Virtual RealityPub Date : 2026-01-01Epub Date: 2026-01-19DOI: 10.1007/s10055-025-01307-w
T Arthur, D Borg, Y Wang, D Harris, S Vine, G Buckingham, M Wilson, M Brosnan
{"title":"Prediction-based attention computing: a proof of concept study.","authors":"T Arthur, D Borg, Y Wang, D Harris, S Vine, G Buckingham, M Wilson, M Brosnan","doi":"10.1007/s10055-025-01307-w","DOIUrl":"10.1007/s10055-025-01307-w","url":null,"abstract":"<p><p>Recent advancements in extended reality (XR) and data modelling present new opportunities for adaptive simulation solutions, which can measure and respond to individual neuropsychological states. However, questions remain about the optimal metrics for real-time data capture and the applicability of these solutions for enhancing user experiences. The present research examined a novel form of adaptive XR, called \"prediction-based attention computing\" (PbAC), which tailors simulations based on computational models of the brain and, thus, the dynamic sensorimotor processes theorised to underpin human perception and learning. Specifically, this study aimed to demonstrate whether PbAC can adaptively capture users' internal state predictions and modulate associated neuropsychological responses. To test this, we used an XR-based racquetball paradigm, in which participants were tasked with intercepting virtual balls that emerged from different starting locations. For PbAC conditions, in-situ eye tracking data assessments were utilised to index participant's prior beliefs and manipulate levels of expectedness (i.e., prediction error) on each trial. Various measures of predictive sensorimotor behaviour were then extracted and compared with data from probability-controlled and matched-order control conditions. Results showed that sensorimotor responses were affected by the expectedness of XR stimuli, and that clear, prediction-related biases emerged within PbAC conditions. The novel computing software also provoked marked surprisal responses on trials designed to elicit high levels of prediction error, and these surprisal effects were similar, or even greater than, those in our comparison conditions. Together, the findings provide proof of concept for PbAC and support its development within future research and technology innovations.</p><p><strong>Supplementary information: </strong>The online version contains supplementary material available at 10.1007/s10055-025-01307-w.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"30 1","pages":"44"},"PeriodicalIF":5.4,"publicationDate":"2026-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12855329/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"146107489","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Virtual RealityPub Date : 2026-01-01Epub Date: 2026-01-07DOI: 10.1007/s10055-025-01164-7
Guillaume Spalla, Charles Gouin-Vallerand, Nathalie Bier
{"title":"Mixed reality assistive technology to support independence at home of older adults with neurocognitive disorders: development and evaluation of utility and usability.","authors":"Guillaume Spalla, Charles Gouin-Vallerand, Nathalie Bier","doi":"10.1007/s10055-025-01164-7","DOIUrl":"10.1007/s10055-025-01164-7","url":null,"abstract":"<p><p>Older adults may be subjected to neurocognitive disorders. One of the first cognitive domains to be affected is executive functions. Executive functions are defined as the capacity to plan and carry out complex goal-directed behavior. Impairment in executive functions can have an impact on the ability of the individual to continue to live at home independently. Assistive technology may alleviate these impairments. Mixed reality can offer theoretical advantages in this context. Mixed reality blends virtual elements into one's perception of the real world. Develop and evaluate the utility, usability and cognitive load of MATCH, a mixed reality assistive technology for cognition. MATCH has been developed to support executive function impairments while following the recommendations of human-computer interaction in mixed reality and assistive technology for cognition. An evaluation was carried out with 12 older adults without and with neurocognitive disorders. A quantitative analysis was conducted using performance and self-reported metrics. A deductive thematic content qualitative analysis was done based on spontaneous comments made by participants. MATCH could autonomously guide participants, providing necessary and sufficient assistance with only a low cognitive load. It did not have any negative impact. Themes emerged related to the positive and negative aspects of utility, usability and social significance. A number of potential avenues for further research were identified, including the possibility of exploring alternative methods of providing assistance based on the user's previous interactions with the system.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"30 1","pages":"23"},"PeriodicalIF":5.4,"publicationDate":"2026-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12779662/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145953102","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Virtual RealityPub Date : 2026-01-01Epub Date: 2026-05-27DOI: 10.1007/s10055-026-01397-0
Regine Lohss, Morgan Sangeux, Rebecca Winter, Rosa M S Visscher, Lilly Kilchmann, Philippe Cattin, Elke Viehweger
{"title":"Postural balance during standing at varying virtual heights in children with and without cerebral palsy: a prospective case-control study.","authors":"Regine Lohss, Morgan Sangeux, Rebecca Winter, Rosa M S Visscher, Lilly Kilchmann, Philippe Cattin, Elke Viehweger","doi":"10.1007/s10055-026-01397-0","DOIUrl":"10.1007/s10055-026-01397-0","url":null,"abstract":"<p><p>This prospective case-control study explores the possibility to use virtual height exposure for postural balance studies. The study aimed to investigate the effect of standing in a virtual environment on a plank at ground level (VR0) compared to 10 m above virtual ground (VR10) on postural balance. Included were 22 children with cerebral palsy (CP) (age range 8-16 years; male/female: 13/9) and 24 children with typical development (TD) (age range 8-18 years; male/female: 10/14). Participants were instructed to stand still for 40s on two force plates while wearing a head-mounted display, which delivered the virtual environment. Postural balance was quantified via (1) the 95% prediction ellipse area, (2) the average centre of pressure (CoP) velocity, and (3) the CoP amplitude in anteroposterior and mediolateral direction. Additionally, self-reported instability and fear of falling was assessed using a 11-point numeric rating scale. Children with CP tended to exhibit increased median ellipse area, median anteroposterior amplitude, and median velocity from VR0 to VR10 and compared to children with TD, although differences were not statistically significant. Furthermore, median values of self-reported instability and fear of falling increased from VR0 to VR10 in both groups. Our findings suggest that virtual heights may induce changes in postural balance. Therefore, virtual height exposure coupled with force plate measurements may be a promising tool to quantify postural balance.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"30 3","pages":"143"},"PeriodicalIF":5.4,"publicationDate":"2026-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC13407578/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148608098","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Virtual RealityPub Date : 2026-01-01Epub Date: 2026-04-13DOI: 10.1007/s10055-026-01336-z
Jonathan M Bird, Pedro F Lima, Jasmine Le Grice, Sam W Hughes
{"title":"Virtual reality enhances affective valence and attentional dissociation during exercise but not exercise-induced hypoalgesia.","authors":"Jonathan M Bird, Pedro F Lima, Jasmine Le Grice, Sam W Hughes","doi":"10.1007/s10055-026-01336-z","DOIUrl":"10.1007/s10055-026-01336-z","url":null,"abstract":"<p><p>The analgesic potential of virtual reality has been demonstrated in acute and chronic pain populations, where it is often employed as a distraction tool or integrated into virtually delivered biopsychosocial pain management plans. However, the extent to which virtual reality can augment exercise-induced hypoalgesia remains underexplored. The aim of the study was to examine the effects of virtual reality on experimentally-induced pain (using cuff pressure algometry), as well as affective and perceptual responses, to moderate-intensity cycle ergometer exercise. A counterbalanced within-subjects design was employed and 19 healthy, pain-free adults completed 20-min exercise bouts at ventilatory threshold under two conditions: virtual reality and control. A one-way repeated measures ANOVA indicated a significant main effect of assessment for pressure detection threshold (<i>p</i> = .038), with higher pain thresholds observed immediately following each exercise bout when compared to baseline. However, there were no differences in pressure detection threshold between exercise conditions. Analyses also revealed that the virtual reality condition was associated with more positive affective valence (<i>p</i> = .002) and greater attentional dissociation (<i>p</i> = .036) when compared to control, as well as higher post-task ratings of exercise enjoyment (<i>p</i> < .001), remembered pleasure (<i>p</i> = .045), and forecasted pleasure (<i>p</i> = .033). Despite the lack of enhancement in experimentally-induced pain modulation, the findings support the notion that virtual reality technology can be a useful tool for promoting pleasurable exercise experiences.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"30 2","pages":"105"},"PeriodicalIF":5.4,"publicationDate":"2026-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC13128776/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"147821560","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Virtual RealityPub Date : 2025-12-27DOI: 10.1007/s10055-025-01298-8
Dilek Kitapçıoğlu, Mehmet Emin Aksoy, Arun Ekin Özkan, Tuba Usseli
{"title":"Comparing the blend of manikin based simulation and virtual reality based training with mixed reality based training for basic life support: a randomized control trial","authors":"Dilek Kitapçıoğlu, Mehmet Emin Aksoy, Arun Ekin Özkan, Tuba Usseli","doi":"10.1007/s10055-025-01298-8","DOIUrl":"https://doi.org/10.1007/s10055-025-01298-8","url":null,"abstract":"Virtual Reality (VR) is effective for teaching theoretical knowledge, while manikin-based simulations are essential for hands-on skill development. Mixed Reality (MR), which offers haptic feedback, have the potential to teach both knowledge and practical skills. This study evaluates whether MR-based serious games with an integrated manikin can achieve learning outcomes comparable to the blended use of VR-based serious games and manikin-based training. Thirty-two fourth-semester students from Acıbadem Mehmet Ali Aydınlar University voluntarily participated and were randomly assigned to two groups: the VR + M Group (n = 16), trained with the blend of VR-based serious games and manikin-based simulation, and the MR Group (n = 16), trained with MR-based serious games. All participants completed a pretest before training. The VR + M Group underwent VR training and an exam, followed by manikin-based skills training and a hands-on exam. Their overall performance score was the average of the VR and manikin-based exam scores. The MR Group completed MR training and an MR-based exam. Both groups completed a posttest after training. Post-test scores improved significantly in both groups. A statistically significant difference was observed between the overall exam scores of the two groups, with the MR Group scoring higher on average. MR-based serious gaming, when integrated with manikin interaction, shows strong potential as an alternative training method for simulation-based Basic Life Support training.","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"30 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2025-12-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"147906315","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Virtual RealityPub Date : 2025-02-14DOI: 10.1007/s10055-025-01116-1
Minyoung Baek, Hyungki Kim
{"title":"Investigating the effects of density and opacity of rest frames for VR sickness reduction","authors":"Minyoung Baek, Hyungki Kim","doi":"10.1007/s10055-025-01116-1","DOIUrl":"https://doi.org/10.1007/s10055-025-01116-1","url":null,"abstract":"One of the side effects of VR experiences, VR sickness, resembles real motion sickness and can cause discomfort for VR users. Rest Frame (RF) is a set of virtual objects independent of the virtual environment (VE) that serve as fixed visual elements. Previous research has shown that using RF can reduce VR sickness. However, a constantly visible RF in the user’s field of view may obstruct objects in the VE and cause a decrease in the field of view, thereby impairing user presence. This study consists of two experiments aimed at exploring configurations of RF that minimize a decrease in presence while maximizing the reduction of VR sickness. In the first experiment, RF configurations with varying levels of opacity and density were tested during virtual travel. Eighteen VR users provide real-time responses regarding their level of VR sickness. After each of the three sessions, participants completed a Simulator Sickness Questionnaire (SSQ) to assess VR sickness and the Witmer & Singer Presence Questionnaire (WS) to evaluate presence. Results indicated that changes in RF density did not significantly affect either VR sickness or presence. The second experiment, planned based on the findings of the first, compared the most effective RF (opacity 0.4, density 0.4) identified in the initial experiment to a no-RF condition with twelve participants. Results confirmed that the most effective RF reduced VR sickness compared to the absence of RF. These findings highlight the importance of appropriate RF design in improving user comfort and suggest practical guidelines for developing immersive virtual environments.","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"29 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2025-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://link.springer.com/content/pdf/10.1007/s10055-025-01116-1.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"147917005","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Virtual RealityPub Date : 2025-01-01Epub Date: 2025-09-25DOI: 10.1007/s10055-025-01222-0
Ivan A Aguilar, Markku Suomalainen, Steven M LaValle, Timo Ojala, Bernhard E Riecke
{"title":"From \"skype on wheels\" to embodied telepresence: a holistic approach to improving the user experience of telepresence robots.","authors":"Ivan A Aguilar, Markku Suomalainen, Steven M LaValle, Timo Ojala, Bernhard E Riecke","doi":"10.1007/s10055-025-01222-0","DOIUrl":"10.1007/s10055-025-01222-0","url":null,"abstract":"<p><p>Telepresence robots offer the promise of remote presence, but user experience, usability, and performance challenges hinder widespread adoption. This study introduces a novel and low-cost user interface for telepresence robots that integrates insights from virtual reality (VR) and robotics to address these limitations. The novel setup was designed holistically, considering several different factors: an inclined rotating chair for embodied rotation, a joystick for precise translation, dual displays for enhanced spatial awareness, and an immersive setup with controlled lighting and audio. A user study (N = 42) with a simulated robot in a virtual environment compared this novel setup with a standard setup, that mimicked the typical user interface of commercial telepresence robots. Results showed that this novel setup significantly improved the user experience, particularly increasing presence, enjoyment, and engagement. This novel setup also improved task performance over time, reducing obstacle collisions and distance traveled. These findings highlight the potential for combining and incorporating insights from VR and robotics to design more effective and user-friendly interfaces for telepresence robots, paving the way for increased adoption.</p><p><strong>Supplementary information: </strong>The online version contains supplementary material available at 10.1007/s10055-025-01222-0.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"29 4","pages":"161"},"PeriodicalIF":5.4,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12464061/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145186822","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Virtual RealityPub Date : 2025-01-01Epub Date: 2025-03-01DOI: 10.1007/s10055-025-01119-y
Martin Giesel, Daniela Ruseva, Constanze Hesse
{"title":"Obstacle avoidance of physical, stereoscopic, and pictorial objects.","authors":"Martin Giesel, Daniela Ruseva, Constanze Hesse","doi":"10.1007/s10055-025-01119-y","DOIUrl":"10.1007/s10055-025-01119-y","url":null,"abstract":"<p><p>Simulated environments, e.g., virtual or augmented reality environments, are becoming increasingly popular for the investigation and training of motor actions. Yet, so far it remains unclear if results of research and training in those environments transfer in the expected way to natural environments. Here, we investigated the types of visual cues that are required to ensure naturalistic hand movements in simulated environments. We compared obstacle avoidance of physical objects with obstacle avoidance of closely matched 2D and 3D images of the physical objects. Participants were asked to reach towards a target position without colliding with obstacles of varying height that were placed in the movement path. Using a pre-test post-test design, we tested obstacle avoidance for 2D and 3D images of obstacles both before and after exposure to the physical obstacles. Consistent with previous findings, we found that participants initially underestimated the magnitude differences between the obstacles, but after exposure to the physical obstacles avoidance performance for the 3D images became similar to performance for the physical obstacles. No such change was found for 2D images. Our findings highlight the importance of disparity cues for naturalistic motor actions in personal space. Furthermore, they suggest that the observed change in obstacle avoidance for 3D images resulted from a calibration of the disparity cues in the 3D images using an accurate estimate of the egocentric distance to the obstacles gained from the interaction with the physical obstacles.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"29 1","pages":"45"},"PeriodicalIF":4.4,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11872779/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143558201","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Virtual RealityPub Date : 2025-01-01Epub Date: 2025-02-08DOI: 10.1007/s10055-025-01106-3
Nicola Veitch, Claire Donald, Andrew Judge, Christopher Carman, Pamela Scott, Sonya Taylor, Leah Marks, Avril Edmond, Nathan Kirkwood, Neil McDonnell, Fiona Macpherson
{"title":"Experiential learning through virtual reality by-proxy.","authors":"Nicola Veitch, Claire Donald, Andrew Judge, Christopher Carman, Pamela Scott, Sonya Taylor, Leah Marks, Avril Edmond, Nathan Kirkwood, Neil McDonnell, Fiona Macpherson","doi":"10.1007/s10055-025-01106-3","DOIUrl":"https://doi.org/10.1007/s10055-025-01106-3","url":null,"abstract":"<p><p>Virtual reality (VR) is increasingly being used as a teaching and learning tool, however scaling this technology is difficult due to technological and cost considerations. An alternative approach that helps to address these problems is VR-by-proxy, where teaching takes place within a VR environment that is controlled by one lecturer and broadcast to students online. This allows the content to be accessed without specialist equipment while still offering an immersive and interactive experience. Taking advantage of the enforced move to online learning during the COVID-19 pandemic, this study evaluates the implementation of a novel VR-by-proxy disease diagnostic laboratory VR simulation within an undergraduate life sciences course in a higher education setting. Student participants were randomly allocated into two groups: the test group, who took part in a VR-by-proxy lesson; and a control group, who worked with interactive online lab manual material. We assessed improvement in learning and enjoyment through questionnaires before and after these tasks and collected qualitative data on student attitudes towards VR through focus groups. Our results indicate that although there is no observable difference in learning outcomes between the two groups, students in the test group reported an improved learning experience, confidence and enjoyment of learning. In our focus groups, confidence was understood in two ways by participants: firstly, as 'understanding' of the various steps involved in conducting a quantitative polymerase chain reaction experiment and secondly as a more general 'familiarity' with the laboratory setting. This study adds to the growing body of research into the effectiveness of VR for learning and teaching, highlighting that VR-by-proxy may provide many of the same benefits.</p><p><strong>Supplementary information: </strong>The online version contains supplementary material available at 10.1007/s10055-025-01106-3.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"29 1","pages":"38"},"PeriodicalIF":4.4,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11906506/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143651010","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Virtual RealityPub Date : 2025-01-01Epub Date: 2025-07-22DOI: 10.1007/s10055-025-01192-3
Shubham Singh, Yash Sharma, Amer Liaqat, Roy S Kalawsky
{"title":"Evaluation of XR device's real-world tracking accuracy and depth perception from an industrial point of view.","authors":"Shubham Singh, Yash Sharma, Amer Liaqat, Roy S Kalawsky","doi":"10.1007/s10055-025-01192-3","DOIUrl":"10.1007/s10055-025-01192-3","url":null,"abstract":"<p><p>The advancements in the field of XR devices and systems are interesting from an industrial point of view, as they present new opportunities for improving productivity and operations through-smart tooling, digitally enhanced assembly and maintenance, inspection, remote collaborations, etc. Typically, the XR headsets claim to provide a full 6-DoF tracking, while this may be good enough for consumer or entertainment applications; for an industrial application, we need to determine the exact errors and tolerances of the tracking for practical applications. In this paper, we present our methods and critical measurements from evaluating HTC Vive XR Elite and Magic Leap 2 for full 6-DoF tracking, depth perception accuracy, and drift accumulation over time. Through these tests, we measured a significant difference between individual XR devices' tracking accuracy, depth perception, and drifts, which could range from moderate to severe impact for the on-job deployment of these devices. By systematically analyzing error margins and tracking fidelity, this study aims to provide new valuable insights into the strengths and limitations of tracking capabilities of these XR devices, and the methodology which can be adopted to evaluate others. Further, this study could also help design AR symbology and user experience for an industrial application.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"29 3","pages":"118"},"PeriodicalIF":5.0,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12283432/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144709087","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}