrid reality”. Analysis of scientific literature and own practical experience of the use of augmented reality technologies application in educational practices allowed to state next: augmented reality technologies have a great potential for application in education; there are some cases of augmented reality use for school education; positive aspects of augmented reality technologies application in high
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Mascagni, Giulia, Celeste Scarpini, Denis Mukama, Fabrizio Santoro, and Naphtal Hakizimana. The Interpersonal Side of Tax Compliance: Interactions Between Taxpayers and Tax Officials in Rwanda. Institute of Development Studies, 2025. https://doi.org/10.19088/ictd.2025.005.

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The literature on tax administration and compliance in developing countries has been blooming recently, primarily driven by the availability of administrative data and by the increased urgency of revenue mobilisation in the context of multiple global crises. Yet, one key aspect of tax administration has received little attention in this literature so far: its interpersonal nature. In the practical reality of taxpaying processes, the experience of taxpayers is largely shaped by their interactions with the people who implement tax rules and laws: tax officials. This paper starts filling this gap
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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 adap
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