Immersive Technologies for Occupational Safety in Horizontal Transportation Construction: A Systematic Review
Abstract
1. Introduction
- 1.
- What types of immersive technologies are being deployed for occupational safety and for which phase or task in the construction process?
- 2.
- What capabilities and benefits of immersive technologies for occupational safety have been demonstrated in research-based implementations
- 3.
- What technical or methodological limitations constrain the widespread adoption of immersive technologies for occupational safety?
2. Methodology
- (“augmented reality” OR “virtual reality” OR “extended reality” OR “mixed reality” OR “immersive technolog*”) AND (“horizontal construction” OR “horizontal infrastructure” OR “transportation infrastructure” OR “transportation project*” OR “highway” OR “roadway” OR “heavy civil” OR “civil infrastructure” OR “work zone” OR “bridge construction” OR “pavement design” OR “pavement installation” OR “pavement construction” OR “pavement maintenance” OR “pavement management” OR “paving” OR “asphalt paving” OR “concrete paving” OR “road surface”)
- (“augmented reality” OR “virtual reality” OR “extended reality” OR “mixed reality” OR “immersive technolog*”) AND (“bridge inspection” OR “Road inspection” OR “flagger” OR “road construction” OR “pavement inspection”)
3. Literature Review
3.1. Bibliometric Overview
3.2. Detailed Review of Articles
3.2.1. Onsite Tools
3.2.2. Offsite Viewers
3.2.3. Simulation
3.2.4. Education
4. Discussion
5. Conclusions
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Abbreviations
| VR | Virtual Reality |
| AR | Augmented Reality |
| HMD | Head-Mounted Display |
| DOT | Department of Transportation |
| EEG | Electroencephalography |
| UAV | Unmanned Aerial Vehicle |
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| Classification | Definition |
|---|---|
| Virtual Reality | A fully immersive environment in which the user is utilizing a head-mounted display (HMD) for visualization. |
| Augmented Reality | A technology that superimposes digital content over the user’s view of the physical world using a see-through HMD or smart glasses. |
| Handheld Device | Superimposed digital content over the user’s view of the physical world using a handheld device such as a tablet or smartphone. |
| 3D Keyboard Mouse | A non-immersive virtual environment displayed on a standard 2D monitor, where the user navigates and interacts using traditional input devices like a keyboard and mouse. |
| CAVE | A room-sized, immersive virtual reality space where 3D imagery is projected onto the walls (and occasionally the floor and ceiling) to surround the user in real-life space. |
| Laser Projection | Superimposed digital content onto the real-world environment by means of lasers. |
| Classification | Definition |
|---|---|
| Onsite Tool | Field-based applications deployed directly at the physical job site to enhance labor productivity and safety. |
| Offsite Viewer | Platforms used to visualize or monitor project data remotely without being physically present. |
| Simulation | Virtual environments that extend a base “truth” model by adding specific calculations or features to investigate performance and derive design insights. |
| Education | Applications designed to facilitate learning and training for students or professionals. |
| Tool Class | Articles | VR | AR | HD | 3DKM | CAVE | LP | Classifications |
|---|---|---|---|---|---|---|---|---|
| Onsite Tool | 19 | 3 | 13 | 5 | 1 | 0 | 1 | 23 |
| Offsite Viewer | 16 | 11 | 3 | 1 | 2 | 0 | 0 | 17 |
| Simulation | 18 | 16 | 2 | 0 | 3 | 1 | 0 | 22 |
| Education | 10 | 6 | 0 | 0 | 2 | 3 | 0 | 11 |
| Total | 54 | 29 | 16 | 6 | 6 | 3 | 1 | 73 |
| Author (Year) | Immersive Medium(s) |
|---|---|
| Onsite Tool | |
| Arvikar et al., 2025 [41] | Handheld Device |
| Awadallah and Sadhu, 2023 [42] | Augmented Reality |
| Binni et al., 2025 [43] | Augmented Reality |
| John Samuel et al., 2022 [44] | Handheld Device |
| El Kassis et al., 2023 [45] | Augmented Reality |
| Martins et al., 2024 [46] | Handheld Device |
| Mohamed and Tran, 2022 [47] | Augmented Reality, Virtual Reality |
| Mohammadkhorasani et al., 2023 [48] | Augmented Reality |
| Mojidra et al., 2024 [49] | Augmented Reality |
| Nguyen et al., 2022 [50] | Augmented Reality |
| Nilnoree and Mizutani 2025 [51] | Handheld Device |
| Pantoja-Rosero and Salamone, 2025 [52] | Augmented Reality |
| Sabeti et al., 2021 [53] | Augmented Reality |
| Sabeti et al., 2022 [54] | Augmented Reality |
| Sabeti et al. 2024 [55] | Augmented Reality |
| Sabeti et al., 2024 [40] [Also: Simulation] | Augmented Reality, Virtual Reality |
| Tschulik et al., 2025 [56] | Laser Projection |
| Xu et al., 2022 [57] | Augmented Reality, Virtual Reality |
| Yu et al., 2022 [58] | Handheld Device |
| Offsite Viewer | |
| Alhady et al., 2024 [59] | Augmented Reality, Virtual Reality |
| Carter et al., 2024 [60] | Augmented Reality |
| Choi et al., 2023 [61] | Virtual Reality |
| d’Avigneau et al., 2025 [62] | Virtual Reality |
| Offsite Viewer | |
| Fawad et al., 2024 [63] [Also: Simulation] | Augmented Reality |
| Kong et al., 2025 [17] | Virtual Reality |
| Moradi and Assaf, 2022 [64] [Also: Simulation] | 3D Keyboard Mouse |
| Omer et al., 2019 [25] | Virtual Reality |
| Omer et al., 2021 [26] | Virtual Reality |
| Wang et al., 2023 [65] | Virtual Reality |
| Wilson Simao et al., 2023 [66] | Handheld Device |
| Yiǧit and Uysal, 2025 [67] | Virtual Reality |
| Simulation | |
| Aati et al., 2020 [68] [Also: Education] | Virtual Reality |
| Ardecani and Shoghli, 2025 [69] | Virtual Reality |
| Ardecani et al., 2025 [70] | Virtual Reality |
| Ergan et al., 2022 [71] | Virtual Reality |
| Hao et al., 2021 [72] [Also: Offsite] | Virtual Reality |
| Kim et al., 2021 [73] | Virtual Reality |
| Kim et al., 2021 [74] | Virtual Reality |
| Lu and Ergan, 2025 [75] | Virtual Reality |
| Lu et al., 2025 [76] | Virtual Reality |
| Marzouk and Elsayed, 2024 [77] [Also: Offsite] | Virtual Reality |
| Saeidi et al., 2019 [78] | 3D Keyboard Mouse, Virtual Reality |
| Shen et al., 2022 [79] [Also: Offsite] | Virtual Reality |
| Zhang et al., 2025 [80] | 3D Keyboard Mouse |
| Zou et al., 2020 [81] | Virtual Reality |
| Education | |
| Arif, 2021 [82] | CAVE |
| Eiris et al., 2022 [83] [Also: Offsite] | 3D Keyboard Mouse |
| Li et al., 2022 [84] | 3D Keyboard Mouse |
| Li et al., 2023 [85] | Virtual Reality |
| Luleci et al., 2024 [86] [Also: Simulation] | CAVE, Virtual Reality |
| Qing and Edara, 2024 [87] | Virtual Reality |
| Sakib et al., 2021 [88] | Virtual Reality |
| Tanbour et al., 2024 [89] | CAVE |
| Yu et al., 2022 [90] [Also: Simulation] | Virtual Reality |
| Key Technology/Algorithm | Representative Articles |
|---|---|
| Computer Vision & Defect Detection | |
| Deep Learning Detection | Sabeti et al. [53]; Awadallah and Sadhu [42]; Pantoja-Rosero and Salamone [52] |
| Feature-Point Tracking | Mohammadkhorasani et al. [48]; Mojidra et al. [49] |
| UAV Photogrammetry | Kong et al. [17]; Yiǧit and Uysal [67] |
| LiDAR/Point Cloud Processing | Nilnoree and Mizutani [51]; Nguyen et al. [50]; Luleci et al. [86]; Omer et al. [25]; Omer et al. [26] |
| Spatial Registration | |
| BIM Registration | Binni et al. [43]; Nguyen et al. [50]; Martins et al. [46]; John Samuel et al. [44]; Arvikar et al. [41] |
| SLAM-based Tracking | Martins et al. [46]; John Samuel et al. [44] |
| Physiological Signal Processing | |
| EEG Analysis | Ardecani and Shoghli [69]; Ardecani et al. [70]; Kim et al. [74] |
| Biosignal Monitoring | Kim et al. [74]; Sakib et al. [88]; Zou et al. [81]; Kim et al. [73] |
| Simulation & Modeling | |
| Hardware-in-the-Loop | Ergan et al. [71]; Lu et al. [76]; Zhang et al. [80] |
| Traffic Simulation | Marzouk and Elsayed [77]; Wilson Simao et al. [66]; Saeidi et al. [78] |
| Digital Twin Integration | Alhady et al. [59]; Fawad et al. [63]; d’Avigneau et al. [62]; Shen et al. [79]; Carter et al. [60] |
| Sensor Integration & Alerting | |
| Real-Time Sensor Streaming | Carter et al. [60]; Fawad et al. [63]; Sabeti et al. [54] |
| Multimodal Alert Systems | Sabeti et al. [55]; Sabeti et al. [40]; Lu and Ergan [75]; Zou et al. [81] |
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Neece, T.; Smetana, M.; Khazanovich, L. Immersive Technologies for Occupational Safety in Horizontal Transportation Construction: A Systematic Review. Appl. Sci. 2026, 16, 4349. https://doi.org/10.3390/app16094349
Neece T, Smetana M, Khazanovich L. Immersive Technologies for Occupational Safety in Horizontal Transportation Construction: A Systematic Review. Applied Sciences. 2026; 16(9):4349. https://doi.org/10.3390/app16094349
Chicago/Turabian StyleNeece, Trevor, Mason Smetana, and Lev Khazanovich. 2026. "Immersive Technologies for Occupational Safety in Horizontal Transportation Construction: A Systematic Review" Applied Sciences 16, no. 9: 4349. https://doi.org/10.3390/app16094349
APA StyleNeece, T., Smetana, M., & Khazanovich, L. (2026). Immersive Technologies for Occupational Safety in Horizontal Transportation Construction: A Systematic Review. Applied Sciences, 16(9), 4349. https://doi.org/10.3390/app16094349

