Academic literature on the topic 'Technologies XR'

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Journal articles on the topic "Technologies XR"

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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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Mukawa, Hiroshi. "43‐1: Invited Paper: Review and Perspective of XR Technologies for Immersive Experience." SID Symposium Digest of Technical Papers 55, no. 1 (2024): 559–62. http://dx.doi.org/10.1002/sdtp.17584.

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A number of technologies must be highly integrated to deliver immersive XR experiences to users. These technologies are not only for XR hardware but also for content creation and distribution. In this paper, the author introduces an XR workflow and reviews some key technologies. The challenges and perspectives of XR technologies are also discussed.
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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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Krodel, Tim, Vera Schott, and Jivka Ovtcharova. "XR Technology Deployment in Value Creation." Applied Sciences 13, no. 8 (2023): 5048. http://dx.doi.org/10.3390/app13085048.

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With increasing computing power and data transmission performance of information technologies, the application scenarios for Extended Reality (XR) technologies in industries are growing. Despite the ongoing scientific investigation of industrial XR applications for over 25 years, these technologies are still considered emerging. Within this paper, we present an industry- and business-process agnostic approach for classifying the deployment purposes of XR technologies in value creation. We identified two major research streams regarding the role of XR technologies in value creation: (1) the res
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Gupta, Nithin, Nikki M. Barrington, Nicholas Panico, et al. "Assessing views and attitudes toward the use of extended reality and its implications in neurosurgical education: a survey of neurosurgical trainees." Neurosurgical Focus 56, no. 1 (2024): E18. http://dx.doi.org/10.3171/2023.10.focus23647.

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OBJECTIVE Extended reality (XR) systems, including augmented reality (AR), virtual reality (VR), and mixed reality, have rapidly emerged as new technologies capable of changing the way neurosurgeons prepare for cases. Thus, the authors sought to evaluate the perspectives of neurosurgical trainees on the integration of these technologies into neurosurgical education. METHODS A 20-question cross-sectional survey was administered to neurosurgical residents and fellows to evaluate perceptions of the use of XR in neurosurgical training. Respondents evaluated each statement using a modified Likert s
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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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Novakova, Hana, and Peter ŠTarchoň. "Creative Industries: Challenges and Opportunities in XR Technologies." SHS Web of Conferences 115 (2021): 03011. http://dx.doi.org/10.1051/shsconf/202111503011.

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The paper aims to point out current challenges and opportunities in extended reality (XR) technologies that cover augmented, mixed and virtual reality (AR, MR, VR) within the frame of creative and related industries and current technological progress particularly based on the results of primary research. While the XR technologies struggle with limitations of the proper research on one side, multiple research projects including this one, have shown significant acceptance and potential of the XR technologies, especially in the ongoing digital era accelerated by the COVID-19 situation. The resear
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Mohamed, Hebatallah Hamdy. "Smart Integration of XR Technologies in Architectural Education: Metaverse Opportunities and Challenges." Smart Design Policies 1, no. 1 (2024): 33–44. https://doi.org/10.38027/smart-v1n1-5.

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Extended Reality (XR) technologies—encompassing Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR)—are transforming architectural education by offering interactive, student-centered learning within immersive Metaverse environments. This study examines the level of adoption, benefits, and challenges of XR integration in Middle Eastern architecture programs, highlighting both qualitative and quantitative insights derived from comprehensive literature reviews and a questionnaire survey of 266 participants. Results indicate that although 35% of respondents are highly familiar wit
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Taheri, Ali, and Claudio Aguayo. "XR technologies and experience-based learning." Pacific Journal of Technology Enhanced Learning 4, no. 1 (2022): 44–45. http://dx.doi.org/10.24135/pjtel.v4i1.146.

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Since the first industrial revolution, a specific mechanical paradigm of teaching and learning has dominated western education tradition, known as concept-based teaching and learning. This paradigm has reverberated and affected research, curriculum design, and teaching practices since the early 1960s, as well as nourishing important ideas for current discussions on the importance of factual information in curricula (Medwell et al., 2019). One of the issues with this type of knowledge transfer is that it has a reductionist and linear mindset which leads to disconnected knowledge generation, and
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Kidik, Aysegul, and Burak Asiliskender. "XR Experience in Architectural Design Studio Education: A Systematic Literature Review." Journal of Design Studio 6, no. 1 (2024): 153–67. http://dx.doi.org/10.46474/jds.1472518.

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Pursuing innovative methods in architectural education continually evolves in response to the profession's dynamic and changing demands. Today, Extended Reality (XR) technologies are emerging as powerful tools with the potential to transform design studio education fundamentally. Focusing on "Extended Reality (XR)" rather than individual terms like VR, AR, and MR is due to XR's encompassing nature. Using all realities collectively allows for a comprehensive evaluation of their synergies. Each reality has distinctive capabilities, and their combined use may offer a richer educational experience
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Dissertations / Theses on the topic "Technologies XR"

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Qassim, Niazy. "L'utilisation du big data, de l'intelligence artificielle et des technologies XR dans les campagnes politiques : Une étude comparative Franco-Allemande." Electronic Thesis or Diss., Université Côte d'Azur, 2022. http://www.theses.fr/2022COAZ2033.

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Ces dernières années, les nouvelles technologies ont rendu l'information politique facilement accessible. Dans le même temps, l'information est devenue une matière première stratégique que les acteurs politiques cherchent à maîtriser pour obtenir des avantages compétitifs. En parallèle, les technologies artificielles d'intelligence et de réalité étendue (XR) ont commencé à révolutionner les formes et les modes de communication politique. Dans cette thèse, nous avons étudié comment les candidats et les partis politiques en France et Allemagne utilisent ces technologies lors des campagnes électo
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Lundmark, Martin. "The dice are still rolling : A study that shows how AR technology can create new gameplay specific qualities." Thesis, Högskolan Kristianstad, Fakulteten för ekonomi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-22065.

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The gaming industry is changing, and new games and gaming experiences are being developed. From board games to video games, to the latest AR and VR games. Right now, developers are trying to develop experiences that combine the real and the virtual into one wholesome and believable mix. This gives new opportunities to implement technology in classical artifacts. In the context of board games there are several tangible pieces, and the dice is the chosen main character for this study. Placed in the middle, between board games and digital games, AR games comes now. Previous research of board game
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Ferreira, Pedro Dias Fernandes Gomes. "XR Technologies, the company Xperiencia Virtual and the Revolution of Organizations: Proposal of a functional model for a company in Portugal in the context of cultural and creative industries." Master's thesis, 2020. http://hdl.handle.net/10400.26/34982.

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This report aims to describe the professional experience of a six- months internship of the student Pedro Gomes Ferreira at the Spanish VR company Xperiencia Virtual, from September 2019 to March 2020. The present document describes the student’s experience, the company, and all the projects developed during those six months. Thus, the process of integration in the team, the company’s structure, and the impact of the content created in the digital market are addressed. Afterward, topics related to the evolution of the technologies under study, in particular, Virtual, Augmented, and Mixed Real
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Books on the topic "Technologies XR"

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Chung, Jong-Moon. Emerging Metaverse XR and Video Multimedia Technologies. Apress, 2023. http://dx.doi.org/10.1007/978-1-4842-8928-0.

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Gupta, Shashi Kant, Nitu Maurya, Dac-Nhuong Le, and Toufik Mzili, eds. Exploring the Impact of Extended Reality (XR) Technologies on Promoting Environmental Sustainability. Springer Nature Switzerland, 2025. https://doi.org/10.1007/978-3-031-88013-1.

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Introduction to Extended Reality (XR) Technologies. Wiley & Sons, Incorporated, John, 2024.

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Patil, Bhushan, and Manisha Vohra. Introduction to Extended Reality (XR) Technologies. Wiley & Sons, Limited, John, 2023.

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Patil, Bhushan, and Manisha Vohra. Introduction to Extended Reality (XR) Technologies. Wiley & Sons, Limited, John, 2022.

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Introduction to Extended Reality (XR) Technologies. Wiley & Sons, Incorporated, John, 2024.

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UX for XR: User Experience Design and Strategies for Immersive Technologies. Apress L. P., 2021.

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Chung, Jong-Moon. Emerging Metaverse XR and Video Multimedia Technologies: Modern Streaming and Multimedia Systems and Applications. Apress L. P., 2022.

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Hawkinson, Eric. Narrative Inquiry into the Challenges of Implementing XR Technologies in Education: Voices from Future Hub 2023. Together Learning, 2024.

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Filimowicz, Michael, ed. Designing Interactions for Music and Sound. Routledge, 2022. https://doi.org/10.5040/9780367691370.

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Designing Interactions for Music and Sound presents multidisciplinary research and case studies in electronic music production, dance-composer collaboration, AI tools for live performance, multimedia works, installations in public spaces, locative media, AR/VR/MR/XR and health. As the follow-on volume to Foundations in Sound Design for Interactive Media, the authors cover key practices, technologies and concepts such as: classifications, design guidelines and taxonomies of programs, interfaces, sensors, spatialization and other means for enhancing musical expressivity; controllerism, i.e. the
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Book chapters on the topic "Technologies XR"

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Chung, Jong-Moon. "Metaverse XR Components." In Emerging Metaverse XR and Video Multimedia Technologies. Apress, 2022. http://dx.doi.org/10.1007/978-1-4842-8928-0_2.

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Chung, Jong-Moon. "Emerging Technologies." In Emerging Metaverse XR and Video Multimedia Technologies. Apress, 2022. http://dx.doi.org/10.1007/978-1-4842-8928-0_9.

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Chung, Jong-Moon. "XR and Multimedia Video Technologies." In Emerging Metaverse XR and Video Multimedia Technologies. Apress, 2022. http://dx.doi.org/10.1007/978-1-4842-8928-0_5.

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Halik, Łukasz, and Alexander J. Kent. "Extended REALITY (XR)." In The Routledge Handbook of Geospatial Technologies and Society. Routledge, 2023. http://dx.doi.org/10.4324/9780367855765-20.

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Oppermann, Leif, Yücel Uzun, Florian Buchholz, et al. "Industrial Metaverse? Human-Centred Design for Collaborative Remote Maintenance and Training Using XR-Technologies." In XR and Metaverse. Springer Nature Switzerland, 2024. http://dx.doi.org/10.1007/978-3-031-50559-1_15.

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Bochicchio, Mario Alessandro, and Eleonora Miccoli. "XR Theater: An Experience." In Advances in Internet, Data & Web Technologies. Springer Nature Switzerland, 2024. http://dx.doi.org/10.1007/978-3-031-53555-0_61.

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Kaylee Graves, Emma. "Evaluative Framing of XR." In Covering Extended Reality Technologies in the Media. Routledge, 2023. http://dx.doi.org/10.4324/9781003375814-7.

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De Crescenzio, Francesca, Maria Elena Tassinari, Leonardo Frizziero, Alfredo Liverani, and Massimo Marcuccio. "XR Technologies in Mechanical Engineering Education." In Lecture Notes in Mechanical Engineering. Springer Nature Switzerland, 2025. https://doi.org/10.1007/978-3-031-76594-0_48.

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Soman, Ranjith K., Dragana Nikolić, and Benjamin Sanchez. "Extended Reality as a Catalyst for Circular Economy Transition in the Built Environment." In Circular Economy and Sustainability. Springer International Publishing, 2024. http://dx.doi.org/10.1007/978-3-031-39675-5_10.

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AbstractExtended reality (XR) technologies refer to mixed reality and virtual reality configurations that augment real or represent fully virtual information in an intuitive and immersive manner, transforming the way we plan, design, construct, and operate built environment assets. XR offers great potential to support and accelerate the transition of built environment practices to a circular economy by supporting decisions based on narrow, slow, close, and regenerate strategies. Narrow strategies use XR to simulate the building process to identify potential issues, reduce material waste, and a
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Chung, Jong-Moon. "XR HMDs and Detection Technology." In Emerging Metaverse XR and Video Multimedia Technologies. Apress, 2022. http://dx.doi.org/10.1007/978-1-4842-8928-0_3.

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Conference papers on the topic "Technologies XR"

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Rajiullah, Mohammad, Giuseppe Caso, Anna Brunstrom, et al. "Enhancing Healthcare Remote Education with 6G and XR Technologies." In 2024 3rd International Conference on 6G Networking (6GNet). IEEE, 2024. https://doi.org/10.1109/6gnet63182.2024.10765675.

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Figueroa, Pablo, Francisco Gutiérrez, Patricia Paderewski, et al. "XR for Mental Health: How Users Perceive New Technologies?" In 2025 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW). IEEE, 2025. https://doi.org/10.1109/vrw66409.2025.00198.

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S, Mahalakshmi, Aruna S, Yogeswaran S, and Ajay Suriya K. T. "Transforming Digital Interaction: An In-Depth Exploration of Extended Reality(XR) Technologies." In 2024 5th International Conference on Data Intelligence and Cognitive Informatics (ICDICI). IEEE, 2024. https://doi.org/10.1109/icdici62993.2024.10810916.

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Gao, Kun. "Advancements in liquid crystal-based lenses for XR near eye displays: technologies and applications." In Advances in Display Technologies XV, edited by Jiun-Haw Lee and Qiong-Hua Wang. SPIE, 2025. https://doi.org/10.1117/12.3046290.

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Jawale, Supriya, Aparna Bondade, Manish Sontakke, Aditya Sohagpure, Akash Muneshwar, and Nisarga Wankhede. "Extended Reality E-Commerce: The Evolution of E-Commerce through XR Based Technologies." In 2024 OPJU International Technology Conference (OTCON) on Smart Computing for Innovation and Advancement in Industry 4.0. IEEE, 2024. http://dx.doi.org/10.1109/otcon60325.2024.10687746.

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Sobota, Branislav, Štefan Korečko, and Richard Grec. "XR Technologies-Based Experimental Therapy System for Visual Enhancement of Patient's Brain Associations." In 2024 IEEE 17th International Scientific Conference on Informatics (Informatics). IEEE, 2024. https://doi.org/10.1109/informatics62280.2024.10900882.

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Zoubarev, Alexander, Louay Bassbouss, Duc Long Tran, Stephan Steglich, and Stefan Arbanowski. "A Novel Approach for Remote Rendering and Streaming in XR." In 2024 2nd International Conference on Intelligent Metaverse Technologies & Applications (iMETA). IEEE, 2024. https://doi.org/10.1109/imeta62882.2024.10808154.

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Asselin, Marc Asselin. "Bringing tomorrow’s energy facility to life: a digital twin and XR training approach." In Disruptive Technologies in Information Sciences IX, edited by Bryant T. Wysocki and Misty Blowers. SPIE, 2025. https://doi.org/10.1117/12.3065965.

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Jorge, Joaquim, Matias Volonte, Craig Anslow, et al. "IEEE VR 2025 Workshops: 3rd Workshop on XR Technologies for Healthcare, Wellbeing, and Medicine." In 2025 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW). IEEE, 2025. https://doi.org/10.1109/vrw66409.2025.00186.

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Cardoso, Alexandre, João Marcelo Teixeira, Claudio Maurício, Fabiana Peres, and Alexandra Belini. "Leveraging AI-Based XR Technologies for Sustainable Practices in the Electrical Sector: Experiences from Brazilian Research Groups." In 2025 IEEE International Conference on Artificial Intelligence and eXtended and Virtual Reality (AIxVR). IEEE, 2025. https://doi.org/10.1109/aixvr63409.2025.00075.

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Reports on the topic "Technologies XR"

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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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Pasupuleti, Murali Krishna. Augmented Human Intelligence: Converging Generative AI, Quantum Computing, and XR for Enhanced Human-Machine Synergy. National Education Services, 2025. https://doi.org/10.62311/nesx/rrv525.

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Abstract: Augmented Human Intelligence (AHI) represents a paradigm shift in human-AI collaboration, leveraging Generative AI, Quantum Computing, and Extended Reality (XR) to enhance cognitive capabilities, decision-making, and immersive interactions. Generative AI enables real-time knowledge augmentation, automated creativity, and adaptive learning, while Quantum Computing accelerates AI optimization, pattern recognition, and complex problem-solving. XR technologies provide intuitive, immersive environments for AI-driven collaboration, bridging the gap between digital and physical experiences.
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