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Showing papers on "Mixed reality published in 2022"


Journal ArticleDOI
TL;DR: In this article , the meaning and definitions of augmented reality (AR), virtual reality (VR), mixed reality, and extended reality (often referred to as XR) are discussed.

130 citations


Journal ArticleDOI
TL;DR: The purpose of this narrative review is to provide a comprehensive review of the use of XR technology in spine medicine, including surgery, consultation, education, and rehabilitation, as well as to identify its limitations and future perspectives.
Abstract: In recent years, with the rapid advancement and consumerization of virtual reality, augmented reality, mixed reality, and extended reality (XR) technology, the use of XR technology in spine medicine has also become increasingly popular. The rising use of XR technology in spine medicine has also been accelerated by the recent wave of digital transformation (i.e., case-specific three-dimensional medical images and holograms, wearable sensors, video cameras, fifth generation, artificial intelligence, and head-mounted displays), and further accelerated by the COVID-19 pandemic and the increase in minimally invasive spine surgery. The COVID-19 pandemic has a negative impact on society, but positive impacts can also be expected, including the continued spread and adoption of telemedicine services (i.e., tele-education, tele-surgery, tele-rehabilitation) that promote digital transformation. The purpose of this narrative review is to describe the accelerators of XR (VR, AR, MR) technology in spine medicine and then to provide a comprehensive review of the use of XR technology in spine medicine, including surgery, consultation, education, and rehabilitation, as well as to identify its limitations and future perspectives (status quo and quo vadis).

66 citations


Journal ArticleDOI
TL;DR: In this paper, the authors proposed a novel integrated mixed reality (MR) system for safety-aware human-robot collaboration using deep learning and digital twin generation, which can accurately measure the minimum safe distance in real-time and provide MR-based task assistance to the human operator.
Abstract: For human-robot collaboration (HRC), one of the most practical methods to ensure human safety with a vision-based system is establishing a minimum safe distance. This study proposes a novel integrated mixed reality (MR) system for safety-aware HRC using deep learning and digital twin generation. The proposed approach can accurately measure the minimum safe distance in real-time and provide MR-based task assistance to the human operator. The approach integrates MR with safety-related monitoring by tracking the shared workplace and providing user-centric visualization through smart MR glasses for safe and effective HRC. Two RGB-D sensors are used to reconstruct and track the working environment. One sensor scans one area of the physical environment through 3D point cloud data. The other also scans another area of the environment and tracks the user's 3D skeletal information. In addition, the two partially scanned environments are registered together by applying a fast global registration method to two sets of the 3D point cloud. Furthermore, deep learning-based instance segmentation is applied to the target object's 3D point cloud to increase the registration between the real robot and its virtual robot, the digital twin of the real robot. While only 3D point cloud data are widely used in previous studies, this study proposes a simple yet effective 3D offset-based safety distance calculation method based on the robot's digital twin and the human skeleton. The 3D offset-based method allows for real-time applicability without sacrificing the accuracy of safety distance calculation for HRI. In addition, two comparative evaluations were conducted to confirm the originality and advantage of the proposed MR-based HRC.

53 citations


Journal ArticleDOI
TL;DR: In this paper , the authors take an in-depth look at BCI and Extended Reality (XR) technologies and give examples of how their combination produces promising results pertaining to the above stated applications.

27 citations


Journal ArticleDOI
TL;DR: This narrative review aims to summarize the applications of Augmented Reality, Virtual Reality and Mixed Reality in dentistry and describes future challenges in digitalization, such as Artificial Intelligence and Robotics.
Abstract: The recent advancements in digital technologies have led to exponential progress in dentistry. This narrative review aims to summarize the applications of Augmented Reality, Virtual Reality and Mixed Reality in dentistry and describes future challenges in digitalization, such as Artificial Intelligence and Robotics. Augmented Reality, Virtual Reality and Mixed Reality represent effective tools in the educational technology, as they can enhance students’ learning and clinical training. Augmented Reality and Virtual Reality and can also be useful aids during clinical practice. Augmented Reality can be used to add digital data to real life clinical data. Clinicians can apply Virtual Reality for a digital wax-up that provides a pre-visualization of the final post treatment result. In addition, both these technologies may also be employed to eradicate dental phobia in patients and further enhance patient’s education. Similarly, they can be used to enhance communication between the dentist, patient, and technician. Artificial Intelligence and Robotics can also improve clinical practice. Artificial Intelligence is currently developed to improve dental diagnosis and provide more precise prognoses of dental diseases, whereas Robotics may be used to assist in daily practice.

27 citations


Journal ArticleDOI
TL;DR: In this paper, the authors examined the current literature on the use of extended reality technologies (XR) such as Virtual reality (VR), Augmented reality (AR), and Mixed reality (MR) for anatomy teaching and explored its potential for implementation in medical education.
Abstract: Background The majority of undergraduate anatomy learning has shifted online, or to a mixture of virtual and face-to-face teaching, due to the COVID-19 pandemic. Cadaveric shortages have also influenced the need for alternative methods of anatomical education. This study examines the current literature on the use of extended reality technologies (XR) such as Virtual reality (VR), Augmented reality (AR), and Mixed reality (MR) for anatomy teaching and explores its potential for implementation in medical education. Methods A literature review was performed of PubMed, ProQuest, Science Direct, and Springer databases. Included studies were assessed for user satisfaction, perceived effectiveness, cost, acceptability and side effects. Results The database search identified 1687 papers, of which 45 papers were included in this review. Both AR and VR had high rates of satisfaction and acceptability as a supplementary teaching aid amongst undergraduate participants. AR was found to have higher effectiveness than VR. VR is more expensive than AR. Results and comparisons were limited due to short length of study. Conclusions VR is a popular choice with undergraduates as an aid to supplement teaching, in spite of the associated cost and side effects such as nausea. AR has shown the most potential for independent study. Larger and long-term studies are required to determine true effectiveness, and consideration of the clinical relevance of these technologies.

25 citations


Journal ArticleDOI
TL;DR: In this paper , a selection of preferred platforms for young people is proposed and then the interfaces of these platforms are analyzed based on youth practices, with special emphasis on the narrative dimension.
Abstract: The general aim of this paper is to examine mixed reality settings present in the media practices of young people, exploring the future metaverses in which interactive narrative experiences will be carried out. First, the emergent design of metaverses is approached, going from their conception to their current state. Second, a selection of preferred platforms for young people is proposed and then the interfaces of these platforms are analyzed based on youth practices, with special emphasis on the narrative dimension. Third, emerging models of metaverses preferred by young people are discussed.

23 citations


Journal ArticleDOI
TL;DR: In this article , a review of the current state of extended reality technology and how it has been utilised in sport is presented, including how extended reality tools have been assessed for their level of representativeness.
Abstract: Extended reality is an umbrella term used to describe three computer-generated technologies including virtual reality, augmented reality and mixed reality. Extended reality is an emerging technology that has been utilised in many high-performance domains including psychology, medicine and the military, with the aim of enhancing perceptual-cognitive skills and motor skills. However, the use of extended reality in sport, particularly at the elite level, has only recently started to receive attention. While the growth of extended reality technology continues to accelerate at a rapid rate, empirical evidence aimed at understanding how these devices can best be applied in high-performance sport has not followed suit. Therefore, the purpose of this review is to provide clarity for high-performance sport organisations, researchers, sport scientists, coaches and athletes about the current state of extended reality technology and how it has been utilised in sport. In doing so, we first define and give examples of the types of extended reality technology including virtual reality, augmented reality and mixed reality that are available at the present time. Second, we detail how skill acquisition principles underpinned by the theoretical framework of ecological dynamics can be used to help inform the design and assessment of extended reality training tools. Third, we describe how extended reality has been utilised in sport, including how extended reality tools have been assessed for their level of representativeness, and the effectiveness of extended reality training interventions for improving perceptual-cognitive skills and motor skills. Finally, we discuss the future utilisation of extended reality in sport, including the key learnings that can be drawn from other domains, future research directions, practical applications and areas for consideration related to the use of extended reality for training skills in sport.

19 citations


Journal ArticleDOI
TL;DR: In this article , a systematic review focused on analyzing extendend reality essence and application and reporting the assessment of 287 approaches gathered from 2011 to 2022, classified and characterized in the proposed taxonomy.

19 citations


Proceedings ArticleDOI
27 Apr 2022
TL;DR: ReLive is introduced: a mixed-immersion visual analytics framework for exploring and analyzing mixed reality user studies that combines an in-situ virtual reality view with a complementary ex-Situ desktop view.
Abstract: The nascent field of mixed reality is seeing an ever-increasing need for user studies and field evaluation, which are particularly challenging given device heterogeneity, diversity of use, and mobile deployment. Immersive analytics tools have recently emerged to support such analysis in situ, yet the complexity of the data also warrants an ex-situ analysis using more traditional non-immersive visual analytics setups. To bridge the gap between both approaches, we introduce ReLive: a mixed-immersion visual analytics framework for exploring and analyzing mixed reality user studies. ReLive combines an in-situ virtual reality view with a complementary ex-situ desktop view. While the virtual reality view allows users to relive interactive spatial recordings replicating the original study, the synchronized desktop view provides a familiar interface for analyzing aggregated data. We validated our concepts in a two-step evaluation consisting of a design walkthrough and an empirical expert user study.

19 citations


Proceedings ArticleDOI
27 Apr 2022
TL;DR: In this article , the authors argue that users should have the freedom to transform visualisations seamlessly between the two as needed, but the design space for such transformations is large and practically uncharted.
Abstract: As mixed-reality (MR) technologies become more mainstream, the delineation between data visualisations displayed on screens or other surfaces and those floating in space becomes increasingly blurred. Rather than the choice of using either a 2D surface or the 3D space for visualising data being a dichotomy, we argue that users should have the freedom to transform visualisations seamlessly between the two as needed. However, the design space for such transformations is large, and practically uncharted. To explore this, we first establish an overview of the different states that a data visualisation can take in MR, followed by how transformations between these states can facilitate common visualisation tasks. We then describe a design space of how these transformations function, in terms of the different stages throughout the transformation, and the user interactions and input parameters that affect it. This design space is then demonstrated with multiple exemplary techniques based in MR.

Journal ArticleDOI
TL;DR: A novel taxonomic framework for different types of VAM-HRI interfaces is presented, composed of four main categories of virtual design elements (VDEs) and explained how its elements have been developed over the last 30 years as well as the current directions Vam-Hri is headed in the coming decade.
Abstract: Virtual, Augmented, and Mixed Reality for Human-Robot Interaction (VAM-HRI) has been gaining considerable attention in HRI research in recent years. However, the HRI community lacks a set of shared terminology and framework for characterizing aspects of mixed reality interfaces, presenting serious problems for future research. Therefore, it is important to have a common set of terms and concepts that can be used to precisely describe and organize the diverse array of work being done within the field. In this paper, we present a novel taxonomic framework for different types of VAM-HRI interfaces, composed of four main categories of virtual design elements (VDEs). We present and justify our taxonomy and explain how its elements have been developed over the last 30 years as well as the current directions VAM-HRI is headed in the coming decade.

Journal ArticleDOI
TL;DR: In this paper , the authors investigated instructors' and students' perceptions of the use of the Metaverse in education, as well as the support system for classes that use the metaverse.
Abstract: The Metaverse is a post-reality universe, a perpetual multi-user environment that combines physical reality and digital virtuality. It is based on the convergence of technologies that enable multisensory interactions with virtual environments, digital objects, and people, such as virtual reality (VR) and augmented reality (AR). As a result, Metaverse is a web of social, networked immersive environments on persistent multi-user platforms. It allows for real-time, embodied user communication and dynamic interactions with digital artifacts. Its first incarnation was a web of virtual worlds between which avatars could teleport. The modern Metaverse includes social, immersive VR platforms that are compatible with massive multiplayer online video games, open game worlds, and AR collaborative spaces. The aim of the research is to thoroughly examine the perceptions and educational requirements of Metaverse-based education and to investigate its educational applicability. Using a mixed research method, the study investigated instructors' and students' perceptions of the use of the Metaverse in education, as well as the support system for classes that use the Metaverse. And determining the implications for action. plans and directions for its application in education.

Journal ArticleDOI
06 Aug 2022
TL;DR: This study examines how extended reality (XR) approaches and its applications are transforming virtual learning environments in the context of human education and learning and offers several novel approaches for addressing these challenges.
Abstract: Today, learning environments (LEs) are proceeding towards virtual environments (VEs) in which a sense of reality can be presented in three dimensions (3D) and a sense of inclusion can be experienced. A virtual learning environment (VLE) can be presented in a more realistic and visual manner with the use of innovative technologies such as virtual reality (VR), mixed reality (MR), and augmented reality(AR). This paper examines how extended reality (XR) approaches and its applications are transforming virtual learning environments in the context of human education and learning. A systematic literature review from the Scopus, Web of Science, IEEE, ACM and Google Scholar databases was conducted in order to better understand XR's contributions to human education as well as learning.The potential uses of XR technology have been discussed in terms of its structure, past, present, and future directions of XR concerning education.The research conducted in this context has determined that XR is mostly being used in fields of education, learninig and simulating an emergency situation. XR technology can be applied to solve problems without causing harm to people or property, particularly in emergency scenarios and safety training. Finally, this study offer several novel approaches for addressing these challenges, as well as potential directions for future researchers seeking to specialize in using these emerging technologies for human education.

Journal ArticleDOI
TL;DR: In this article , the authors conducted a meta-analysis and systematic literature review of mixed reality rehabilitation programs, and found that the most common research designs are the least methodologically robust (e.g., single group post-test only design).

Journal ArticleDOI
TL;DR: In this paper , the authors present a taxonomy of virtual embodiment experiences by defining a body avatarization continuum and suggest that the sense of embodiment evolves in the same way in AR as in other settings, but this possibility has yet to be fully investigated.
Abstract: Virtual self-avatars have been increasingly used in Augmented Reality (AR) where one can see virtual content embedded into physical space. However, little is known about the perception of self-avatars in such a context. The possibility that their embodiment could be achieved in a similar way as in Virtual Reality opens the door to numerous applications in education, communication, entertainment, or the medical field. This article aims to review the literature covering the embodiment of virtual self-avatars in AR. Our goal is (i) to guide readers through the different options and challenges linked to the implementation of AR embodiment systems, (ii) to provide a better understanding of AR embodiment perception by classifying the existing knowledge, and (iii) to offer insight on future research topics and trends for AR and avatar research. To do so, we introduce a taxonomy of virtual embodiment experiences by defining a “body avatarization” continuum. The presented knowledge suggests that the sense of embodiment evolves in the same way in AR as in other settings, but this possibility has yet to be fully investigated. We suggest that, whilst it is yet to be well understood, the embodiment of avatars has a promising future in AR and conclude by discussing possible directions for research.

Journal ArticleDOI
TL;DR: In this paper , the authors investigated the usability of a mixed reality environment designed for equipping construction engineering students with competencies for deploying sensing technologies on construction projects by evaluating eye tracking, usability questions and think-aloud protocol data and verbal feedback.

Journal ArticleDOI
TL;DR: A number of themes have emerged and been reported in this paper , which provides a roadmap for those who would like to create XR experiences for learning and training purposes, and also describes the factors that should be considered when selecting an option to follow to introduce such immersive learning experiences.
Abstract: The use of extended reality (XR) technologies, namely Augmented Reality (AR), Virtual Reality (VR) and Mixed Reality (MR) in education, has attracted much attention in recent years. Many educators have described how XR benefits learners and how useful AR and VR technologies are in the classroom. However, creating AR and VR educational tools, apps or learning environments is a complex process, hence providing an immersive learning experience using these technologies is not a straightforward journey. As a result, the adoption of these emerging technologies in education might be delayed or halted despite their reported benefits to today’s learners. In this paper, websites, technical articles, academic journals, reports and mobile app stores, relating to the use of XR technologies in education, have been examined. A number of themes have emerged and been reported in this paper, which provides a roadmap for those who would like to create XR experiences for learning and training purposes. The paper also describes the factors that should be considered when selecting an option to follow to introduce such immersive learning experiences.

Journal ArticleDOI
TL;DR: A systematic literature review that evaluates the state-of-the-art on VR/AR/MR game applications in healthcare by collecting and analysing related journal and conference papers published from 2014 through to the first half of 2020.
Abstract: Virtual reality, augmented reality, and mixed reality (VR/AR/MR) as information and communication technologies have been recognised and implemented in healthcare in recent years. One of the popular application ways is games, due to the potential benefits of providing an engaging and immersive experience in a virtual environment. This study presents a systematic literature review that evaluates the state-of-the-art on VR/AR/MR game applications in healthcare by collecting and analysing related journal and conference papers published from 2014 through to the first half of 2020. After retrieving more than 3,000 papers from six databases, 88 articles, from both computer science and medicine, were selected and analysed in the review. The articles are classified and summarised based on their (1) publication information, (2) design, implementation, and evaluation, and (3) application. The presented review is beneficial for both researchers and developers interested in exploring current research and future trends in VR/AR/MR in healthcare.

Journal ArticleDOI
TL;DR: In this article , the authors propose the concept of duplicated reality, where a digital copy of a 3D region of interest of the users' environment is reconstructed in real-time and visualized in-situ through an Augmented Reality user interface.
Abstract: When two or more users attempt to collaborate in the same space with Augmented Reality, they often encounter conflicting intentions regarding the occupation of the same working area and self-positioning around such without mutual interference. Augmented Reality is a powerful tool for communicating ideas and intentions during a co-assisting task that requires multi-disciplinary expertise. To relax the constraint of physical co-location, we propose the concept of Duplicated Reality, where a digital copy of a 3D region of interest of the users' environment is reconstructed in real-time and visualized in-situ through an Augmented Reality user interface. This enables users to remotely annotate the region of interest while being co-located with others in Augmented Reality. We perform a user study to gain an in-depth understanding of the proposed method compared to an in-situ augmentation, including collaboration, effort, awareness, usability, and the quality of the task. The result indicates almost identical objective and subjective results, except a decrease in the consulting user's awareness of co-located users when using our method. The added benefit from duplicating the working area into a designated consulting area opens up new interaction paradigms to be further investigated for future co-located Augmented Reality collaboration systems.

Journal ArticleDOI
TL;DR: The basics, existing products, and use cases of AR, MR, and VR are reviewed, upon which technical requirements and bottlenecks of realizingultimate XR using wireless technologies are identified and a roadmap towards wireless ultimate XR is provided.
Abstract: Extended Reality (XR) is an umbrella term that includes Augmented Reality (AR), Mixed Reality (MR), and Virtual Reality (VR). XR has a tremendous market size and will profoundly transform our lives by changing the way we interact with the physical world. However, existing XR devices are mainly tethered by cables which limit users' mobility and Quality-of-Experience (QoE). Wireless XR leverages existing and future wireless technologies, such as 5G, 6G, and Wi-Fi, to remove cables that are tethered to the head-mounted devices. Such changes can free users and enable a plethora of applications. High-quality ultimate XR requires an uncompressed data rate up to 2.3 Tbps with an end-to-end latency lower than 10 ms. Although 5G has significantly improved data rates and reduced latency, it still cannot meet such high requirements. This paper provides a roadmap towards wireless ultimate XR. The basics, existing products, and use cases of AR, MR, and VR are reviewed, upon which technical requirements and bottlenecks of realizing ultimate XR using wireless technologies are identified. Challenges of utilizing 6G wireless systems and the next generation Wi-Fi systems and future research directions are provided.

Journal ArticleDOI
TL;DR: In this article , a holographic museum of various anatomical structures such as the eyeball, cerebral venous system, cerebral arterial system, cranial nerves, and various parts of the brain in fine detail is presented.
Abstract: Extended reality is one of the leading cutting-edge technologies, which has not yet fully set foot into the field of ophthalmology. The use of extended reality technology especially in ophthalmic education and counseling will revolutionize the face of teaching and counseling on a whole new level. We have used this novel technology and have created a holographic museum of various anatomical structures such as the eyeball, cerebral venous system, cerebral arterial system, cranial nerves, and various parts of the brain in fine detail. These four-dimensional (4D) ophthalmic holograms created by us (patent pending) are cost-effectively constructed with TrueColor confocal images to serve as a new-age immersive 4D pedagogical and counseling tool for gameful learning and counseling, respectively. According to our knowledge, this concept has not been reported in the literature before.

Proceedings ArticleDOI
27 Apr 2022
TL;DR: Through ISEs, participants are immersed in a speculative world depicted by the designers and can engage with it in its truest envisioned form and reflect on the challenges, limitations, and potential associated with the role of ISEs in the HCI discourse.
Abstract: In this paper we present Immersive Speculative Enactments (ISEs), a novel concept that extends conventional Speculative Enactments to Virtual Reality. Through ISEs, participants are immersed in a speculative world depicted by the designers and can engage with it in its truest envisioned form. We explore this concept via four scenarios with increasing technological uncertainty: a glimpse in the daily life of the parent of a newborn baby; a Mixed Reality experience supporting hybrid classrooms; two wearable devices that present a pet’s emotional state and needs; and an enactment on the effect of communication delay across interplanetary distances. We discuss the concept of ISEs and contrast them to other forms of speculation, provide guidelines on how to design them, as well as reflecting on the challenges, limitations, and potential associated with the role of ISEs in the HCI discourse.


Journal ArticleDOI
TL;DR: The integration of virtual reality, augmented reality (AR), and mixed reality (MR) in urological practices and medical education has led to modern training systems that are cost-effective and with an increased expectation toward surgical performance and outcomes.
Abstract: The integration of virtual reality (VR), augmented reality (AR), and mixed reality (MR) in urological practices and medical education has led to modern training systems that are cost-effective and with an increased expectation toward surgical performance and outcomes. VR aids the user in interacting with the virtual environment realistically by providing a three-dimensional (3D) view of the structures inside the body with high-level precision. AR enhances the real environment around users by integrating experience with virtual information over physical models and objects, which in turn has improved understanding of physiological mechanisms and anatomical structures. MR is an immersive technology that provides virtual content to interact with real elements. The field of urolithiasis has adapted the technological advancements, newer instruments, and methods to perform endourologic treatment procedures. This mini-review discusses the applications of Virtual Reality, Augmented Reality, and Mixed Reality in endourology and urolithiasis.

Journal ArticleDOI
TL;DR: In this paper , the authors present a newly innovated AR program named "Eye MG AR" to simplify ophthalmic concept learning and to serve as a new-age immersive 3D pedagogical tool for gameful learning.
Abstract: Augmented reality (AR) has come a long way from a science-fiction concept to a science-based reality. AR is a view of the real, physical world in which the elements are enhanced by computer-generated inputs. AR is available on mobile handsets, which constitutes an essential e-learning platform. Today, AR is a real technology and not a science-fiction concept. The use of an e-ophthalmology platform with AR will pave the pathway for new-age gameful pedagogy. In this manuscript, we present a newly innovated AR program named “Eye MG AR” to simplify ophthalmic concept learning and to serve as a new-age immersive 3D pedagogical tool for gameful learning.

Journal ArticleDOI
TL;DR: In this paper , the authors surveyed a group of 211 students and 47 academic faculty at a medical college regarding potential applications of MR in the medical curriculum by using a questionnaire comprised of eight questions.

Journal ArticleDOI
21 Jun 2022-Heritage
TL;DR: In this paper , a tourist/archaeological application was developed in Unity3D and allowed the user to view cultural heritage in a virtual environment, making information, multimedia content, and metrically precise 3D models available and accessible (after a phase of reducing the mesh border), useful for obtaining good 3D printing reproduction.
Abstract: Nowadays, a great interest in historical installations like museographic devices in international museological studies (capable of giving space form during user communication) is largely attributable to new techniques of immediate communication. Tools and libraries for virtual, augmented, and mixed reality content have recently become increasingly available. Despite its increased cost and investment, these are new ways for increasing visitor presence in museums. The purpose of this paper is to describe the potential of a tourist/archaeological application suitably developed and implemented by us. The application was developed in Unity3D and allows the user to view cultural heritage in a virtual environment, making information, multimedia content, and metrically precise 3D models available and accessible (obtained after a phase of reducing the mesh border), useful for obtaining good 3D printing reproduction. The strengths of our application (compared to the many already in the literature, which are also used as research ideas) stem from the possibility of using and easily integrating different techniques (3D models, building information models, virtual and augmented reality) allowing the choice of different 3D models (depending on the user’s needs) on some of which (again depending on the application needs) were tested and performed simplification and size reduction processes, to make the application loading phase faster and the user experience easier and better. Another application cue was to finalize an application to relate the elements of the museum with some archaeological elements of the territory according to historical period and element type.

Journal ArticleDOI
TL;DR: In this paper , the authors explore neuro-enhanced reality (NeR) as a novel approach for enhancing service communication between customers, frontline employees, and service organizations that extends beyond current state-of-the-art approaches based on augmented reality (AR) and virtual reality (VR) technologies.
Abstract: PurposeThe authors explore neuro-enhanced reality (NeR) as a novel approach for enhancing service communication between customers, frontline employees, and service organizations that extends beyond current state-of-the-art approaches based on augmented reality (AR) and virtual reality (VR) technologies.Design/methodology/approachThe authors first take stock of research on reality-enhanced service communication with AR and VR, then complement these insights with emerging neuroscientific research to conceptualize how NeR enables innovative forms of service communication. On this basis, the authors develop a research agenda to guide the future study and managerial exploitation of NeR.FindingsAR and VR already offer unique affordances for digital-to-physical communication, but these can be extended with NeR. Specifically, NeR supports neuro-to-digital and digital-to-neuro communication based on neuroimaging (e.g. controlling digital content through thought) and neurostimulation (e.g. eliciting brain responses based on digital content). This provides a basis for outlining possible applications of NeR across service settings.Originality/valueThe authors advance knowledge on reality-enhanced service communication with AR and VR, whilst also demonstrating how neuroscientific research can be extended from understanding brain activity to generating novel service interactions.

Proceedings ArticleDOI
01 Mar 2022
TL;DR: In this paper , the authors explore how an Extended Metaverse framework can be used to increase the seamless integration of interoperable agents between virtual and physical environments, and contribute an early theory and practice toward the synthesis of virtual-and physical smart environments anticipating future designs and their potential for connected experiences.
Abstract: The Metaverse encompasses technologies related to the internet, virtual and augmented reality, and other domains toward smart interfaces that are hyper-connected, immersive, and engaging. However, Metaverse applications face inherent disconnects between virtual and physical components and interfaces. This work explores how an Extended Metaverse framework can be used to increase the seamless integration of interoperable agents between virtual and physical environments. It contributes an early theory and practice toward the synthesis of virtual and physical smart environments anticipating future designs and their potential for connected experiences.