234 results on '"mixed reality (MR)"'
Search Results
2. Mixed Reality-Based Inspection Method for Underground Water Supply Network with Multi-Source Information Integration.
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Zhao, Xuefeng, Tao, Yibing, Bao, Yan, Sun, Zhe, Wu, Shan, Li, Wangbing, and Fan, Xiongtao
- Abstract
Regular on-site inspection is crucial for promptly detecting faults in water supply networks (WSNs) and auxiliary facilities, significantly reducing leakage risks. However, the fragmentation of information and the separation between virtual and physical networks pose challenges, increasing the cognitive load on inspectors. Furthermore, due to the lack of real-time computation in current research, the effectiveness in detecting anomalies, such as leaks, is limited, hindering its ability to provide immediate and direct-decision support for inspectors. To address these issues, this research proposes a mixed reality (MR) inspection method that integrates multi-source information, combining building information modeling (BIM), Internet of Things (IoT), monitoring data, and numerical simulation technologies. This approach aims to achieve in situ visualization and real-time computational capabilities. The effectiveness of the proposed method is demonstrated through case studies, with user feedback confirming its feasibility. The results indicate improvements in inspection task performance, work efficiency, and standardization compared to traditional mobile terminal-based methods. [ABSTRACT FROM AUTHOR]
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- 2024
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3. Fatigue Characterization of EEG Brain Networks Under Mixed Reality Stereo Vision.
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Wu, Yan, Tao, Chunguang, and Li, Qi
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Mixed Reality (MR) technology possesses profound and extensive potential across a multitude of domains, including, but not limited to industry, healthcare, and education. However, prolonged use of MR devices to watch stereoscopic content may lead to visual fatigue. Since visual fatigue involves multiple brain regions, our study aims to explore the topological characteristics of brain networks derived from electroencephalogram (EEG) data. Because the Phase-Locked Value (PLV) is capable of effectively measuring the phase synchronization relationship between brain regions, it was calculated between all pairs of channels in both comfort and fatigue states. Subsequently, a sparse brain network was constructed based on PLV by applying an appropriate threshold. The node properties (betweenness centrality, clustering coefficient, node efficiency) and edge properties (characteristic path length) were calculated based on the corresponding brain network within specific frequency bands for both comfort and fatigue states. In analyzing the PLV of brain connectivity in comfort and fatigue states, a notable enhancement in brain connectivity is observed within the alpha, theta, and delta frequency bands during fatigue status. By analyzing the node and edge properties of brain networks, it is evident that the mean values of these properties in the fatigue state were higher than those in the comfort state. By analyzing the node and edge properties at a local level, the average difference in betweenness centrality, clustering coefficients, and nodal efficiency across the three EEG frequency bands was computed to find significant brain regions. The main findings are as follows: Betweenness centrality primarily differs in frontal and parietal regions, with minor involvement in temporal and central regions. The clustering Coefficient mainly varies in the frontal region, with slight differences being seen in the temporal and occipital regions. Nodal efficiency primarily varies in the frontal, temporal, and central regions, with minor differences being seen in the parietal and occipital regions. Edge property analysis indicates that there is a higher occurrence of long-distance connections among brain regions during the fatigue state, which reflects a loss of synaptic transmission efficiency on a global level. Our study plays a crucial role in understanding the neural mechanisms underlying visual fatigue, potentially providing insights that could be applied to high-demand cognitive fields where prolonged use of MR devices leads to visual fatigue. [ABSTRACT FROM AUTHOR]
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- 2024
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4. Mixed Reality-Based Approach for Minimizing Time Uncertainty in Prefabrication.
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Sandagomika, Helamini, Shringi, Ankit, Mohandes, Saeed Reza, Kineber, Ahmed Farouk, Bazli, Milad, and Arashpour, Mehrdad
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DISCRETE event simulation , *MIXED reality , *CONSTRUCTION projects , *MANUFACTURING processes , *UNITS of time - Abstract
Prefabrication is highly recognized in construction due to its inherent cost efficiency, quality control, and sustainability benefits. However, the presence of uncertainties in prefabrication processes hinders the realization of these advantages, necessitating addressing production time uncertainty. Mixed reality (MR) has demonstrated promising outcomes in mitigating time uncertainties as an immersive visualization and simulation technology in different domains. Therefore, this study investigates the impact of MR-based approaches in prefabrication to reduce time uncertainty. The methodology comprises Discrete event simulation (DES) modeling, correlation analysis, and the development of an MR-based immersive visualization and simulation tool. Following an initial work study to measure standard times, visualizations of 13 processes in the prefabricated panel production were developed in the Unity environment and deployed on the HoloLens 2. Through several work studies before and after MR implementations, the study demonstrated a 10.8% reduction in the total completion times (P99) in correlated production activities. Findings emphasize that MR reduces time uncertainty by providing an immersive, interactive, and dynamic approach, ultimately improving efficiency in prefabrication. The study contributes to existing knowledge by quantifying the impact of MR on completion times and underscores the importance of addressing time uncertainties for sustainable lean prefabrication. The sensitivity analysis results prioritized the reinforcement trade in managerial decision-making, emphasizing the need for MR-based approaches for targeted improvement opportunities. Minimizing scheduling uncertainty is of practical importance in realizing prefabrication benefits. Practical Applications: This study emphasizes the practical applications of MR technology in the construction industry, specifically in the prefabrication process. By utilizing the developed MR-based approach as an immersive visualization and simulation tool, construction stakeholders can streamline their operations, reduce uncertainties, and achieve significant benefits. The MR-based approach enables real-time monitoring, analysis, and collaboration among project teams, empowering them to make informed decisions and adapt to dynamic production processes. By quantifying the impact of uncertainties and delays, stakeholders can prioritize MR-based approaches, particularly for skilled trade teams, to optimize resource allocation and improve production efficiency. Further, MR contributes to achieving lean production targets of prefabrication by optimizing resource usage, enhancing values, and reducing waste. The findings emphasize the importance of MR in managerial decision-making, providing insights that enable informed choices to maximize efficiency and productivity. The study demonstrates how MR can revolutionize prefabrication practices, making construction projects more sustainable, cost-effective, and efficient. [ABSTRACT FROM AUTHOR]
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- 2024
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5. 基于神经辐射场算法的混合现实三维重建技术.
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杜 旋, 黄 勇, 董惠良, 周宇豪, 宫 正, 姚雨龙, and 曾 晰
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Aiming at the heightened demand for efficiently establishing high-quality three-dimensional (3D) models within mixed reality (MR) environments, a thorough investigation was carried out into the neural radiance fields (NeRF) algorithm-based three-dimensional reconstruction technique. In addition, a dataset optimization algorithm rooted in the Laplacian operator was proposed to augment the overall reconstruction process. Firstly, a 1 min 51 s video around a wire cutting equipment was recorded. Equidistant frame extraction was employed to create a comprehensive training dataset. Then, the Laplacian operator was applied to optimize the dataset, with the original dataset retained for comparative analysis. The NeRF algorithm-based reconstruction method and the traditional dense point cloud reconstruction based on COLMAP method were applied separately to the 3D reconstruction of the two datasets. The reconstruction results, with a focus on precision and speed, were systematically compared across various reconstruction methodologies and datasets. The study results indicate that the reconstruction time of COLMAP dense point cloud is 9. 98 times than that of NeRF based reconstruction, and comparing with COLMAP dense point cloud reconstruction, the model surface defects are fewer when using the NeRF reconstruction method. Additionally, the NeRF reconstruction of the dataset optimized by the Laplacian operator has respectively improved the peak signal-to-noise ratio ( PSNR) and structural similarity (SSIM) metrics by 2. 43% and 0. 72%, which is beneficial for enhancing the quality of the reconstructed model. This research presents findings that endorse the application of mixed reality technology in the digital transformation of the manufacturing sector, offering valuable insights for pertinent fields. [ABSTRACT FROM AUTHOR]
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- 2024
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6. A Systematic Review on Extended Reality-Mediated Multi-User Social Engagement.
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Wang, Yimin, Gong, Daojun, Xiao, Ruowei, Wu, Xinyi, and Zhang, Hengbin
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SOCIOTECHNICAL systems ,AUGMENTED reality ,COMPUTER science ,SHARED virtual environments ,STATISTICAL correlation - Abstract
The metaverse represents a post-reality universe that seamlessly merges physical reality with digital virtuality. It provides a continuous and immersive social networking environment, enabling multi-user engagement and interaction through Extended Reality (XR) technologies, which include Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR). As a novel solution distinct from traditional methods such as mobile-based applications, the technical affordance of XR technologies in shaping multi-user social experiences remains a complex, multifaceted, and multivariate issue that has not yet been thoroughly explored. Additionally, there is a notable absence of mature frameworks and guidelines for designing and developing these multi-user socio-technical systems. Enhancing multi-user social engagement through these technologies remains a significant research challenge. This systematic review aims to address this gap by establishing an analytical framework guided by the PRISMA protocol. It analyzes 88 studies from various disciplines, including computer science, social science, psychology, and the arts, to define the mechanisms and effectiveness of XR technologies in multi-user social engagement. Quantitative methods such as descriptive statistics, correlation statistics, and text mining are used to examine the manifestation of mechanisms, potential system factors, and their effectiveness. Meanwhile, qualitative case studies identify specific measures by which system factors enhance multi-user social engagement. The study provides a pioneering framework for theoretical research and offers practical insights for developing cross-spatiotemporal co-present activities in the metaverse. It also promotes critical reflection on the evolving relationship between humans and this emerging digital universe. [ABSTRACT FROM AUTHOR]
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- 2024
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7. Transforming outer space transportation through immersive technologies: a SWOT analysis
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Ulpia-Elena BOTEZATU, Alexandru STANCIU, Ella-Magdalena CIUPERCĂ, Sorin TOPOR, and Sabin POPESCU
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immersive technologies ,virtual reality (vr) ,augmented reality (ar) ,mixed reality (mr) ,swot analysis ,Automation ,T59.5 ,Information technology ,T58.5-58.64 - Abstract
This study provides a SWOT analysis of immersive technologies, specifically Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR), in relation to space transportation. Immersive technologies have completely transformed astronaut training, spacecraft design, and public involvement in space. They provide notable benefits such expanded simulation capabilities, cost-effective training, and improved safety and efficiency. Notwithstanding these advantages, obstacles such as substantial implementation expenses, technological constraints, and user opposition persist. The study highlights favorable prospects for innovation and global cooperation, while also acknowledging possible hazards such as cybersecurity vulnerabilities, information saturation, and the swift obsolescence of technology. Organizations involved in outer space affairs may improve mission effectiveness and safety by strategically utilizing the strengths and potential of immersive technology, while also addressing their shortcomings and risks. This will promote further progress in space exploration. This research highlights the crucial significance of immersive technology in determining the future of space exploration.
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- 2024
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8. Extended Reality (XR) Toward Building Immersive Solutions: The Key to Unlocking Industry 4.0.
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Alhakamy, A'aeshah
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- 2024
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9. Exploring Mixed Reality in Architectural Design Education: A Systematic Review.
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Kıdık, Ayşegül and Asiliskender, Burak
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ARCHITECTURAL studios ,ARCHITECTURAL education ,ARCHITECTURAL design ,MIXED reality ,DESIGN education ,EXPERIENTIAL learning ,ARCHITECTURAL designs - Abstract
Copyright of DEPARCH Journal of Design Planning & Aesthetics Research is the property of DEPARCH Journal of Design Planning & Aesthetics Research and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
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- 2024
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10. Multimodal Drumming Education Tool in Mixed Reality.
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Pinkl, James, Villegas, Julián, and Cohen, Michael
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MOTOR learning ,MUSICAL meter & rhythm ,MOTOR ability ,VIRTUAL reality ,DRUM playing ,MIXED reality - Abstract
First-person VR- and MR-based Action Observation research has thus far yielded both positive and negative findings in studies observing such tools' potential to teach motor skills. Teaching drumming, particularly polyrhythms, is a challenging motor skill to learn and has remained largely unexplored in the field of Action Observation. In this contribution, a multimodal tool designed to teach rudimental and polyrhythmic drumming was developed and tested in a 20-subject study. The tool presented subjects with a first-person MR perspective via a head-mounted display to provide users with visual exposure to both virtual content and their physical surroundings simultaneously. When compared against a control group practicing via video demonstrations, results showed increased rhythmic accuracy across four exercises. Specifically, a difference of 239 ms (z-ratio = 3.520, p < 0.001) was found between the timing errors of subjects who practiced with our multimodal mixed reality development compared to subjects who practiced with video, demonstrating the potential of such affordances. This research contributes to ongoing work in the fields of Action Observation and Mixed Reality, providing evidence that Action Observation techniques can be an effective practice method for drumming. [ABSTRACT FROM AUTHOR]
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- 2024
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11. Virtual, mixed, and augmented realities: A commentary on their significance in cognitive neuroscience and neuropsychology.
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Apochi, Obed Okwoli, Olusanya, Micheal Damilare, Wesley, Momoh, Musa, Saudat Idris, Ayomide Peter, Olowooje, Adebayo, Aishat Adenike, and Olaitan Komolafe, Deborah
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COGNITIVE neuroscience , *AUGMENTED reality , *NEUROREHABILITATION , *CLINICAL neuropsychology , *BRAIN injuries , *REINFORCEMENT learning , *COGNITIVE training - Abstract
AbstractThe integration of virtual, mixed, and augmented reality technologies in cognitive neuroscience and neuropsychology represents a transformative frontier. In this Commentary, we conducted a meta-analysis of studies that explored the impact of Virtual Reality (VR), Mixed Reality (MR), and Augmented Reality (AR) on cognitive neuroscience and neuropsychology. Our review highlights the versatile applications of VR, ranging from spatial cognition assessments to rehabilitation for Traumatic Brain Injury. We found that MR and AR offer innovative avenues for cognitive training, particularly in memory-related disorders. The applications extend to addressing social cognition disorders and serving as therapeutic interventions for mental health issues. Collaborative efforts between neuroscientists and technology developers are crucial, with reinforcement learning and neuroimaging studies enhancing the potential for improved outcomes. Ethical considerations, including informed consent, privacy, and accessibility, demand careful attention. Our review identified common aspects of the meta-analysis, including the potential of VR technologies in cognitive neuroscience and neuropsychology, the use of MR and AR in memory research, and the role of VR in neurorehabilitation and therapy. [ABSTRACT FROM AUTHOR]
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- 2024
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12. Navigating the metaverse: A technical review of emerging virtual worlds.
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Herath, H. M. K. K. M. B., Mittal, Mamta, and Kataria, Aman
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SHARED virtual environments , *ARTIFICIAL intelligence , *TECHNOLOGICAL innovations , *DIGITAL technology , *COVID-19 pandemic , *VIRTUAL reality - Abstract
The metaverse, a burgeoning virtual reality realm, has garnered substantial attention owing to its multifaceted applications. Rapid advancements and widespread acceptance of metaverse technologies have birthed a dynamic and intricate digital landscape. As various platforms, virtual worlds, and social networks within the metaverse increase, there is a growing imperative for a comprehensive analysis of its implications across societal, technological, and business dimensions. Notably, existing review studies have, for the past decade, primarily overlooked a metaverse‐based multidomain approach. A meticulous examination encompassing 207 research studies delves into the technological innovation of the metaverse, elucidating its future trajectory and ethical imperatives. Additionally, the article introduces the term "MetaWarria" to conceptualize potential conflicts arising from metaverse dynamics. The study discerns that healthcare (45%) and education (22%) are pivotal sectors steering metaverse developments, while the entertainment sector (9%) reshapes the corporate landscape. Artificial intelligence (AI) plays a 9% role in enhancing the metaverse's marketing and user experience. Security, privacy, and policy concerns (11%) are addressed due to escalating threats, yielding practical solutions. The analysis underscores the metaverse's profound influence (57%) on the digital realm, a phenomenon accelerated by the COVID‐19 pandemic. The article culminates in contemplating the metaverse's role in future warfare and national security, introducing "MetaWarria" as a conceptual framework for such discussions. This article is categorized under:Application Areas > Health CareApplication Areas > Science and TechnologyFundamental Concepts of Data and Knowledge > Human Centricity and User Interaction [ABSTRACT FROM AUTHOR]
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- 2024
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13. Accessibility and inclusiveness of new information and communication technologies for disabled users and content creators in the Metaverse.
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Radanliev, Petar, De Roure, David, Novitzky, Peter, and Sluganovic, Ivo
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DIGITAL technology , *WORLD Wide Web , *MEDICAL protocols , *INTERPROFESSIONAL relations , *SPEECH , *DRAWING , *INFORMATION technology , *ARTISTS , *VIRTUAL reality , *CREATIVE ability , *MOTIVATION (Psychology) , *CONCEPTUAL structures , *PEOPLE with disabilities , *CULTURAL pluralism , *COGNITION , *AUGMENTED reality - Abstract
The study critically reassesses existing Metaverse concepts and proposes a novel framework for inclusiveness of physically disabled artists. The purpose is to enable and inspire physically disabled users and content creators to participate in the evolving concept of the Metaverse. The article also highlights the need for standards and regulations governing the inclusion of people with disabilities in Metaverse projects. The study examines current information technologies and their relevance to the inclusion of physically disabled individuals in the Metaverse. We analyse existing Metaverse concepts, exploring emerging information technologies such as Virtual and Augmented Reality, and the Internet of Things. The emerging framework in the article is based on the active involvement of disabled creatives in the development of solutions for inclusivity. The review reveals that despite the proliferation of Blockchain Metaverse projects, the inclusion of physically disabled individuals in the Metaverse remains distant, with limited standards and regulations in place. The article proposes a concept of the Metaverse that leverages emerging technologies, to enable greater engagement of disabled creatives. This approach is designed to enhance inclusiveness in the Metaverse landscape. Active involvement of physically disabled individuals in the design and development of Metaverse platforms is crucial for promoting inclusivity. The framework for accessibility and inclusiveness in decentralised Metaverses provides a basis for the meaningful participation of disabled creatives. The article emphasises the importance of addressing the mechanisms for art production by individuals with disabilities in the emerging Metaverse landscape. This article addresses a global challenge related to helping disabled people operate in the modern society, targeting new and emerging technologies, and enabling early understanding of required actions for inclusiveness of people with disabilities in the Metaverse. The increased use of advanced technologies (e.g., AI and IoT) in the Metaverse, amplified the importance of this research being conducted. The aggregate impact from this research for science and society is a more inclusive, and unbiassed Metaverses that are compliant with regulations on anti-disability discrimination. This is followed by the secondary values, related to increased technological opportunities from a breakthrough in designing new, more inclusive, and autonomous devices. The research study presents a new framework for integrating new technologies in existing Metaverses, resulting with a stronger accessibility and inclusiveness of the Metaverse. This creates a new understanding on how new technologies can be used for disability discrimination prevention and early understanding of disability requirements. We also highlighted normative constraints and the need for further reflection and weighing to avoid dystopian futures for the physically disabled in relation to the Metaverse. [ABSTRACT FROM AUTHOR]
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- 2024
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14. Transforming outer space transportation through immersive technologies: a SWOT analysis.
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BOTEZATU, Ulpia-Elena, STANCIU, Alexandru, CIUPERCĂ, Ella-Magdalena, TOPOR, Sorin, and POPESCU, Sabin
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MIXED reality ,SPACE exploration ,OUTER space ,SWOT analysis ,TECHNOLOGICAL obsolescence - Abstract
Copyright of Romanian Journal of Information Technology & Automatic Control / Revista Română de Informatică și Automatică is the property of National Institute for Research & Development in Informatics - ICI Bucharest and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
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- 2024
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15. Mixed reality prototyping: a framework to characterise simultaneous physical/virtual prototyping.
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Snider, Chris, Kukreja, Aman, Cox, Christopher Michael Jason, Gopsill, James, and Kent, Lee
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VIRTUAL reality ,MIXED reality ,PROTOTYPES ,ENGINEERING design ,COMPUTER simulation - Abstract
Immersive reality (XR) technologies, particularly Mixed Reality (MR), offer promising opportunities for enhancing design prototyping. While recent studies often focus on Virtual Reality this work explores the application of MR, where focus lies on interlinking both the physical and digital to maximise benefit. Following a review of XR in design, a descriptive framework is presented to characterise MR prototyping. Two case studies are then presented to highlight the value of bridging the physical and digitalf worlds, before directions for further research in MR-based prototyping are outlined. [ABSTRACT FROM AUTHOR]
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- 2024
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16. Assessing the knowledge, attitude and perception of Extended Reality (XR) technology in Pakistan’s Healthcare community in an era of Artificial Intelligence
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Zoha Khan, Talha Adil, Malik Olatunde Oduoye, Bareerah Shaukat Khan, and Meher Ayyazuddin
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extended reality (XR) ,virtual reality (VR) ,augmented reality (AR) ,mixed reality (MR) ,medical education ,healthcare ,Medicine (General) ,R5-920 - Abstract
Background and objectivesThe Extended Reality (XR) technology was established by combining elements of Virtual Reality and Augmented Reality, offering users the advantage of working in a virtual environment. The study aimed to evaluate medical professionals’ and students’ knowledge, attitudes, and practices regarding using XR technology in Pakistan’s healthcare system and identify its benefits, drawbacks, and implications for the system’s future.MethodologyA cross-sectional study was executed by circulating a self-structured online questionnaire among the Medical Community across Major Cities of Pakistan using various social media platforms as available sampling. The sample size was calculated to be 385 using RAOSOFT. Cronbach’s alpha was calculated as 0.74. The Exploratory Factor Analysis (EFA) conducted on the dataset was validated using the Kaiser-Meyer-Olkin (KMO) measure and Bartlett’s Test of Sphericity. The KMO value of 0.752 indicates adequate sampling, and Bartlett’s Test was significant (χ2 (435) = 2809.772, p < 0.001), confirming the suitability of the data for factor analysis. Statistical analysis was done using SPSS-25, and data description was done as frequency and percentage. Pearson correlation and regression analysis kept p-value < 0.05% significant.ResultsApproximately 54.8% of 406 participants conveyed their familiarity with XR technologies. The majority of participants (83.8%) believed that using XR technology effectively enhanced medical education and patient care in Pakistan. Regarding clinical outcomes, 70.8% believed XR improved the efficiency of procedures and 52.8% agreed XR would lead to more device-dependent systems and eradicating human error (32.4%). Major barriers to XR integration included ethical and privacy issues (63.9%), lack of technological advancements in Pakistan (70%), and lack of ample knowledge and training of XR among health care professionals (45.8%). Hypothesis testing revealed a low positive but significant correlation between the use of AI-based healthcare systems and the increasing speed and accuracy of procedures (r = 0.342, p < 0.001), supporting Hypothesis 1. Similarly, a very low positive yet significant correlation was observed between the augmentation of diagnostic and surgical procedures and addressing data security and ethical issues for implementing XR (r = 0.298, p < 0.001), supporting Hypothesis 2. Lastly, a correlation between the mean Attitude (MA) score and the mean Perception (MP) score was found to be moderately positive and significant (r = 0.356, p < 0.001). Hence, the hypothesis 3 was supported.ConclusionXR technology has the potential to enhance medical education and patient care in Pakistan, but its adoption faces significant challenges, including ethical concerns, technological gaps, and inadequate training. The study’s findings highlight the need to address these issues to maximize the benefits of XR in healthcare.
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- 2024
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17. Operated Virtual Embeded Reality
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Mishra, Ashis Kumar, Sahu, Pradip Kumar, Mohapatra, Subasish, Satapathy, Saurabh, Das Mohapatra, Sumit, Jena, Omm Prakash, Kacprzyk, Janusz, Series Editor, Gomide, Fernando, Advisory Editor, Kaynak, Okyay, Advisory Editor, Liu, Derong, Advisory Editor, Pedrycz, Witold, Advisory Editor, Polycarpou, Marios M., Advisory Editor, Rudas, Imre J., Advisory Editor, Wang, Jun, Advisory Editor, Garg, Lalit, editor, Kesswani, Nishtha, editor, Brigui, Imene, editor, Dewangan, Bhupesh Kr., editor, Shukla, R. N., editor, and Sisodia, Dilip Singh, editor
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- 2024
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18. Immersive in Mixed Reality (MR) to Support 3D Geospatial in Training Military Decision Making
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Zamanhuri, Mohd Afiq, Ahmad Fadzlah, Amalina Farhi binti, Wahab, Norshahriah Binti, Thanakodi, Suresh A/L, Abdul Rauf, Ummul Fahri Binti, Huang, Ronghuai, Series Editor, Kinshuk, Series Editor, Jemni, Mohamed, Series Editor, Chen, Nian-Shing, Series Editor, Spector, J. Michael, Series Editor, Romlie, Mohd Fakhizan bin, editor, Shaikh Ali, Siti Haryani, editor, Hari, Zolman Bin, editor, and Leow, Meng Chew, editor
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- 2024
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19. Mixed Reality and 3D Modelling Role in Cultural Heritage Preservation as a Pathway to Sustainable Heritage and Management
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Dimara, Asimina, Psarros, Doukas, Vrochidis, Alexandros, Papaioannou, Alexios, Krinidis, Stelios, Anagnostopoulos, Christos-Nikolaos, Rannenberg, Kai, Editor-in-Chief, Soares Barbosa, Luís, Editorial Board Member, Carette, Jacques, Editorial Board Member, Tatnall, Arthur, Editorial Board Member, Neuhold, Erich J., Editorial Board Member, Stiller, Burkhard, Editorial Board Member, Stettner, Lukasz, Editorial Board Member, Pries-Heje, Jan, Editorial Board Member, Kreps, David, Editorial Board Member, Rettberg, Achim, Editorial Board Member, Furnell, Steven, Editorial Board Member, Mercier-Laurent, Eunika, Editorial Board Member, Winckler, Marco, Editorial Board Member, Malaka, Rainer, Editorial Board Member, Maglogiannis, Ilias, editor, Iliadis, Lazaros, editor, Karydis, Ioannis, editor, Papaleonidas, Antonios, editor, and Chochliouros, Ioannis, editor
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- 2024
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20. A Virtual Reality Based Therapeutic Approach for Stuttering Intervention
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Cecil, J., Tetnowski, John A., Tentu, Sriram Kumar, Goos, Gerhard, Series Editor, Hartmanis, Juris, Founding Editor, van Leeuwen, Jan, Series Editor, Hutchison, David, Editorial Board Member, Kanade, Takeo, Editorial Board Member, Kittler, Josef, Editorial Board Member, Kleinberg, Jon M., Editorial Board Member, Kobsa, Alfred, Series Editor, Mattern, Friedemann, Editorial Board Member, Mitchell, John C., Editorial Board Member, Naor, Moni, Editorial Board Member, Nierstrasz, Oscar, Series Editor, Pandu Rangan, C., Editorial Board Member, Sudan, Madhu, Series Editor, Terzopoulos, Demetri, Editorial Board Member, Tygar, Doug, Editorial Board Member, Weikum, Gerhard, Series Editor, Vardi, Moshe Y, Series Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Yung, Moti, Editorial Board Member, Woeginger, Gerhard, Editorial Board Member, Chen, Jessie Y. C., editor, and Fragomeni, Gino, editor
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- 2024
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21. A Study on the Integration of Bim and Mixed Reality in Steel-Structure Maintenance
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Chen, Yi-Jao, Chiu, Hong-Lin, Ger, Tzu-Hsiang, Howlett, Robert J., Series Editor, Jain, Lakhmi C., Series Editor, Nakamatsu, Kazumi, editor, Patnaik, Srikanta, editor, and Kountchev, Roumen, editor
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- 2024
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22. Metaverse EdTech Development: Key Factors and AHP Insights from Educators, Developers, and Learners
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An, Kyungmin, Lee, Young-Chan, tom Dieck, M. Claudia, editor, Jung, Timothy, editor, and Kim, Yen-Soon, editor
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- 2024
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23. Extended Reality as a Catalyst for Circular Economy Transition in the Built Environment
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Soman, Ranjith K., Nikolić, Dragana, Sanchez, Benjamin, Stefanakis, Alexandros, Series Editor, Nikolaou, Ioannis, Series Editor, Kirchherr, Julian, Editorial Board Member, Komilis, Dimitrios, Editorial Board Member, Pan, Shu Yuan, Editorial Board Member, Salomone, Roberta, Editorial Board Member, De Wolf, Catherine, editor, Çetin, Sultan, editor, and Bocken, Nancy M. P., editor
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- 2024
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24. Artificial Intelligence, Immersive Technologies, and Neurotechnologies in Breathing Interventions for Mental and Emotional Health: A Systematic Review.
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Mitsea, Eleni, Drigas, Athanasios, and Skianis, Charalabos
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ARTIFICIAL intelligence ,TECHNOLOGICAL innovations ,RESPIRATION ,MENTAL health ,ATTENTION control ,MENTAL health of students ,STRESS management ,DIGITAL technology - Abstract
Breathing is one of the most vital functions for being mentally and emotionally healthy. A growing number of studies confirm that breathing, although unconscious, can be under voluntary control. However, it requires systematic practice to acquire relevant experience and skillfulness to consciously utilize breathing as a tool for self-regulation. After the COVID-19 pandemic, a global discussion has begun about the potential role of emerging technologies in breath-control interventions. Emerging technologies refer to a wide range of advanced technologies that have already entered the race for mental health training. Artificial intelligence, immersive technologies, biofeedback, non-invasive neurofeedback, and other wearable devices provide new, but yet underexplored, opportunities in breathing training. Thus, the current systematic review examines the synergy between emerging technologies and breathing techniques for improving mental and emotional health through the lens of skills development. The Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) methodology is utilized to respond to the objectives and research questions. The potential benefits, possible risks, ethical concerns, future directions, and implications are also discussed. The results indicated that digitally assisted breathing can improve various aspects of mental health (i.e., attentional control, emotional regulation, mental flexibility, stress management, and self-regulation). A significant finding of this review indicated that the blending of different technologies may maximize training outcomes. Thus, future research should focus on the proper design and evaluation of different digital designs in breathing training to improve health in different populations. This study aspires to provide positive feedback in the discussion about the role of digital technologies in assisting mental and emotional health-promoting interventions among populations with different needs (i.e., employees, students, and people with disabilities). [ABSTRACT FROM AUTHOR]
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- 2024
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25. Immersive Technology and Building Information Modeling (BIM) for Sustainable Smart Cities.
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Liu, Zhen, He, Yunrui, Demian, Peter, and Osmani, Mohamed
- Subjects
SUSTAINABLE urban development ,SMART cities ,BUILDING information modeling ,SUSTAINABLE architecture ,URBAN growth ,MIXED reality ,VIRTUAL reality - Abstract
Research currently focuses on immersive technologies like virtual reality (VR), augmented reality (AR), and mixed reality (MR). However, there is limited exploration of their application in sustainable smart cities with Building Information Modeling (BIM), and there remains a lack of interdisciplinary integration within this domain aimed at fostering sustainable smart city development. Therefore, this paper aims to explore the development status of immersive technology and BIM in sustainable smart cities, identifying trends and research hotspots by employing a triangulation research method mixed with a quantitative method via bibliometric analysis and a qualitative method via content analysis to investigate the relationship between immersive technologies and BIM in sustainable smart cities. The results reveal a fragmented nature in the research on immersive technology and BIM in sustainable smart cities, with rapidly changing hotspots and new technologies following a cyclical pattern every 3 to 5 years. Two distinct cycles of growth were observed in the field over the last 10 years (2014–2023). The first cycle, from 2014 to 2017, represented modest growth, while the second cycle, from 2018 to 2022, showed rapid expansion, with the keywords AR, VR, MR, BIM, smart city, and smart city concept indicating the research hotspots. Immersive technologies and BIM, developed since 2017, have contributed to sustainable smart city construction. The emerging keywords AR, MR, and 360-degree VR have become research hotspots since 2021, particularly in collaborative construction. Future research trends include artificial intelligence, digitalization, AR, and MR, while building sustainability and intelligent construction have emerged as real-world applications. Additionally, this paper employs software tools to generate multidimensional knowledge maps to form a knowledge universe map at a "macro-knowledge" level followed by a "micro-knowledge" level comprising a standard knowledge system, such as lifecycle analysis, enhancing the objectivity and organization of the results and providing innovative references for future research. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
26. VIRTUAL REALITY (VR), AUGMENTED REALITY (AR) AND MIXED REALITY (MR), A NECESSITY OF THE MODERN DIVING TECHNOLOGY.
- Author
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AGAPE, Adriana-Georgiana, STOENCIU, Daniel, and CHIRCU, Cosmin-Constantin
- Subjects
- *
MIXED reality , *VIRTUAL reality , *TECHNOLOGICAL innovations , *DIVING , *DIGITAL technology - Abstract
The paper looks at three emerging technologies, namely virtual reality (VR), augmented reality (AR) and mixed media (MX), and explains how they are transforming the way we interact with the digital and real worlds. Each technology is defined and the main features are highlighted for comparison. VR gives us a complete and immersive experience in the virtual world, AR adds digital elements to the real world, and MX integrates both media to create an interactive experience where virtual and real elements interact and coexist. Within the work a number of equipment or applications incorporating these emerging technologies were reviewed to highlight how they could assist divers to train under controlled conditions and simulate real diving conditions in hazardous or complex environments. The implementation of technologies such as virtual reality (VR), augmented reality (AR) and mixed media (MX) within the Diving Center of the Romanian Naval Forces would bring many advantages and significant improvements in terms of the training capacity, operational efficiency and safety of military divers. These technologies would not only modernize training and operations, but also strengthen the ability to intervene and react in critical situations. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
27. The role of mixed reality in the education sector
- Author
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Baltezarević Ivana Ž. and Baltezarević Radoslav V.
- Subjects
virtual reality (vr) ,mixed reality (mr) ,education ,students ,learning processes ,History (General) and history of Europe ,Social sciences (General) ,H1-99 - Abstract
Emerging technologies and the benefits they bring with them are increasingly entering every pore of society. A new trend combining virtual reality (VR) with the real world scenarios, which is reflected in mixed reality (MR) devices, primarily in the HoloLens headset, which allows users to explore the mixed reality world and control their movements (even without using their hands), are increasingly finding their way to education sector. The subject of this paper is the analysis of the impact and advantages of mixed reality (MR) devices in education, with a special focus on building communication and student cooperation in the learning process. This paper aims to inform education experts about the advantages of integrating these new technologies into the classroom to boost student motivation, enhance students' comprehension of the material being taught, and assist underachievers in overcoming obstacles to learning. The advent of immersive technologies has made it possible for students to learn remotely, which has shown to be very useful during the pandemic. Complex trainings, experiments, and group projects may now be conducted in virtual environment apart from reality, which can help students become more skilled and enthusiastic without worrying that the results will be less effective than they would be in a traditional setting.
- Published
- 2024
- Full Text
- View/download PDF
28. Radical Left Culture and Heritage, the Politics of Preservation and Memorialisation, and the Promise of the Metaverse
- Author
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Daniel H. Mutibwa
- Subjects
canonisation ,dark heritage ,living archive ,augmented reality (AR) ,virtual reality (VR) ,mixed reality (MR) ,Archaeology ,CC1-960 - Abstract
Radical left culture and heritage—understood as incarnations of leftist artefacts and praxis both past and present—have taken risks in challenging hegemonic machinations often when it is unpopular to do so. To the ire of hegemons, leftist projects across the globe have marshalled places, spaces, and technologies into sites of empowerment and struggle utilising ‘small’ and ‘big’ acts of resistance and critical interventions to champion social justice—sometimes successfully, and at other times, less so. However, the preservation of projects’ artefacts, praxis, and memory work has been anything but straightforward, owing primarily to institutional politics and infrastructural and resourcing issues. Taking The Freedom Archives (FA) as a case study, this article explores how FA is preserving the distinctive political education programme that underpinned the iconic liberation struggle in Guinea-Bissau that kickstarted the seismic, global decolonisation project in the late 1950s. The article argues that FA could substantially enhance the preservation and memorialisation of that programme in the Metaverse—if this materialises as a fully open, interoperable, and highly immersive space (1) unfettered by hegemonic regulation, and (2) characterised by ‘strategic witnessing’, ‘radical recordkeeping’, and user agency. In doing so, FA would serve as an exemplar for leftist projects globally.
- Published
- 2024
- Full Text
- View/download PDF
29. Fatigue Characterization of EEG Brain Networks Under Mixed Reality Stereo Vision
- Author
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Yan Wu, Chunguang Tao, and Qi Li
- Subjects
mixed reality (MR) ,electroencephalography (EEG) ,visual fatigue ,brain network ,phase-locked value (PLV) ,Neurosciences. Biological psychiatry. Neuropsychiatry ,RC321-571 - Abstract
Mixed Reality (MR) technology possesses profound and extensive potential across a multitude of domains, including, but not limited to industry, healthcare, and education. However, prolonged use of MR devices to watch stereoscopic content may lead to visual fatigue. Since visual fatigue involves multiple brain regions, our study aims to explore the topological characteristics of brain networks derived from electroencephalogram (EEG) data. Because the Phase-Locked Value (PLV) is capable of effectively measuring the phase synchronization relationship between brain regions, it was calculated between all pairs of channels in both comfort and fatigue states. Subsequently, a sparse brain network was constructed based on PLV by applying an appropriate threshold. The node properties (betweenness centrality, clustering coefficient, node efficiency) and edge properties (characteristic path length) were calculated based on the corresponding brain network within specific frequency bands for both comfort and fatigue states. In analyzing the PLV of brain connectivity in comfort and fatigue states, a notable enhancement in brain connectivity is observed within the alpha, theta, and delta frequency bands during fatigue status. By analyzing the node and edge properties of brain networks, it is evident that the mean values of these properties in the fatigue state were higher than those in the comfort state. By analyzing the node and edge properties at a local level, the average difference in betweenness centrality, clustering coefficients, and nodal efficiency across the three EEG frequency bands was computed to find significant brain regions. The main findings are as follows: Betweenness centrality primarily differs in frontal and parietal regions, with minor involvement in temporal and central regions. The clustering Coefficient mainly varies in the frontal region, with slight differences being seen in the temporal and occipital regions. Nodal efficiency primarily varies in the frontal, temporal, and central regions, with minor differences being seen in the parietal and occipital regions. Edge property analysis indicates that there is a higher occurrence of long-distance connections among brain regions during the fatigue state, which reflects a loss of synaptic transmission efficiency on a global level. Our study plays a crucial role in understanding the neural mechanisms underlying visual fatigue, potentially providing insights that could be applied to high-demand cognitive fields where prolonged use of MR devices leads to visual fatigue.
- Published
- 2024
- Full Text
- View/download PDF
30. Digital Technologies in the Healthcare Industry: Literature review.
- Author
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Habeeb, Ameera and Anaya, Luay
- Subjects
HEALTH care industry ,LITERATURE reviews ,DIGITAL transformation ,DIGITAL technology ,ENGLISH language writing ,HUMAN growth - Abstract
Digital transformation is much needed in the healthcare sector to maximize the efficiency and productivity of human health. Adding technologies is an important addition to the continuity of growing the industry, and it is a promising opportunity for human care growth; This research conjectured that while healthcare is a vibrant and continuously evolving field, it becomes essential to present a detailed categorization for the main recent technologies used in the healthcare. To do this conceptual research, we reviewed a deal of existing research, about 31 research papers, that share common characteristics. The papers chosen for review are all written in English language, published in the last three years; From 2021 to 2023. And shown by Google Scholar, IEEE, PubMed and Emerald Insight. Our study presented a more unambiguous categorization. Existing literature showed three main categories, namely Preoperative; Intraoperative; And Post-operative. This research suggests adding a new one category related to Inorganic illness to address psychological and relaxation aspects, which need access to devices in each psychological state and relaxation; Preoperative; Intraoperative; And Post-operative. To conclude, technology has a great role in increasing efficiency and accuracy and reducing material and human losses. The medical sector seeks for more extended, and effective use of technology leverage the quality of life without suffering pain. This is certainly besides the economic prosperity of the medical infrastructure. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
31. Research on the Application of Extended Reality in the Construction and Management of Landscape Engineering.
- Author
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Liu, Siyu, Zhao, Xuefeng, Meng, Xiaolin, Ji, Weiyu, Liu, Liang, Li, Wangbing, Tao, Yibing, Peng, Yunfei, and Yang, Qiantai
- Subjects
INDUSTRIAL engineering ,ENGINEERING management ,LANDSCAPE assessment ,BIBLIOMETRICS ,BACKLASH (Engineering) ,CONSTRUCTION project management - Abstract
Landscape engineering plays a crucial role in urban construction and the development of ecological civilization in China. It actively designs and modifies natural elements, such as water and mountains, acting as the primary living infrastructure. This field continually receives great recognition and praise. Recent academic research has prioritized the use of extended reality (XR) technology to create a real-time interactive visual environment to tackle the issues presented by the dynamic nature of landscape engineering. This paper utilizes the PRISMA method to filter out 68 research documents related to XR in landscape engineering construction and management for bibliometric analysis. A comprehensive review is conducted on the precise and efficient utilization of XR to solve various issues in the field of landscape engineering. Using Cite Space 6.2.R6 (a visual bibliometric software) to visualize knowledge structures and research topics, the analysis includes temporal and spatial examination, application scenario analysis, and technological hierarchy analysis. The paper summarizes the current challenges that XR still faces in the landscape engineering field and envisions extensible application scenarios for XR, providing a reference roadmap for the implementation of XR in landscape engineering. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
32. Radical Left Culture and Heritage, the Politics of Preservation and Memorialisation, and the Promise of the Metaverse.
- Author
-
Mutibwa, Daniel H.
- Subjects
- *
SHARED virtual environments , *MEMORIALIZATION , *POLITICAL science education , *PRAXIS (Process) , *CULTURE , *PUBLIC spaces - Abstract
Radical left culture and heritage—understood as incarnations of leftist artefacts and praxis both past and present—have taken risks in challenging hegemonic machinations often when it is unpopular to do so. To the ire of hegemons, leftist projects across the globe have marshalled places, spaces, and technologies into sites of empowerment and struggle utilising 'small' and 'big' acts of resistance and critical interventions to champion social justice—sometimes successfully, and at other times, less so. However, the preservation of projects' artefacts, praxis, and memory work has been anything but straightforward, owing primarily to institutional politics and infrastructural and resourcing issues. Taking The Freedom Archives (FA) as a case study, this article explores how FA is preserving the distinctive political education programme that underpinned the iconic liberation struggle in Guinea-Bissau that kickstarted the seismic, global decolonisation project in the late 1950s. The article argues that FA could substantially enhance the preservation and memorialisation of that programme in the Metaverse—if this materialises as a fully open, interoperable, and highly immersive space (1) unfettered by hegemonic regulation, and (2) characterised by 'strategic witnessing', 'radical recordkeeping', and user agency. In doing so, FA would serve as an exemplar for leftist projects globally. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
33. Development of a Human–Robot Interface for Cobot Trajectory Planning Using Mixed Reality.
- Author
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Calderón-Sesmero, Raúl, Duque-Domingo, Jaime, Gómez-García-Bermejo, Jaime, and Zalama, Eduardo
- Subjects
MIXED reality ,INDUSTRIAL robots ,MANUFACTURING processes ,HUMAN-robot interaction ,GESTURE - Abstract
The growing demand for projects with collaborative robots, known as "cobots", underlines the need to efficiently address the execution of tasks with speed and flexibility, without neglecting safety in human–robot interaction. In general terms, this practice requires knowledge of robotics programming and skill in the use of hardware. The proposed solution consists of a mixed reality (MR) application integrated into a mixed reality head-mounted device (HMD) that accelerates the process of programming the complex manoeuvres of a cobot. This advancement is achieved through voice and gesture recognition, in addition to the use of digital panels. This allows any user, regardless of his or her robotics experience, to work more efficiently. The Robot Operating System (ROS) platform monitors the cobot and manages the transfer of data between the two. The system uses QR (Quick Response) codes to establish a precise frame of reference. This solution has proven its applicability in industrial processes, by automating manoeuvres and receiving positive feedback from users who have evaluated its performance. This solution promises to revolutionize the programming and operation of cobots, and pave the way for efficient and accessible collaborative robotics. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
34. A Mixed Reality Design System for Interior Renovation: Inpainting with 360-Degree Live Streaming and Generative Adversarial Networks after Removal.
- Author
-
Zhu, Yuehan, Fukuda, Tomohiro, and Yabuki, Nobuyoshi
- Subjects
GENERATIVE adversarial networks ,MIXED reality ,INTERIOR decoration ,INPAINTING ,MODERN society - Abstract
In contemporary society, "Indoor Generation" is becoming increasingly prevalent, and spending long periods of time indoors affects well-being. Therefore, it is essential to research biophilic indoor environments and their impact on occupants. When it comes to existing building stocks, which hold significant social, economic, and environmental value, renovation should be considered before new construction. Providing swift feedback in the early stages of renovation can help stakeholders achieve consensus. Additionally, understanding proposed plans can greatly enhance the design of indoor environments. This paper presents a real-time system for architectural designers and stakeholders that integrates mixed reality (MR), diminished reality (DR), and generative adversarial networks (GANs). The system enables the generation of interior renovation drawings based on user preferences and designer styles via GANs. The system's seamless integration of MR, DR, and GANs provides a unique and innovative approach to interior renovation design. MR and DR technologies then transform these 2D drawings into immersive experiences that help stakeholders evaluate and understand renovation proposals. In addition, we assess the quality of GAN-generated images using full-reference image quality assessment (FR-IQA) methods. The evaluation results indicate that most images demonstrate moderate quality. Almost all objects in the GAN-generated images can be identified by their names and purposes without any ambiguity or confusion. This demonstrates the system's effectiveness in producing viable renovation visualizations. This research emphasizes the system's role in enhancing feedback efficiency during renovation design, enabling stakeholders to fully evaluate and understand proposed renovations. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
35. Virtual, augmented, mixed, and extended reality interventions in healthcare: a systematic review of health economic evaluations and cost-effectiveness
- Author
-
Aislinn D. Gómez Bergin and Michael P. Craven
- Subjects
Extended reality (XR) ,Virtual reality (VR) ,Augmented reality (AR) ,Mixed reality (MR) ,Systematic review ,Economic evaluation ,Computer applications to medicine. Medical informatics ,R858-859.7 - Abstract
Abstract Introduction Health economic evaluations are required to best understand the value of interventions to the health economy. As extended reality technologies (an umbrella term including virtual, augmented, and mixed reality) become cheaper and more accessible it is likely that they will be used more within healthcare. Objective The aim of this study was to systematically review common practices within health economic evaluations of extended reality interventions in healthcare and to discuss the methods, outcomes, and methodological quality to inform future HEEs. Methods MEDLINE, Embase, NHSEED, PubMed, and the ACM Digital Library were searched, and studies retrieved and screened. We extracted descriptions of the population, intervention, comparator, outcomes, context, costs, and economic evaluation data from studies that fit our criteria. We included studies that involved healthcare patients who were provided extended reality interventions versus standard care, other types of care, or another extended reality application within the same setting where the outcome included both health outcomes and health economic evaluations. Results The search identified 1,693 records in total, of which 1,271 were excluded after title and abstract screening. A total of 422 articles were retrieved and screened and the majority (n = 233) were excluded as they did not contain a health economic analysis or cost data. Fourteen articles were included in this review, all of which found that extended reality health interventions could provide cost savings. Our findings showed considerable heterogeneity between studies and a lack of clear descriptions of XR interventions, limiting their use within procurement. Conclusion Extended reality in healthcare has the potential to offer significant clinical benefits and research has shown it to be promising at delivering cost-savings. We make recommendations based on the findings of our review for future health economic analyses to help ensure that health economic analyses can support decision-makers in procuring these technologies. Trial registration PROSPERO 2022 CRD42022342110.
- Published
- 2023
- Full Text
- View/download PDF
36. Introduction to virtual reality and augmented reality: Concepts, applications, implications and challenges
- Author
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Malik, Sushma, Rana, Anamika, and Chauhan, Madhu
- Published
- 2023
- Full Text
- View/download PDF
37. P‐48: Evaluation of Field of View in Optical See‐through Near Eye Displays.
- Author
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Mou, Xi, Peng, Xiaopeng, and Wang, Jianping
- Subjects
OPTICAL engineering ,VIRTUAL reality ,OPTICAL measurements ,AUGMENTED reality ,DIGITAL technology - Abstract
See‐through near‐eye displays, such as head‐mounted displays and augmented reality glasses, integrate physical environment with virtual digital contents to form a cohesive world that combines both realities. Field‐of‐view (FOV) is a critical parameter determines the optical performance of these displays. Here we evaluate the see‐through FOV of an optical see‐through near eye display. The evaluation is based on the standardized Michelson contrast method, which provides a unified metric for the measurement of see‐through FOV in near‐eye displays. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
38. A Systematic Review on Extended Reality-Mediated Multi-User Social Engagement
- Author
-
Yimin Wang, Daojun Gong, Ruowei Xiao, Xinyi Wu, and Hengbin Zhang
- Subjects
metaverse ,social interaction ,multi-user engagement ,extended reality (XR) ,virtual reality (VR) ,mixed reality (MR) ,Systems engineering ,TA168 ,Technology (General) ,T1-995 - Abstract
The metaverse represents a post-reality universe that seamlessly merges physical reality with digital virtuality. It provides a continuous and immersive social networking environment, enabling multi-user engagement and interaction through Extended Reality (XR) technologies, which include Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR). As a novel solution distinct from traditional methods such as mobile-based applications, the technical affordance of XR technologies in shaping multi-user social experiences remains a complex, multifaceted, and multivariate issue that has not yet been thoroughly explored. Additionally, there is a notable absence of mature frameworks and guidelines for designing and developing these multi-user socio-technical systems. Enhancing multi-user social engagement through these technologies remains a significant research challenge. This systematic review aims to address this gap by establishing an analytical framework guided by the PRISMA protocol. It analyzes 88 studies from various disciplines, including computer science, social science, psychology, and the arts, to define the mechanisms and effectiveness of XR technologies in multi-user social engagement. Quantitative methods such as descriptive statistics, correlation statistics, and text mining are used to examine the manifestation of mechanisms, potential system factors, and their effectiveness. Meanwhile, qualitative case studies identify specific measures by which system factors enhance multi-user social engagement. The study provides a pioneering framework for theoretical research and offers practical insights for developing cross-spatiotemporal co-present activities in the metaverse. It also promotes critical reflection on the evolving relationship between humans and this emerging digital universe.
- Published
- 2024
- Full Text
- View/download PDF
39. Multimodal Drumming Education Tool in Mixed Reality
- Author
-
James Pinkl, Julián Villegas, and Michael Cohen
- Subjects
mixed reality (mr) ,multimodal interfaces ,motor skill learning ,Action Observation (ao) ,Virtual Co-embodiment (vc) ,merged reality ,Technology ,Science - Abstract
First-person VR- and MR-based Action Observation research has thus far yielded both positive and negative findings in studies observing such tools’ potential to teach motor skills. Teaching drumming, particularly polyrhythms, is a challenging motor skill to learn and has remained largely unexplored in the field of Action Observation. In this contribution, a multimodal tool designed to teach rudimental and polyrhythmic drumming was developed and tested in a 20-subject study. The tool presented subjects with a first-person MR perspective via a head-mounted display to provide users with visual exposure to both virtual content and their physical surroundings simultaneously. When compared against a control group practicing via video demonstrations, results showed increased rhythmic accuracy across four exercises. Specifically, a difference of 239 ms (z-ratio = 3.520, p < 0.001) was found between the timing errors of subjects who practiced with our multimodal mixed reality development compared to subjects who practiced with video, demonstrating the potential of such affordances. This research contributes to ongoing work in the fields of Action Observation and Mixed Reality, providing evidence that Action Observation techniques can be an effective practice method for drumming.
- Published
- 2024
- Full Text
- View/download PDF
40. Simulation on Natural Disaster Fire Accident Evacuation Using Augmented Virtual Reality
- Author
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Senthil, G. A., Mathumitha, V., Prabha, R., Suganthi, Su., Alagarsamy, Manjunathan, Kacprzyk, Janusz, Series Editor, Gomide, Fernando, Advisory Editor, Kaynak, Okyay, Advisory Editor, Liu, Derong, Advisory Editor, Pedrycz, Witold, Advisory Editor, Polycarpou, Marios M., Advisory Editor, Rudas, Imre J., Advisory Editor, Wang, Jun, Advisory Editor, Ranganathan, G., editor, Papakostas, George A., editor, and Rocha, Álvaro, editor
- Published
- 2023
- Full Text
- View/download PDF
41. Reviewing Metaverse: Applications, Challenges, and Integration with Other Technologies
- Author
-
Verma, Aastha, Dangi, Sarishma, Bansal, Jagdish Chand, Series Editor, Deep, Kusum, Series Editor, Nagar, Atulya K., Series Editor, Ramdane-Cherif, Amar, editor, Singh, T. P., editor, Tomar, Ravi, editor, Choudhury, Tanupriya, editor, and Um, Jung-Sup, editor
- Published
- 2023
- Full Text
- View/download PDF
42. Light-Weight CNN-Attention Based Architecture Trained with a Hybrid Objective Function for EMG-Based Human Machine Interfaces
- Author
-
Zabihi, Soheil, Rahimian, Elahe, Asif, Amir, Yanushkevich, Svetlana, Mohammadi, Arash, Goos, Gerhard, Founding Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Yung, Moti, Editorial Board Member, Gavrilova, Marina, editor, Tan, C. J. Kenneth, editor, Coates, Mark, editor, Hu, Yaoping, editor, Leung, Henry, editor, Mohammadi, Arash, editor, Plataniotis, Konstantinos N., editor, and de Oliveira, Helder Rodrigues, editor
- Published
- 2023
- Full Text
- View/download PDF
43. The Future of Metaverse in the Virtual Era and Physical World: Analysis and Applications
- Author
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ChatGPT, Askr, Heba, Darwish, Ashraf, Hassanien, Aboul Ella, Kacprzyk, Janusz, Series Editor, Hassanien, Aboul Ella, editor, Darwish, Ashraf, editor, and Torky, Mohamed, editor
- Published
- 2023
- Full Text
- View/download PDF
44. Experts’ View on AR/VR in Engineering Education at Universities
- Author
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Probst, Juliane Maria, Orsolits, Horst, Kacprzyk, Janusz, Series Editor, Gomide, Fernando, Advisory Editor, Kaynak, Okyay, Advisory Editor, Liu, Derong, Advisory Editor, Pedrycz, Witold, Advisory Editor, Polycarpou, Marios M., Advisory Editor, Rudas, Imre J., Advisory Editor, Wang, Jun, Advisory Editor, Auer, Michael E., editor, Pachatz, Wolfgang, editor, and Rüütmann, Tiia, editor
- Published
- 2023
- Full Text
- View/download PDF
45. Integration of Mixed Reality (MR) and Structural Analysis Towards Industry 4.0
- Author
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Mourtzis, Dimitris, Angelopoulos, John, Panopoulos, Nikos, Chaari, Fakher, Series Editor, Gherardini, Francesco, Series Editor, Ivanov, Vitalii, Series Editor, Cavas-Martínez, Francisco, Editorial Board Member, di Mare, Francesca, Editorial Board Member, Haddar, Mohamed, Editorial Board Member, Kwon, Young W., Editorial Board Member, Trojanowska, Justyna, Editorial Board Member, Xu, Jinyang, Editorial Board Member, Kim, Kyoung-Yun, editor, Monplaisir, Leslie, editor, and Rickli, Jeremy, editor
- Published
- 2023
- Full Text
- View/download PDF
46. Design and Development of a G-Code Generator for CNC Machine Tools Based on Augmented Reality (AR)
- Author
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Mourtzis, Dimitris, Kaimasidis, Panagiotis, Angelopoulos, John, Panopoulos, Nikos, Rannenberg, Kai, Editor-in-Chief, Soares Barbosa, Luís, Editorial Board Member, Goedicke, Michael, Editorial Board Member, Tatnall, Arthur, Editorial Board Member, Neuhold, Erich J., Editorial Board Member, Stiller, Burkhard, Editorial Board Member, Tröltzsch, Fredi, Editorial Board Member, Pries-Heje, Jan, Editorial Board Member, Kreps, David, Editorial Board Member, Reis, Ricardo, Editorial Board Member, Furnell, Steven, Editorial Board Member, Mercier-Laurent, Eunika, Editorial Board Member, Winckler, Marco, Editorial Board Member, Malaka, Rainer, Editorial Board Member, Noël, Frédéric, editor, Nyffenegger, Felix, editor, Rivest, Louis, editor, and Bouras, Abdelaziz, editor
- Published
- 2023
- Full Text
- View/download PDF
47. Interactive Marketing with Virtual Commerce Tools: Purchasing Right Size and Fitted Garment in Fashion Metaverse
- Author
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Idrees, Sadia, Vignali, Gianpaolo, Gill, Simeon, and Wang, Cheng Lu, editor
- Published
- 2023
- Full Text
- View/download PDF
48. Optimization of Stimulus Color for SSVEP-Based Brain-Computer Interfaces in Mixed Reality
- Author
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He, Feng, Wu, Jieyu, Xiao, Xiaolin, Gao, Runyuan, Yi, Weibo, Chen, Yuanfang, Xu, Minpeng, Jung, Tzyy-Ping, Ming, Dong, Filipe, Joaquim, Editorial Board Member, Ghosh, Ashish, Editorial Board Member, Prates, Raquel Oliveira, Editorial Board Member, Zhou, Lizhu, Editorial Board Member, and Ying, Xiaomin, editor
- Published
- 2023
- Full Text
- View/download PDF
49. Bridge Status Realization and Management Enhanced by UAV, SfM, and Deep Learning
- Author
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Montes, Katrina Mae, Dang, Ji, Liu, Jiaming, Chun, Pang-jo, di Prisco, Marco, Series Editor, Chen, Sheng-Hong, Series Editor, Vayas, Ioannis, Series Editor, Kumar Shukla, Sanjay, Series Editor, Sharma, Anuj, Series Editor, Kumar, Nagesh, Series Editor, Wang, Chien Ming, Series Editor, Rizzo, Piervincenzo, editor, and Milazzo, Alberto, editor
- Published
- 2023
- Full Text
- View/download PDF
50. Dance as a mental health therapy in the Metaverse: exploring the therapeutic potential of Dance Movement Therapy as a non-pharmacological treatment in the Metaverse
- Author
-
Petar Radanliev
- Subjects
Virtual Reality (VR) ,Augmented Reality (AR) ,Mixed Reality (MR) ,extended reality (XR) ,mental health ,Dance Movement Therapy (DMT) ,Electronic computers. Computer science ,QA75.5-76.95 - Abstract
IntroductionThis study conducts a detailed qualitative review of Alternative Therapies for mental health and proposes a novel design for integrating Non-Pharmacological Interventions into the Metaverse Extended Reality environments.Aim/questionThis study investigates the potential of the Extended Reality environments for Non-Pharmacological Interventions in Mental Health, with a specific focus on Dance Movement Therapy as a preventive and therapeutic strategy for anxiety, depression, and other mental health conditions.MethodThis study conducts qualitative evidence syntheses of primary quantitative data and performs meta-analyses of existing studies of participants reporting anxiety, depression, or other mental health conditions.ResultsDance Movement Therapy in the extended reality environments shows promise as a viable alternative therapy, but data privacy and ethical considerations must be addressed.DiscussionThis study raises significant concerns regarding the privacy and security of participants' data, necessitating the storage of only the metadata in electronically compatible files, in cases where users' data is stored for long-term preservation.Implications for practiceThe outcomes of this study could revolutionize mental health practice, providing effective Non-Pharmacological Interventions for anxiety, depression, and other mental health conditions.
- Published
- 2024
- Full Text
- View/download PDF
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