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1

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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Poustinchi, Ebrahim. "Mixed Robotic Interface Г : Searching for a hybrid cyber-physical design/experience interface using virtual/actual robots". SHS Web of Conferences 64 (2019): 01008. http://dx.doi.org/10.1051/shsconf/20196401008.

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Mixed Robotic Interface is a project-based design-research investigation, studying new ways of creating hybridized cyber-physical design and experience interfaces, at the intersection of robotics—as its core component, and augmented reality, game design, projection mapping, and digital fabrication. Mixed Robotic Interface Г—as part of Mixed Robotic Interface series of research projects, focuses on using “actual” and “virtual” robot arms as a possible creative medium and extensions of design/gaming environment creating immersive atmospheres for “experiencing” design. This research questions the
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Soldatova, G. U., and E. I. Rasskazova. "Digital Transition Outcomes: From Online Reality to Mixed Reality." Cultural-Historical Psychology 16, no. 4 (2020): 87–97. http://dx.doi.org/10.17759/chp.2020160409.

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Nowadays, when most people are on the Internet and “connected” most time of the day and night, the Internet becomes a place of the socialization of modern children and adolescents, which requires a rethinking of changes in user activity, digital competence and online risks in recent years. The aim of this study was to compare user activity, online risks, and digital competence in adolescents and parents according to three population studies carried out in 2010, 2013, and 2019. The data of 1219 parents of 12—17-year-old adolescents and 1553 adolescents aged 12-17 years from 15 regions of Russia
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Hooten, Kristopher G., J. Richard Lister, Gwen Lombard, et al. "Mixed Reality Ventriculostomy Simulation: Experience in Neurosurgical Residency." Operative Neurosurgery 10, no. 4 (2014): 565–76. http://dx.doi.org/10.1227/neu.0000000000000503.

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Abstract BACKGROUND: Medicine and surgery are turning toward simulation to improve on limited patient interaction during residency training. Many simulators today use virtual reality with augmented haptic feedback with little to no physical elements. In a collaborative effort, the University of Florida Department of Neurosurgery and the Center for Safety, Simulation & Advanced Learning Technologies created a novel “mixed” physical and virtual simulator to mimic the ventriculostomy procedure. The simulator contains all the physical components encountered for the procedure with superimposed
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Choi, Kil Heung, and Kwang Chib Chang. "The Design of Safety Experience Center Using Storytelling and Mixed Reality for Reinforcing Reality." Journal of Basic Design & Art 19, no. 3 (2018): 387–99. http://dx.doi.org/10.47294/ksbda.19.3.28.

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Allcoat, Devon, Tim Hatchard, Freeha Azmat, Kim Stansfield, Derrick Watson, and Adrian von Mühlenen. "Education in the Digital Age: Learning Experience in Virtual and Mixed Realities." Journal of Educational Computing Research 59, no. 5 (2021): 795–816. http://dx.doi.org/10.1177/0735633120985120.

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In recent years Virtual Reality has been revitalized, having gained and lost popularity between the 1960s and 1990s, and is now widely used for entertainment purposes. However, Virtual Reality, along with Mixed Reality and Augmented Reality, has broader application possibilities, thanks to significant advances in technology and accessibility. In the current study, we examined the effectiveness of these new technologies for use in education. We found that learning in both virtual and mixed environments resulted in similar levels of performance to traditional learning. However, participants repo
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Bae, Sujin, Timothy Hyungsoo Jung, Natasha Moorhouse, Minjeong Suh, and Ohbyung Kwon. "The Influence of Mixed Reality on Satisfaction and Brand Loyalty in Cultural Heritage Attractions: A Brand Equity Perspective." Sustainability 12, no. 7 (2020): 2956. http://dx.doi.org/10.3390/su12072956.

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Mixed reality technology is being increasingly used in cultural heritage attractions to enhance visitors’ experiences. However, how the characteristics of mixed reality affect satisfaction and brand loyalty has not been explored in previous research. The purpose of this study is to identify factors affecting satisfaction with mixed reality experiences at cultural and artistic visitor attractions and their influence on brand loyalty, which is connected with management performance. We propose a theoretical model based on brand equity theory in the context of mixed reality experience. Survey data
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Olaz, Xabier, Ricardo Garcia, Amalia Ortiz, et al. "An Interdisciplinary Design of an Interactive Cultural Heritage Visit for In-Situ, Mixed Reality and Affective Experiences." Multimodal Technologies and Interaction 6, no. 7 (2022): 59. http://dx.doi.org/10.3390/mti6070059.

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Interactive technologies, such as mixed-reality and natural interactions with avatars, can enhance cultural heritage and the experience of visiting a museum. In this paper, we present the design rationale of an interactive experience for a cultural heritage place in the church of Roncesvalles at the beginning of Camino de Santiago. We followed a participatory design with a multidisciplinary team which resulted in the design of a spatial augmented reality system that employs 3D projection mapping and a conversational agent acting as the storyteller. Multiple features were identified as desirabl
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Ganeshkumar, Akshay, Varidh Katiyar, Prachi Singh, et al. "Innovations in craniovertebral junction training: harnessing the power of mixed reality and head-mounted displays." Neurosurgical Focus 56, no. 1 (2024): E13. http://dx.doi.org/10.3171/2023.10.focus23613.

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OBJECTIVE The objective of this study was to analyze the potential and convenience of using mixed reality as a teaching tool for craniovertebral junction (CVJ) anomaly pathoanatomy. METHODS CT and CT angiography images of 2 patients with CVJ anomalies were used to construct mixed reality models in the HoloMedicine application on the HoloLens 2 headset, resulting in four viewing stations. Twenty-two participants were randomly allocated into two groups, with each participant rotating through all stations for 90 seconds, each in a different order based on their group. At every station, objective
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Poleva, Natalia S. "PSYCHOLOGY OF TRANSITIVITY: TYPES OF SPACE AND PSYCHOLOGICAL CHRONOTOPE." RSUH/RGGU Bulletin. Series Psychology. Pedagogics. Education, no. 4 (2022): 14–29. http://dx.doi.org/10.28995/2073-6398-2022-4-14-29.

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The absence of a single universal concept of mixed “reality” suggests the importance of context for its understanding and interpretation. The psychological context of understanding the space of mixed reality or mixed space in the psychology of transitivity is analyzed using the construct “psychological chronotope”. It is established that the presence of an objective space-time continuum of mixed reality in the structure of the chronotope does not always guarantee its representation at the subjective level, which indicates the heterochrony of its objective and subjective components. It is provi
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Soldatova, G. U., E. I. Rasskazova, and A. S. Klishevich. "Mixed Environment with Augmented Reality: The Effects of Presence in Game Interaction Situation." Experimental Psychology (Russia) 16, no. 2 (2023): 4–19. http://dx.doi.org/10.17759/exppsy.2023160201.

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<p style="text-align: justify;">Augmented, virtual reality, online and offline are considered as a single living space of mixed reality - an important dimension of socialization of the personality functioning in such an environment enhanced and expanded by technical devices and programs. In this context one of the main psychological phenomena is the phenomenon of presence - individuals' subjective experience of being in mixed reality. The aim of the research is to study the peculiarities of the subjective experience (phenomenon) of presence by a personality, enhanced by augmented reality
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Bressler, Denise, Leonard Annetta, Ashley Johnson, Alexis Dunekack, and M. Shane Tutwiler. "Increasing Interest with Mixed Reality Science Reading: A Mixed Methods Case Study of Low Fluency Readers." Journal of Interactive Learning Research 34, no. 1 (2023): 37–58. https://doi.org/10.70725/178493brxlyp.

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This purpose of this study was to explore changes in science and reading interest among a diverse group of 5th grade science students who used a mixed reality reading experience, with a specific focus on the experience of low-fluency readers. This study involved pre-post measures and post-interviews with 15 fifth grade students. The intervention was a short solo experience in which each student read a page of scientific text while wearing a Microsoft HoloLens. Inside the headset, science content came alive with 3D images, animations, and sound. Following the collection of repeated survey measu
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Young, Gareth, Sam Stehle, Burcin Walsh, and Egess Tiri. "Exploring Virtual Reality in the Higher Education Classroom: Using VR to Build Knowledge and Understanding." JUCS - Journal of Universal Computer Science 26, no. (8) (2020): 904–28. https://doi.org/10.3897/jucs.2020.049.

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irtual reality (VR), as an informative medium, possesses the potential to engage students with immersive, interactive, and informative experiences. When presented in VR, immersive virtual environments (IVEs) can provide three-dimensional visual simulations that can be used to inform students about concepts in specific contexts that would be near impossible to achieve with more traditional teaching methodologies. It is proposed that existing learning frameworks can benefit from exploring the modalities of interaction that are presently afforded via VR from the experiential perspectives of the s
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Hanifati, Kirana, Sritrusta Sukaridhoto, and Hestiasari Rante. "Evaluating Mixed Reality Technology for Enhancing Art Pedagogy." JOIV : International Journal on Informatics Visualization 8, no. 3 (2024): 1370. http://dx.doi.org/10.62527/joiv.8.3.2409.

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The lack of interest among students in studying art, particularly the traditional Indonesian art form of batik, poses a significant challenge for educational institutions. Despite its cultural significance, the education sector lacks effective strategies to introduce and enhance students' interest in batik within the art curriculum. Several consequences can arise if the education sector fails to implement strategic measures to address this issue promptly. This could lead to a gradual erosion of cultural heritage and a loss of artistic traditions passed down through generations, and students ma
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Liu, Wei, Adrian David Cheok, Charissa Kim Mei Ling, and Yin Leng Theng. "New teaching and learning experience with mixed reality technologies." International Journal of Arts and Technology 1, no. 2 (2008): 173. http://dx.doi.org/10.1504/ijart.2008.021926.

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Gunova, Violla. "Mixed Reality Game YU-GI-OH." Journal of Software Engineering, Information and Communication Technology (SEICT) 3, no. 2 (2023): 95–114. http://dx.doi.org/10.17509/seict.v2i2.34675.

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Mixed Reality is a technology that combines the real world with the virtual world. Merging these two worlds will form a new environment where each object from each world can interact with each other. This technology will offer a different user experience depending on how it is used, including digital games. This paper will discuss how to construct the card along with its mechanism of movement that used in YU-GI-OH game and its implementation on mixed reality technology using the HoloLens platform. The game be integrated to HoloLens until view stage.
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LEE, Sunhye. "A Case Study of Design Classes Based on Mixed Reality(MR) Focusing on the interaction between humans and technology." Society for Art Education of Korea 92 (December 1, 2024): 323–42. https://doi.org/10.25297/aer.2024.92.323.

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This study aimed to analyze the impact of design classes based on mixed reality (MR) on the learning experiences and outcomes of elementary school students and to explore the characteristics of human-technology interactions in the MR environment. The research was conducted with 24 sixth-grade students at S Elementary School in Seoul, allowing learners to experience creative learning in an immersive environment where virtual and real worlds are combined through MR technology. The results show that MR-based design education significantly enhanced students' spatial understanding and problem-solvi
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Andolina, Salvatore, Yi-Ta Hsieh, Denis Kalkofen, et al. "Designing for Mixed Reality Urban Exploration." Interaction Design and Architecture(s), no. 48 (June 10, 2021): 33–49. http://dx.doi.org/10.55612/s-5002-048-002.

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This paper introduces a design framework for mixed reality urban exploration (MRUE), based on a concrete implementation in a historical city. The framework integrates different modalities, such as virtual reality (VR), augmented reality (AR), and haptics-audio interfaces, as well as advanced features such as personalized recommendations, social exploration, and itinerary management. It permits to address a number of concerns regarding information overload, safety, and quality of the experience, which are not sufficiently tackled in traditional non-integrated approaches. This study presents an
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Hudson, Melissa E., Karen S. Voytecki, Tosha L. Owens, and Guili Zhang. "Preservice Teacher Experiences Implementing Classroom Management Practices Through Mixed-Reality Simulations." Rural Special Education Quarterly 38, no. 2 (2019): 79–94. http://dx.doi.org/10.1177/8756870519841421.

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The effects of mixed-reality teaching experiences on participants’ perceptions of their classroom management ability are evaluated using a mixed-methods design. Mursion, a technology that enables virtual simulations, is used. Participants include 29 undergraduates pursuing a degree in special education for learners with mild or moderate/severe disabilities enrolled in a university-level course focused on developing skills in managing the learning environment. Participants teach three different scenarios in the Mursion lab over the semester and complete a 21-statement survey using a 5-point Lik
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Dr., Neetu Rathore. "Augmented Reality (AR) and Virtual Reality (VR) in Marketing." Management Journal for Advanced Research 4, no. 5 (2024): 5–10. https://doi.org/10.5281/zenodo.13917691.

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Technology has brought up a revolution in the ways we think, act and perceive things. In our day to day lives, technology plays a very important role. All the traditional ways of working are taker over by modern ways due to new technological innovations every day. One such innovation is the use of Augmented reality, virtual reality and mixed reality in almost all fields of operation whether it is spots, entertainment, health, education or marketing. These technologies have given consumers the level of satisfaction that they never experienced before. They take the consumers in almost altogether
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Kezia, Herman Mkwizu. "Mixed Reality and Resilience in Tourism." International Journal of Advanced Virtual Reality 1, no. 1 (2023): 01–07. https://doi.org/10.5281/zenodo.7677862.

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The orientation towards a resilient future for the tourism sector is paramount particularly due to the effects of the Coronavirus disease 2019 (COVID-19) global pandemic which include travel restrictions, social distancing and lockdowns. Existing technologies such as mixed reality allows individuals to see and experience the vicinity around them by blending the physical and virtual worlds but there is limited literature on mixed reality and resilience in tourism. Hence, to extend the scope of the study, this paper’s main objective is to explore mixed reality and resilience in tourism and
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Smith, Mark, Ananda Maiti, Andrew D. Maxwell, and Alexander A. Kist. "Augmented and Mixed Reality Features and Tools for Remote Laboratory Experiments." International Journal of Online Engineering (iJOE) 12, no. 07 (2016): 45. http://dx.doi.org/10.3991/ijoe.v12i07.5851.

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Augmented Reality (AR) is the process of overlaying meaningful interactive information in a live video stream for creating an enriched visual experience for users. Within Remote Access Laboratories (RAL) this enables users to gain design experience along with gaining knowledge about the particular experiment in question and potentially collaborate on design experiences. This paper focuses on the issues related to the applications of AR in RAL, the levels of AR in context of RAL and their effect on the learning tools. This paper also discusses the challenges of integrating a Natural User interf
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Sarah, Zaheer. "UX Challenges in Mixed Reality: Designing for Seamless Interaction." International Journal of Leading Research Publication 5, no. 1 (2024): 1–12. https://doi.org/10.5281/zenodo.15259164.

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The development of mixed reality (MR) has provided new opportunities for fully immersive user experience, merging physical and virtual worlds in real time. Yet, making intuitive interfaces in MR environments is still a major problem, since developers are required to deal with varying interaction modalities, device constraints, and cognitive loads on people. This paper discusses the major challenges of creating seamless and user-focused MR interfaces with the focus on smooth switching between tangible and virtual environments. The challenges in this regard are gesture recognition, spatial aware
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Han, Dai-In Danny, Malu Boerwinkel, Mata Haggis-Burridge, and Frans Melissen. "Deconstructing Immersion in the Experience Economy Framework for Immersive Dining Experiences through Mixed Reality." Foods 11, no. 23 (2022): 3780. http://dx.doi.org/10.3390/foods11233780.

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In this study, we test the immersive character in an interactive content narrative developed for Microsoft HoloLens 2 mixed reality glasses in the dining context. We use retrospective think aloud protocol (RTAP) and galvanic skin response (GSR) to explore different types of immersion that can be created through interactive content narratives. Leaning on the core dimensions of the experience economy, we expand the current understanding on the role of immersion through integration of four immersive experience facilitators. The study revealed that these immersive experience facilitators occur sim
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Kleftodimos, Alexandros, Athanasios Evagelou, Stefanos Gkoutzios, et al. "Creating Location-Based Augmented Reality Games and Immersive Experiences for Touristic Destination Marketing and Education." Computers 12, no. 11 (2023): 227. http://dx.doi.org/10.3390/computers12110227.

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The aim of this paper is to present an approach that utilizes several mixed reality technologies for touristic promotion and education. More specifically, mixed reality applications and games were created to promote the mountainous areas of Western Macedonia, Greece, and to educate visitors on various aspects of these destinations, such as their history and cultural heritage. Location-based augmented reality (AR) games were designed to guide the users to visit and explore the destinations, get informed, gather points and prizes by accomplishing specific tasks, and meet virtual characters that
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Adria, Marco. "Reading the grand palimpsest of mixed reality." Explorations in Media Ecology 18, no. 1-2 (2019): 43–55. http://dx.doi.org/10.1386/eme.18.1-2.43_1.

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By applying Marshall McLuhan’s tetrad, this article proposes and responds to the question, ‘[h]ow does mixed reality change and create social environments?’. Historical examples of media as tools and modes of experience are described and assessed in order to reveal traces of the old and the ancient found in mixed reality. These examples include the Palais de l’electricité of 1900 and the medieval palimpsest. The article concludes with the argument that mixed reality foretells a new age of consumption.
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Bautista Isaza, Carlos Augusto, Daniel Enriquez, Hayoun Moon, Myounghoon Jeon, and Sang Won Lee. "Understanding Multi-user, Handheld Mixed Reality for Group-based MR Games." Proceedings of the ACM on Human-Computer Interaction 8, CSCW1 (2024): 1–28. http://dx.doi.org/10.1145/3653688.

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Research has identified applications of handheld-based VR, which utilizes handheld displays or mobile devices, for developing systems that involve users in mixed reality (MR) without the need for head-worn displays (HWDs). Such systems can potentially accommodate large groups of users participating in MR. However, we lack an understanding of how group sizes and interaction methods affect the user experience. In this paper, we aim to advance our understanding of handheld-based MR in the context of multiplayer, co-located games. We conducted a study (N = 38) to understand how user experiences va
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Almufarreh, Ahmad. "Exploring the Potential of Mixed Reality in Enhancing Student Learning Experience and Academic Performance: An Empirical Study." Systems 11, no. 6 (2023): 292. http://dx.doi.org/10.3390/systems11060292.

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In recent years, mixed reality (MR) technology has emerged as a promising tool in the field of education, offering immersive and interactive learning experiences for students. However, there is a need to comprehensively understand the impact of MR technology on students’ academic performance. This research aims to examine the effect of mixed reality technology in the educational setting and understand its role in enhancing the student’s academic performance through the student’s novel learning experiences and satisfaction with the learning environment. The present research has employed a quant
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Ammann-Reiffer, Corinne, Urs Keller, Andrina Kläy, Lea Meier, and Hubertus J. A. van Hedel. "Do Youths with Neuromotor Disorder and Their Therapists Prefer a Mixed or Virtual Reality Head-Mounted Display?" Journal of Rehabilitation Medicine - Clinical Communications 4 (November 8, 2021): 1–5. http://dx.doi.org/10.2340/20030711-1000072.

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Objective: To evaluate the usability of 2 head-mounted displays in youths undergoing neurorehabilitation; a mixed reality head-mounted display and a virtual reality head-mounted display. Design: Observational cross-sectional study. Patients: Thirteen youths (age range 7.8?16.5 years) with neuromotor disorder. Methods: Youths wore a mixed reality or a virtual reality head-mounted display while being verbally guided through a scene with virtual objects. Differences between the 2 systems, regarding usability, user experience, and acceptability, were evaluated using standardized questions for the
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Agape, Adriana-Georgiana, Daniel Stoenciu, and Cosmin-Constantin Chircu. "Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR), A Necessity of The Modern Diving Technology." Land Forces Academy Review 29, no. 2 (2024): 179–84. http://dx.doi.org/10.2478/raft-2024-0019.

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Abstract The paper looks at three emerging technologies, namely virtual reality (VR), augmented reality (AR) and mixed media (MX), and explains how they are transforming the way we interact with the digital and real worlds. Each technology is defined and the main features are highlighted for comparison. VR gives us a complete and immersive experience in the virtual world, AR adds digital elements to the real world, and MX integrates both media to create an interactive experience where virtual and real elements interact and coexist. Within the work a number of equipment or applications incorpor
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Surya, R., K. Akila, and K. M. Senthilkumar. "Virtual Laboratory in Mixed Reality with 3D Modelling for Sustainable Design." Applied Mechanics and Materials 920 (March 5, 2024): 149–54. http://dx.doi.org/10.4028/p-cuybj4.

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Immersive experiences through Mixed Reality (MR) are revolutionizing the way people connect and interact with each other and things around them. MR is the umbrella term that binds all spatial computing technologies which blends real and virtual environments. It holds the potential to provide things beyond imagination while simultaneously making deeper and more meaningful engagement possible. A new engineer to be equipped with the know-how of an OP (Operational Procedure) of machinery, this virtual laboratory helps to know the intricate details of the machinery and tools. The virtual laboratory
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Mahajan, Arushi P., Donovan A. Inniss, Michelle D. Benedict, et al. "International Mixed Reality Immersive Experience: Approach via Surgical Grand Rounds." Journal of the American College of Surgeons 234, no. 1 (2022): 25–31. http://dx.doi.org/10.1016/j.jamcollsurg.2021.09.011.

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Trunfio, Mariapina, and Salvatore Campana. "A visitors’ experience model for mixed reality in the museum." Current Issues in Tourism 23, no. 9 (2019): 1053–58. http://dx.doi.org/10.1080/13683500.2019.1586847.

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Nisi, Valentina, Mara Dionisio, Mary Barreto, and Nuno Nunes. "A Mixed Reality neighborhood tour: Understanding visitor experience and perceptions." Entertainment Computing 27 (August 2018): 89–100. http://dx.doi.org/10.1016/j.entcom.2018.04.002.

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Jo, Su hyoung, and Ju han Yeon. "A Study on the Development of VR/AR in Media Industry through Case Study." International Journal of Emerging Technology and Advanced Engineering 12, no. 6 (2022): 20–25. http://dx.doi.org/10.46338/ijetae0622_04.

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The media environment is evolving into realistic media through TVs, the Internet, and smartphones. The characteristic of the changing media environment is that it does not replace existing media, but creates new services, contents, and usage behaviors through convergence with existing media. This emerging realistic media is differentiated from the existing media format in that it is based on convergence between industries, and VR/AR can be cited as a representative example. VR/AR differs from the existing media in terms of devices, but it has an important difference in that the user's usage be
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Chavan, Rutuja Balasaheb, Dr Sulochana Sonkamble, and Dr Nisha Auti. "Using Mixed Reality Application for Super Market: A Case Study." International Journal for Research in Applied Science and Engineering Technology 11, no. 5 (2023): 7092–94. http://dx.doi.org/10.22214/ijraset.2023.52955.

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Abstract: Augmented Reality and Virtual reality applications are not a new thing in today’s era and are getting popular day by day. Mixed reality is where physical and virtual environments are combined to give life like experience to the customer. Due to user friendly nature of the mixed reality applications, they are mainly developed for end user’s. Supermarkets are frequently visited and crowded place many due to market competition store try to churn in customers with exciting offers and discounts but due to large variety and large quantity of the products combined with different brands ther
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Researcher. "SCALING THE MIXED REALITY OS: COMMON PITFALLS TO AVOID." International Journal of Computer Engineering and Technology (IJCET) 15, no. 4 (2024): 128–36. https://doi.org/10.5281/zenodo.13140741.

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This article examines the challenges and opportunities in scaling Mixed Reality Operating Systems (MR OS) for widespread adoption across various industries. It explores the rapid growth of the MR market and identifies key obstacles in hardware limitations, software challenges, and user experience considerations. The study delves into issues such as insufficient processing power, sensor accuracy, application compatibility, integration with existing IT infrastructure, interface design, and performance optimization. The article presents common pitfalls for each challenge and proposes practical so
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Kaur, Amanpreet, Priyanka Datta, and Archana Mantri. "Educational Applications of Immersive Technology: A Technical Report." ECS Transactions 107, no. 1 (2022): 8163–74. http://dx.doi.org/10.1149/10701.8163ecst.

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Immersive technologies bring the physical world together with a virtual or digital reality to create new experiences. Augmented reality, virtual reality, and mixed reality are examples of immersive technologies. The technique of superimposing auditory, visual, or any other sensory data on top of the real world to improve one's experience is known as augmented reality. Unlike virtual reality, which creates its own virtual world, augmented reality adds to the one that already exists. In education, augmented reality includes elements that improve collaboration, creative skills, and problem-solvin
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Frost, Jane, Lori Delaney, and Robert Fitzgerald. "Exploring the application of mixed reality in Nurse education." BMJ Simulation and Technology Enhanced Learning 6, no. 4 (2019): 214–19. http://dx.doi.org/10.1136/bmjstel-2019-000464.

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The aim of this study was to explore the contemporary application, inclusive of advantages and challenges, of mixed reality (MR) technology in the education of nursing students and, its contribution to enhanced learning. A descriptive evaluation design was undertaken to explore the learning experience of second year students enrolled in a 3 year Bachelor of Nursing programme. One hundred per cent of the students stated that the experience assisted them in their learning. The key themes of engagement in learning, and developing clinical judgement emerged from students’ responses, and demonstrat
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Nakayama, Angelica, Daniel Ruelas, Jesus Savage, and Ernesto Bribiesca. "Teleoperated Service Robot with an Immersive Mixed Reality Interface." Informatics and Automation 20, no. 6 (2021): 1187–223. http://dx.doi.org/10.15622/ia.20.6.1.

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Teleoperated service robots can perform more complex and precise tasks as they combine robot skills and human expertise. Communication between the operator and the robot is essential for remote operation and strongly affects system efficiency. Immersive interfaces are being used to enhance teleoperation experience. However, latency or time delay can impair the performance of the robot operation. Since remote visualization involves transmitting a large amount of video data, the challenge is to decrease communication instability. Then, an efficient teleoperation system must have a suitable opera
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Perryman, Twyla, Carlie Sandefur, and Chelsea T. Morris. "Developing Interpersonal and Counseling Skills Through Mixed-Reality Simulation in Communication Sciences and Disorders." Perspectives of the ASHA Special Interest Groups 6, no. 2 (2021): 416–28. http://dx.doi.org/10.1044/2020_persp-20-00118.

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Purpose Simulation is increasingly becoming a valuable tool for training and educating students in communication sciences and disorders (CSD). The purpose of this study is to examine the impact of a mixed-reality simulation on CSD students' perceptions of their ability to apply clinical and counseling skills. Additionally, this study sought to investigate the overall efficacy and acceptance of this type of clinical simulation experience for undergraduate CSD students. Method A total of 29 undergraduate students participated in a clinical simulation experience that used actor-controlled avatars
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