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Search Results (1,716)

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Keywords = immersive technology

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19 pages, 1791 KB  
Article
School-Based Immersive Virtual Reality Learning to Enhance Pragmatic Language and Social Communication in Children with ASD and SCD
by Phichete Julrode, Kitti Puritat, Pakinee Ariya and Kannikar Intawong
Educ. Sci. 2026, 16(1), 141; https://doi.org/10.3390/educsci16010141 - 16 Jan 2026
Abstract
Pragmatic language is a core component of school-based social participation, yet children with Autism Spectrum Disorder (ASD) and Social Communication Disorder (SCD) frequently experience persistent difficulties in using language appropriately across everyday learning contexts. This study investigated the effectiveness of a culturally adapted, [...] Read more.
Pragmatic language is a core component of school-based social participation, yet children with Autism Spectrum Disorder (ASD) and Social Communication Disorder (SCD) frequently experience persistent difficulties in using language appropriately across everyday learning contexts. This study investigated the effectiveness of a culturally adapted, school-based immersive Virtual Reality (VR) learning program designed to enhance pragmatic language and social communication skills among Thai primary school children. Eleven participants aged 7–12 years completed a three-week, ten-session VR program that simulated authentic classroom, playground, and canteen interactions aligned with Thai sociocultural norms. Outcomes were measured using the Social Communication Questionnaire (SCQ) and the Pragmatic Behavior Observation Checklist (PBOC). While SCQ scores showed a small, non-significant reduction (p = 0.092), PBOC results demonstrated significant improvements in three foundational pragmatic domains: Initiation and Responsiveness (p = 0.032), Turn-Taking and Conversational Flow (p = 0.037), and Politeness and Register (p = 0.010). Other domains showed no significant changes. These findings suggest that immersive, culturally relevant VR environments can support early gains in core pragmatic language behaviors within educational settings, although broader social communication outcomes may require longer or more intensive learning experiences. Full article
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24 pages, 1548 KB  
Article
New Concept of Digital Learning Space for Health Professional Students: Quantitative Research Analysis on Perceptions
by Joshua Mincheol Kim, Provides Tsing Yin Ng, Netaniah Kisha Pinto, Kenneth Chung Hin Lai, Evan Yu Tseng Wu, Olivia Miu Yung Ngan, Charis Yuk Man Li and Florence Mei Kuen Tang
Informatics 2026, 13(1), 13; https://doi.org/10.3390/informatics13010013 - 15 Jan 2026
Abstract
The Immersive Decentralized Digital space (IDDs), derived from blockchain technology and Massively Multiplayer Online Games (MMOGs), enables real-time multisensory interactions that support social connection under metaverse concepts. Although recognized as a technology with significant potential for educational innovation, IDDs remain underutilized in health [...] Read more.
The Immersive Decentralized Digital space (IDDs), derived from blockchain technology and Massively Multiplayer Online Games (MMOGs), enables real-time multisensory interactions that support social connection under metaverse concepts. Although recognized as a technology with significant potential for educational innovation, IDDs remain underutilized in health professions education. Health profession students are often unaware of how IDDs’ features can be applied to their learning through in- or after-classroom activities. This study employs a quantitative research design to evaluate students’ perceptions of next-generation digital learning without any prior exposure to IDDs. An electronic survey was developed to examine four dimensions of learning facilitation: “Remote Learning” for capturing past experiences with digital competence during the COVID-19 era; “Digital Evolution,” reflecting preferences in utilizing digital spaces; “Interactive Communication” and “Knowledge Application” for applicability of IDDs in the health professions education. Statistical analyses revealed no significant differences in perceptions based on gender or major on all factors. Nevertheless, significant differences emerged based on nationality in “Digital Evolution”, “Interactive Communication”, and “Knowledge Application”, highlighting the influence of cultural and educational backgrounds on receptiveness to virtual learning environments. By recognizing the discrepancies and addressing barriers to digital inclusion, IDDs hold strong potential to enhance health professional learning experiences and educational outcomes. Full article
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35 pages, 2516 KB  
Article
Cross-Cultural Factors in Tourists’ Continuance Intention Toward XR for Built Heritage Conservation: A Case Study of Badaling Great Wall
by Yage Lu and Gaofeng Mi
Buildings 2026, 16(2), 360; https://doi.org/10.3390/buildings16020360 - 15 Jan 2026
Abstract
As sustainable tourism gains global momentum, extended reality (XR) technologies have emerged as important tools for enhancing visitor experiences at overburdened World Heritage Sites while mitigating physical deterioration through non-consumptive engagement. However, existing research on immersive technologies in heritage tourism has largely relied [...] Read more.
As sustainable tourism gains global momentum, extended reality (XR) technologies have emerged as important tools for enhancing visitor experiences at overburdened World Heritage Sites while mitigating physical deterioration through non-consumptive engagement. However, existing research on immersive technologies in heritage tourism has largely relied on single-cultural samples and has paid limited attention to theoretically grounded boundary conditions in post-adoption behaviour. To address these gaps, this study extends the Expectation–Confirmation Model (ECM) by incorporating cultural distance (CD) and prior visitation experience (PVE) as moderating variables, and empirically tests the proposed framework using a mixed domestic–international sample exposed to an on-site XR application at the Badaling Great Wall World Heritage Site. Data were collected immediately after the XR experience and analysed using structural equation modelling. The results validate the core relationships of ECM while identifying significant moderating effects. Cultural distance attenuates the positive effects of confirmation on perceived usefulness as well as the effect of perceived usefulness on continuance intention, while prior visitation experience weakens the influences of enjoyment and visual appeal on satisfaction. These findings establish important boundary conditions for ECM in immersive heritage contexts. From a practical perspective, the study demonstrates that high-quality, culturally responsive XR can complement physical visitation and support sustainable conservation strategies at large-scale linear heritage sites. Full article
(This article belongs to the Special Issue Built Heritage Conservation in the Twenty-First Century: 2nd Edition)
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35 pages, 11915 KB  
Article
Interactive Experience Design for the Historic Centre of Macau: A Serious Game-Based Study
by Pengcheng Zhao, Pohsun Wang, Yi Lu, Yao Lu and Zi Wang
Buildings 2026, 16(2), 323; https://doi.org/10.3390/buildings16020323 - 12 Jan 2026
Viewed by 107
Abstract
With the advancement of digital technology, serious games have become an essential tool for disseminating and educating individuals about cultural heritage. However, systematic empirical research remains limited with respect to how visual elements influence users’ cognitive and emotional engagement through interactive behaviors. Using [...] Read more.
With the advancement of digital technology, serious games have become an essential tool for disseminating and educating individuals about cultural heritage. However, systematic empirical research remains limited with respect to how visual elements influence users’ cognitive and emotional engagement through interactive behaviors. Using the “Macau Historic Centre Science Popularization System” as a case study, this mixed-methods study investigates the mechanisms by which visual elements affect user experience and learning outcomes in digital interactive environments. Eye-tracking data, behavioral logs, questionnaires, and semi-structured interviews from 30 participants were collected to examine the impact of visual elements on cognitive resource allocation and emotional engagement. The results indicate that the game intervention significantly enhanced participants’ retention and comprehension of cultural knowledge. Eye-tracking data showed that props, text boxes, historic buildings, and the architectural light and shadow shows (as incentive feedback elements) had the highest total fixation duration (TFD) and fixation count (FC). Active-interaction visual elements showed a stronger association with emotional arousal and were more likely to elicit high-arousal experiences than passive-interaction elements. The FC of architectural light and shadow shows a positive correlation with positive emotions, immersion, and a sense of accomplishment. Interview findings revealed users’ subjective experiences regarding visual design and narrative immersion. This study proposes an integrated analytical framework linking “visual elements–interaction behaviors–cognition–emotion.” By combining eye-tracking and information dynamics analysis, it enables multidimensional measurement of users’ cognitive processes and emotional responses, providing empirical evidence to inform visual design, interaction mechanisms, and incentive strategies in serious games for cultural heritage. Full article
(This article belongs to the Special Issue New Challenges in Digital City Planning)
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16 pages, 9469 KB  
Article
Immersion as Convergence: How Storytelling, Interaction, and Sensory Design Co-Produce Museum Virtual Reality Experiences
by Zhennuo Song and Leighton Evans
Information 2026, 17(1), 75; https://doi.org/10.3390/info17010075 - 12 Jan 2026
Viewed by 194
Abstract
Cultural heritage institutions today are experiencing a digital transformation. Virtual Reality (VR), with the promise of immersive and interactive features, has drawn the attention of artists and curators. Some prior museology research has attempted to investigate digital innovations like virtual museums and VR-based [...] Read more.
Cultural heritage institutions today are experiencing a digital transformation. Virtual Reality (VR), with the promise of immersive and interactive features, has drawn the attention of artists and curators. Some prior museology research has attempted to investigate digital innovations like virtual museums and VR-based exhibits to present the best of museum experiences; however, existing systematic research on the topic of interactive narrative experience with immersive VR technologies is rare. This paper reports on an original research project to understand the emergent issues concerning immersion, interactive and narrative in museum experience design. This research used multiple case studies, Claude Monet: The Water Lily Obsession; We live in the Ocean of Air; Mona Lisa: Beyond the Glass; Curious Alice. In total, 22 semi-structured interviews were conducted with VR experts and museum curators to understand the motivation of the designers and developers. This research hopes to contribute to the digital revolution of museums, providing a foundation for curators and artists who are interested in using VR technologies in exhibitions. Full article
(This article belongs to the Special Issue Intelligent Interaction in Cultural Heritage)
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28 pages, 901 KB  
Article
The Impact of Integrated AI and AR in E-Commerce: The Roles of Personalization, Immersion, and Trust in Influencing Continued Use
by Jingyuan Hu and Eunmi Tatum Lee
J. Theor. Appl. Electron. Commer. Res. 2026, 21(1), 33; https://doi.org/10.3390/jtaer21010033 - 10 Jan 2026
Viewed by 342
Abstract
Digital retail is undergoing a paradigm shift driven by the deep integration of artificial intelligence (AI) and augmented reality (AR). Although prior studies have examined the independent effects of AI-based personalized recommendation (cognitive path) and AR-enabled immersion (experiential path), how their integration systematically [...] Read more.
Digital retail is undergoing a paradigm shift driven by the deep integration of artificial intelligence (AI) and augmented reality (AR). Although prior studies have examined the independent effects of AI-based personalized recommendation (cognitive path) and AR-enabled immersion (experiential path), how their integration systematically shapes user behavior through internal psychological mechanisms remains an important unresolved theoretical gap. To address this gap, this study develops an integrated model grounded in the stimulus–organism–response (S-O-R) framework and trust transfer theory. Specifically, the model examines how personalized recommendation, as a dynamic external stimulus, influences users’ cognitive state (perceived usefulness) and experiential state (immersion); how the overall trust of users in the integrated platform can be used as a key boundary condition to adjust the transformation efficiency from the above stimulus to the internal state; and how the above cognitive and experiential states can ultimately drive the continued usage intention through the mediation of positive emotional response. Based on survey data from 400 Chinese consumers with AR shopping experience on Taobao, analyzed using structural equation modeling (SEM), the results indicate that (1) personalized recommendation positively affects both immersion and perceived usefulness; (2) platform trust significantly and positively moderates the effects of personalized recommendation on both immersion and perceived usefulness; (3) both cognitive and experiential states stimulate positive emotions, which in turn enhance continued usage intention, with perceived usefulness exerting a stronger effect; (4) a key theoretical finding is that there is a significant positive correlation between perceived usefulness and immersion, revealing the coupling of psychological paths in an integrated environment; however, immersion does not moderate the effect of personalized recommendation on emotional responses, suggesting that the current integration mode emphasizes the formation of a stable psychological structure rather than real-time interaction. This study makes three contributions to the existing literature. First, it extends the application of S–O–R theory in a complex technological environment by analyzing the “organism” as a parallel and related cognitive-experience dual path and confirming its coupling relationship. Second, it elucidates the enabling role of trust as a moderating mechanism rather than a direct antecedent, thereby enriching micro-level evidence for trust transfer theory in the context of technology integration. Finally, by contrasting path coupling with process regulation, this study provides a more detailed distinction for understanding the theoretical connotations and boundaries of AI–AR technology integration, which may mainly be a kind of structural integration. Full article
(This article belongs to the Section Digital Marketing and Consumer Experience)
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14 pages, 231 KB  
Article
Greek Occupational Therapists’ Perspectives on the Clinical Application of Fully Immersive Virtual Reality in Post-Stroke Upper Limb Rehabilitation: An Exploratory Qualitative Study
by Dimosthenis Lygouras, Avgoustos Tsinakos, Ioannis Seimenis and Konstantinos Vadikolias
Virtual Worlds 2026, 5(1), 4; https://doi.org/10.3390/virtualworlds5010004 - 9 Jan 2026
Viewed by 246
Abstract
Stroke is a leading cause of long-term disability worldwide, and new technologies such as Fully Immersive Virtual Reality (FIVR) are being explored to promote functional recovery as well as optimize rehabilitation outcomes. The aim of the present study was to explore Greek OTs’ [...] Read more.
Stroke is a leading cause of long-term disability worldwide, and new technologies such as Fully Immersive Virtual Reality (FIVR) are being explored to promote functional recovery as well as optimize rehabilitation outcomes. The aim of the present study was to explore Greek OTs’ perspectives on the use of FIVR in rehabilitation of the upper limb after stroke. Two focus groups took place with six experienced OTs, who were recruited from diverse clinical settings across Greece. The interviews were facilitated using a semi-structured guide and inductively coded using thematic analysis following Braun and Clarke’s six-stage process. Six theme-rich findings were elicited. Therapists identified FIVR’s potential to enable patient involvement, motivation, and recovery of function through the use of immersion and feedback-based practice. They reported significant barriers, however, in terms of technical challenges, safety issues, and costly equipment. OTs also highlighted the fact that occupation-based, culturally sensitive task design is central to ensuring ecological validity and transfer to naturalistic settings. There is a high potential for FIVR in stroke rehabilitation, but it requires user-centered design, cultural adaptation, adequate training, and systemic support towards long-term implementation. Full article
24 pages, 1272 KB  
Systematic Review
How Extended Reality Is Shaping Smart Cities: A Systematic Literature Review
by Marina Ricci, Nicola Mosca, Moh Rafik and Maria Di Summa
Appl. Sci. 2026, 16(2), 679; https://doi.org/10.3390/app16020679 - 8 Jan 2026
Viewed by 192
Abstract
XR technologies enhance the sustainable development of urban areas by merging digital and physical worlds. In smart city contexts, XR has been applied in miscellaneous ways, from supporting urban planning and design through immersive visualization, to improving traffic and navigation services via real-time [...] Read more.
XR technologies enhance the sustainable development of urban areas by merging digital and physical worlds. In smart city contexts, XR has been applied in miscellaneous ways, from supporting urban planning and design through immersive visualization, to improving traffic and navigation services via real-time overlays, and to enhancing public safety and emergency response through simulation and situational support. However, the literature does not clearly categorize XR application domains in smart cities, interaction methods, and types of sensory feedback. This study presents an SLR reported in accordance with the PRISMA 2020 guidelines. We included 92 studies published between 2009 and 2024, proposing a classification of application domains, interaction modalities, and sensory feedback. We searched Scopus, Web of Science, and IEEE Xplore using predefined search terms and eligibility criteria. This review offers a comprehensive overview of nearly 20 years of XR research in smart cities, highlighting established practices and guiding future application development and research directions. Full article
(This article belongs to the Special Issue Extended Reality (XR): Recent Advances and Emerging Trends)
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23 pages, 472 KB  
Article
Mixed Reality and Its Content Developed to Enhance the Tourist Experience
by Ivan Oliveira Gonçalves, Lara Marisa Santos, Bruno Barbosa Sousa and José Duarte Santos
Tour. Hosp. 2026, 7(1), 16; https://doi.org/10.3390/tourhosp7010016 - 8 Jan 2026
Viewed by 183
Abstract
The growing integration of immersive technologies in the tourism sector raises questions about their real impact on the visitor experience. This study investigates whether mixed reality effectively influences the tourism experience, seeking to understand the mechanisms through which tourism content and emerging technologies [...] Read more.
The growing integration of immersive technologies in the tourism sector raises questions about their real impact on the visitor experience. This study investigates whether mixed reality effectively influences the tourism experience, seeking to understand the mechanisms through which tourism content and emerging technologies shape tourists’ perceptions. A quantitative approach was adopted through the application of a questionnaire. The data were analyzed using the PLS-SEM (Partial Least Squares Structural Equation Modeling) method, allowing us to test direct and indirect relationships between the constructs Tourism Content, Adoption of Mixed Reality, and Tourist Experience. The analysis revealed positive and statistically significant direct effects. Tourism content strongly influences the adoption of mixed reality (β = 0.725; p < 0.001). Moderate impacts of the adoption of mixed reality (β = 0.375; p < 0.001) and tourism content (β = 0.392; p = 0.001) on the tourist experience were found. The indirect effect mediated by the adoption of mixed reality proved to be significant (β = 0.272; p = 0.001), with a VAF (Variance Accounted For) of 41%. Mixed reality plays a complementary partial mediating role in the relationship between tourism content and visitor experience, confirming its relevance in the contemporary tourism experience. Full article
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14 pages, 3186 KB  
Article
Synergistic Induction by Deep Eutectic Solvent and Carbon Dots for Rapid Construction of FeOOH Electrocatalysts Toward Efficient Oxygen Evolution Reaction
by Weijuan Xu, Hui Wang, Xuan Han, Shuzheng Qu, Yue Yan, Bingxian Zhu, Haipeng Zhang and Qingshan Zhao
Catalysts 2026, 16(1), 73; https://doi.org/10.3390/catal16010073 - 8 Jan 2026
Viewed by 246
Abstract
The development of efficient and stable oxygen evolution reaction (OER) electrocatalysts based on non-precious metals is pivotal for advancing sustainable energy conversion technologies. We present a facile and green strategy for synthesizing a high-performance HO-CDs-FeOOH/NF(D) composite catalyst by leveraging a synergistic system of [...] Read more.
The development of efficient and stable oxygen evolution reaction (OER) electrocatalysts based on non-precious metals is pivotal for advancing sustainable energy conversion technologies. We present a facile and green strategy for synthesizing a high-performance HO-CDs-FeOOH/NF(D) composite catalyst by leveraging a synergistic system of FeCl3/urea deep eutectic solvent (DES) and hydroxyl-functionalized carbon dots (HO-CDs). This system orchestrates the rapid, in situ growth of FeOOH on nickel foam (NF) via simple immersion, wherein the DES acts as both an etchant and an iron source, while the HO-CDs induce a morphological transformation from sheet-like to granular stacking, thereby constructing highly active interfaces and increasing the density of accessible catalytic sites. The optimized catalyst exhibits exceptional OER performance, requiring an overpotential of only 251 mV to achieve 50 mA cm−2, with a Tafel slope of 55.4 mV dec−1. Moreover, it demonstrates outstanding stability, maintaining 98% of its initial current density after 24 h of continuous operation and showing negligible performance decay after 3000 cycles. This work presents a straightforward approach for designing high-performance Fe-based electrocatalysts through carbon dot-mediated morphology control via a facile DES-based impregnation strategy. Full article
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18 pages, 6272 KB  
Article
Using Virtual Reality to Promote Cognitive Engagement in Rett Syndrome: Eye-Tracking Evidence from Immersive Forest Tasks
by Rosa Angela Fabio, Michela Perina, Andrea Nucita, Giancarlo Iannizzotto and Martina Semino
Appl. Sci. 2026, 16(2), 626; https://doi.org/10.3390/app16020626 - 7 Jan 2026
Viewed by 268
Abstract
Rett syndrome (RTT) is a rare neurodevelopmental disorder that causes severe motor and cognitive impairments, limiting voluntary communication. Gaze-based technologies and virtual reality (VR) offer innovative ways to assess and enhance attention, happiness, and learning in individuals with minimal motor control. This study [...] Read more.
Rett syndrome (RTT) is a rare neurodevelopmental disorder that causes severe motor and cognitive impairments, limiting voluntary communication. Gaze-based technologies and virtual reality (VR) offer innovative ways to assess and enhance attention, happiness, and learning in individuals with minimal motor control. This study investigated and compared visual-attentional and emotional engagement in girls with RTT and typically developing (TD) peers during exploration of a virtual forest presented in 2D and immersive 3D (VR) formats across four progressively complex tasks. Twelve girls with RTT and 12 TD peers completed eye-tracking tasks measuring reaction time, fixation duration, disengagement events, and observed happiness. Girls with RTT showed slower responses and more disengagements overall, but VR significantly improved attentional efficiency in both groups, resulting in faster reaction times (η2p = 0.36), longer fixations (η2p = 0.31), and fewer disengagements (η2p = 0.27). These effects were stronger in the RTT group. Both groups also showed greater happiness in VR settings (RTT: p = 0.011; TD: p = 0.015), and in participants with RTT, peaks in attention coincided with peak happiness, indicating a link between happiness and cognitive engagement. Immersive VR thus appears to enhance attention and affect in RTT, supporting its integration into personalized neurorehabilitation. Full article
(This article belongs to the Special Issue Brain-Computer Interfaces: Development, Applications, and Challenges)
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32 pages, 7480 KB  
Article
Immersive Content and Platform Development for Marine Emotional Resources: A Virtualization Usability Assessment and Environmental Sustainability Evaluation
by MyeongHee Han, Hak Soo Lim, Gi-Seong Jeon and Oh Joon Kwon
Sustainability 2026, 18(2), 593; https://doi.org/10.3390/su18020593 - 7 Jan 2026
Viewed by 144
Abstract
This study develops an immersive marine Information and Communication Technology (ICT) convergence framework designed to enhance coastal climate resilience by improving accessibility, visualization, and communication of scientific research on Dokdo (Dok Island) in the East Sea. High-resolution spatial datasets, multi-source marine observations, underwater [...] Read more.
This study develops an immersive marine Information and Communication Technology (ICT) convergence framework designed to enhance coastal climate resilience by improving accessibility, visualization, and communication of scientific research on Dokdo (Dok Island) in the East Sea. High-resolution spatial datasets, multi-source marine observations, underwater imagery, and validated research outputs were integrated into an interactive virtual-reality (VR) and web-based three-dimensional (3D) platform that translates complex geophysical and ecological information into intuitive experiential formats. A geospatially accurate 3D virtual model of Dokdo was constructed from maritime and underwater spatial data and coupled with immersive VR scenarios depicting sea-level variability, coastal morphology, wave exposure, and ecological characteristics. To evaluate practical usability and pro environmental public engagement, a three-phase field survey (n = 174) and a System Usability Scale (SUS) assessment (n = 42) were conducted. The results indicate high satisfaction (88.5%), strong willingness to re-engage (97.1%), and excellent usability (mean SUS score = 80.18), demonstrating the effectiveness of immersive content for environmental education and science communication crucial for achieving Sustainable Development Goal 14 targets. The proposed platform supports stakeholder engagement, affective learning, early climate risk perception, conservation planning, and multidisciplinary science–policy dialogue. In addition, it establishes a foundation for a digital twin system capable of integrating real-time ecological sensor data for environmental monitoring and scenario-based simulation. Overall, this integrated ICT-driven framework provides a transferable model for visualizing marine research outputs, enhancing public understanding of coastal change, and supporting sustainable and adaptive decision-making in small island and coastal regions. Full article
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22 pages, 632 KB  
Review
“Your Digital Doctor Will Now See You”: A Narrative Review of VR and AI Technology in Chronic Illness Management
by Albert Łukasik, Milena Celebudzka and Arkadiusz Gut
Healthcare 2026, 14(2), 143; https://doi.org/10.3390/healthcare14020143 - 6 Jan 2026
Viewed by 275
Abstract
This narrative review examines how immersive virtual and mixed-reality (VR/MR) technologies, combined with AI-driven virtual agents, can support the prevention and long-term management of chronic illness. Chronic diseases represent a significant global health burden, and conventional care models often struggle to sustain patient [...] Read more.
This narrative review examines how immersive virtual and mixed-reality (VR/MR) technologies, combined with AI-driven virtual agents, can support the prevention and long-term management of chronic illness. Chronic diseases represent a significant global health burden, and conventional care models often struggle to sustain patient engagement, motivation, and adherence over time. To address this gap, we conducted a narrative review of reviews and meta-analyses. We selected empirical studies published between 2020 and 2025, identified through searches in PubMed, Web of Science, and Google Scholar. The aim was to capture the state of the art in the integrated use of VR/MR and AI in chronic illness care, and to identify key opportunities, challenges, and considerations relevant to clinical practice. The reviewed evidence indicates that VR/MR interventions consistently enhance engagement, motivation, symptom coping, and emotional well-being, particularly in rehabilitation, pain management, and psychoeducation. At the same time, AI-driven conversational agents and virtual therapists add adaptive feedback, personalization, real-time monitoring, and continuity of care between clinical visits. However, persistent challenges are also reported, including technical limitations such as latency and system dependence, ethical concerns related to data privacy and algorithmic bias, as well as psychosocial risks such as emotional overattachment or discomfort arising from avatar design. Overall, the findings suggest that the most significant clinical value emerges when VR/MR and AI are deployed together rather than in isolation. When implemented with patient-centered design, clinician oversight, and transparent governance, these technologies can meaningfully support more engaging, personalized, and sustainable chronic illness management. Full article
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25 pages, 6832 KB  
Article
Biofeedback-Informed Assessment of Biophilic Interior Variables: A 23 IVR Factorial Study in Design Studio Interiors
by Yasemin Albayrak-Kutlay, Murat Bengisu and Emre Ergül
Architecture 2026, 6(1), 6; https://doi.org/10.3390/architecture6010006 - 6 Jan 2026
Viewed by 162
Abstract
This study investigates the influence of three biophilic interior design variables: natural light, interior vegetation (vertical green wall), and biomorphic form (biomorphic wall panel) on affective and physiological responses in a design studio interior utilizing immersive virtual reality (IVR) and wearable biofeedback technology. [...] Read more.
This study investigates the influence of three biophilic interior design variables: natural light, interior vegetation (vertical green wall), and biomorphic form (biomorphic wall panel) on affective and physiological responses in a design studio interior utilizing immersive virtual reality (IVR) and wearable biofeedback technology. This study was a within-participant 23 factorial design that included one baseline and eight IVR studio conditions. Participants experienced all conditions while reporting affects using the Self-Assessment Manikin (SAM) valence and arousal scales, electrodermal activity (EDA), and skin temperature (ST). Cybersickness was measured with the Simulator Sickness Questionnaire (SSQ) and presence was assessed using the Igroup Presence Questionnaire and Slater-Usoh-Steed presence measures (IPQ, SUS), while baseline anxiety (STAI) was controlled. The results demonstrated a significant primary influence of natural light on SAM valence ratings: conditions with natural light were evaluated as more pleasant than the non-variable and baseline condition, whereas interior vegetation and biomorphic form had smaller, context-dependent effects that were most evident when layered with natural light. Differences in SAM arousal ratings were modest and non-systematic. EDA did not differentiate, and ST showed only small shifts, indicating that during calm exploratory monitoring, subjective affect was more responsive. The circumplex findings guided to an activity-specific zoned interior rather than a single uniform design studio. Full article
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13 pages, 2714 KB  
Article
Millimeter-Wave Radar and Mixed Reality Virtual Reality System for Agility Analysis of Table Tennis Players
by Yung-Hoh Sheu, Li-Wei Tai, Li-Chun Chang, Tz-Yun Chen and Sheng-K Wu
Computers 2026, 15(1), 28; https://doi.org/10.3390/computers15010028 - 6 Jan 2026
Viewed by 187
Abstract
This study proposes an integrated agility assessment system that combines Millimeter-Wave (MMW) radar, Ultra-Wideband (UWB) ranging, and Mixed Reality (MR) technologies to quantitatively evaluate athlete performance with high accuracy. The system utilizes the fine motion-tracking capability of MMW radar and the immersive real-time [...] Read more.
This study proposes an integrated agility assessment system that combines Millimeter-Wave (MMW) radar, Ultra-Wideband (UWB) ranging, and Mixed Reality (MR) technologies to quantitatively evaluate athlete performance with high accuracy. The system utilizes the fine motion-tracking capability of MMW radar and the immersive real-time visualization provided by MR to ensure reliable operation under low-light conditions and multi-object occlusion, thereby enabling precise measurement of mobility, reaction time, and movement distance. To address the challenge of player identification during doubles testing, a one-to-one UWB configuration was adopted, in which each base station was paired with a wearable tag to distinguish individual athletes. UWB identification was not required during single-player tests. The experimental protocol included three specialized agility assessments—Table Tennis Agility Test I (TTAT I), Table Tennis Doubles Agility Test II (TTAT II), and the Agility T-Test (ATT)—conducted with more than 80 table tennis players of different technical levels (80% male and 20% female). Each athlete completed two sets of two trials to ensure measurement consistency and data stability. Experimental results demonstrated that the proposed system effectively captured displacement trajectories, movement speed, and reaction time. The MMW radar achieved an average measurement error of less than 10%, and the overall classification model attained an accuracy of 91%, confirming the reliability and robustness of the integrated sensing pipeline. Beyond local storage and MR-based live visualization, the system also supports cloud-based data uploading for graphical analysis and enables MR content to be mirrored on connected computer displays. This feature allows coaches to monitor performance in real time and provide immediate feedback. By integrating the environmental adaptability of MMW radar, the real-time visualization capability of MR, UWB-assisted athlete identification, and cloud-based data management, the proposed system demonstrates strong potential for professional sports training, technical diagnostics, and tactical optimization. It delivers timely and accurate performance metrics and contributes to the advancement of data-driven sports science applications. Full article
(This article belongs to the Section Human–Computer Interactions)
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