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Digital Oil Fields and Its Emerging Technologies
Published in Anirbid Sircar, Gautami Tripathi, Namrata Bist, Kashish Ara Shakil, Mithileysh Sathiyanarayanan, Emerging Technologies for Sustainable and Smart Energy, 2022
Geetanjali Chauhan, Saurabh Mishra, Sugat Srivastava
Extended reality (XR) technology had rapidly transformed the gaming and entertainment industries and is set to change the oil and gas industry as well. Extended reality (XR) is the umbrella term that includes technologies like Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR). These technologies enhance our senses by providing additional information about the actual world and or creating a simulated unreal world for us to experience. Augmented Reality (AR) adds digital elements to a live view often by using the camera on a smartphone. Virtual Reality (VR) implies a complete immersion experience that shuts out the physical world. By wearing a VR device on the eyes, users can experience situations like riding on the back of a dragon, observing the environment in distant Antarctica, etc. Mixed Reality (MR) is a step beyond AR and combines elements of both AR and VR. It adds additional information for a user to perceive, in MR, the user can interact with the interesting physical and virtual worlds, thus blurring the difference between real and virtual.
State of XR research in architecture with focus on professional practice – a systematic literature review
Published in Architectural Science Review, 2022
These evolutions are referred to the terms of VR (Virtual reality), AR (Augmented Reality), and MR (Mixed Reality), generally bring together under the term XR for Extended Reality. However, their differences are not always clearly defined (Hanaoka et al. 2018; Moore and Gheisari 2019; Greenwood et al. 2008). In order to better understand the distinction, we refer on definitions formulated by Milgram and his colleagues (Milgram and Kishino 1994). We, therefore, group together under the term VR, technologies in which the user is completely immersed in a fully modelled world. AR is defined as an environment in which digital representations (e.g. texts, images, videos, virtual objects) are superimposed on the physical world and ‘augment’ it. MR is defined as a combination in which the virtual and the real world are presented together. However, the concept of MR has evolved during the past two decades. The original concept of MR proposed by Milgram focused solely on graphics, whereas MR nowadays integrates different methods of human–computer interaction, such as environmental input, sound or gestures (Cheng, Chen, and Chen 2020). This evolution leads sometimes to an ambiguous differentiation between AR and MR. Cheng and his colleagues refer to the HoloLens released by Microsoft to exemplify this ambiguity. The device is considered an MR device, although its function is to superimpose virtual information on the real world, which can be classified as AR according to Milgram’s definition. In another paper describing immersive devices, the HoloLens is this time considered as a VR devices (Spaeth and Khali 2018).
Identifying Causes of and Solutions for Cybersickness in Immersive Technology: Reformulation of a Research and Development Agenda
Published in International Journal of Human–Computer Interaction, 2020
Kay Stanney, Ben D. Lawson, Bas Rokers, Mark Dennison, Cali Fidopiastis, Thomas Stoffregen, Séamas Weech, Jacqueline M. Fulvio
Following industry practice, we will use the term eXtended reality (XR) when we refer to the shared aspects of virtual and augmented reality. eXtended Reality could transform the way we work, learn, and play. Besides its wide use in entertainment and gaming, XR has significant applications in the domains of education, manufacturing, training, health care, retail, and tourism (Stanney et al., 2020). It can transform education by permitting interaction with environments far removed, long gone, or of a dramatically different scale. It provides operational support at the point-of-need, thereby accelerating task performance while improving safety and reducing downtime and costs. It allows for training of essential skills through safe, contextually relevant, and embodied immersive experiences, even in rare and hazardous scenarios, such as training oil rig workers to handle emergencies or sailors to put out ship fires. It can support physicians in reaching patients in underserved and remote areas, and support diagnostics, surgical planning, and image-guided treatment. It is destined to reshape commerce, by supporting remote exploration of physical products, enhancing remote customer support, and fostering interactive branding. It can also revolutionize tourism via the integration of interactive elements into hotel experiences, augmented tourist points-of-interest, and immersive navigation assistance when exploring new places.
A Systematic Review of Human–Computer Interaction (HCI) Research in Medical and Other Engineering Fields
Published in International Journal of Human–Computer Interaction, 2022
Alireza Sadeghi Milani, Aaron Cecil-Xavier, Avinash Gupta, J. Cecil, Shelia Kennison
Extended reality tools and environments are being increasingly used to support learning and education (Cecil, 2021). The term Extended reality (XR) encompasses three categories: virtual reality (VR), augmented reality (AR), and mixed reality (MR). These technologies extend various levels of reality by blending real and virtual worlds to support effective immersive experiences (Cecil et al., 2019). By integrating XR into training, learners can be immersed in a multisensory environment that is more interactive, engaging, and effective. XRs can be used to support the design of Virtual Learning Environments (VLEs) which can be described as a special type of XR environments designed to support learning and training.