Challenges for XR Experiences in Industry 4.0: A Preliminary Study
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Publisher
Springer Nature Singapore
Link
https://link.springer.com/content/pdf/10.1007/978-981-99-8248-6_37
Reference13 articles.
1. Ahir, K., Govani, K., Gajera, R., Shah, M.: Application on virtual reality for enhanced education learning, military training and sports. Augmented Human Research 5(1), 7 (2020)
2. Ali, S.M., Aich, S., Athar, A., Kim, H.C.: Medical education, training and treatment using xr in healthcare. In: 2023 25th International Conference on Advanced Communication Technology (ICACT). pp. 388–393. IEEE (2023)
3. Carrión, M., Santorum, M., Benavides, J., Aguilar, J., Ortiz, Y.: Developing a virtual reality serious game to recreational therapy using iplus methodology. In: 2019 International Conference on Virtual Reality and Visualization (ICVRV). pp. 133–137. IEEE (2019)
4. Clua, E.W.G., et al.: Challenges for XR in games. In: dos Santos, R.P., Hounsell, M.d.S. (eds.) Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020–2030: First Forum, GranDGamesBR 2020, Recife, 7–10 November 2020, and Second Forum, GranDGamesBR 2021, Gramado, 18–21 October 2021, Revised Selected Papers, pp. 159–186. Springer, Cham (2023). https://doi.org/10.1007/978-3-031-27639-2_8
5. Dennison, M.S., D’Zmura, M.: Cybersickness without the wobble: experimental results speak against postural instability theory. Appl. Ergon. 58, 215–223 (2017)
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