viii Preface
to specialists who are the primary users of the environments. Potential applications
of our approach can be indicated for a variety of domains, e.g., education,
training, medicine, design, tourism, marketing, merchandising, engineering, and
entertainment.
Explorable XR environments are an emerging field of research and applications
on the intersection of extended reality, artificial intelligence, software design and
development, modular and service-oriented architectures as well as programming,
data engineering, and data modeling. In recent years, we observe the intensive devel-
opment of new IT solutions in all of these disciplines as well as the growing interest
of researchers, practitioners, students, and users. Nonetheless, the connection of
these disciplines is still very new and hardly addressed by the available literature and
solutions. The book is a guide to novel approaches and tools for building explorable
XR environments.
The key benefit for the book’s readers is understanding the emerging domain
of knowledge-based explorable XR environments—its concept, motivations, appli-
cations, and system development. We pay attention to an in-depth discussion of
the field with taxonomy and classification of the available related solutions. We
analyze relationships between behavior-rich XR and knowledge representation,
which are supported by numerous examples of modeling, reasoning, and querying
temporal objects. We also provide examples and design patterns of knowledge-based
composition and exploration of XR behavior. Last but not least, we have extensively
evaluated and analyzed the proposed approaches.
The problems and solutions addressed by the book are relevant to the interna-
tional community. The book’s target audience encompasses industrial, training, and
educational institutions, including IT enterprises, universities, and colleges. The
book can be useful for IT researchers, practitioners, freelancers, undergraduate and
graduate students as well as a wide range of creators and users of IT systems in the
domains mentioned earlier.
The book leads readers step by step from the basic ideas to advanced concepts of
XR systems, knowledge representation, and programming. In the vast majority of
cases, we address the foundations and provide illustrative examples to make users
acquainted with the topic or at least to suggest knowledge sources that readers could
consult on their own. The most important prerequisite courses helpful to understand
the book are virtual and augmented reality, object-oriented programming, and logic
programming. In addition, the book could be adopted as a supplementary textbook
for knowledge representation and logic programming.
We address scientists’, lecturers’, teachers’, instructors’, and trainers’ needs by
starting the book with a general introduction to XR systems, 3D modeling tools,
and game engines. Then, we go into more advanced aspects of XR composition
and sophisticated cases of knowledge engineering, which we thoroughly discuss.
We intend to stimulate intuitive understanding of the presented concepts to enable
next its formal and precise understanding. Hence, the book can help scientists who
conduct research in these areas as well as lecturers and students who search for
clearly presented information supported by use cases.