TECHNOLOGIES

eXtended Reality

  • XR systems and toolkits
  • Real-time modeling and simulation
  • Haptics and force feedback
  • Audio and other non-visual interfaces
  • Wearable devices as input interfaces for XR
  • Visualization techniques
  • Tangible interfaces
  • Mobile XR
  • Game design and development
  • Collaborative virtual environment
  • Multisensory interfaces and rendering
  • Artificial Intelligence for XR

APPLICATIONS

  • Digital Twin
  • Social, physical, and life sciences
  • Marketing
  • Finance
  • Medicine and surgery
  • Therapy and rehabilitation
  • Education and inclusion
  • Cultural heritage
  • Arts and Art therapy
  • Industry
  • Military sector
  • Virtual store
  • Spatial Augmented Reality
  • Mindfulness
  • Games and serious games

HUMAN FACTORS

  • Virtual humans
  • Artificial life
  • Presence and cognition
  • User behavior
  • Interaction
  • Perceptual issues
  • Psychological issues
  • User experience
  • User assessment
  • Pedagogical theories in XR serious games
  • Verification of learning transfer
  • Educational outcomes
  • Usability and playability
  • Cybersickness and side effects

PARTNERS

springer1
unisalento_logo
unina
AVR
AVR
XR-Tech-max-1
arhemlab
cirmis
res4net