umbrella term for all immersive technologies that extend reality by combining the virtual and physical worlds. Components: • Virtual Reality (VR): Fully immersive virtual environments. • Augmented Reality (AR): Overlaying virtual content onto the real world. • Mixed Reality (MR): Interaction between physical and virtual elements in real-time.
for surgery training. • Education ◦ Immersive learning environments. ◦ Example: AR-enabled textbooks and VR field trips. • Retail and Marketing ◦ AR try-ons and interactive advertisements. ◦ Example: IKEA Place App (AR furniture placement). Application of XR
Example: Pokémon GO, Beat Saber. • Industrial Training ◦ Simulations for hazardous environments. ◦ Example: AR for equipment maintenance. Application of XR
potential in gaming. ◦ Microsoft HoloLens in Manufacturing: Assisting workers with real-time data overlays. ◦ IKEA Place App: Helping users visualize furniture placement using AR. ◦ VR for Therapy: Using VR to treat PTSD and phobias. ◦ ◦ ◦
life, and portability issues. • Technical Barriers ◦ Latency, rendering quality, and field-of-view limitations. • User Experience ◦ Motion sickness, accessibility, and user adoption. • Privacy and Security ◦ Data collection concerns in AR/VR experiences.
smartphones as daily devices. • Metaverse ◦ XR as a gateway to persistent virtual worlds. • AI and XR Integration ◦ Enhancing interactivity and content creation. • 5G and Cloud XR ◦ Enabling real-time XR streaming.
digital and physical spaces. • Applications are growing across industries like healthcare, retail, education, and entertainment. • Challenges exist, but advancements in hardware, software, and connectivity are driving the future of XR. • XR will play a major role in shaping the Metaverse and future immersive experiences.