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1

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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Warin, Chris, Viktoriya Pak, and Delphine Reinhardt. "Privacy Perceptions Across the XR Spectrum: An Extended Reality Cross-Platform Comparative Analysis of A Virtual House Tour." Proceedings on Privacy Enhancing Technologies 2025, no. 1 (2025): 150–68. http://dx.doi.org/10.56553/popets-2025-0009.

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Extended Reality (XR) devices are becoming available in all shapes and forms. They are foreseen to be the backbone of the Metaverse, which is expected to increasingly lead toward more interconnected XR experiences in the future. However, these devices include a large number of sensors that collect sensitive data about users and their surroundings, thus posing threats to their privacy. Until now, research on how users perceive these threats has rather focused on either Mobile Augmented Reality (MAR), Mixed Reality (MR), or Virtual Reality (VR). Still, adopting a global vision including all thes
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Haimson, Oliver L., Aloe DeGuia, Rana Saber, and Kat Brewster. "Extended Reality Trans Technologies: Bridging Digital and Physical Worlds to Support Transgender People." Proceedings of the ACM on Human-Computer Interaction 8, CSCW2 (2024): 1–27. http://dx.doi.org/10.1145/3686972.

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Extended reality (XR) technologies are becoming increasingly pervasive, and may have capacity to help marginalized groups such as transgender people. Drawing from interviews with n = 18 creators of trans technology, we examined how XR technologies do and can support trans people. We uncovered a number of creative ways that XR technologies support trans experiences. Trans technology creators are designing augmented reality (AR) and virtual reality (VR) systems that help people explore trans identity, experience new types of bodies, educate about and display trans stories and curated trans conte
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Vlake, Johan H., Denzel LQ Drop, Jasper Van Bommel, et al. "Reporting Guidelines for the Early-Phase Clinical Evaluation of Applications Using Extended Reality: RATE-XR Qualitative Study Guideline." Journal of Medical Internet Research 26 (November 29, 2024): e56790. http://dx.doi.org/10.2196/56790.

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Background Extended reality (XR), encompassing technologies such as virtual reality, augmented reality, and mixed reality, has rapidly gained prominence in health care. However, existing XR research often lacks rigor, proper controls, and standardization. Objective To address this and to enhance the transparency and quality of reporting in early-phase clinical evaluations of XR applications, we present the “Reporting for the early-phase clinical evaluation of applications using extended reality” (RATE-XR) guideline. Methods We conducted a 2-round modified Delphi process involving experts from
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Crolla, Kristof, Jingwen Song, Andreea Bunica, and Abdullah Tahir Sheikh. "Integrating Extended Reality in Architectural Design Studio Teaching and Reviews: Implementing a Participatory Action Research Framework." Buildings 14, no. 6 (2024): 1865. http://dx.doi.org/10.3390/buildings14061865.

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In architectural education, the integration of Extended Reality (XR) technologies—including Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR)—promises to revolutionise design studio teaching by offering immersive and interactive learning experiences. However, the broad adoption of XR in architectural education faces significant obstacles. These problems include a skills gap between students and educators, the challenge of establishing suitable simulation and experimental environments for specific educational needs, and the complexities of integrating these technologies into
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Oh, Subin, and Taeshik Shon. "Digital Forensics for Analyzing Cyber Threats in the XR Technology Ecosystem within Digital Twins." Electronics 13, no. 13 (2024): 2653. http://dx.doi.org/10.3390/electronics13132653.

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Recently, advancements in digital twin and extended reality (XR) technologies, along with industrial control systems (ICSs), have driven the transition to Industry 5.0. Digital twins mimic and simulate real-world systems and play a crucial role in various industries. XR provides innovative user experiences through virtual reality (VR), augmented reality (AR), and mixed reality (MR). By integrating digital twin simulations into XR devices, these technologies are utilized in various industrial fields. However, the prevalence of XR devices has increased the exposure to cybersecurity threats in IC
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Bibri, Simon Elias, and Senthil Kumar Jagatheesaperumal. "Harnessing the Potential of the Metaverse and Artificial Intelligence for the Internet of City Things: Cost-Effective XReality and Synergistic AIoT Technologies." Smart Cities 6, no. 5 (2023): 2397–429. http://dx.doi.org/10.3390/smartcities6050109.

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The Metaverse represents an always-on 3D network of virtual spaces, designed to facilitate social interaction, learning, collaboration, and a wide range of activities. This emerging computing platform originates from the dynamic convergence of Extended Reality (XR), Artificial Intelligence of Things (AIoT), and platform-mediated everyday life experiences in smart cities. However, the research community faces a pressing challenge in addressing the limitations posed by the resource constraints associated with XR-enabled IoT applications within the Internet of City Things (IoCT). Additionally, th
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Catbas, Fikret Necati, Furkan Luleci, Mahta Zakaria, et al. "Extended Reality (XR) for Condition Assessment of Civil Engineering Structures: A Literature Review." Sensors 22, no. 23 (2022): 9560. http://dx.doi.org/10.3390/s22239560.

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Condition assessment of civil engineering structures has been an active research area due to growing concerns over the safety of aged as well as new civil structures. Utilization of emerging immersive visualization technologies such as Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) in the architectural, engineering, and construction (AEC) industry has demonstrated that these visualization tools can be paradigm-shifting. Extended Reality (XR), an umbrella term for VR, AR, and MR technologies, has found many diverse use cases in the AEC industry. Despite this exciting trend
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PIŠOT, Rado, Uroš MARUŠIČ, and Luka ŠLOSAR. "Addressing the Paradox of Rest with Innovative Technologies." Slovenian Journal of Public Health 64, no. 2 (2025): 68–72. https://doi.org/10.2478/sjph-2025-0009.

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ABSTRACT The paradox of rest lies in its dual nature: essential for recovery yet potentially harmful when prolonged. Prolonged physical inactivity (PI) significantly contributes to non-communicable diseases (NCDs). Studies show nearly a third of adults worldwide were insufficiently active in 2022, with the economic costs of PI projected to reach INT$520 billion by 2030. Bedrest models have illuminated the rapid onset of insulin resistance, general functional decline and muscle atrophy associated with PI, particularly in hospitalised older adults. Innovative technologies, such as extended reali
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Rivera-Carlisle, Joanna. "CONTEXTUALISING THE CONTESTED: XR AS EXPERIMENTAL MUSEOLOGY." Herança 6, no. 1 (2023): 15–31. http://dx.doi.org/10.52152/heranca.v6i1.676.

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Museums are becoming increasingly multi-medial experiences and with the emergence of the metaverse (Coates, 2021), immersive technologies (XR) are projected to form an important part of future museum experiences. With options to provide a multiplicity of non-hierarchical information, support individualised paths through exhibitions, and experiential visits, XR has the potential to help keep visitors engaged around complex and nuanced information (Mulcahy, 2017). Working on devices that most museum visitors already own, XR technologies present a promising move towards more inclusivity, accessib
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Rivera-Carlisle, Joanna. "CONTEXTUALISING THE CONTESTED: XR AS EXPERIMENTAL MUSEOLOGY." Herança 6, no. 1 (2023): 53–68. http://dx.doi.org/10.29073/heranca.v6i1.676.

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Museums are becoming increasingly multi-medial experiences and with the emergence of the metaverse (Coates, 2021), immersive technologies (XR) are projected to form an important part of future museum experiences. With options to provide a multiplicity of non-hierarchical information, support individualised paths through exhibitions, and experiential visits, XR has the potential to help keep visitors engaged around complex and nuanced information (Mulcahy, 2017). Working on devices that most museum visitors already own, XR technologies present a promising move towards more inclusivity, accessib
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Li, Shixian, Qian-Cheng Wang, Hsi-Hsien Wei, and Jieh-Haur Chen. "Extended Reality (XR) Training in the Construction Industry: A Content Review." Buildings 14, no. 2 (2024): 414. http://dx.doi.org/10.3390/buildings14020414.

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As modern information technology advances and equipment devices update, extended reality (XR) technologies, including virtual reality (VR), augmented reality (AR), and augmented virtuality (AV) have witnessed an increasing use and application in construction training. This review aims to comprehensively examine the evolution of XR training in the construction domain. To achieve this, a systematic literature review of 74 journal papers from the Scopus database was conducted. This paper outlines the progression of XR training from 2009 to 2023, detailing related technologies like development pla
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Meccawy, Maram. "Creating an Immersive XR Learning Experience: A Roadmap for Educators." Electronics 11, no. 21 (2022): 3547. http://dx.doi.org/10.3390/electronics11213547.

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The use of extended reality (XR) technologies, namely Augmented Reality (AR), Virtual Reality (VR) and Mixed Reality (MR) in education, has attracted much attention in recent years. Many educators have described how XR benefits learners and how useful AR and VR technologies are in the classroom. However, creating AR and VR educational tools, apps or learning environments is a complex process, hence providing an immersive learning experience using these technologies is not a straightforward journey. As a result, the adoption of these emerging technologies in education might be delayed or halted
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Alizadehsalehi, Sepehr, and Ahmad Hadavi. "Synergies of Lean, BIM, and Extended Reality (LBX) for Project Delivery Management." Sustainability 15, no. 6 (2023): 4969. http://dx.doi.org/10.3390/su15064969.

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The architecture, engineering, and construction (AEC) industry stands to benefit tremendously from the integration of lean construction (LC), building information modeling (BIM), and extended reality (XR) technologies at all stages of a project. These technologies enable multidimensional content viewing and collaboration through cloud-based systems and in real-scale environments, resulting in higher levels of efficiency. The aim of this research is to offer an integrative approach that combines project management philosophies, systems, technologies, and tools. The sections containing the resul
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Chango, Xavier, Omar Flor-Unda, Angélica Bustos-Estrella, Pedro Gil-Jiménez, and Hilario Gómez-Moreno. "Extended Reality Technologies: Transforming the Future of Crime Scene Investigation." Technologies 13, no. 8 (2025): 315. https://doi.org/10.3390/technologies13080315.

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The integration of extended reality (XR) technologies, including virtual reality (VR), augmented reality (AR), and mixed reality (MR), is transforming forensic investigation by empowering processes such as crime scene reconstruction, evidence analysis, and professional training. This manuscript presents a systematic review of technological advances in XR technologies developed and employed for forensic investigation, their impacts, challenges, and prospects for the future. A systematic review was carried out based on the PRISMA® methodology and considering articles published in repositories an
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Matthews, Benjamin, Zi Siang See, and Denise Doyle. "XR and creativity: Transformative technologies for good." Virtual Creativity 11, no. 1 (2021): 3–7. http://dx.doi.org/10.1386/vcr_00039_2.

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Stanney, Kay M., JoAnn Archer, Anna Skinner, et al. "Performance gains from adaptive eXtended Reality training fueled by artificial intelligence." Journal of Defense Modeling and Simulation: Applications, Methodology, Technology 19, no. 2 (2021): 195–218. http://dx.doi.org/10.1177/15485129211064809.

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While virtual, augmented, and mixed reality technologies are being used for military medical training and beyond, these component technologies are oftentimes utilized in isolation. eXtended Reality (XR) combines these immersive form factors to support a continuum of virtual training capabilities to include full immersion, augmented overlays that provide multimodal cues to personalize instruction, and physical models to support embodiment and practice of psychomotor skills. When combined, XR technologies provide a multi-faceted training paradigm in which the whole is greater than the sum of the
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Ian F. Akyildiz and Hongzhi Guo. "Wireless communication research challenges for Extended Reality (XR)." ITU Journal on Future and Evolving Technologies 3, no. 1 (2022): 1–15. http://dx.doi.org/10.52953/qgkv1321.

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Extended Reality (XR) is an umbrella term that includes Augmented Reality (AR), Mixed Reality (MR), and Virtual Reality (VR). XR has a tremendous market size and will profoundly transform our lives by changing the way we interact with the physical world. However, existing XR devices are mainly tethered by cables which limit users' mobility and Quality-of-Experience (QoE). Wireless XR leverages existing and future wireless technologies, such as 5G, 6G, and Wi-Fi, to remove cables that are tethered to the head-mounted devices. Such changes can free users and enable a plethora of applications. Hi
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Muñoz-La Rivera, Felipe, Javier Mora-Serrano, Eugenio Oñate, and Sofia Montecinos-Orellana. "A Comprehensive Framework for Integrating Extended Reality into Lifecycle-Based Construction Safety Management." Applied Sciences 15, no. 10 (2025): 5690. https://doi.org/10.3390/app15105690.

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Construction remains one of the most hazardous industries, with high accident rates driven by insufficient planning, coordination, and safety training. While extended reality (XR) technologies, encompassing virtual, augmented, and mixed reality, have shown promise in improving safety outcomes, existing applications are typically isolated, lacking integration across the project lifecycle and alignment with digital methodologies such as those found in Construction 4.0. This study proposes a comprehensive workflow and framework for the integration of XR technologies into construction safety manag
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A. Alshumaimeri, Yousif. "Gamifying the Learning Experience in the Language Classroom." Asian Journal of Multidisciplinary Research & Review 4, no. 6 (2023): 116–63. http://dx.doi.org/10.55662/ajmrr.2023.4604.

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Introduction: This paper provided a comprehensive review of previous research on technologies surrounding gamified Augmented Reality (AR) and Virtual Reality (VR) and the effects of this amalgamation of Extended Reality (XR) on English language teaching and learning. Methods: A total of 138 articles were examined from six perspectives: explore the development of XR technology for use in education, especially English language learning; examine gamification; its theoretical background and the role motivation plays in gamified contexts; investigate if the pedagogical strategies associated with th
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A. Alshumaimeri, Yousif. "Gamifying the Learning Experience in the Language Classroom." Asian Journal of Multidisciplinary Research & Review 5, no. 5 (2024): 107–48. http://dx.doi.org/10.55662/ajmrr.2024.5504.

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Introduction: This paper provided a comprehensive review of previous research on technologies surrounding gamified Augmented Reality (AR) and Virtual Reality (VR) and the effects of this amalgamation of Extended Reality (XR) on English language teaching and learning. Methods: A total of 138 articles were examined from six perspectives: explore the development of XR technology for use in education, especially English language learning; examine gamification; its theoretical background and the role motivation plays in gamified contexts; investigate if the pedagogical strategies associated with th
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RAMESHWAR, Jason Robert, and Graham S. KING. "Caribbean Metaverse Development: A Literature Review Perspective." Journal of Metaverse 2, no. 2 (2022): 83–99. http://dx.doi.org/10.57019/jmv.1120470.

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The Caribbean’s metaverse evolution accelerated due to the Covid-19 pandemic. This paper focuses on the metaverse, XR, and NFT and emphasises the Caribbean’s contribution to the virtual environment. A bibliometric analysis of metaverse-themed research identified the rapid increase in publications in 2021 and 2022 and that titles with XR (AR, VR or MR) occurred three times more than blockchain (including NFT). An evolving dataset was created based on a continuous scoping literature review of Industry 4.0 and its enabling technologies. This enables the creation of a new definition of the metaver
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Panagiotidis, Panagiotis. "Augmented and Mixed Reality in Language Learning." European Journal of Education 4, no. 2 (2021): 28. http://dx.doi.org/10.26417/501ibq23c.

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The use of Extended Reality technologies in education, and especially in language learning, has attracted the interest of language experts for the last 15 years. However, the recent technological progress as well as the simultaneous dramatic reduction of the cost of the necessary hardware has led to an impressive growth of the XR market, creating, thus, new perspectives concerning the adoption of XR technologies in education. The educational XR market is also growing very fast, not only thanks to the offer of innovative applications, but also due to technological developments in network techno
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Ebnali, Mahdi, Phani Paladugu, Christian Miccile, et al. "Extended Reality Applications for Space Health." Aerospace Medicine and Human Performance 94, no. 3 (2023): 122–30. http://dx.doi.org/10.3357/amhp.6131.2023.

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INTRODUCTION: Spaceflight has detrimental effects on human health, imposing significant and unique risks to crewmembers due to physiological adaptations, exposure to physical and psychological stressors, and limited capabilities to provide medical care. Previous research has proposed and evaluated several strategies to support and mitigate the risks related to astronauts' health and medical exploration capabilities. Among these, extended reality (XR) technologies, including augmented reality (AR), virtual reality (VR), and mixed reality (MR) have increasingly been adopted for training, real-ti
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Luo, Qinpei, Hongliang Zhang, Minrui Xu, et al. "An Overview of 3GPP Standardization for Extended Reality (XR) in 5G and Beyond." GetMobile: Mobile Computing and Communications 27, no. 3 (2023): 10–17. http://dx.doi.org/10.1145/3631588.3631592.

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In recent years, aiming to enhance and extend user experiences beyond the real world, Extended Reality (XR) has emerged to become a new paradigm that enables a plethora of applications [1], e.g., online gaming, online conferencing, social media, etc. XR refers to the human-machine interactions that combine real and virtual environments with the support of computing/communications technologies and wearable devices. The XR content is generated by providers or other users, including audio, video and other metadata. In general, the generated XR content is transmitted to XR devices and rendered int
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Maathuis, Clara, Marina Anca Cidota, Dragoș Datcu, and Letiția Marin. "Integrating Explainable Artificial Intelligence in Extended Reality Environments: A Systematic Survey." Mathematics 13, no. 2 (2025): 290. https://doi.org/10.3390/math13020290.

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The integration of Artificial Intelligence (AI) within Extended Reality (XR) technologies has the potential to revolutionize user experiences by creating more immersive, interactive, and personalized environments. Nevertheless, the complexity and opacity of AI systems raise significant concerns regarding the transparency of data handling, reasoning processes, and decision-making mechanisms inherent in these technologies. To address these challenges, the implementation of explainable AI (XAI) methods and techniques becomes imperative, as they not only ensure compliance with prevailing ethical,
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Zhang, Yueying, and Xiaoran Huang. "Integrating Extended Reality (XR) in Architectural Design Education: A Systematic Review and Case Study at Southeast University (China)." Buildings 14, no. 12 (2024): 3954. https://doi.org/10.3390/buildings14123954.

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In recent years, extended reality (XR) technologies have emerged as transformative tools within the architectural design industry, offering immersive and interactive environments that enhance visualisation and collaboration. However, a significant gap remains between adopting these technologies in professional practises and integrating them into architectural design education. This study aims to bridge this gap by systematically reviewing XR applications in architectural design practises and exploring their potential integration into design studios. It specifically focuses on undergraduate gra
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Razzak, Rehma, Joy Li, Selena He, and Estate Sokhadze. "Investigating Sex-Based Neural Differences in Autism and Their Extended Reality Intervention Implications." Brain Sciences 13, no. 11 (2023): 1571. http://dx.doi.org/10.3390/brainsci13111571.

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Autism Spectrum Disorder (ASD) affects millions of individuals worldwide, and there is growing interest in the use of extended reality (XR) technologies for intervention. Despite the promising potential of XR interventions, there remain gaps in our understanding of the neurobiological mechanisms underlying ASD, particularly in relation to sex-based differences. This scoping review synthesizes the current research on brain activity patterns in ASD, emphasizing the implications for XR interventions and neurofeedback therapy. We examine the brain regions commonly affected by ASD, the potential be
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Alnagrat, Ahmed, Rizalafande Che Ismail, Syed Zulkarnain Syed Idrus, and Rawad Mansour Abdulhafith Alfaqi. "A Review of Extended Reality (XR) Technologies in the Future of Human Education: Current Trend and Future Opportunity." Journal of Human Centered Technology 1, no. 2 (2022): 81–96. http://dx.doi.org/10.11113/humentech.v1n2.27.

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Nowadays technology development in real life will reflect on education inexorably. Today, the concept of Extended Reality (XR) technologies (XRs), such as virtual reality (VR), augmented reality (AR), and mixed reality (MR), as very promising technological tools for education. The purpose of these technologies is to facilitate human life. In this context, educational technologies create new opportunities for students and teachers every day especially in education field. With various virtual environments (VE) and imaging systems, content that needs to be learned can be presented independently o
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Alnagrat, Ahmed, Rizalafande Che Ismail, Syed Zulkarnain Syed Idrus, and Rawad Mansour Abdulhafith Alfaqi. "A Review of Extended Reality (XR) Technologies in the Future of Human Education: Current Trend and Future Opportunity." Journal of Human Centered Technology 1, no. 2 (2022): 81–96. http://dx.doi.org/10.11113/humentech.v1n2.27.

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Nowadays technology development in real life will reflect on education inexorably. Today, the concept of Extended Reality (XR) technologies (XRs), such as virtual reality (VR), augmented reality (AR), and mixed reality (MR), as very promising technological tools for education. The purpose of these technologies is to facilitate human life. In this context, educational technologies create new opportunities for students and teachers every day especially in education field. With various virtual environments (VE) and imaging systems, content that needs to be learned can be presented independently o
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Ortega-Gras, Juan-José, María-Victoria Gómez-Gómez, María-Victoria Bueno-Delgado, Josefina Garrido-Lova, and Gregorio Cañavate-Cruzado. "Designing a Technological Pathway to Empower Vocational Education and Training in the Circular Wood and Furniture Sector through Extended Reality." Electronics 12, no. 10 (2023): 2328. http://dx.doi.org/10.3390/electronics12102328.

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Extended Reality (XR) is a term that refers to virtual, augmented, and, more recently, mixed reality (VR/AR//MR), which are key enabling technologies of the Industry 4.0 (I4.0) and the simulated digital environment of the metaverse. XR enables the simulation of workplace scenarios, providing workers with training in a risk-free environment, resulting in cost savings, improved occupational risk prevention, and enhanced decision-making processes. XR is ideal for supporting digital transformation for organisations in fields such as production, occupational risk prevention, maintenance, and market
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Maddali, Hanuma Teja, Andrew Irlitti, and Amanda Lazar. "Probing the Potential of Extended Reality to Connect Experts and Novices in the Garden." Proceedings of the ACM on Human-Computer Interaction 6, CSCW2 (2022): 1–30. http://dx.doi.org/10.1145/3555211.

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As extended reality (XR) systems become increasingly available, XR-based remote instruction is being adopted for diverse purposes in professional settings such as surgery and field servicing. Hobbyists have been well-studied in HCI and may similarly benefit from remote skill-sharing. However, little is known about how XR technologies might support expert-novice collaboration for skilled hobby activities. This paper examines the potential and limitations of XR to connect experts and novices for one such activity: gardening. Through two studies involving 27 expert and novice gardeners, we design
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Son, Mi Young. "Study on the Use of AR, VR, and XR Technologies in Fashion Retail: Focusing on Technology Features, Experience Values and Intention to Use." Human Ecology Research 63, no. 1 (2025): 25–39. https://doi.org/10.6115/her.2025.003.

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This study investigated and analyzed technical features, experience values and intention to use AR, VR, and XR in fashion reatil to determine whether these technologies have a valid impact from the consumer perspective. For this purpose, 22 cases of AR, VR, and XR were chosen, and four fashion majors and four general consumers were selected randomly. In addition a questionnaire survey and an open-ended in-depth questionnaire survey were conducted. To evaluate the cases of AR, VR, and XR technologies in fashion retail, five technical characteristics of perceived realism, immersion, enjoyment, i
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Lee, Ching-Hsin, Po-Jui Chen, Hung-Yi Lai, Mi-Mi Chen, Sze-Yuen Yau, and Ching-Yi Lee. "Mapping the use of extended reality (XR) in radiation oncology education: a scoping review protocol." BMJ Open 15, no. 6 (2025): e094791. https://doi.org/10.1136/bmjopen-2024-094791.

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IntroductionAs the field of radiation oncology continues to evolve with rapidly advancing technologies, the need for innovative educational methods is critical. Extended reality (XR) technologies—including virtual reality, augmented reality and mixed reality—have emerged as transformative tools in medical education. While the potential of XR in healthcare education is recognised, there is a lack of comprehensive exploration specifically in the context of radiation oncology education. This scoping review aims to map the existing literature on XR technologies in radiation oncology training and e
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Vermandere, Jelle, Maarten Bassier, and Maarten Vergauwen. "Two-Step Alignment of Mixed Reality Devices to Existing Building Data." Remote Sensing 14, no. 11 (2022): 2680. http://dx.doi.org/10.3390/rs14112680.

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With the emergence of XR technologies, the demand for new time- and cost-saving applications in the AEC industry based on these new technologies is rapidly increasing. Their real-time feedback and digital interaction in the field makes these systems very well suited for construction site monitoring, maintenance, project planning, and so on. However, the continuously changing environments of construction sites and facilities requires extraordinary robust and dynamic data acquisition technologies to capture and update the built environment. New XR devices already have the hardware to accomplish
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Kluge, Murielle G., Steven Maltby, Angela Keynes, Eugene Nalivaiko, Darrell J. R. Evans, and Frederick R. Walker. "Current State and General Perceptions of the Use of Extended Reality (XR) Technology at the University of Newcastle: Interviews and Surveys From Staff and Students." SAGE Open 12, no. 2 (2022): 215824402210933. http://dx.doi.org/10.1177/21582440221093348.

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Extended reality (XR) technology is an emerging teaching tool within the higher education sector. Many institutions are currently running pilot projects, primarily assessing individual XR teaching tools typically being led by innovative/technology-driven teaching staff, which may introduce a self-selection bias and may not represent the general attitudes of the broader staff and student population. We applied a mixed-methods approach to gain insight into end-user acceptability, value areas, barriers, and opportunities for the adoption of XR in teaching at an Australian University. A university
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McGuirt, Jared T., Natalie K. Cooke, Marissa Burgermaster, et al. "Extended Reality Technologies in Nutrition Education and Behavior: Comprehensive Scoping Review and Future Directions." Nutrients 12, no. 9 (2020): 2899. http://dx.doi.org/10.3390/nu12092899.

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The use of Extended Reality (XR) (i.e. Virtual and Augmented Reality) for nutrition education and behavior change has not been comprehensively reviewed. This paper presents findings from a scoping review of current published research. Articles (n = 92) were extracted from PubMed and Scopus using a structured search strategy and selection approach. Pertinent study information was extracted using a standardized data collection form. Each article was independently reviewed and coded by two members of the research team, who then met to resolve any coding discrepancies. There is an increasing trend
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Barbu, Monica, Dragos-Daniel Iordache, Ionuț Petre, Dragos-Cătălin Barbu, and Lidia Băjenaru. "Framework Design for Reinforcing the Potential of XR Technologies in Transforming Inclusive Education." Applied Sciences 15, no. 3 (2025): 1484. https://doi.org/10.3390/app15031484.

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This study presents a novel approach to inclusive education by integrating augmented reality (XR) and generative artificial intelligence (AI) technologies into an immersive and adaptive learning platform designed for students with special educational needs. Building upon existing solutions, the approach uniquely combines XR and generative AI to facilitate personalized, accessible, and interactive learning experiences tailored to individual requirements. The framework incorporates an intuitive Unity XR-based interface alongside a generative AI module to enable near real-time customization of co
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Ong, Triton, Hattie Wilczewski, Samantha R. Paige, Hiral Soni, Brandon M. Welch, and Brian E. Bunnell. "Extended Reality for Enhanced Telehealth During and Beyond COVID-19: Viewpoint." JMIR Serious Games 9, no. 3 (2021): e26520. http://dx.doi.org/10.2196/26520.

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The COVID-19 pandemic caused widespread challenges and revealed vulnerabilities across global health care systems. In response, many health care providers turned to telehealth solutions, which have been widely embraced and are likely to become standard for modern care. Immersive extended reality (XR) technologies have the potential to enhance telehealth with greater acceptability, engagement, and presence. However, numerous technical, logistic, and clinical barriers remain to the incorporation of XR technology into telehealth practice. COVID-19 may accelerate the union of XR and telehealth as
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OH, Seung-Hwan. "A Comparison and Analysis of Digital Video Composite Shooting Methods, Considering the Purpose and Direction of Video Content Classification: A Focus on XR Studio and Virtual Production." Korea Industrial Technology Convergence Society 29, no. 2 (2024): 39–52. http://dx.doi.org/10.29279/jitr.2024.29.2.39.

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This study aims to classify and define video content according to composite shooting methods to minimize confusion becauseXR and virtual production are used interchangeably in video content production sites without a distinction of terms.XR Studio (or Stage)—a video compositing system that combines the physical reality world with the digital virtual world—and Virtual Production are video compositing technologies that use the same software, rendering technology, real-time engines, and media technology systems that are synchronized to the LED wall. Communication at the video content production s
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"XR Technologies and Art discussed." üha, 2024. https://doi.org/10.32739/uha.id.57847.

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