xR- Extended Reality
F. Palmas and G. Klinker, "Defining Extended Reality Training: A Long-Term Definition for All Industries," 2020 IEEE 20th International Conference on Advanced Learning Technologies (ICALT), Tartu, Estonia, 2020, pp. 322-324, doi: 10.1109/ICALT49669.2020.00103.
Industry Revolution Impact:
Increased need for reskilling and upskilling.
Adoption of VR, AR, and mixed realities as base technologies.
Extended Reality (xR):
Constantly changing and evolving.
"X" in xR is a variable for future technologies under the umbrella term.
Virtual Reality (VR):
Computer-generated virtual environment.
Immersive experiences with entirely computer-simulated sensory reception.
Augmented Reality (AR):
Overlay of digital content onto physical reality.
Cannot directly interact with the environment.
Mixed Reality (MR):
Hybrid form created by combining virtual and augmented reality.
Overlay of virtual content interacting with the actual environment.
xR Integration:
Unites VR, AR, MR, and future technologies under a single term.
Gamification in Corporate Training:
Integrated into corporate training for engagement.
Supports instructional designers in creating positive user experiences.
XR technologies enhance learning transfer and offer multi-sensory approaches.
Training Domains:
Seven defined domains based on technological characteristics.
Includes physicality, stationary extensions, mobile extensions, augmented reality, mixed reality, virtual reality, and virtuality.
Physicality:
Unaltered, truly physical environment.
Often mistaken for reality but includes abstract, cultural components.
Guided by a trainer, not technology.
Stationary Extensions:
Desktop computer-based technology.
Mobile Extensions:
Laptops, smartphones, tablets.
Often not AR or VR.
Virtuality:
Computer-generated or simulated persistent virtual training world.
Comparable to real life.
Continuum:
Stationary, mobile, AR, mixed reality, VR