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Search Results (526)

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Keywords = virtual and mixed reality

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26 pages, 4940 KB  
Article
Monitoring and Control System Based on Mixed Reality and the S7.Net Library
by Tudor Covrig, Adrian Duka and Liviu Miclea
IoT 2026, 7(1), 10; https://doi.org/10.3390/iot7010010 - 23 Jan 2026
Viewed by 60
Abstract
The predominant approach in the realm of industrial process monitoring and control involves the utilization of HMI (Human–Machine Interface) interfaces and conventional SCADA (Supervisory Control and Data Acquisition) systems. This limitation restricts user mobility, interaction with industrial equipment, and process status assessment. In [...] Read more.
The predominant approach in the realm of industrial process monitoring and control involves the utilization of HMI (Human–Machine Interface) interfaces and conventional SCADA (Supervisory Control and Data Acquisition) systems. This limitation restricts user mobility, interaction with industrial equipment, and process status assessment. In the context of Industry 4.0, the ability to monitor and control industrial processes in real time is paramount. The present paper designs and implements a system for monitoring and controlling an industrial assembly line based on mixed reality. The technology employed to facilitate communication between the system and the industrial line is S7.Net. These elements facilitate direct communication with the industrial process equipment. The system facilitates the visualization of operating parameters and the status of the equipment utilized in the industrial process and its control. All data is superimposed on the physical environment through virtual operational panels. The system functions independently, negating the necessity for intermediate servers or other complex structures. The system’s operation is predicted on a series of algorithms. These instruments facilitate the automated analysis of industrial process parameters. These devices are utilized to ascertain the operational dynamics of the industrial line. The experimental results were obtained using a real industrial line. These models are employed to demonstrate the performance of data transmission, the identification of the system’s operating states, and the system’s ability to shut down in the event of operating errors. The proposed system is designed to function in a variety of industrial environments within the paradigm of Industry 4.0, facilitating the utilization of multiple virtual interfaces that enable user interaction with various elements through which the assembly process is monitored and controlled. Full article
13 pages, 1055 KB  
Article
Understanding the Lived Experience of Family Caregivers of Loved Ones in Long-Term Care During COVID-19 Through Art
by Tracy M. Christianson, Evans Appiah-Kusi and Jordan Bremner
Int. J. Environ. Res. Public Health 2026, 23(1), 131; https://doi.org/10.3390/ijerph23010131 - 21 Jan 2026
Viewed by 81
Abstract
Public health restrictions during COVID-19 disproportionately affected older adults, especially those in long-term care (LTC) and their families. Family caregivers (FCs) are essential care partners in LTC settings, yet pandemic policies largely excluded them, creating emotional and systemic consequences. This study explored FCs’ [...] Read more.
Public health restrictions during COVID-19 disproportionately affected older adults, especially those in long-term care (LTC) and their families. Family caregivers (FCs) are essential care partners in LTC settings, yet pandemic policies largely excluded them, creating emotional and systemic consequences. This study explored FCs’ experiences of visitation restrictions in British Columbia, Canada, using an arts-based qualitative approach within a larger mixed-methods project. Eight FCs participated in completing a total of twelve artworks, including photographs, collages, and creative writing that reflected their experiences. Virtual talking circles were used to facilitate the sharing and description of their experiences. Findings revealed three interconnected theme categories with eleven sub-themes. These themes suggest a plausible pathway: infection-control rules may lead to caregiver exclusion, disrupting relational continuity and oversight and contributing to distress and task-centered care. While context-specific and exploratory, results underscore the need for trauma-informed, family-inclusive policies and cultural safety in LTC. Arts-based research methods provided a powerful lens for capturing emotional realities often missed by conventional research. Full article
(This article belongs to the Special Issue Family Caregiving, Nursing and Health Promotion)
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20 pages, 3362 KB  
Article
Design and Evaluation of a Mixed Reality System for Facility Inspection and Maintenance
by Abuzar Haroon, Busra Yucel and Salman Azhar
Buildings 2026, 16(2), 425; https://doi.org/10.3390/buildings16020425 - 20 Jan 2026
Viewed by 133
Abstract
Emerging technologies are transforming Facilities Management (FM), enabling more efficient and accurate building inspections and maintenance. Mixed Reality (MR), which integrates virtual content into real-world environments, has shown potential for improving operational performance and technician training. This study presents the development and evaluation [...] Read more.
Emerging technologies are transforming Facilities Management (FM), enabling more efficient and accurate building inspections and maintenance. Mixed Reality (MR), which integrates virtual content into real-world environments, has shown potential for improving operational performance and technician training. This study presents the development and evaluation of an MR-assisted system designed to support facility operations in academic buildings. The system was tested across three case scenarios, namely plumbing, lighting, and fire sprinkler systems, using Microsoft HoloLens®. A mixed-methods approach combined a post-use questionnaire and semi-structured interviews with twelve FM professionals, including technicians, inspectors, and managers. Results indicated that 66.67% of participants found the MR interface highly effective in visualizing systems and guiding maintenance steps. 83.33% agreed that checklist integration enhanced accuracy and learning. Technical challenges, including model drift, latency, and occasional software crashes, were also observed. Overall, the study confirms the feasibility of MR for FM training and inspection, offering a foundation for broader implementation and future research. The findings provide valuable insights into how MR-based visualization and interaction tools can enhance efficiency, learning, and communication in facility operations. Full article
(This article belongs to the Topic Application of Smart Technologies in Buildings)
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27 pages, 6868 KB  
Review
Virtual Reality in Cultural Heritage: A Scientometric Analysis and Review of Long-Term Use and Usability Trends
by Radu Comes and Zsolt Levente Buna
Appl. Sci. 2026, 16(2), 1013; https://doi.org/10.3390/app16021013 - 19 Jan 2026
Viewed by 143
Abstract
The integration of virtual reality (VR) technologies in museums and cultural heritage has expanded rapidly, driven by demand for immersive visitor experiences. Yet comprehensive studies on their long-term sustainability and operational challenges remain scarce. This mixed-methods study combines scientometric analysis of 1635 Web [...] Read more.
The integration of virtual reality (VR) technologies in museums and cultural heritage has expanded rapidly, driven by demand for immersive visitor experiences. Yet comprehensive studies on their long-term sustainability and operational challenges remain scarce. This mixed-methods study combines scientometric analysis of 1635 Web of Science publications (1997–2025) using VOSviewer 1.6.20 with longitudinal evidence from three VR installations deployed by the authors in Romanian museums representing understudied Central/Eastern European contexts. Analysis maps global trends, collaborations, and regional gaps, while practical evaluation addresses durability, usability, maintenance, technological obsolescence, multi-user management, and headset hygiene. Findings reveal VR’s engagement and preservation potential but highlight constraints limiting long-term viability. Strategic planning, adaptive design, and maintenance frameworks emerge as critical for sustainability. Limitations include WoS exclusivity and regional focus, while findings offer actionable insights for diverse institutional contexts. Full article
(This article belongs to the Special Issue Intelligent Interaction in Cultural Heritage)
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15 pages, 1147 KB  
Article
The Effects of Gamified Virtual Reality on Muscle Strength and Physical Function in the Oldest Old—A Pilot Study on Sarcopenia-Related Functional Outcomes
by Żaneta Grzywacz, Justyna Jaśniewicz, Anna Koziarska, Joanna Macierzyńska and Edyta Majorczyk
J. Clin. Med. 2026, 15(2), 621; https://doi.org/10.3390/jcm15020621 - 13 Jan 2026
Viewed by 332
Abstract
Background/Objectives: Sarcopenia is an age-related decline in muscle mass and strength, reducing mobility and functional independence and increasing the risk of falls. Non-pharmacological interventions remain the most effective strategies to prevent or delay its progression, with exercise recognized as the primary approach. Virtual [...] Read more.
Background/Objectives: Sarcopenia is an age-related decline in muscle mass and strength, reducing mobility and functional independence and increasing the risk of falls. Non-pharmacological interventions remain the most effective strategies to prevent or delay its progression, with exercise recognized as the primary approach. Virtual reality (VR)-based training has recently emerged as a promising tool to promote physical activity; however, its application among the oldest-old individuals remains underexplored. This is a randomized controlled pilot study to evaluate the effects of VR-based intervention using the game “Beat Saber” on muscle strength and selected physical performance indicators related to sarcopenia risk in older adults. Methods: Thirty-eight residents (mean age: 87.2) of a long-term care facility were randomly assigned to either a VR group or a control group. The VR group participated in 12 supervised VR-based training sessions of 20 min per session, three times per week for four weeks. Handgrip strength, the arm curl test, 30-s chair stand, a 2-min step-in-place test, and an 8-foot up-and-go test were assessed before and after the intervention. Results: Linear mixed-model analyses revealed significant group-by-time interactions for upper- and lower-limb strength (handgrip, arm curl, chair stand; p < 0.05), favoring the VR group. Agility and endurance (8-foot up-and-go, 2-min step-in-place) showed no significant interactions. In the VR group, the 30-s chair stand performance correlated positively with the arm curl and the 2-min step-in-place tests results, while handgrip strength correlated with the arm curl performance. In the control group, the 30-s chair stand test results correlated strongly with the 8-foot up-and-go and 2-min step-in-place tests, but no significant correlations were found for handgrip strength. Conclusions: The findings indicate short-term functional benefits of VR exercise among the oldest-old adults. VR-based training appears to be an effective and well-tolerated method to enhance physical performance in individuals aged 80 and older and may represent a valuable strategy for improving functional performance indicators associated with sarcopenia risk in adults aged 80 years and older. Full article
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22 pages, 684 KB  
Review
Pancreatic Cancer Education: A Scoping Review of Evidence Across Patients, Professionals and the Public
by Olivia Watson, Gary Mitchell, Tara Anderson, Fadwa Al Halaiqa, Ahmad H. Abu Raddaha, Ashikin Atan, Susan McLaughlin and Stephanie Craig
Curr. Oncol. 2026, 33(1), 33; https://doi.org/10.3390/curroncol33010033 - 8 Jan 2026
Viewed by 279
Abstract
Background: Pancreatic cancer is the least survivable malignancy, with five-year survival below 10%. Its vague, non-specific symptoms contribute to late diagnosis and poor outcomes. Targeted education for healthcare professionals, students, patients, carers, and the public may improve awareness, confidence, and early help-seeking. [...] Read more.
Background: Pancreatic cancer is the least survivable malignancy, with five-year survival below 10%. Its vague, non-specific symptoms contribute to late diagnosis and poor outcomes. Targeted education for healthcare professionals, students, patients, carers, and the public may improve awareness, confidence, and early help-seeking. This scoping review aimed to map and synthesize peer-reviewed evidence on pancreatic cancer education, identifying intervention types, outcomes, and gaps in knowledge. Methods: A scoping review was undertaken using the Joanna Briggs Institute (JBI) framework and the Arksey and O’Malley framework and reported in accordance with PRISMA-ScR guidelines. The protocol was registered on the Open Science Framework. Four databases (MEDLINE, Embase, CINAHL, PsycINFO) were searched for English-language, peer-reviewed studies evaluating educational interventions on pancreatic cancer for healthcare students, professionals, patients, carers, or the public. Grey literature was excluded to maintain a consistent methodological standard. Data were charted and synthesised narratively. Results: Nine studies (2018–2024) met inclusion criteria, predominantly from high-income countries. Interventions targeted students and professionals (n = 3), patients (n = 2), the public (n = 2), or mixed groups (n = 2), using modalities such as team-based learning, workshops, virtual reality, serious games, and digital animations. Four interrelated themes were identified, encompassing (1) Self-efficacy; (2) Knowledge; (3) Behavior; and (4) Acceptability. Digital and interactive approaches demonstrated particularly strong engagement and learning gains. Conclusions: Pancreatic cancer education shows clear potential to enhance knowledge, confidence, and engagement across diverse audiences. Digital platforms offer scalable opportunities but require quality assurance and long-term evaluation to sustain impact. The evidence base remains limited and fragmented, highlighting the need for validated outcome measures, longitudinal research, and greater international representation to support the integration of education into a global pancreatic cancer control strategy. Future studies should also evaluate how educational interventions influence clinical practice and real-world help-seeking behaviour. Full article
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15 pages, 5247 KB  
Article
Visual Harmony Between Avatar Appearance and On-Avatar Text: Effects on Self-Expression Fit and Interpersonal Perception in Social VR
by Yang Guang, Sho Sakurai, Takuya Nojima and Koichi Hirota
Informatics 2026, 13(1), 5; https://doi.org/10.3390/informatics13010005 - 7 Jan 2026
Viewed by 276
Abstract
In social virtual reality (VR) and metaverse platforms, users express their identity through both avatar appearance and on-avatar textual cues, such as speech balloons. However, little is known about how the harmony between these cues influences self-representation and social impressions. We propose that [...] Read more.
In social virtual reality (VR) and metaverse platforms, users express their identity through both avatar appearance and on-avatar textual cues, such as speech balloons. However, little is known about how the harmony between these cues influences self-representation and social impressions. We propose that when avatar appearance and text design, including color, font, and tone, are consistent, users experience a stronger self-expression fit and elicit greater interpersonal affinity. A within-subject study (N=21) in VRChat manipulated the social context, color harmony between avatar hair and text, and style or content consistency between tone and font. Questionnaires provided composite indices for perceived congruence, self-expression fit, and affinity. Analyses included repeated-measures ANOVA, linear mixed-effects models, and mediation tests. Results showed that congruent pairings increased both self-expression fit and affinity compared to mismatches, with mediation analyses indicating that self-expression fit fully mediated the effect. These findings integrate theories of avatar influence and computer-mediated communication into a framework for metaverse design, highlighting the value of consistent avatar and text styling. Full article
(This article belongs to the Section Human-Computer Interaction)
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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 381
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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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 218
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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29 pages, 1050 KB  
Article
A Lightweight Authentication and Key Distribution Protocol for XR Glasses Using PUF and Cloud-Assisted ECC
by Wukjae Cha, Hyang Jin Lee, Sangjin Kook, Keunok Kim and Dongho Won
Sensors 2026, 26(1), 217; https://doi.org/10.3390/s26010217 - 29 Dec 2025
Viewed by 359
Abstract
The rapid convergence of artificial intelligence (AI), cloud computing, and 5G communication has positioned extended reality (XR) as a core technology bridging the physical and virtual worlds. Encompassing virtual reality (VR), augmented reality (AR), and mixed reality (MR), XR has demonstrated transformative potential [...] Read more.
The rapid convergence of artificial intelligence (AI), cloud computing, and 5G communication has positioned extended reality (XR) as a core technology bridging the physical and virtual worlds. Encompassing virtual reality (VR), augmented reality (AR), and mixed reality (MR), XR has demonstrated transformative potential across sectors such as healthcare, industry, education, and defense. However, the compact architecture and limited computational capabilities of XR devices render conventional cryptographic authentication schemes inefficient, while the real-time transmission of biometric and positional data introduces significant privacy and security vulnerabilities. To overcome these challenges, this study introduces PXRA (PUF-based XR authentication), a lightweight and secure authentication and key distribution protocol optimized for cloud-assisted XR environments. PXRA utilizes a physically unclonable function (PUF) for device-level hardware authentication and offloads elliptic curve cryptography (ECC) operations to the cloud to enhance computational efficiency. Authenticated encryption with associated data (AEAD) ensures message confidentiality and integrity, while formal verification through ProVerif confirms the protocol’s robustness under the Dolev–Yao adversary model. Experimental results demonstrate that PXRA reduces device-side computational overhead by restricting XR terminals to lightweight PUF and hash functions, achieving an average authentication latency below 15 ms sufficient for real-time XR performance. Formal analysis verifies PXRA’s resistance to replay, impersonation, and key compromise attacks, while preserving user anonymity and session unlinkability. These findings establish the feasibility of integrating hardware-based PUF authentication with cloud-assisted cryptographic computation to enable secure, scalable, and real-time XR systems. The proposed framework lays a foundation for future XR applications in telemedicine, remote collaboration, and immersive education, where both performance and privacy preservation are paramount. Our contribution lies in a hybrid PUF–cloud ECC architecture, context-bound AEAD for session-splicing resistance, and a noise-resilient BCH-based fuzzy extractor supporting up to 15% BER. Full article
(This article belongs to the Special Issue Feature Papers in the Internet of Things Section 2025)
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31 pages, 652 KB  
Review
Immersive HCI for Intangible Cultural Heritage in Tourism Contexts: A Narrative Review of Design and Evaluation
by Zhan Xu, Feng Liu, Guobin Xia, Shuo Wang, Yiting Duan, Luwen Yu, Shichao Zhao and Muzi Li
Sustainability 2026, 18(1), 153; https://doi.org/10.3390/su18010153 - 23 Dec 2025
Viewed by 849
Abstract
Immersive technologies such as virtual reality (VR), augmented reality (AR), mixed reality (MR), and multisensory interaction are increasingly deployed to support the transmission and presentation of intangible cultural heritage (ICH), particularly within tourism and heritage interpretation contexts. In cultural tourism, ICH is often [...] Read more.
Immersive technologies such as virtual reality (VR), augmented reality (AR), mixed reality (MR), and multisensory interaction are increasingly deployed to support the transmission and presentation of intangible cultural heritage (ICH), particularly within tourism and heritage interpretation contexts. In cultural tourism, ICH is often encountered through museums, heritage sites, festivals, and digitally mediated experiences rather than through sustained community-based transmission, raising important challenges for interaction design, accessibility, and cultural representation. This study presents a narrative review of immersive human–computer interaction (HCI) research in the context ICH, with a particular focus on tourism-facing applications. An initial dataset of 145 records was identified through a structured search of major academic databases from their inception to 2024. Following staged screening based on relevance, publication type, and temporal criteria, 97 empirical or technical studies published after 2020 were included in the final analysis. The review synthesises how immersive technologies are applied across seven ICH domains and examines their deployment in key tourism-related settings, including museum interpretation, heritage sites, and sustainable cultural tourism experiences. The findings reveal persistent tensions between technological innovation, cultural authenticity, and user engagement, challenges that are especially pronounced in tourism context. The review also maps the dominant methodological approaches, including user-centred design, participatory frameworks, and mixed-method strategies. By integrating structured screening with narrative synthesis, the review highlights fragmentation in the field, uneven methodological rigour, and gaps in both cultural adaptability and long-term sustainability, and outlines future directions for culturally responsive and inclusive immersive HCI research in ICH tourism. Full article
(This article belongs to the Special Issue Cultural Heritage and Sustainable Urban Tourism)
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12 pages, 6483 KB  
Article
Synergistic Triad of Mixed Reality, 3D Printing, and Navigation in Complex Craniomaxillofacial Reconstruction
by Elijah Zhengyang Cai, Harry Ho Man Ng, Yujia Gao, Kee Yuan Ngiam, Catherine Tong How Lee and Thiam Chye Lim
Bioengineering 2026, 13(1), 10; https://doi.org/10.3390/bioengineering13010010 - 23 Dec 2025
Viewed by 322
Abstract
The craniofacial skeleton is a complex three-dimensional structure, and major reconstructive cases remain challenging. We describe a synergistic approach combining intra-operative navigation, three-dimensionally (3D) printed skull models, and mixed reality (MR) to improve predictability in surgical outcomes. A patient with previously repaired bilateral [...] Read more.
The craniofacial skeleton is a complex three-dimensional structure, and major reconstructive cases remain challenging. We describe a synergistic approach combining intra-operative navigation, three-dimensionally (3D) printed skull models, and mixed reality (MR) to improve predictability in surgical outcomes. A patient with previously repaired bilateral cleft lip and palate, significant midfacial retrusion, and a large maxillary alveolar gap underwent segmental Le Fort I osteotomy and advancement. Preoperative virtual planning was performed, and reference templates were uploaded onto MR glasses. Intra-operatively, the MR glasses projected the templates as holograms onto the patient’s skull, guiding osteotomy line marking and validating bony segment movement, which was confirmed with conventional navigation. The 3D-printed skull model facilitated dissection and removal of intervening bony spicules. Preoperative planning proceeded seamlessly across software platforms. Osteotomy lines marked with MR showed good concordance with conventional navigation, and final segment positioning was accurately validated. Postoperative outcomes were satisfactory, with re-established occlusion and closure of the maxillary alveolar gap. The combined use of conventional navigation, 3D-printed models, and MR is feasible and allows safe integration of MR into complex craniofacial reconstruction while further validation of the technology is ongoing. Full article
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24 pages, 10048 KB  
Entry
Immersive Methods and Biometric Tools in Food Science and Consumer Behavior
by Abdul Hannan Zulkarnain and Attila Gere
Encyclopedia 2026, 6(1), 2; https://doi.org/10.3390/encyclopedia6010002 - 22 Dec 2025
Viewed by 416
Definition
Immersive methods and biometric tools provide a rigorous, context-rich way to study how people perceive and choose food. Immersive methods use extended reality, including virtual, augmented, mixed, and augmented virtual environments, to recreate settings such as homes, shops, and restaurants. They increase participants’ [...] Read more.
Immersive methods and biometric tools provide a rigorous, context-rich way to study how people perceive and choose food. Immersive methods use extended reality, including virtual, augmented, mixed, and augmented virtual environments, to recreate settings such as homes, shops, and restaurants. They increase participants’ sense of presence and the ecological validity (realism of conditions) of experiments, while still tightly controlling sensory and social cues like lighting, sound, and surroundings. Biometric tools record objective signals linked to attention, emotion, and cognitive load via sensors such as eye-tracking, galvanic skin response (GSR), heart rate (and variability), facial electromyography, electroencephalography, and functional near-infrared spectroscopy. Researchers align stimuli presentation, gaze, and physiology on a common temporal reference and link these data to outcomes like liking, choice, or willingness-to-buy. This approach reveals implicit responses that self-reports may miss, clarifies how changes in context shift perception, and improves predictive power. It enables faster, lower-risk product and packaging development, better-informed labeling and retail design, and more targeted nutrition and health communication. Good practices emphasize careful system calibration, adequate statistical power, participant comfort and safety, robust data protection, and transparent analysis. In food science and consumer behavior, combining immersive environments with biometrics yields valid, reproducible evidence about what captures attention, creates value, and drives food choice. Full article
(This article belongs to the Collection Food and Food Culture)
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23 pages, 1477 KB  
Article
Virtual Reality Trier Social Stress and Virtual Supermarket Exposure: Electrocardiogram Correlates of Food Craving and Eating Traits in Adolescents
by Cristiana Amalia Onita, Daniela-Viorelia Matei, Elena Chelarasu, Robert Gabriel Lupu, Diana Petrescu-Miron, Anatolie Visnevschi, Stela Vudu, Calin Corciova, Robert Fuior, Nicoleta Tupita, Stéphane Bouchard and Veronica Mocanu
Nutrients 2025, 17(24), 3924; https://doi.org/10.3390/nu17243924 - 15 Dec 2025
Viewed by 491
Abstract
Background/Objectives: Acute stress is known to influence food-related motivation and decision-making, often promoting a preference for energy-dense, palatable foods. However, traditional laboratory paradigms have limited ecological validity. This study examined the relationship between stress-induced physiological changes, eating behavior traits, and food cravings using [...] Read more.
Background/Objectives: Acute stress is known to influence food-related motivation and decision-making, often promoting a preference for energy-dense, palatable foods. However, traditional laboratory paradigms have limited ecological validity. This study examined the relationship between stress-induced physiological changes, eating behavior traits, and food cravings using a virtual reality (VR) adaptation of the Trier Social Stress Test (VR-TSST) followed by a VR supermarket task in adolescents. Methods: Thirty-eight adolescents (mean age 15.8 ± 0.6 years) participated in the study. Physiological parameters (HR, QT, PQ intervals) were recorded pre- and post-stress using a portable ECG device (WIWE). Perceived stress and eating behavior traits were evaluated with the Perceived Stress Scale (PSS) and the Three-Factor Eating Questionnaire (TFEQ-R21C), respectively. Immediately after the VR-TSST, participants performed a VR supermarket task in which they rated cravings for sweet, fatty, and healthy foods using visual analog scales (VAS). Paired-samples t-tests examined pre–post changes in physiological parameters, partial correlations explored associations between ECG responses and eating traits, and a 2 × 3 mixed-model Repeated Measures ANOVA assessed the effects of food type (sweet, fatty, healthy) and uncontrolled eating (UE) group (low vs. high) on post-stress cravings. Results: Acute stress induced significant increases in HR and QTc intervals (p < 0.01), confirming a robust physiological stress response. The ANOVA revealed a strong main effect of food type (F(1.93, 435.41) = 168.98, p < 0.001, η2p = 0.43), indicating that stress-induced cravings differed across food categories, with sweet foods rated highest. A significant food type × UE group interaction (F(1.93, 435.41) = 16.49, p < 0.001, η2p = 0.07) showed that adolescents with high UE exhibited greater cravings for sweet and fatty foods than those with low UE. Overall, craving levels did not differ significantly between groups. Conclusions: The findings demonstrate that acute stress selectively enhances cravings for high-reward foods, and that this effect is modulated by baseline uncontrolled eating tendencies. The combined use of VR-based stress induction and VR supermarket simulation offers an innovative, ecologically valid framework for studying stress-related eating behavior in adolescents, with potential implications for personalized nutrition and the prevention of stress-induced overeating. Full article
(This article belongs to the Section Nutrition and Neuro Sciences)
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19 pages, 1846 KB  
Article
An Empirical Analysis of the Emotional Evaluation of Virtual Reality Architectural Interior Colors Based on Personality Differences
by Xiaoxiao Dou, Yannan Zhang, Qiangqiang Fan, Yiyang Liu and Meicun Liu
Buildings 2025, 15(24), 4525; https://doi.org/10.3390/buildings15244525 - 15 Dec 2025
Viewed by 694
Abstract
To facilitate emotionally adaptive built environments, this study investigates how spatial color design interacts with individual personality traits to shape emotional reactions in virtual reality (VR). Based on the stimulus–organism–response (S-O-R) framework, the research explores these dynamics through a rigorous experimental design. Sixty-three [...] Read more.
To facilitate emotionally adaptive built environments, this study investigates how spatial color design interacts with individual personality traits to shape emotional reactions in virtual reality (VR). Based on the stimulus–organism–response (S-O-R) framework, the research explores these dynamics through a rigorous experimental design. Sixty-three participants were exposed to 24 indoor scenes systematically manipulated in three dimensions: color combination, color shape, and area proportion. Multidimensional responses were recorded using self-reported SAM scales (pleasure, arousal, dominance), liking, and the objective physiological indicator skin conductance level (Z-SCL). The data were analyzed using linear mixed models (LMM) to account for repeated measures. The results reveal a functional hierarchy of design elements: area proportion emerged as the dominant structural variable, significantly driving the sense of control (dominance) and physiological arousal, whereas color and shape primarily influenced esthetic hedonic valence. Crucially, the study provides empirical evidence that personality traits act as cognitive filters. For instance, conscientiousness significantly moderated the effect of area proportion on dominance, reflecting a trait-specific need for spatial order. Exploratory analysis further identified that neuroticism acts as a “physiological sentinel” (heightened Z-SCL sensitivity to large-scale stimuli), while extraversion manifests as a “sensation seeker.” These findings suggest that color space cognition is not universal, advocating for more refined, personality-aware design strategies to enhance user comfort and psychological well-being. Full article
(This article belongs to the Section Architectural Design, Urban Science, and Real Estate)
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