905 research outputs found

    Mapping XR Platforms: Analyzing Immersion from the Designer’s Perspective

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    Understanding humans are the key to developing optimal design solutions for product-service systems. In this sense, the experiential approach is in line but might go beyond typical Human Centered Design (HCD) methods in that it focuses on generating positive experiences that contribute directly to human well-being. Extended Reality (XR) showed the potential to replicate or simulate experience as a whole and gained attention from design communities. XR platforms confused design practitioners due to their fast-advancing amounts and relevant experiences. Hence, this study introduced two surveys on XR platforms to clarify which experiences they could provide and when to implement them into HCD processes. Survey 1 categorized XR platforms according to their key attributes and mapped them into the Experience Matrix. Survey 2 invented two designer personas and a fictional project to analyze barriers and strategies to implement XR platforms into design processes. Eighty-eight XR platforms were categorized into nineteen clusters, where creation and simulation had the highest numbers. Regarding implementing XR in design practices, the cost is still the key concern and there's a trade-off between software cost and assets purchased for different types of designers.Green Open Access added to TU Delft Institutional Repository ‘You share, we take care!’ – Taverne project https://www.openaccess.nl/en/you-share-we-take-care Otherwise as indicated in the copyright section: the publisher is the copyright holder of this work and the author uses the Dutch legislation to make this work public.Applied Ergonomics and DesignTeaching & Learning Service

    How it feels: The value and application of physical sensation in XR: Explore Somatosensory experience’s possibility in future XR trends

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    This research advocates for exploring the somatosensory system and its incorporation within XR systems, particularly in spatial recognition. This paradigm shift could introduce novel methodologies in XR design that perceive the body as a recipient of sensory stimuli and as an active participant in sensory perception. This could redefine our understanding of somatosensory in XR and contribute to a more holistic approach to multisensory design. Additionally, this study aims to examine the deployment of XR in the evaluation of aircraft interior design. The successful integration of XR technologies could potentially revolutionize the design process by presenting a more immersive and authentic user testing environment. In light of the present deficiency in precise spatial recognition within XR applications, this research could offer fresh insights into optimizing XR use in design, thereby improving spatial perception accuracy and enhancing ergonomics and user experience in real-world applications, such as aircraft interior design.Integrated Product Desig

    Een datatransmissiesysteem m.b.v. het I.C. XR 210

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    Dit verslag bekijkt de mogelijkheid om met het IC XR 210 van EXAR een F.S.K. datatransmissie­systeem te realiseren voor de kabel van Rijksweg A 13 naar het Laboratorium voor Automatische Verkeerssystemen.Applied SciencesElectrotechniekLaboratorium voor automatische verkeerssysteme

    Data for: Aspect ratio control and photocatalytic properties analysis of anatase TiO2 nanoparticles

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    FTIR, TEM, UV-vis, UV-vis DRS, XR

    Reporting Guidelines for the Early-Phase Clinical Evaluation of Applications Using Extended Reality: RATE-XR Qualitative Study Guideline

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    BackgroundExtended reality (XR), encompassing technologies such as virtual reality, augmented reality, and mixed reality, has rapidly gained prominence in health care. However, existing XR research often lacks rigor, proper controls, and standardization. ObjectiveTo address this and to enhance the transparency and quality of reporting in early-phase clinical evaluations of XR applications, we present the “Reporting for the early-phase clinical evaluation of applications using extended reality” (RATE-XR) guideline. MethodsWe conducted a 2-round modified Delphi process involving experts from diverse stakeholder categories, and the RATE-XR is therefore the result of a consensus-based, multistakeholder effort. ResultsThe guideline comprises 17 XR-specific (composed of 18 subitems) and 14 generic reporting items, each with a complementary Explanation & Elaboration section. ConclusionsThe items encompass critical aspects of XR research, from clinical utility and safety to human factors and ethics. By offering a comprehensive checklist for reporting, the RATE-XR guideline facilitates robust assessment and replication of early-stage clinical XR studies. It underscores the need for transparency, patient-centeredness, and balanced evaluation of the applications of XR in health care. By providing an actionable checklist of minimal reporting items, this guideline will facilitate the responsible development and integration of XR technologies into health care and related fields

    How Online Extended Reality (XR) Promotes Consumer Offline Engagement

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    Using extended-reality (XR) simulation to replicate physical surroundings has become increasingly prevalent in engaging online consumers with offline businesses. However, the efficacy of this XR technology remains ambiguous. To justify the huge investments in XR-related technologies, we investigate the impacts of extended surroundings on consumers’ offline engagement with associated businesses. Specifically, we utilize a natural experimental design on a leading housing platform that applies XR simulation to present the surrounding environment of housing estates. By combining propensity score matching and difference-in-differences, our findings indicate that extended surroundings increase consumer offline engagement outcomes, particularly word-of-mouth volume, and valence. Furthermore, we examine the heterogeneous effects moderated by three business characteristics. To our knowledge, this is the first to examine the impacts of XR simulation of extended surroundings. Therefore, this research offers significant implications for the literature and practice related to XR and omnichannel marketing

    XR Programmers Give Their Perspective on How XR Technology can be Effectively Utilised in High-Performance Sport

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    Background: The successful use of extended reality (XR) in sport is highly dependent on the extent to which it can represent the perception–action couplings that exist in the performance setting. However, there are many unknowns regarding the effectiveness of XR technology which is limiting its adoption in sport. Therefore, providing high-performance sporting organisations with more information about the efficacy and utility of XR, specifically its strengths and limitations, is warranted. Results: The results provide insight into the limitations of XR and how those limitations are likely to reduce the effectiveness of XR for training motor skills. The participants described opportunities provided by XR for measuring athlete performance and highlighted several practical applications for enhancing athlete and coaching performance. Using artificial intelligence (AI) for training tactical decision-making and creating new movement solutions was also a key finding. Conclusions: The use of XR in sport is in its infancy, and more research is required to establish a deeper understanding of its utility and efficacy. This research provides sporting organisations, coaches, athletes, and XR technology companies with insights into where XR technology can have the greatest positive impact on performance in sport. © 2023, The Author(s)

    CONTEXTUALIZAÇÃO DOS CONCURSOS: XR COMO MUSEOLOGIA EXPERIMENTAL

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    Museums are becoming increasingly multi-medial experiences and with the emergence of the metaverse (Coates, 2021), immersive technologies (XR) are projected to form an important part of future museum experiences. With options to provide a multiplicity of non-hierarchical information, support individualised paths through exhibitions, and experiential visits, XR has the potential to help keep visitors engaged around complex and nuanced information (Mulcahy, 2017). Working on devices that most museum visitors already own, XR technologies present a promising move towards more inclusivity, accessibility, and active audience engagement. Contributing to research on the multiple uses of XR in UK museums, this paper focuses on how XR can be operationalised to address contested displays in Western museums. Using an external app for the British Museum as an example, this paper discusses the challenges arising from this intersection, including the entrenchment of immersive technologies in colonial power dichotomies, the risks of performative virtual interventions, and the conflicting agencies museums, companies, and individuals must navigate in this context. The author suggests, as a possible experimental approach, wiki-based XR interactions which engage with non-Eurocentric epistemologies and are co-created by communities commonly disenfranchised in Western museum spaces.Os museus estão a tornar-se, cada vez mais, experiências que empregam múltiplos media e, com a emergência do metaverso (Coates, 2021), as tecnologias imersivas (XR) são projetadas para formar uma parte importante das futuras experiências museológicas. Com opções para fornecer uma multiplicidade de informação não necessariamente hierarquizada, apoiar caminhos individualizados através de exposições, e experiências de visitas, as tecnologias imersivas XR têm o potencial de ajudar a manter os visitantes envolvidos em torno de informação complexa e matizada (Mulcahy, 2017). Trabalhando com dispositivos que a maioria dos visitantes de museus já possui, as tecnologias XR apresentam um passo promissor no sentido de uma maior inclusão, acessibilidade, e envolvimento ativo do público. Contribuindo para a investigação sobre as múltiplas utilizações da XR nos museus do Reino Unido, este documento centra-se na forma como a XR pode ser operacionalizada para abordar as exposições constatadas nos museus ocidentais. Utilizando uma aplicação externa para o Museu Britânico como exemplo, este documento discute os desafios decorrentes deste cruzamento, incluindo a consolidação de tecnologias imersivas em dicotomias de poder colonial, os riscos de intervenções virtuais performativas, e os agentes, em conflito museus, empresas e indivíduos, devem navegar neste contexto. O autor sugere, como uma possível abordagem experimental, interações XR baseadas em ambientes wiki que se envolvem com epistemologias não-Eurocêntricas e são cocriadas por comunidades comummente marginalizadas em espaços museológicos ocidentais

    Guest Editorial Signal Processing for XR Communications and Systems

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    Future wireless networks are expected to support ubiquitous extended reality (XR) with human-to-human communications. XR is a term that refers to all real-and-virtual combined environments and human-machine interactions generated by computer technology and wearables, where the X represents any current or future spatial computing technology. XR includes augmented reality (AR), mixed reality (MR), and virtual reality (VR) that all are immersive at different levels and entail distinct degrees of sensory inputs. The ultra-high resolution, detailed representation, panoramic scenery, and multi-stimuli of XR provide a unique immersive experience, allowing users to interact within an alternative world. Transmitting XR video, with its ultra-high bit rate and low latency, presents critical challenges to wireless networking
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