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Immersive
Technologies
Visual Immersive Technologies
Visual Immersive Technologies
Visual Immersive Technologies
Viusal Immersive Technologies
Visual Immersive Technologies
Visual Immersive Technologies
Viusal Immersive Technologies

Introduction

Immersive technologies create simulated experiences for users where the boundary between the virtual and physical worlds blurs. Examples of these technologies include virtual reality (VR), augmented reality (AR), and mixed reality (MR). It also encompasses concepts like 360-degree video, spatial audio, and interfaces that provide haptic (touch-based) feedback. Extended reality (XR) is mainly an umbrella term for VR, AR, and MR, and in this chapter, the term immersive technologies is used interchangeably.

Immersive technologies have progressed over the last decade due to advancements in computation and AI. This development has led to more mature functionalities from the user perspective (like better user-friendliness and higher levels of experience), and best practices have transitioned to real-world uses (see also SURF Tech Trends 2023 and XR trend update 2024). Organisations across societal domains and industries are recognising where immersive experiences (IX) can add value. Currently, the focus is on technologies tailored to address real-world practical challenges and training individuals for real-life scenarios.

The technological focus regarding the development of immersive technologies and their XR applications is shifting. Until recently, the focus was on hardware innovations that led to incremental gains in ergonomics, styling/elegance, miniaturisation, and display quality of VR/AR headsets and smart glasses. Gains in comfort and appearance have emerged as a decisive factor for users to (potentially) adopt these headsets and glasses, followed by affordability, functionality, and content.

Currently, the technological developments are moving to middleware infrastructures and platforms supporting the deployment of XR applications. These act as service layers for instructors and operational staff to create or adapt content without specialist support, and it could also include easy-to-use platforms (‘low coding’) to create immersive applications. It is expected that Generative AI (GenAI), virtual assistants, and other AI-based tools will further enhance the functionalities and content capabilities of immersive applications over the coming period.

The primary obstacle to general adoption of immersive technologies is not the technological capabilities of XR systems but rather change management within organisations: helping professionals like teachers, researchers, engineers, service technicians, police officers, or military personnel to embrace XR as an everyday tool rather than a lab curiosity or gaming device.

Authors
Mark Cole
(SURF), Rufus Baas (Media College Amsterdam), Funda Yildirim (University of Twente), Nick van Breda (Avans Hogeschool), Silvia Rossi (CWI), Hizirwan Salim (SURF), Paul Melis (SURF)