Extended reality

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Extended reality is a catch-all to refer to augmented reality (AR) and virtual reality (VR). Sometimes the acronym 'XR' is used in place. The technology is intended to combine or mirror the physical world with a "digital twin world" that is able to interact with each other.[1]

The fields of virtual reality and augmented reality are rapidly growing and being applied in a wide range of ways, entertainment, marketing, real estate, training, and remote work.[2]

Multisensory extended reality[edit]

Multisensory extended reality (XR) integrates the five traditional senses, including sight, hearing, smell, taste and touch. Perception involves signals that go through the nervous system, as vision involves light striking the retina of the eye, the smell is mediated by odor molecules, and hearing involves pressure waves. Sensory cues of multisensory extended reality include visual, auditory, olfactory, haptic, and environmental.[3][4][5]

Scent is prominent in multisensory extended reality, as in biology, the olfactory system is integrated through the sensory nervous system.[6] Multisensory experiences have elements of neuromorphic engineering, cognitive science, positive psychology, neuroenhancement, and nanoemulsion technology.[7][8][9]

It is a form of limbic system health technology that includes digital therapeutics.[10]

Multisensory experiences are biocentric, and may be designed to enhance user well-being via digital therapeutics by experiencing them as mood-enhancing technology with digital therapeutic effects, providing positive changes in perception, mood, cognition, and behavior.[11][12]

Multisensory extended reality utilizes OpenXR and WebXR standards. It consists of perception, motor control, multisensory integration, vision systems, head-eye systems, and auditory processing.[13][14][15] It is HCI human-computer interface technology. All of which require reverse-engineering of the retina.[16]

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.[17] 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.[17]

See also[edit]

References[edit]

  1. ^ Casini, Marco (2022). "Extended Reality for Smart Building Operation and Maintenance: A Review". Energies. 15 (10): 3785. doi:10.3390/en15103785. ISSN 1996-1073.
  2. ^ 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.
  3. ^ "Creating Full Sensory Experiences: The Future of AR/VR/MR/XR". Radiant Vision Systems. Archived from the original on 2021-04-14. Retrieved 2022-03-18.
  4. ^ Windasari, Nila (January 1, 2022). "Impact of multisensory extended reality on tourism experience journey". Archived from the original on March 18, 2022. Retrieved March 18, 2022.
  5. ^ "Welcome to XR and immersive experiences". www.ericsson.com. 2021-11-30. Archived from the original on 2021-12-07. Retrieved 2022-03-18.
  6. ^ "VT company wins international award by using scent for virtual reality | Vermont Business Magazine". vermontbiz.com. Archived from the original on 2022-02-01. Retrieved 2022-03-18.
  7. ^ Najjar, Reem (2020-02-17). "Extended Reality (XR) explained through the 5 + 1 senses". Medium. Archived from the original on 2021-11-03. Retrieved 2022-03-18.
  8. ^ Boesenberg, Kristin (January 1, 2022). "Future of Extended Reality: KPMG: Multisensory" (PDF). Archived (PDF) from the original on February 27, 2022. Retrieved March 18, 2022.
  9. ^ Carlton, Bobby (2020-11-11). "Multi-Sensory XR Experience '(un)Balanced' Receives 2020 Lumen XR Award". VRScout. Archived from the original on 2021-04-16. Retrieved 2022-03-18.
  10. ^ "Walter Greenleaf on Digital Therapeutics, AR/VR, and sensor-driven health | ApplySci Silicon Valley". VR for Health. 2021-05-04. Archived from the original on 2021-06-25. Retrieved 2022-03-18.
  11. ^ López-Ojeda, Wilfredo; Hurley, Robin A. (2022-02-01). "Extended Reality Technologies: Expanding Therapeutic Approaches for PTSD". The Journal of Neuropsychiatry and Clinical Neurosciences. 34 (1): A4–5. doi:10.1176/app.neuropsych.21100244. ISSN 0895-0172. PMID 35113666. S2CID 246530233. Archived from the original on 2022-03-16. Retrieved 2022-03-18.
  12. ^ Gagnon Shaigetz, Vincent; Proulx, Catherine; Cabral, Anne; Choudhury, Nusrat; Hewko, Mark; Kohlenberg, Elicia; Segado, Melanie; Smith, Michael S D; Debergue, Patricia (2021-11-03). "An Immersive and Interactive Platform for Cognitive Assessment and Rehabilitation (bWell): Design and Iterative Development Process". JMIR Rehabilitation and Assistive Technologies. 8 (4): e26629. doi:10.2196/26629. ISSN 2369-2529. PMC 8600432. PMID 34730536.
  13. ^ "AtmosVR enables multisensory VR experience | Add-on hardware | XRGO". XRGO - We connect the industry with X-Reality (AR, MR, VR). Archived from the original on 2020-10-31. Retrieved 2022-03-18.
  14. ^ "MSG Sphere - SACO Technologies Inc". saco.com. Archived from the original on 2022-03-18. Retrieved 2022-03-18.
  15. ^ "4DX". CJ America. Archived from the original on 2022-03-18. Retrieved 2022-03-18.
  16. ^ "reverse engineering the retina 2022 - Google Search". www.google.com. Archived from the original on 2022-03-18. Retrieved 2022-03-18.
  17. ^ a b Rauschenberger, Robert (2020). "Health and Safety of VR Use by Children in an Educational Use Case" (PDF). IEEE.
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