Extended reality

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An extended reality set

Extended reality (XR) is a term referring to all real-and-virtual combined environments and human-machine interactions generated by computer technology and wearables.[1][circular reference] E.g. It includes representative forms such as augmented reality (AR), mixed reality (MR) and virtual reality (VR)[2] and the areas interpolated among them. The levels of virtuality range from partially sensory inputs to immersive virtuality, also called VR.[3]

XR is a superset which includes the entire spectrum from "the complete real" to "the complete virtual" in the concept of reality–virtuality continuum introduced by Paul Milgram. Still, its connotation lies in the extension of human experiences especially relating to the senses of existence (represented by VR) and the acquisition of cognition (represented by AR). With the continuous development in human–computer interactions, this connotation is still evolving.

XR is a rapid growing field being applied in a wide range of ways, such as extended reality learning, entertainment, marketing, real-estate, training and remote work.[4]

Extended Reality Learning[edit]

Extended reality learning (XRL) is a term referring to a new immersive experiential learning model that places students into realistic intentional interactions. By leveraging augmented reality (AR), mixed reality (MR), virtual reality (VR), branching video (BV) and artificial intelligence (AI), instructional designers are able to go beyond simulation in a virtual metaverse.

The transformation of society with XR[edit]

The fundamentals of the society has been founded based on the human habitation over the years. The principles of any action were defined considering physical entities but XR creates a paradigm shift in the way we see the world and how it will be coded to augment a "new reality". The future generation might not be aware of the societal theories which we are carrying since decades. The Metaverse is the new technology driven world with no analogy to the real world. The socioeconomic principles does not go aligned with this augmented world.[5]

Health and safety[edit]

Researchers are conducting experiments to determine possible health hazards and safety measures. Robert Rauschenberger and Brandon Barakat conducted assessment using a variety of optometric, psychophysical and self-report measures.[6] Their concurrent research to discover hidden health hazards in usage of VR in education concludes that this technology needs to be used safely by children in an educational use case. More examination needs to be done considering demographic and environmental parameter.[6]

See also[edit]

References[edit]

Notes
  1. ^ Spatial computing
  2. ^ J. P. Gownder; Christopher Voce; Michelle Mai; Diane Lynch (May 10, 2016). "Breakout Vendors: Virtual And Augmented Reality". Retrieved August 17, 2016.
  3. ^ Goode, Lauren (5 January 2019). "Get Ready to Hear a Lot More About 'XR'". Wired. Condé Nast. Retrieved 10 January 2019.
  4. ^ Chuah, Stephanie Hui-Wen (2018). "Why and Who Will Adopt Extended Reality Technology? Literature Review, Synthesis, and Future Research Agenda". SSRN Working Paper Series. doi:10.2139/ssrn.3300469. ISSN 1556-5068.
  5. ^ Lik-Hang, Lee (October 2021). "All One Needs to Know about Metaverse: AComplete Survey on Technological Singularity,Virtual Ecosystem, and Research Agenda". ResearchGate.
  6. ^ a b Rauschenberger, Robert (2020). "Health and Safety of VR Use by Children in an Educational Use Case" (PDF). IEEE.
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