Introduction to Extended Reality (XR) Technologies -  - E-Book

Introduction to Extended Reality (XR) Technologies E-Book

0,0
150,99 €

-100%
Sammeln Sie Punkte in unserem Gutscheinprogramm und kaufen Sie E-Books und Hörbücher mit bis zu 100% Rabatt.
Mehr erfahren.
Beschreibung

This book is a comprehensive overview of the fundamentals and applications of extended reality (XR) with practical insights and real-world examples.

Introduction to Extended Reality (XR) Technologies is a thorough guide to understanding the fundamentals, concepts, and key aspects of XR technology, including augmented reality (AR), virtual reality (VR), and mixed reality (MR). The book explores how extended reality blends the physical and virtual worlds, transforming industries such as education, healthcare, and entertainment. Each chapter covers key aspects, from foundational principles to practical applications, with real-world examples illustrating the technologies’ potential. By addressing current trends, challenges, and future directions, the book serves as an essential resource to explore the evolving world of these technologies.

This book comprises 12 chapters, each presenting an in-depth overview of extended reality (XR) technologies. The first section details an introduction to extended reality technologies, covering augmented reality (AR), virtual reality (VR), and mixed reality (MR), and how they’re rapidly growing across various industries. The second section examines the potential of these technologies and how they’ll revolutionize different sectors, like aviation and tourism. The section also includes discussions on specific applications of XR technologies and the development advantages for each sector. The third section discusses how augmented reality and virtual reality play a pivotal role in healthcare sectors, allowing for disease diagnosis and treatment planning.

Audience

This book is intended for engineers, IT industry professionals, healthcare industry professionals, computer engineering and the electronics sector.

Sie lesen das E-Book in den Legimi-Apps auf:

Android
iOS
von Legimi
zertifizierten E-Readern

Seitenzahl: 386

Veröffentlichungsjahr: 2025

Bewertungen
0,0
0
0
0
0
0
Mehr Informationen
Mehr Informationen
Legimi prüft nicht, ob Rezensionen von Nutzern stammen, die den betreffenden Titel tatsächlich gekauft oder gelesen/gehört haben. Wir entfernen aber gefälschte Rezensionen.



Table of Contents

Cover

Table of Contents

Series Page

Title Page

Copyright Page

Preface

Section 1: INTRODUCTION TO EXTENDED REALITY

1 Extended Reality: A Conceptual Description

1.1 Introduction

1.2 What is XR?

1.3 History of XR

1.4 Hardware Parameters for Extended Reality

1.5 Software Used for XR Systems

1.6 Applications of XR

1.7 Conclusion

References

2 Characteristics, Benefits, and an Explicative Insight on Extended Reality (XR)

2.1 Introduction

2.2 History of XR

2.3 Understanding AR

2.4 Understanding VR

2.5 Understanding MR

2.6 Aspects of XR

2.7 Characteristics of XR

2.8 Advantages of XR

2.9 Conclusion

References

3 Different Uses of Extended Reality

3.1 Introduction

3.2 Augmented Reality

3.3 Virtual Reality

3.4 A Walk Through the World of Mixed Reality

3.5 Further Understanding XR Technologies

3.6 Different Uses or Applications of XR Technologies

3.7 Conclusion

References

Section 2: FUNDAMENTALS OF EXTENDED REALITY

4 Introduction to Augmented Reality and Virtual Reality

4.1 Introduction

4.2 Motivating Research Works Focusing on the Real-World Applications of AR/VR

4.3 Conclusion

Acknowledgment

References

5 Augmented Reality, Virtual Reality, Mixed Reality: A Comprehensive Description

5.1 Augmented Reality

5.2 Virtual Reality

5.3 Mixed Reality

5.4 Further Discussion on Extended Reality (XR) Technologies

5.5 Conclusion

References

6 Possibilities with Augmented Reality and Virtual Reality

6.1 What is Augmented Reality?

6.2 What is Virtual Reality?

6.3 Possibilities with AR and VR

6.4 Discussion

6.5 Conclusion

References

Section 3: APPLICATIONS OF EXTENDED REALITY

7 Applications of Extended Reality Technologies in Aviation Sector

7.1 Introduction

7.2 What is XR?

7.3 Examples of Different Applications of XR Technologies in the Industry of Aviation

7.4 Conclusion

References

8 Extended Reality Applications in Tourism Sector

8.1 Introduction

8.2 Extended Reality (XR) Technologies

8.3 Application of XR Technologies in Tourism

8.4 Conclusion

References

9 Role of Augmented Reality and Virtual Reality in Medical Imaging

9.1 Introduction

9.2 Materials and Methods

9.3 Conclusion

Acknowledgments

References

Section 4: FUTURE DEVELOPMENTS OF EXTENDED REALITY

10 An Overview of Virtual Reality in Healthcare

10.1 What is VR?

10.2 History of VR

10.3 Introduction of VR in Healthcare

10.4 Possibilities with VR in Healthcare

10.5 Advantages of VR Use in Healthcare

10.6 Conclusion

References

11 Augmented and Mixed Reality in Education Sector

11.1 An Introduction to Augmented Reality

11.2 Augmented Reality in Education Sector

11.3 Example of Augmented Reality Application in Education

11.4 Benefits of Augmented Reality in Education Sector

11.5 An Introduction to Mixed Reality

11.6 Mixed Reality in Education Sector

11.7 Example of MR Application in Education

11.8 Benefits of MR in Education

11.9 Conclusion

References

12 The Growth of Extended Reality

12.1 Introduction

12.2 What is Extended Reality?

12.3 Growth of XR Technologies

12.4 Current Companies Dealing in the XR Technology Domain

12.5 Examples of XR Technology-Based Apps

12.6 Conclusion

References

Index

End User License Agreement

List of Illustrations

Chapter 4

Figure 4.1 Generic applications of AR/VR technology.

Figure 4.2 Illustration of augmented reality, virtual reality, and mixed reali...

Figure 4.3 Augmented reality and its components.

Figure 4.4 Typical example of augmented reality.

Figure 4.5 Virtual reality and its components.

Figure 4.6 Typical example of virtual reality.

Figure 4.7 AR/VR input devices.

Figure 4.8 AR/VR output devices.

Figure 4.9 Evolution of AR technology.

Figure 4.10 Evolution of VR technology.

Chapter 9

Figure 9.1 Concept of virtual reality and augmented reality.

Figure 9.2 Clinician and patient as users of AR/VR technology.

Figure 9.3 Radiological image viewing options using virtual reality.

Guide

Cover Page

Table of Contents

Series Page

Title Page

Copyright Page

Preface

Begin Reading

Index

WILEY END USER LICENSE AGREEMENT

Pages

ii

iii

iv

xiii

xiv

xv

xvi

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

21

22

23

24

25

26

27

28

29

30

31

32

33

34

35

36

37

38

39

40

41

42

43

44

45

46

47

48

49

50

51

52

53

54

55

56

57

58

59

60

61

62

63

64

65

66

67

68

69

70

71

72

73

74

75

76

77

78

79

80

81

82

83

84

85

86

87

88

89

90

91

92

93

94

95

96

97

98

99

100

101

102

103

104

105

106

107

108

109

110

111

112

113

114

115

116

117

118

119

120

121

122

123

124

125

126

127

128

129

130

131

132

133

134

135

136

137

138

139

140

141

142

143

144

145

146

147

148

149

150

151

152

153

154

155

156

157

158

159

160

161

162

163

164

165

166

167

168

169

170

171

172

173

174

175

176

177

178

179

180

181

182

183

184

185

186

187

188

189

190

191

192

193

194

195

196

197

198

199

200

201

202

203

204

205

206

207

208

209

210

211

212

213

214

215

216

217

218

219

220

221

222

Scrivener Publishing100 Cummings Center, Suite 541JBeverly, MA 01915-6106

Publishers at ScrivenerMartin Scrivener ([email protected])Phillip Carmical ([email protected])

Introduction to Extended Reality (XR) Technologies

Edited by

Manisha Vohra

This edition first published 2025 by John Wiley & Sons, Inc., 111 River Street, Hoboken, NJ 07030, USA and Scrivener Publishing LLC, 100 Cummings Center, Suite 541J, Beverly, MA 01915, USA© 2025 Scrivener Publishing LLCFor more information about Scrivener publications please visit www.scrivenerpublishing.com.

All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise, except as permitted by law. Advice on how to obtain permission to reuse material from this title is available at http://www.wiley.com/go/permissions.

Wiley Global Headquarters111 River Street, Hoboken, NJ 07030, USA

For details of our global editorial offices, customer services, and more information about Wiley products visit us at www.wiley.com.

Limit of Liability/Disclaimer of WarrantyWhile the publisher and authors have used their best efforts in preparing this work, they make no representations or warranties with respect to the accuracy or completeness of the contents of this work and specifically disclaim all warranties, including without limitation any implied warranties of merchantability or fitness for a particular purpose. No warranty may be created or extended by sales representatives, written sales materials, or promotional statements for this work. The fact that an organization, website, or product is referred to in this work as a citation and/or potential source of further information does not mean that the publisher and authors endorse the information or services the organization, website, or product may provide or recommendations it may make. This work is sold with the understanding that the publisher is not engaged in rendering professional services. The advice and strategies contained herein may not be suitable for your situation. You should consult with a specialist where appropriate. Neither the publisher nor authors shall be liable for any loss of profit or any other commercial damages, including but not limited to special, incidental, consequential, or other damages. Further, readers should be aware that websites listed in this work may have changed or disappeared between when this work was written and when it is read.

Library of Congress Cataloging-in-Publication Data

ISBN 978-1-119-85722-8

Front cover images courtesy of Adobe FireflyCover design by Russell Richardson

Preface

Extended Reality Technologies, abbreviated as XR technologies, are rapidly growing and rank among the top technology trends. XR essentially comprises Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR). These technologies extend reality by combining the virtual and real worlds or by blending them to create an enhanced experience.

Augmented Reality (AR): It overlays digital information onto the actual real world. The user’s experience of the real world is enhanced with digital elements such as animations and other details.

Virtual Reality (VR): It creates a simulated 3D environment generated using computers. Users can interact with this virtual environment using special devices such as headsets.

Mixed Reality (MR): This blends virtual and real-world environments. In Mixed Reality, objects from the real world and virtual objects can coexist and interact with each other in real time.

Extended Reality Technologies offer significant advantages. They have the potential to revolutionize how people perceive and experience the virtual environment. Because of their capabilities, XR technologies can transform various sectors where they are applied. For example, in fields such as education, healthcare, business, entertainment, and gaming, these technologies can act as game changers and prove highly beneficial.

This book, “Introduction to Extended Reality (XR) Technologies”, discusses and explains the fundamentals, concepts, and various other aspects of XR technologies. It is designed to be useful for both academic and industry audiences. Along with discussing the fundamentals and concepts, this book also highlights the different applications of XR technologies, including real-world examples.

The organization of the book, which provides an overview of each chapter, is as follows:

Chapter 1 explores the term Extended Reality (XR), which is rapidly growing in popularity. Extended Reality technologies comprise Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR), all of which hold great importance. These technologies are being widely adopted across different industries. For example, VR, which was once considered primarily useful in the entertainment industry, is now proving beneficial in sectors like education and healthcare. XR technologies are reaching new heights across various fields. This chapter defines XR and presents a brief conceptual overview. It discusses the different elements of XR, including its history and applications.

Chapter 2 delves into the evolving nature of Extended Reality (XR) technologies, highlighting their growing presence across different sectors. There are numerous possibilities with XR. This chapter provides a detailed understanding of XR, offering insights into its important historical milestones. It also explains the characteristics and benefits of XR technologies.

Chapter 3 examines how Extended Reality (XR) technologies are becoming a significant topic of discussion in today’s technological landscape. These technologies are being implemented in numerous sectors due to their benefits and possibilities. This chapter provides a brief description of different XR technologies, along with their applications, supported by examples.

Chapter 4 focuses on the introduction of Augmented Reality (AR) and Virtual Reality (VR), highlighting their characteristics, components, and recent research applications. The chapter explores how advancements in technology have paved the way for VR, AR, and Mixed Reality (MR), which integrate real-world physical objects with virtual ones. It emphasizes 3D visualization as a key feature of AR/VR technology and discusses its vital role in various sectors. Additionally, the chapter examines the growing market for AR/VR technologies and their potential to address real-world challenges.

Chapter 5 discusses Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR) technologies, which are integral components of XR. These technologies possess extraordinary capabilities and are growing rapidly. This chapter provides an overview of AR, VR, and MR, discussing their history, advantages, and potential to revolutionize sectors through diverse applications.

Chapter 6 explores the possibilities of Augmented Reality (AR) and Virtual Reality (VR) technologies, which are key elements of XR. The chapter discusses their applications across various sectors, supported by examples, and highlights the immense opportunities these technologies offer.

Chapter 7 examines the application of Extended Reality (XR) technologies in the aviation sector. As a vital and expansive field, aviation requires smooth and efficient work processes, which XR can help facilitate. This chapter discusses various XR technologies and their applications in aviation, using examples from literature reviews to highlight their benefits.

Chapter 8 explores how Extended Reality (XR) technologies can help revitalize the tourism sector, which was severely impacted by the COVID-19 pandemic. Tourism contributes to job creation and economic development while promoting cultural exchange and local products. This chapter discusses the role of XR in tourism marketing, promotion, and publicity, emphasizing its potential to recover and enhance the sector.

Chapter 9 highlights the role of Augmented Reality (AR) and Virtual Reality (VR) in the healthcare sector, particularly in disease diagnosis and surgical preplanning. The chapter discusses AR and VR applications in medical imaging, radiology, and biomedical engineering, emphasizing their ability to provide efficient solutions and enhance medical education and equipment design.

Chapter 10 explores the growing applications of Virtual Reality (VR) technology in healthcare. As a cutting-edge tool, VR is being used for training sessions, rehabilitation, operation planning, and more. This chapter examines VR’s benefits, challenges, and potential for future research in the healthcare sector.

Chapter 11 focuses on the application of Augmented Reality (AR) and Mixed Reality (MR) in education. The chapter discusses examples of AR and MR technologies and their potential benefits for students and educators, emphasizing how XR can revolutionize the education sector by providing innovative tools for learning.

Chapter 12 discusses the concept of Extended Reality (XR) as a universal term encompassing immersive technologies like VR, AR, and MR. The chapter explores how XR integrates the physical and digital worlds, benefiting industries such as medicine and education. It highlights key developments, industry players, and real-world applications, supported by examples from the literature. The chapter concludes by discussing the exponential growth of XR technologies and their future potential.

This book will be an informative and valuable resource for gaining comprehensive knowledge about Extended Reality Technologies. The editor sincerely thanks Martin Scrivener, the team at Scrivener Publishing, and all the chapter contributors for their efforts in making this book possible. It will serve as a useful guide for becoming well-acquainted with Extended Reality Technologies.

Manisha Vohra

December 2024

Section 1INTRODUCTION TO EXTENDED REALITY

1Extended Reality: A Conceptual Description

N. Rajamurugu1* and S. Yaknesh2

1Department of Aerospace Engineering, KCG College of Technology, Chennai, India

2Department of Aerospace Engineering, Chandigarh University, Punjab, India

Abstract

Extended reality (XR) is a term which is growing rapidly in popularity. Extended reality technologies comprise of augmented reality (AR), virtual reality (VR), and mixed reality (MR) and have great importance. They are widely adopted in different industries—for example, VR, which was widely considered to be useful in the entertainment industry, is now being considered to be useful in education industry, healthcare industry, etc. XR technologies are reaching great heights across different industries. In this chapter, XR is defined, and a brief conceptual description of XR is presented. The different elements of XR, including its history, applications, etc., are discussed in the chapter.

Keywords: Extended reality (XR), augmented reality (AR), virtual reality (VR), mixed reality (MR), environment, immersive

1.1 Introduction

Technologies help the world across different sectors in different ways. There are so many technologies present such as cloud computing, Internet of Things (IoT) digital twin, blockchain, etc. Each plays an important role across different sectors. Among the wide number of technologies present, there are particular technologies which are currently gaining a lot of popularity like the XR technologies.

XR is also called X reality or extended reality. Herein X is representing any spatial computing technologies which are presently existing or which may exist in the future like AR, VR, MR, and the areas interpolated among them [1]. XR technologies are evolving rapidly. They provide the users with a lot of advantages and are hence making their place across different sectors. Let us first understand what XR, which is discussed below, is.

1.2 What is XR?

XR comprises of AR, VR, and MR. XR means all real environments and virtual environments brought together, wherein human and machine interaction takes place via interactions that have been generated by hardware and computer technology [1].

Let us now understand VR, AR, and MR. Starting with VR, in simple words, it is a simulation generated by a computer of a three-dimensional environment which appears to the user to be real. VR’s aim is to convince the user that the virtual environment is as real as the physical reality. MR is a hybrid system. In MR, both physical elements and virtual elements are present [4].

An environment is created by VR technology in which the user feels as well as seems to be moving within a virtual world that is created by a computer in a way just like how people move within or inside a natural environment; while immersed in the virtual world, the real world that actually surrounds the user cannot be perceived by the user. Talking about AR, it is opposite to this; AR lets the user view the real world and augments it with superimposed virtual objects. So, it can be stated that while reality is replaced by VR, AR supplements it; an environment is created in which real objects as well as virtual objects harmonically coexist [5].

All the computer technologies which promote the generation of virtual environments that let the user have an interaction with them is called VR or, in other words, it is what VR refers to.

Over the time period of the past 10 years, utilizing computer-generated reality concept to support daily practice has become ever more mature, and this is all thanks to the advancement of hardware as well as software. In the product design area, many different previous studies have tried adopting VR technologies in various stages of product development [16].

Application of VR in medical education is an important area. Virtual simulation platforms over the period of the last decade have been growingly developed. These platforms have proved to be helpful in further increasing the ability of medical students to gather information during medical history collection and also to make their diagnostic problem-solving skills better [22].

Getting back to the AR discussion, AR is the amalgamation of elements from the real world and the virtual world. AR offers the possibility of mixing two environments and combining them—the physical environment and the digital environment—in real time via the use of emerging technologies which are also easily accessible, like smartphones or tablets [2].

Along with computer-generated images (CGI), real-world scenes are combined by AR. Presently, AR is a modern media which is very advanced and is engaged in a growing number of industries [17].

The author in [34] defines AR as systems which possess different characteristics. They are as follows:

The first characteristic is combining real and virtual.

The second characteristic is being real-time interactive or, in other words, being interactive in real time.

The third characteristic is being registered in 3D [

34

].

So, the items above are the different characteristics which AR systems possess according to the author in [11].

Pokemon Go and Google Glass are two extremely familiar examples of AR [11]. During the time period of over a decade, technology like AR has matured [18].

In different areas like the industrial area, AR can be utilized in different ways—for example, how AR can be used to support the preparation of kit in the context of material supply to assembly; the insight of this is given in the paper [24].

AR has proved to be a good solution for the manufacturing-related area,—solution which is having innovation and is having a great effect as well in helping to solve some difficult problems to simulate, assist, and make the manufacturing processes better prior to them being conducted— thus ensuring that things like design, machining, etc., are correctly done for the first time without the requirement of consequent re-working and any modifications. In various applications, in manufacturing as well as in many other fields, AR has been exhibited to be a solution [18].

In recent years, augmented reality smart glasses (ARSG) have been identified as a very powerful technology which supports shop-floor operators who are working on different tasks like maintenance, assembly, quality control, and material handling [15].

A subsequent rise in VR and VR applications which leverage smartphone technology has been seen with the growing popularity of smartphones and their adoption [32].

In recent times, quite considerably, the maturity of VR and AR devices has grown. For the consumer market, there is the availability of reasonably low-priced and powerful VR and AR devices, all thanks to technical advancement for this [31].

Coming to MR, it is a fusion of the physical world and the digital world which explores the relationship between human, computer, and environmental interactions [4]. The simplest way of viewing a MR environment is the one in which both real and virtual world objects are presented together within a single display [35]. MR, in general, can be used in different applications such as in [21]. A MR-based user interface for the quality control inspection of car body surfaces has been proposed so as to improve the ergonomics and also the productivity of workers [21]. Similarly, MR can be used in more different applications.

The description above helps to understand what is VR, AR, and MR. Now, coming back to VR technology, it is not very new, but the developments in the recent times in immersive technologies, specifically with respect to interactions and visualization, have made VR come across as attractively growing to scholars. Recent VR head-mounted displays (HMDs), like Oculus Rift, HTC Vive, etc., let the users experience a high degree of immersion. According to the authors in [6], immersion describes user involvement in an environment that is virtual and during which the awareness—real-world awareness and awareness of time—often becomes disconnected, thus providing a sense of being in the task environment instead. HMDs for mobile devices are available, which are low-budget like Google Cardboard, Samsung Gear VR, etc., which let each one to get the experience of immersive virtual environments. The present devices also offer interaction capabilities [6].

There are three different types of VR systems. They are as follows:

Non-immersive

Immersive

Semi-immersive

The simplest as well as the cheapest type of VR applications which utilize desktops to reproduce images of the world are non-immersive systems [7].

With the help of different sensory outputs devices like HMDs for the enhancement of the stereoscopic view of environments via movement of the user’s head and audio and haptic devices, the immersive systems provide a complete simulated experience [7].

Semi-immersive systems such as Fish Tank VR, which are semi-immersive, are between immersive and non-immersive systems. The systems like Fish Tank VR provide a stereo-image of a 3D scene which is viewed on a monitor by utilizing a perspective projection that is coupled to the head position of the observer [7].

VR devices: The manner in which a user communicates with the computer is decided by the input devices [9].

Talking about the output devices, the ones which are responsible for the presentation of a virtual environment and its phenomena to the user are output devices. The output devices contribute to the generation of an immersive feeling at most. They include visual, auditory, or haptic displays.

After input hardware and output hardware, the underlying software is the one which actually plays an important role. The underlying software has the responsibility for the management of I/O devices. It also has the responsibility for analyzing the data which is incoming and for generating proper feedback [9].

AR devices: The main devices for augmented reality are displays, input devices, tracking, and computers.

Displays: Three major types of displays used in AR are as follows:

Head-mounted displays (HMDs)

Handheld displays

Spatial displays

Input devices: There are many types of input devices for AR systems. Some systems utilize gloves, while some utilize wireless wristbands. The input devices selected will be based on the application [

8

].

Tracking: Tracking devices consist of digital cameras and/or other optical sensors, GPS, accelerometers, solid-state compasses, wireless sensors, etc. [

8

].

Computer: The computer does the work of analyzing the visual which is sensed, and it also analyzes other data in order to synthesize and position augmentations [

8

].

VR, AR, and MR are all very important and have various advantages. Now, the way in which scientists and engineers look at computers in order to perform mathematical simulations, data visualization, and also decision making is changed by VR [23].

VR creates an environment in which virtual spaces and objects replace real-world scenes completely. AR creates an environment where virtual objects are superimposed on a predominantly real-world scene [14]. AR is based on the possibility of adding further information and dimensions to the reality that surrounds us, letting the display of virtual data overlap a real object by just framing it [13]. A participant in VR systems is completely immersed in a virtual environment [20].

AR and VR are two technologies which let students conduct experiments in a safe environment [10]. To support as well as facilitate learning and teaching processes, VR is a powerful tool for it [19]. Numerous industries implemented AR/VR successfully [26].

One of the differences that AR has with VR and MR is that AR is much closer to the environment of the real world, whereas placing of VR is done in one of the most distant points of the context, while MR is placed halfway between them as it incorporates elements of VR and AR [3]. VR/MR tools are considered as trustworthy solutions for training operators of service maintenance [25].

A huge spectrum of hardware and software is encompassed by XR [12].

XR systems are important in different applications, and from the Industry 4.0 point of view they are of importance as well. It is necessary to have a successful integration of XR systems in digital transformation of manufacturing as this will contribute toward the realization of the Industry 4.0 vision.

1.3 History of XR

There are different events and happenings which contributed to the evolution of XR. Below are some of the important events and happenings in the history of XR.

Starting with the stereoscope, the invention of which is done by Charles Wheatstone in 1838, it is considered to be the initial point for the journey of AR as well as VR. He found out that the brain takes one image from each eye and combines them both to create a single 3D image. On the basis of this, he created a stereoscope device which took two images and made a 3D image, and it also added an illusion of depth. Nowadays, stereoscopic displays are utilized in modern VR systems. They provide the digital images with a feeling of depth, boosting the immersion feel.

In 1935, American science fiction author Stanley Weinbaum published Pygmalion’s Spectacles, wherein the main character explores a world of fiction via a pair of goggles which lets the users experience virtual senses such as sight, hearing, etc.

In 1938, William Gruber and Harold Graves came up with the View-Master. It was a stereoscopic 3D photo viewer that offered a modern take on the scenic postcard.

Sensorama, the first virtual reality machine, was built by cinematographer Morton Heilig in 1956. To surprise the audience in the film, this film booth integrated 3D, color video with sounds, fragrances, and a vibrating chair. In 1962, Morton Heilig patented Sensorama.

Philco engineers invented the Headsight headset. It was invented in the year 1961. This was the first VR headgear that featured motion tracking technology.

Harvard professor Ivan Sutherland invented an AR headset in 1968. This was the first AR headset. It was named “The Sword of Damocles”. It projected computer-generated images which made the user’s vision of the world better.

Myron Krueger created the Videoplace. It was created in 1975 [8]. It was artificial reality created by Krueger, a conceptual environment with no existence. Silhouettes of the users, grabbed by cameras, were projected on a large screen in this system, and the participants were able to interact with one another. This was possible due to image processing techniques which let users interact with virtual objects [9].

In the year 1985, the VPL company commercialized the DataGlove and eyephone [7].

At the end of the 1980s, Fake Space Labs created the Binocular-Omni-Orientational Monitor (BOOM). It was a complex system composed of a stereoscopic displaying device. It provided a moving and broad virtual environment and also a mechanical arm tracking [7].

In between 1980 and 1990, the first commercially sold VR devices, the DataGlove and the Eyephone, were made [9].

In 1992, the Electronic Visualization Laboratory of the University of Illinois created the CAVE Automatic Virtual Environment. It is an immersive VR system which is composed of projectors directed on three or more walls of a room [7].

Gunpei Yokoi, a Nintendo designer, created the Virtual Boy in 1995. It was an unsuccessful portable video game device that replicated red and black displays via a visor attached to a handheld controller.

Palmer Luckey, at the age of 18 years, successfully designed a prototype for the Oculus Rift VR headset. This headset brought back the interest in VR with its 90° field of vision (FOV) and also its efficient use of computer processing power. Later, Facebook attained it in 2014.

In 2016, Microsoft’s HoloLens headset was introduced. It is an MR device.

In 2017, IKEA Place application was introduced, an AR-based application which allowed customers to preview how furniture would look in their home before purchasing the furniture.

Currently, XR is being widely included in various applications and is evolving rapidly. The discussion above on some of the important events and happenings in the history of XR helps in knowing and understanding the history of XR.

1.4 Hardware Parameters for Extended Reality

Field of view (FOV) and frame per second (FPS) are different hardware parameters, which would affect the overall usability of the systems. Let us discuss them one by one. We will firstly begin by talking about FOV, followed by FPS.

1.4.1 Field of View (FOV)

A screen is needed in an XR system in order to project virtual contents to the users. At any given point of time, how much extent of area is visible to the user would be defined by the FOV parameter of a screen. It has a direct effect on the amount of virtual information which can be rendered. Different screens have different FOVs. The FOVs are of importance as an appropriate FOV is needed to view the entire visual detailing and virtual information inside the virtual environment. A narrow FOV could be less immersive. It could even affect and limit the viewing of visual detailing and virtual information.

Now, we will move toward discussing the next hardware parameter which is FPS.

1.4.2 Frame per Second (FPS)

Frame per second (FPS) is the frequency at which the consecutive frames of images are displayed on a screen. The higher the FPS, the smoother the motion of the content looks. Similar to the FOV, this parameter is more important in VR systems than AR or MR systems. FPS is a parameter which is determined not only by the hardware but also the software. Hence, it makes it important during the development that the virtual scenes should be fine-tuned to obtain desirable FPS.

1.5 Software Used for XR Systems

The XR systems are developed using various software. According to the authors in [27], there are two different approaches here: first is that which is based on open development platform and second is that which is based on the extension of the established commercial software. With open development platform, there is an advantage that it has a completely controlled development process which can be tailored based on individual needs. However, expertise in software engineering is needed. Coming on to the established commercial software extension then, in recent times, established commercial software is the expanding support for XR applications. Due to this, the existing users can create a seamless XR experience without having to put much efforts, but there will be limitations here as the exploration of new XR applications using this kind of software is pursued as the software here, in this case, will be dependent on updates from the software providers [27].

1.6 Applications of XR

XR can be used in different sectors. Some of them are as follows:

Entertainment

Healthcare

Education

Aviation

1.6.1 Example of Application of AR in Education

In the following example, AR’s effect specifically on the learning performance of students in science, technology, engineering, and mathematics (STEM) education is discussed.

Initially, in a traditional manner, a topic is taught by utilizing just simple basic tools which are textbooks, whiteboard, and 3D models. Traditional exercises’ set is carried out, which were preliminary prepared, and they are consistent with what study has been done. For this topic specifically, AR test pre-use is carried out. Documentation of results of student’s pre-use of AR test is done, data analysis is done, and also evaluations are carried out. After this, AR-enhanced exercises sets are conducted, which are preliminary prepared and are consistent with the material which has been studied. In groups of three, the students carry out work and, a post-use of AR test is conducted. Similar to the procedure in the pre-use of AR test, here also in the post-use of AR case, the test results of the students are documented, analysis of the data is done, and also evaluations are carried out. Then, a comparison of test results of pre-use and post-use of AR is done. In all the groups, each of these steps was performed again for all of the four topics that were taught. To validate this particular experiment, a small size of participants, to be precise comprising of 80 participants, was taken. Later on, in the future, this research can be expanded. A visual as well as a very realistic learning environment is provided by the AR system which is utilized. This kind of learning environment cannot be provided by the traditional manner of teaching. After each topic had been explored two times, i.e., once prior to utilizing an AR tool and once after utilizing AR tool, the post-use AR tests were carried out. For the purpose of creating the test and in the distribution and collection of data, an online tool was used. The online tool utilized here was Results Microsoft Forms. Microsoft Excel, along with its data analysis tools, was utilized to export and analyze the data which was collected from the questionnaires. Data from all the tests carried out, i.e., before AR use and after AR use with each group, were summarized. It can be noticed that in all the three groups, AR tool and AR environment utilization showed improvement in students’ understanding of the matter that they studied compared to traditional tools based on text and graph [28].

1.6.2 Example of Application of VR in Education

During the past few years, with the introduction of economic devices which are of high quality and that offer a quality user experience, the use of HMD to view VR environments has grown. The use of HMD-VR within the design and construction industries is increasing. In fact, it has proved to be a powerful visualization tool to help clients understand space. The research carried out by authors in [29] is viewing HMD-VR’s potential introduction in the construction education classroom, which is in the context of wood frame construction assemblies. For this purpose, a study was conducted by the authors in [29]. This study conducted utilized commodity HMD-VR headsets. Mobile devices powered the HMD-VR headsets. An immersive HMD VR simulation was developed by this study, which allowed the students to explore a house that was under construction and which was at the stage of framing. To enable students to navigate freely through the environment and, with this, to also enable students to observe the features of the construction were the simulation’s purposes. There was a great positive response received from the students as to the use of HMD simulations and its potential for use in the classroom [29]. In the past few years, with the growth of immersive VR, considering its use in teaching robotics in order to make the quality of teaching better in the robotics field is interesting [33].

1.6.3 Example of Application of MR in Education

Inconsistency in teaching is one of common sources of experiencing dissatisfaction among medical students, while heterogeneous access to clinical learning opportunities also remains as another common source of experiencing dissatisfaction among medical students. These were exacerbated during the COVID-19 pandemic by having limited exposure to patients for the purpose of clinical teaching. Now, to overcome these issues, the authors in [30] conducted a proof-of-concept study using MR technology (HoloLens2™) at a London teaching hospital in order to deliver a remote-access teaching ward round. In the year 2020, during the month of June, fourth-year students of Imperial College School of Medicine participated in a teaching ward round which involved HoloLens2TM technology. The authors recruited patients from a teaching hospital in London. The authors based the teaching on learning outcomes from the undergraduate curriculum. The results that the authors received clearly support the feasibility, acceptability, and effectiveness of utilizing MR technology in order to deliver a remote-access, interactive teaching ward round [30]. Hence, MR can be a potential technology to use in education.

AR, VR, and MR—all of these XR technologies—are capable of being applied in the education sector. With the three examples above, it is clear that XR technologies have great potential. They can, without any complexity, be applied for use in the education sector.

1.7 Conclusion

Extended reality (XR) is a term which is growing rapidly in popularity. Extended reality technologies comprise of augmented reality (AR), virtual reality (VR), and mixed reality (MR) and have great importance. They are widely adopted in different sectors or industries—for example, VR which was widely considered to be useful in the entertainment sector is now being considered to be useful in the education sector, healthcare sector, etc. XR technologies are reaching great heights across different sectors or industries. In this chapter, XR is defined, and a brief conceptual description of XR is presented. The different elements of XR including its history, applications, etc., are discussed in the chapter.

References

1. Doolani, S., Wessels, C., Kanal, V., Sevastopoulos, C., Jaiswal, A., Nambiappan, H., Makedon, F., A Review of Extended Reality (XR) Technologies for Manufacturing Training.

Technologies

,

8

,

4

, 77, 1–20, 2020.

2. Calabuig-Moreno, F., González-Serrano, M.H., Fombona, J., García-Tascón, M., The Emergence of Technology in Physical Education: A General Bibliometric Analysis with a Focus on Virtual and Augmented Reality.

Sustainability

, 12, 2728, 2020.

3. Cabero-Almenara, J., Barroso-Osuna, J., Llorente-Cejudo, C., Del Mar Fernández Martínez, M., Educational Uses of Augmented Reality (AR): Experiences in Educational Science.

Sustainability

, 11, 4990, 2019.

4. Kuleto, V., Stanescu, M., Ranković, M., Šević, N.P., Paun, D., Teodorescu, S., Extended reality in higher education, a responsible innovation approach for generation y and generation z.

Sustainability

, 13, 11814, 2021.

5. Hincapié, M., Caponio, A., Rios, H., González Mendívil, E., An introduction to Augmented Reality with applications in aeronautical maintenance.

13th International Conference on Transparent Optical Networks

, pp. 1–4, 2011, doi: 10.1109/ICTON.2011.5970856.

6. Radianti, J., Majchrzak, T.A., Fromm, J., Wohlgenannt, I., A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda.

Comput. Educ.

,

147

, 103778, 2020, doi:

https://doi.org/10.1016/j.compedu.2019.103778

.

7. Cipresso, P., Giglioli, I.A.C., Raya, M.A., Riva, G., The past, present, and future of virtual and augmented reality research: A network and cluster analysis of the literature.

Front. Psychol.

,

9

, 2086, 2018, doi:

https://doi.org/10.3389/fpsyg.2018.02086

.

8. Carmigniani, J., Furht, B., Anisetti, M., Ceravolo, P., Damiani, E., Ivkovic, M., Augmented reality technologies, systems and applications.

Multimed. Tools Appl.

,

51

, 341–377, 2010.

9. Mazuryk, T., Virtual Reality History, Applications, Technology and Future, 1999.

10. Bucea-Manea-Oni, R., Bucea-Manea-Oni, R., Simion, V.E., Ilic, D., Braicu, C., Manea, N., Sustainability in higher education: The relationship between work-life balance and xr e-learning facilities.

Sustainability

, 12, 5872, 2020.

11. Mcmillan, K., Flood, K., Glaeser, R., Virtual reality, augmented reality, mixed reality, and the marine conservation movement.

Aquat. Conserv. Mar. Freshwater Ecosyst.

, 27, 162–168, 2017.

12. Margetis, G., Apostolakis, K.C., Ntoa, S., Papagiannakis, G., Stephanidis, C., X-Reality Museums: Unifying the Virtual and RealWorld Towards Realistic Virtual Museums.

Appl. Sci.

, 11, 338, 2021.

13. Bozzelli, G., Raia, A., Ricciardi, S., De Nino, M., Barile, N., Perrella, M., Tramontano, M., Pagano, A., Palombini, A., An integrated VR/AR framework for user-centric interactive experience of cultural heritage: The ArkaeVision project.

Digit. Appl. Archaeol. Cult. Herit.

, 15, e00124, 2019.

14. Shin, D.H. and Dunston, P.S., Identification of application areas for augmented reality in industrial construction based on technology suitability.

Autom. Constr.

, 17, 882–894, 2008.

15. Syberfeldt, A., Danielsson, O., Gustavsson, P., Augmented reality smart glasses in the smart factory: Product evaluation guidelines and review of available products.

IEEE Access

, 5, 9118–9130, 2017.

16. Stylidis, K., Dagman, A., Almius, H., Gong, L., Söderberg, R., Perceived quality evaluation with the use of extended reality.

Proc. Design Soc., Int. Conf. Eng. Design

, 1, 1, 1993–2002, 2019.

17. Kascak, J., Teliskova, M., Torok, J., Baron, P., Zajac, J., Husar, J., Implementation of augmented reality into the training and educational process in order to support spatial perception in technical documentation.

Proc. IEEE 6th Int. Conf. Ind. Eng. Appl. (ICIEA)

, pp. 583–587, 2019.

18. Nee, A.Y.C., Ong, S.K., Chryssolouris, G., Mourtzis, D., Augmented reality applications in design and manufacturing.

CIRP Ann.

, 61, 2, 657–679, 2012.

19. Kaminska, D., Sapinski, T., Wiak, S., Tikk, T., Haamer, R.E., Avots, E., Helmi, A., Ozcinar, C., Anbarjafari, G., Virtual reality and its applications in education: Survey.

Information

, 10, 318, 2019.

20. Gerup, J., Soerensen, C.B., Dieckmann, P., Augmented reality and mixed reality for healthcare education beyond surgery: An integrative review.

Int. J. Med. Educ.

, 11, 1, 2020.

21. Muñoz, A., Mahiques, X., Solanes, J.E., Martí, A., Gracia, L., Tornero, J., Mixed reality-based user interface for quality control inspection of car body surfaces.

J. Manuf. Syst.

, 53, 75–92, 2019.

22. De Ponti, R., Marazzato, J., Maresca, A.M., Rovera, F., Carcano, G., Ferrario, M.M., Pre-graduation medical training including virtual reality during COVID-19 pandemic: A report on students’ perception.

BMC Med. Educ.

, 20, 1–7, 2020.

23. Seth, A., Vance, J.M., Oliver, J.H., Virtual reality for assembly methods prototyping: a review.

Virtual Reality

, 15, 5–20, 2011.

24. Hanson, R., Falkenström, W., Miettinen, M., Augmented reality as a means of conveying picking information in kit preparation for mixed-model assembly.

Comput. Ind. Eng.

, 113, 570–575, 2017. 2017/11/01/.

25. Borsci, S., Lawson, G., Broome, S., Empirical evidence, evaluation criteria and challenges for the effectiveness of virtual and mixed reality tools for training operators of car service maintenance.

Comput. Ind.

, 67, 17–26, 2015. 2015/02/01/.

26. Noghabaei, M., Heydarian, A., Balali, V., Han, K., Trend Analysis on Adoption of Virtual and Augmented Reality in the Architecture. Engineering, and Construction Industry.

Data

, 5, 26, 2020.

27. Gong, L., Fast-Berglund, A., Johansson, B., A Framework for Extended Reality System Development in Manufacturing.

IEEE Access

, 9, 24796–24813, 2021, doi: 10.1109/ACCESS.2021.3056752.

28. Petrov, P.D. and Atanasova, T.V., The Effect of Augmented Reality on Students’ Learning Performance in Stem Education.

Information

,

11

, 4, 209, 2020,

https://doi.org/10.3390/info11040209

.

29. Lucas, J.D., Immersive VR in the construction classroom to increase student understanding of sequence, assembly, and space of wood frame construction.

J. Inf. Technol. Construct.

,

23

, 179–194, 2018.

30. Bala, L., Kinross, J., Martin, G., Koizia, L.J., Kooner, A.S., Shimshon, G.J., Hurkxkens, T.J., Pratt, P.J., Sam, A.H., A remote access mixed reality teaching ward round.

Clin. Teach.

,

18

, 4, 386–390, 2021,

https://doi.org/10.1111/tct.13338

.

31. Eschen, H., Kötter, T., Rodeck, R., Harnisch, M., Schüppstuhl, T., Augmented and Virtual Reality for Inspection and Maintenance Processes in the Aviation Industry.

Procedia Manuf

., 19, 156–163, 2018.

32. Huang, K.-T., Ball, C., Francis, J., Ratan, R., Boumis, J., Fordham., J., Augmented Versus Virtual Reality in Education: An Exploratory Study Examining Science Knowledge Retention When Using Augmented Reality/ Virtual Reality Mobile Applications.

Cyberpsychol. Behav. Soc. Netw.

, 22, 2, 105–110, 2019, doi:

http://doi.org/10.1089/cyber.2018.0150

.

33. Román-Ibáñez, V., Pujol-López, F.A., Mora-Mora, H., Pertegal-Felices, M.L., Jimeno-Morenilla, A., A Low-Cost Immersive Virtual Reality System for Teaching Robotic Manipulators Programming.

Sustainability

,

10

,

4

, 1102, 2018, doi:

https://doi.org/10.3390/su10041102

.

34. Azuma, R.T., A Survey of Augmented Reality.

Presence: Teleoperators Virtual Environ.

,

6

, 355–385, 1997.

35. Milgram, P. and Kishino, F., A taxonomy of mixed reality visual displays.

IEICE Trans. Inf. Syst.

, 77, 12, 1321–1329, 1994.

Note

*

Corresponding author

:

[email protected]