Abstract
The technologies such as Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) developed under the umbrella term eXtend Reality(XR) is adopted for industrial applications such as training and potentially sustainable KPI communication. It is important to understand the fidelity required for specific use cases and how they differ both from each other within serious gaming technology, but also from the entertainment gaming technology from which the hardware was originally developed. As fidelity is not a solved problem within XR and an agreed standard per use case does not exist, this paper proposes a matrix-based approach to gauge the appropriate XR fidelity for different industry use cases, focusing on the Arcitecture Engeering Construction sector (AEC). A well as to support the literature review of previous XR studies based on commonly available information in order to better understand the direction of initial development work for prototyping.
Original language | English |
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Title of host publication | XR and Metaverse - Proceedings of the 9th International XR-Metaverse Conference 2024 |
Pages | 371-382 |
Number of pages | 12 |
ISBN (Electronic) | 978-3-031-77975-6 |
DOIs | |
Publication status | Published online - 22 Mar 2025 |
Publication series
Name | Springer Proceedings in Business and Economics |
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ISSN (Print) | 2198-7246 |
ISSN (Electronic) | 2198-7254 |
Bibliographical note
Publisher Copyright:© The Author(s), under exclusive license to Springer Nature Switzerland AG 2025.
Keywords
- Virtual Reality (VR)
- Augmented Reality (AR)
- Fidelity · Virtual Environments (VE)
- Building Information Modelling (BIM)
- Stakeholder communication
- Fidelity
- Virtual Environments (VE)