/
xR- Extended Reality

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

Related content

Board Retreat - October 24-2019 - Agenda
Board Retreat - October 24-2019 - Agenda
More like this
Leadership and Development Trends
Leadership and Development Trends
More like this
Capturing the Value and Meaning of Training in Organizations
Capturing the Value and Meaning of Training in Organizations
More like this
Building a Learning Organization
Building a Learning Organization
More like this