Academic literature on the topic 'XR (Extended reality)'

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Journal articles on the topic "XR (Extended reality)"

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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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Anesa, Patrizia. "Extended reality in language learning and interpreting: From solutionism to a social constructivist bricolage." International Journal of Language Studies 19, no. 1 (2025): 1–26. https://doi.org/10.5281/zenodo.14524787.

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The immersive and interactive technology of extended reality (XR) blurs the lines between the physical and virtual worlds, offering new ways to experience and interact with content. This technology supports a diverse range of applications, from enhancing language acquisition and cultural awareness to improving interpreting skills through realistic simulations. XR is increasingly integrated into language learning, intercultural communication, and interpreter training with the aim of moving beyond mere novelty and unlocking substantial educational potential; the adoption of XR in education empha
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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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Vasarainen, Minna, Sami Paavola, and Liubov Vetoshkina. "A Systematic Literature Review on Extended Reality: Virtual, Augmented and Mixed Reality in Working Life." International Journal of Virtual Reality 21, no. 2 (2021): 1–28. http://dx.doi.org/10.20870/ijvr.2021.21.2.4620.

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Extended reality (XR), here jointly referring to virtual, augmented, and mixed (VR, AR, MR) reality, is becoming more common in everyday working life. This paper presents a systematic literature review of academic publications on XR indicating changes in practical organization of work. We analyse both application areas of XR and theoretical and methodological approaches of XR research. The review process followed the PRISMA statement. Design, remote collaboration, and training were the main application areas of XR. XR enabled overcoming of obstacles set by time and space, safety, and resources
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Asif Zaman, Mushfiqur Rahman Abir, and Sawon Mursalin. "Extended reality in education and training: Enhancing trustworthiness." International Journal of Science and Research Archive 11, no. 1 (2024): 1705–20. http://dx.doi.org/10.30574/ijsra.2024.11.1.0206.

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Extended reality (XR) technology, including virtual reality (VR), augmented reality (AR), and mixed reality (MR), has the potential to revolutionize education by providing immersive and interactive learning experiences. However, to ensure successful implementation and adoption of XR in education, it is crucial to establish trust among all stakeholders. This paper presents a comprehensive framework for enhancing trust in XR technology in education and Training. The framework addresses key considerations such as transparency, privacy, ethical use, user training, research, collaboration, accessib
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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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Morimoto, Tadatsugu, Takaomi Kobayashi, Hirohito Hirata, et al. "XR (Extended Reality: Virtual Reality, Augmented Reality, Mixed Reality) Technology in Spine Medicine: Status Quo and Quo Vadis." Journal of Clinical Medicine 11, no. 2 (2022): 470. http://dx.doi.org/10.3390/jcm11020470.

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In recent years, with the rapid advancement and consumerization of virtual reality, augmented reality, mixed reality, and extended reality (XR) technology, the use of XR technology in spine medicine has also become increasingly popular. The rising use of XR technology in spine medicine has also been accelerated by the recent wave of digital transformation (i.e., case-specific three-dimensional medical images and holograms, wearable sensors, video cameras, fifth generation, artificial intelligence, and head-mounted displays), and further accelerated by the COVID-19 pandemic and the increase in
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Zembala, Anna. "Extended Reality (XR) im museumspädagogischen Kontext." merz | medien + erziehung 63, no. 5 (2019): 74–80. http://dx.doi.org/10.21240/merz/2019.5.17.

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Digitale Angebote, welche die Realität intensivieren bzw. erweitern, werden dank technischer Entwicklungen immer ausgereifter. Die daraus entstehenden Möglichkeiten für medial unterstützte Lernerfahrungen finden auch Eingang in die museumspädagogische Praxis: Die Implementierung computergestützter Projekte, wie beispielsweise VR-Viewer, ist zwar oft voraussetzungsreich, durch XR kann aber auch Zugang zu neuen Bildungs- und Erfahrungsräumen geschaffen werden. Der Beitrag erörtert die die Aufgaben und Zielsetzungen von XR-Projekten in der museumspädagogischen Arbeit.
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Dulina, Ľuboslav, Ján Zuzik, Vladimíra Biňasová, Beáta Furmannová, and Marián Matys. "Ergonomics in extended reality: addressing challenges and enhancing user experience." Technológ 16, no. 4 (2024): 68–71. https://doi.org/10.26552/tech.c.2024.4.11.

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Extended Reality (XR) technologies, encompassing Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR), are rapidly transforming various industries, offering innovative solutions for training, design, and collaboration. However, the integration of XR into work environments introduces new ergonomic challenges that must be addressed to ensure user safety, comfort, and performance. This article explores the role of ergonomics in XR, emphasizing the importance of physical, cognitive, and organizational ergonomics. It highlights the need for well-designed XR devices to minimize physi
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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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Dissertations / Theses on the topic "XR (Extended reality)"

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Almgren, Olivia. "Investigating presence in remote meetings; a case study testing extended reality (XR) technology." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-290870.

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During times with global pandemics and climate change, the need for companies to be able to conduct their business without travelling is essential. Upholding social distancing and complying to restrictions on travel both globally and nationally have not only forced everyone to conduct their business from home but to do so regardless of technological maturity. While also doing so for an unforeseeable future. In times of change, resilience is key. Having more durable and resilient teams and workers are essential now, tomorrow, and most likely in the future too. Improving the usability of remote
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Svedberg, Jonnie Juhani. "Reality Check : A review of design principles within emergent XR artefacts." Thesis, Umeå universitet, Institutionen för informatik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-175019.

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With the advent of novel digital interfaces such as augmented, mixed and virtual reality, the way we interact with digital artefacts is changing at a nearly reckless pace. The adoption rate within enterprise applications is racing, with mass adoption among consumers soon to follow. This paper aims to iterate a key question sometimes hidden within these rapid developments; are the practices used to develop these artefacts properly tested and evaluated as the best possible ones? In order to answer this, we will explore and evaluate how existing best practices adhere to empirical evidence, but al
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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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BOFFI, LAURA. "Cars with an Intent." Doctoral thesis, Università degli studi di Ferrara, 2022. http://hdl.handle.net/11392/2496471.

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In a near future autonomous cars will likely populate the urban environment together with traditional cars and other road users. While they will actually consist of urban- scale robots immersed in a socio-technical context, so far autonomous cars have been almost exclusively looked at from the perspective of safety and functionality and they have not been designed towards acting as social urban beings. ”Cars with an Intent” is a design- research driven PhD project which envisions cars beyond their core objectives of functionality and safety, and probes how positive and enriching car-to-human a
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BOFFI, LAURA. "Cars with an Intent." Doctoral thesis, Università degli studi di Ferrara, 2022. http://hdl.handle.net/11392/2496470.

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In a near future autonomous cars will likely populate the urban environment together with traditional cars and other road users. While they will actually consist of urban- scale robots immersed in a socio-technical context, so far autonomous cars have been almost exclusively looked at from the perspective of safety and functionality and they have not been designed towards acting as social urban beings. ”Cars with an Intent” is a design- research driven PhD project which envisions cars beyond their core objectives of functionality and safety, and probes how positive and enriching car-to-human a
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Rhoades, Michael Jewell. "Composing Holochoric Visual Music: Interdisciplinary Matrices." Diss., Virginia Tech, 2021. http://hdl.handle.net/10919/102159.

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With a lineage originating in the days of silent films, visual music, in its current incarnation, is a relatively recent phenomenon when compared to an historically broad field of creative expression. Today it is a time-based audio/visual territory explored and mined by a handful of visual and musical artists. However, an extensive examination of the literature indicates that few of these composers have delved into the associable areas of merging virtual holography and holophony toward visual music composition. It is posited here that such an approach is extremely rich with novel expressive po
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Johnson, David. "MusE-XR: musical experiences in extended reality to enhance learning and performance." Thesis, 2019. http://hdl.handle.net/1828/10988.

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Integrating state-of-the-art sensory and display technologies with 3D computer graphics, extended reality (XR) affords capabilities to create enhanced human experiences by merging virtual elements with the real world. To better understand how Sound and Music Computing (SMC) can benefit from the capabilities of XR, this thesis presents novel research on the de- sign of musical experiences in extended reality (MusE-XR). Integrating XR with research on computer assisted musical instrument tutoring (CAMIT) as well as New Interfaces for Musical Expression (NIME), I explore the MusE-XR design space
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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 "XR (Extended reality)"

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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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Extended Reality: Second International Conference, XR Salento 2023, Lecce, Italy, September 6-9, 2023, Proceedings, Part I. Springer, 2023.

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Arpaia, Pasquale, Lucio Tommaso De Paolis, and Marco Sacco. Extended Reality: First International Conference, XR Salento 2022, Lecce, Italy, July 6-8, 2022, Proceedings, Part I. Springer International Publishing AG, 2022.

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Arpaia, Pasquale, Lucio Tommaso De Paolis, and Marco Sacco. Extended Reality: First International Conference, XR Salento 2022, Lecce, Italy, July 6-8, 2022, Proceedings, Part II. Springer, 2022.

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Extended Reality: Second International Conference, XR Salento 2023, Lecce, Italy, September 6-9, 2023, Proceedings, Part II. Springer, 2023.

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Book chapters on the topic "XR (Extended reality)"

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Greci, Luca, Ferdinando Bosco, and Vincenzo Croce. "The Social and hUman CeNtered XR: SUN XR Project." In Extended Reality. Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-43401-3_15.

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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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Acheampong, Rebecca, Titus Constantin Balan, Dorin-Mircea Popovici, and Alexandre Rekeraho. "Embracing XR System Without Compromising on Security and Privacy." In Extended Reality. Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-43401-3_7.

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Bordegoni, M., M. Carulli, and E. Spadoni. "A Framework for Developing XR Applications Including Multiple Sensorial Media." In Extended Reality. Springer Nature Switzerland, 2022. http://dx.doi.org/10.1007/978-3-031-15553-6_20.

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Köse, Ahmet, Aleksei Tepljakov, Saleh Alsaleh, and Eduard Petlenkov. "Self Assessment Tool to Bridge the Gap Between XR Technology, SMEs, and HEIs." In Extended Reality. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-15546-8_25.

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Helmold, Marc. "Extended Reality (XR) in QM." In Management for Professionals. Springer International Publishing, 2023. http://dx.doi.org/10.1007/978-3-031-30089-9_3.

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Pierdicca, Roberto, Maurizio Mulliri, Matteo Lucesoli, Fabio Piccinini, and Eva Savina Malinverni. "Geomatics Meets XR: A Brief Overview of the Synergy Between Geospatial Data and Augmented Visualization." In Extended Reality. Springer Nature Switzerland, 2022. http://dx.doi.org/10.1007/978-3-031-15553-6_17.

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Flotyński, Jakub. "Applications of E-XR." In Knowledge-Based Explorable Extended Reality Environments. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-59965-2_11.

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Flotyński, Jakub. "Evaluation of E-XR." In Knowledge-Based Explorable Extended Reality Environments. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-59965-2_12.

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Flotyński, Jakub. "E-XR Exploration Methods." In Knowledge-Based Explorable Extended Reality Environments. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-59965-2_9.

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Conference papers on the topic "XR (Extended reality)"

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Tong, Yuqi, Yue Qiu, Ruiyang Li, Shi Qiu, and Pheng-Ann Heng. "MS2Mesh-XR: Multi-Modal Sketch-to-Mesh Generation in XR Environments." In 2025 IEEE International Conference on Artificial Intelligence and eXtended and Virtual Reality (AIxVR). IEEE, 2025. https://doi.org/10.1109/aixvr63409.2025.00052.

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Buldu, Kadir Burak, Süleyman Özdel, Ka Hei Carrie Lau, et al. "CUIfy the XR: An Open-Source Package to Embed LLM-Powered Conversational Agents in XR." In 2025 IEEE International Conference on Artificial Intelligence and eXtended and Virtual Reality (AIxVR). IEEE, 2025. https://doi.org/10.1109/aixvr63409.2025.00037.

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Deck, Leslie L., Jan Liesener, Xavier M. Colonna de Lega, Richard Pultar, Mackenzie Massey, and Erin McDonnell. "Process control metrology solutions for extended reality (XR) optical components." In Optical Architectures for Displays and Sensing in Augmented, Virtual, and Mixed Reality (AR, VR, MR) VI, edited by Hong Hua, Naamah Argaman, and Daniel K. Nikolov. SPIE, 2025. https://doi.org/10.1117/12.3043261.

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Feijoo-Garcia, Miguel, Yiqun Zhang, Yiyin Gu, Alejandra Magana, Bedrich Benes, and Voicu Popescu. "Exploring Extended Reality (XR) in Teaching AI: A Comparative Study of XR and Desktop Environments." In 9th International Conference on Human Computer Interaction Theory and Applications. SCITEPRESS - Science and Technology Publications, 2025. https://doi.org/10.5220/0013141000003912.

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Patel, Akhilesh, and Yatindra Nath Singh. "Augmenting eXtended Reality (XR) Performance Through Gated Bandwidth Allocation in EPON." In 2024 IEEE International Black Sea Conference on Communications and Networking (BlackSeaCom). IEEE, 2024. http://dx.doi.org/10.1109/blackseacom61746.2024.10646265.

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Cantone, Andrea Antonio, Pablo Cesar, Tanja Kojić, and Giuliana Vitiello. "SIC-XR: workshop on Social Interaction and Collaboration in eXtended Reality." In 2025 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW). IEEE, 2025. https://doi.org/10.1109/vrw66409.2025.00112.

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Maathuis, Clara, and Dragos Datcu. "Transparency of AI-XR Systems: Insights from Experts." In 2025 IEEE International Conference on Artificial Intelligence and eXtended and Virtual Reality (AIxVR). IEEE, 2025. https://doi.org/10.1109/aixvr63409.2025.00058.

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Chinello, Francesco, Nikhil Deshpande, Claudio Pacchierotti, Orestis Georgiou, Guido Gioioso, and Konstantinos Koumaditis. "XR-HAP-Enabling Haptic Interaction in Extended Reality: Challenges, Directions, and Opportunities." In 2024 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct). IEEE, 2024. https://doi.org/10.1109/ismar-adjunct64951.2024.00205.

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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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Cattai, Tiziana, Luca Mastrandrea, Alessandro Priviero, Gaetano Scarano, and Stefania Colonnese. "Glancing at Extended Reality: An Empirical Model of 3D Animated XR Data Traffic." In 2024 IFIP Networking Conference (IFIP Networking). IEEE, 2024. http://dx.doi.org/10.23919/ifipnetworking62109.2024.10619740.

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Reports on the topic "XR (Extended reality)"

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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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Kultgen, Derek, Chris Grandy, Danny Andujar, et al. Deploying Extended Reality (XR) for Digital Operations and Maintenance (O&M) at the Mechanisms Engineering Test Loop (METL). Office of Scientific and Technical Information (OSTI), 2023. http://dx.doi.org/10.2172/1962795.

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Kultgen, D., C. Grandy, D. Andujar, et al. Deploying Extended Reality (XR) for Digital Operations and Maintenance (O&M) at the Mechanisms Engineering Test Loop (METL). Office of Scientific and Technical Information (OSTI), 2023. http://dx.doi.org/10.2172/1973766.

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Grönbäck, Anna-Maria, Tobias Andersson Granberg, and Niki Matinrad. Tillämpningar av modern teknik inom räddning : möjligheter och framtida frågeställningar. Linköping University Electronic Press, 2024. http://dx.doi.org/10.3384/9789180758468.

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Denna rapport ger en översikt över forskning och erfarenheter gällande räddningsinsatser där nya tekniker har använts, eller skulle kunna användas, vid såväl faktiska insatser som vid övning. Via en litteraturstudie, kompletterad med intervjuer med personer som är verksamma i projekt inom området, identifierades utmaningar och potential med modern teknik inom räddning. De olika teknologierna kategoriserades som Unmanned aerial/ground/surface vehicles (UXV), Artificiell intelligens (AI), Extended reality (XR, vilket inkluderar bland annat virtual och augmented reality), Kommunikationer, Sensore
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