This book offers a comprehensive overview of the technological aspects of Extended Realities (XR) and discusses the main challenges and future directions in the field.
Table of ContentsForeword
Preface
1. Future Directions for XR 2021-2030: International Delphi Consensus StudyJolanda G. Tromp, Gabriel Zachmann, Jerome Perret and Beatrice Palacco
1.1 Introduction
1.2 XR and the Delphi Study Forecast
1.2.1 XR Market
1.2.2 XR Enabling Environment
1.2.3 Human XR Capital
1.2.4 XR Innovation Ecosystem
1.3 Key Enabling R&D Prerequisites, Concerns and Targets
1.3.1 Statements on Speeding Up XR Development
1.3.2 Statements on Supporting XR Research to Market
1.3.3 Statements on XR Standardization Concerns
1.3.4 Statements on XR Business Concerns
1.3.5 Statements on the 17 Global Sustainable Development Goals
1.3.6 Statements on Collaboration and Knowledge Exchange
1.4 Future Research Agenda and Roadmap
1.4.1 XR Research Community Roles and Responsibilities
1.4.2 XR Business Community Roles and Responsibilities
1.4.3 Legislative and Government Bodies Roles and Responsibilities
1.5 Near-Term Challenges
1.5.1 Funding of High-Risk and Long-Term XR R&D Technologies
1.5.2 Novel Regulations Regarding XR Usage
1.5.3 Novel XR Funding Instruments
1.5.4 Accessibility and Democratization for XR R&D
Acknowledgments
References
2. Digital Narratives in Extended RealitiesLuis Emilio Bruni, Nele Kadastik, Thomas Anthony Pedersen and Hossein Dini
2.1 Introduction
2.2 XR and Interactive Digital Narratives (IDN)
2.2.1 Interactivity
2.2.2 Immersion
2.2.3 Environmental Storytelling
2.2.4 Agency
2.2.5 Embodiment, Narration, and “Point of View Technologies”
2.2.6 Agents and AI
2.3 Domains of Applications
2.3.1 Games
2.3.2 Serious Games
2.3.3 Cultural Experiences
2.3.4 Healthcare
2.3.5 Immersive Journalism with XR
2.4 Future Perspectives
References
3. Haptic InterfacesJerome Perret
3.1 Introduction
3.2 State-of-the-Art
3.3 Scientific and Technological Challenges
3.3.1 Actuation Technologies
3.3.2 Energy Efficiency
3.3.3 Physics Simulation
3.4 Application-Specific Challenges
3.4.1 Professional Training
3.4.2 Telemedicine
3.4.3 Remote Maintenance
3.5 Future Research Agenda and Roadmap
3.5.1 Organic Molecules for Haptic Actuators
3.5.2 Energy Recovery from Negative Work in Haptic Actuators
3.5.3 Interactive Physics Simulation for Haptics in XR
3.5.4 Haptic Interaction for VR-Based Training
3.5.5 Haptic Interaction for Telemedicine
3.5.6 Haptic-Enabled Telepresence for Remote Industrial Maintenance
References
4. Immersive Sound for XRArcadio Reyes-Lecuona, Tifanie Bouchara and Lorenzo Picinali
4.1 Introduction
4.2 Immersive Audio Rendering for XR
4.2.1 Fundamentals of Spatial Hearing and Binaural Rendering
4.2.2 Auralization and Introduction to Room Acoustics
4.2.3 Overview of Loudspeaker-Based Techniques
4.3 Technological Challenges
4.3.1 HRTF Personalization for XR
4.3.2 Real-Time Capturing and Rendering of Room Acoustics
4.3.3 Evaluation of 3D Audio Technological Improvements
4.3.4 Web and Networked Solutions
4.3.5 Authoring Tools
4.4 Envisioning Applications
4.4.1 Use Case 1: Audio for Immersive Collaborative Work and Videoconferences
4.4.2 Use Case 2: Inclusivity and Assistive Technologies for Visually Impaired and Blind Users
4.4.3 Use Case 3: From Hearing Aids to Hearing Devices
4.4.4 Use Case 4: Rehabilitation/Monitoring/Clinical Disorders
4.4.5 Use Case 5: Immersive Sonification
4.5 Future Research Agenda and Roadmap
4.5.1 Short Term Areas of Interest
4.5.2 Mid- to Long-Term Research Opportunities
Acknowledgments
References
5. Visual Interfaces in XRRubén Mohedano and Julio Chaves
5.1 Introduction
5.2 Definitions
5.2.1 Field of View (FOV)
5.2.2 Angular Resolution
5.2.3 Optical Efficiency
5.2.4 Eye Relief (ER)
5.2.5 Total Track Length (TTL)
5.2.6 Input and Output Pupils
5.3 Visual Interfaces Building Blocks
5.3.1 Display Engine
5.3.2 Optical Train
5.4 Visual Interfaces in VR
5.4.1 VR Display Panels
5.4.2 Basics of VR Lens
5.4.3 Long and Short Focal Distance Configurations
5.4.4 Eye Tracking and Human-Eye Resolution Adapted Designs
5.5 Visual Interfaces in AR
5.5.1 AR Display Panels
5.5.2 Free-Space and TIR Prism Combiners
5.5.3 Waveguide Optics Combiners
5.5.3.1 Exit Pupil Expansion (EPE)
5.5.3.2 Incouplers and Outcouplers Strategy
5.6 Future Research Agenda and Roadmap
5.6.1 Future Visual Interfaces in VR
5.6.1.1 Pancake-Type Optics
5.6.1.2 Multichannel Optics
5.6.1.3 Built-In Myopia and Astigmatism Correction
5.6.1.4 Visual Comfort and Enhanced User-Experience
5.6.2 Future Visual Interfaces in AR
5.6.2.1 Video See-Through Headsets
5.6.2.2 Optical See-Through Headsets
References
6. XR and Metaverse Software PlatformsLorenzo Cappannari and Antony Vitillo
6.1 Introduction
6.1.1 Toward the Metaverse
6.1.2 Towards the Metaverse Ecosystem
6.2 Enabling Platforms
6.2.1 Operating Systems
6.2.2 Digital Stores
6.2.3 Real-Time Engines and Frameworks
6.2.4 World Mapping and Tracking
6.2.5 Cloud Rendering
6.2.6 Future Projections for Operating Systems
6.3 Content Platforms
6.3.1 Content Acquisition
6.3.2 Content Creation and Management
6.3.3 Content Distribution
6.3.4 Future Projections for Content Platforms
6.4 Human-Centered Platforms
6.4.1 Avatar Creation
6.4.2 Realistic Interactions
6.4.3 Virtual Beings
6.4.4 Future Projections for Human-Centered Platforms
6.5 Utility Platforms
6.5.1 Services
6.5.2 Search Engines
6.5.3 Future Projections for Utility Platforms
6.6 Application Platforms
6.7 Future Research Agenda and Roadmap
6.7.1 Market Potential and Guiding Principles
6.7.2 Future Research Agenda and Roadmap
References
7. Human Perception EngineeringEvan G. Center, Katherine Mimnaugh, Jukka Häkkinen and Steven M. Lavalle
7.1 Introduction
7.1.1 A Perception Engineering Perspective
7.1.1.1 A Convergence of Black Boxes and White Boxes
7.1.1.2 Towards Dynamical Systems-Based Models of Perceptual Illusions
7.1.1.3 Perception Engineering in Action: XR Sickness
7.1.1.4 Perception Engineering in Action: Pseudo-Haptics
7.2 XR and Human Perception
7.2.1 Methods in XR and Human Perception Research
7.2.2 XR Sickness
7.3 Future Research Agenda and Roadmap
7.3.1 Establishing Best Practices in XR and Human Perception Research
7.3.1.1 Power Analysis
7.3.1.2 Preregistration
7.3.1.3 Supporting Best Practices
7.3.2 Individual Differences
7.3.3 Open-Source Modular Devices
Funding
References
8. Extended Reality and Artificial Intelligence: Synergic Approaches in Real World ApplicationsMaria di Summa, Vito Reno, Pierluigi Dibari, Gaetano Pernisco, Marco Sacco and Ettore Stella
8.1 Introduction
8.2 XR and Artificial Intelligence
8.3 Future Research Agenda and Roadmap
References
9. Extended Reality & The Backbone: Towards a 3D MirrorworldJolanda G. Tromp
9.1 Introduction
9.1.1 Spatial Computing Paradigm Shift
9.1.2 Historical Background of the XR Concept
9.1.3 Virtualization Drivers
9.2 Critical Uncertainties for the Future of XR
9.2.1 VR and AR: Real-Time Spatial Computing
9.2.2 Mirrorworlds: Cyberphysical Twinning
9.2.3 User and Usage Data: The New XR Data Economy
9.2.4 Augmentation: The Right to Write
9.2.5 Simulation: Crowdsourcing Real World 3D Digital Content
9.2.6 Intimate Technologies: Private Biodata Recording and Processing
9.2.7 External Technologies: Personal Data in the Cloud
9.3 XR and Decentralization: Blockchain Infrastructure
9.4 XR and the Backbone: Enabling Critical Functionalities
9.4.1 Social Level: XR Metaverse Populated by Users and Digital Agents
9.4.2 Objects Level: XR Metaverse Objects and Semantic Infrastructure
9.4.3 Architectural Level: XR Metaverse Spaces
9.4.4 Space–Time Continuum: Dynamically Changing and Configurable Infrastructure
9.5 XR Open Sharing and Interoperability
9.5.1 Open Source and Open Standards
9.5.2 The XR Innovation Ecosystem Flywheel
9.6 Future Research Agenda and Roadmap
Acknowledgments
References
10. Human Factors and ErgonomicsMarta Mondellini, Vera Colombo, Sara Arlati, Glyn Lawson and Sue Cobb
10.1 Introduction
10.2 XR and Human Factors
10.2.1 Framework of HF Issues
10.2.2 Where Are We Now?
10.2.2.1 Presence
10.2.2.2 Usability
10.2.2.3 Technology Acceptance
10.2.3 Where Are We Going?
10.2.3.1 Case Example 1: Multisensory Interaction
10.2.3.2 Case Example 2: Rehabilitation—Older Adults
10.3 Future Research Agenda and Roadmap
10.3.1 Design Methods
10.3.2 Technology Improvements
10.3.3 Short- to Mid-Term, Areas of Interest
10.3.4 Longer-Term Research Opportunities
Acknowledgments
References
11. XR and NeurorehabilitationSara Arlati and Davide Borghetti
11.1 Introduction
11.2 XR and Neurorehabilitation
11.2.1 XR and Neurological Injuries
11.2.2 XR and Stroke
11.2.3 XR and Dementia
11.2.4 XR and Parkinson’s Disease
11.2.5 XR and Multiple Sclerosis
11.2.6 XR and Pain
11.3 Future Research Agenda and Roadmap
References
12. Use of XR’s Technologies for Consumer Behavior AnalysisCristina Gil-Lopez, Jaime Guixeres, Javier Marín-Morales and Mariano Alcañiz
12.1 Introduction
12.2 The Concept of Virtual Consumer Experience
12.2.1 Definition of Consumer Experience in Marketing Research
12.2.2 Towards a New Conceptualization of Consumer Experience in Virtual Reality Contexts
12.3 A Framework for the Use of XR in Consumer Behavior Research
12.3.1 Using XR in Marketing
12.3.2 XR Environment Characterization
12.3.2.1 Purpose
12.3.2.2 Technical Specification
12.3.2.3 XR Experience Quality Measures
12.3.3 Consumer Behavior in XR
12.3.3.1 General Framework
12.3.3.2 General Considerations
12.3.4 Behavior Measurement Layer
12.3.4.1 Eye Tracking
12.3.4.2 Navigation
12.3.4.3 Interaction
12.3.4.4 Body Gestures
12.3.5 Physiological Measurement Layer
12.3.5.1 Electroencephalography
12.3.5.2 Functional Near-Infrared Spectroscopy
12.3.5.3 Heart Rate Variability
12.3.5.4 Electrodermal Activity
12.4 Future Research Agenda and Roadmap
References
13. XR for Industrial Training & MaintenanceLuca Greci
13.1 Introduction
13.2 XR and Industrial Training and Maintenance
13.2.1 XR and Training
13.2.2 XR and Maintenance
13.2.3 XR Issues
13.3 Future Research Agenda and Roadmap
References
14. Use of XR Technologies for the Assessment and Training of Leadership SkillsElena Parra, Mariano Alcañiz, Cristina Giglio and Irene Alice Chicchi Giglioli
14.1 What is Leadership?
14.2 Leadership Assessment: Explicit Methods
14.3 Leadership Biomarkers: Organizational Neuroscience
14.3.1 Leadership Assessment: Implicit Methods
14.3.2 Organizational Neuroscience and Neuroleadership
14.3.3 Organizational Neuroscience: Implicit Measures
14.3.4 Organizational Neuroscience: Experimental Methodologies
14.3.5 Limitations
14.4 Extended Reality Technologies and Leadership Assessment
14.4.1 Extended Realities and Human Behavior
14.4.2 Using Serious Games for Assessment
14.4.3 Evidence-Centered Design
14.4.4 Stealth Assessment Approach
14.5 Future Research Agenda and Roadmap
References
15. Surgery Applications: Expanding Surgeons’ CapabilitiesJose M Sabater-Navarro, Jose M Vicente-Samper, Sofia Aledo and Pedro L. Solarte
15.1 Introduction
15.2 XR and Surgery
15.2.1 Education Scenario for Surgery
15.2.2 Preoperative Scenario
15.2.3 Intraoperative Scenario
15.3 Future Research Agenda and Roadmap
References
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