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Search Results (300)

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Keywords = mixed reality (MR)

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33 pages, 997 KB  
Systematic Review
Human-Centered XR Integration for STEM Education in New Zealand: A Systematic Review and Implementation Framework
by Muhammad Faisal Buland Iqbal, Kien T. P. Tran, Wei Qi Yan, Hazel Abraham and Minh Nguyen
Appl. Sci. 2026, 16(10), 5090; https://doi.org/10.3390/app16105090 - 20 May 2026
Abstract
This systematic review comprehensively explores the integration of Extended Reality (XR) technologies, comprising Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR), into New Zealand’s STEM education framework. In alignment with PRISMA 2020 guidelines, we systematically analyzed 127 peer-reviewed studies from the [...] Read more.
This systematic review comprehensively explores the integration of Extended Reality (XR) technologies, comprising Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR), into New Zealand’s STEM education framework. In alignment with PRISMA 2020 guidelines, we systematically analyzed 127 peer-reviewed studies from the Web of Science (n = 48), Scopus (n = 57), and Dimensions (n = 22) and incorporated 15 grey literature sources, resulting in 142 studies included in the review. Our meta-analysis found substantial improvements in student conceptual understanding from XR-enhanced STEM modules. Specifically, we observed an average increase of 23.4% when compared to traditional instructional methods (95 percent Confidence Interval: 18.7 to 28.1 percent, p < 0.001). These gains were especially prominent in interactive learning environments where immersive XR applications supported deeper engagement and the visualization of abstract STEM concepts. The qualitative synthesis highlighted several key barriers that limit effective XR integration. These include technological infrastructure gaps reported in 68 percent of reviewed studies, a critical need for educator training cited by 82 percent of studies, and curriculum alignment issues present in 57 percent of cases. Methodological quality was assessed using the Mixed Methods Appraisal Tool (MMAT) 2018, and the qualitative component employed a deductive thematic coding approach with inter-coder reliability verification. Successful institutional implementations were also identified. At Auckland University of Technology, XR-supported courses produced a 67 percent increase in student engagement, while Wellington High School achieved a 41 percent reduction in STEM achievement gaps through targeted XR interventions. Based on the evidence, we propose a four-phase implementation framework that addresses the technological, pedagogical, and policy requirements for sustainable XR adoption. These findings highlight the role of immersive technologies in supporting human-centered digital transformation and future skills development in the transition to Industry 5.0. The review contributes evidence-based insights that support the transition from technology-driven approaches associated with Industry 4.0 to the human-centered, socially oriented priorities of Industry 5.0. It also identifies critical research gaps, particularly in long-term learning outcomes and the integration of Mātauranga Māori within XR-enabled STEM environments. Full article
(This article belongs to the Special Issue AI from Industry 4.0 to Industry 5.0: Engineering for Social Change)
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23 pages, 1710 KB  
Review
Co-Creation of Immersive Learning for Cultural Heritage Education: A Scoping Review
by Jiajia Zhang and Fanke Peng
Heritage 2026, 9(5), 192; https://doi.org/10.3390/heritage9050192 - 15 May 2026
Viewed by 269
Abstract
Immersive technologies—such as virtual reality (VR), augmented reality (AR), mixed reality (MR), and extended reality (XR)—are increasingly adopted in cultural heritage settings to support education, public engagement, and digital preservation. This scoping review systematically maps existing research on immersive learning within cultural heritage [...] Read more.
Immersive technologies—such as virtual reality (VR), augmented reality (AR), mixed reality (MR), and extended reality (XR)—are increasingly adopted in cultural heritage settings to support education, public engagement, and digital preservation. This scoping review systematically maps existing research on immersive learning within cultural heritage contexts, identifying major trends, pedagogical approaches, and reported outcomes. Following the PRISMA-ScR framework, nineteen studies were selected from 235 publications published between 2016 and 2025 across four databases: ACM Digital Library, Web of Science, ProQuest, and Scopus. Findings reveal a predominant focus on enhancing learner motivation, engagement, and the perceived authenticity of immersive experiences. However, empirical validation of learning outcomes—particularly regarding sustained knowledge retention, critical reflection, and inclusive participation—remains scarce. Persistent gaps are also evident in accessibility and scalability, alongside ethical concerns related to cultural sensitivity, power asymmetries, and the representation of diverse heritage voices. By foregrounding participatory and co-creation approaches, this review highlights how collaborative design processes can enhance learner engagement and support the sustainable digital preservation of cultural heritage. Full article
(This article belongs to the Section Cultural Heritage)
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24 pages, 1787 KB  
Article
Evaluating Mixed Reality Technologies in Construction: Usability, Adaptability, and Professional Perceptions
by Saddam Hussain Khurram, Shengjun Miao, Khurram Iqbal Ahmad Khan, Naheed Akhtar, Aboubakar Siddique and Xiangfan Shang
Buildings 2026, 16(10), 1956; https://doi.org/10.3390/buildings16101956 - 15 May 2026
Viewed by 190
Abstract
Mixed Reality (MR) technologies are increasingly used in construction to support inspection, visualization, and coordination. Despite growing adoption, the scientific understanding of how construction professionals evaluate the perceived value of MR technologies remains limited, particularly in the early stages of implementation. This study [...] Read more.
Mixed Reality (MR) technologies are increasingly used in construction to support inspection, visualization, and coordination. Despite growing adoption, the scientific understanding of how construction professionals evaluate the perceived value of MR technologies remains limited, particularly in the early stages of implementation. This study addresses the research gap by examining the scientific and applied dimensions of MR value, with a focus on usability and adaptability in construction environments. A cross-sectional survey of 129 construction professionals was conducted, and the data were analyzed using statistical methods including T-tests, exploratory factor analysis, and regression modelling. The results show that perceived value is not significantly influenced by device modality but is strongly determined by usability factors, particularly ease of use (β = 0.330, p = 0.003) and adaptability to site conditions (β = 0.206, p = 0.029). These findings contribute to scientific literature by conceptualizing perceived value as a multi-dimensional construct and provide practical insights for optimizing MR adoption in construction workflows. The study provides exploratory empirical evidence supporting user-centered design considerations for MR implementation and highlights the importance of contextual robustness for technology adoption in construction environments. Full article
(This article belongs to the Section Construction Management, and Computers & Digitization)
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19 pages, 4114 KB  
Article
Formative Evaluation of Safety and Usability of a Mixed-Reality Robot-Assisted Telerehabilitation System for Post-Stroke Upper-Limb Therapy
by Md Mahafuzur Rahaman Khan, Kishor Lakshminarayanan, Inga Wang, Jennifer Barber, Erin M. McGonigle Ketchum and Mohammad H. Rahman
Sensors 2026, 26(10), 3043; https://doi.org/10.3390/s26103043 - 12 May 2026
Viewed by 209
Abstract
Robot-assisted telerehabilitation (RAT) combines rehabilitation robotics with digital health workflows to extend access to upper-limb (UL) therapy after stroke. Mixed reality (MR) may support therapist–patient interaction and task visualization; however, early-stage systems require rigorous evaluation of safety and usability before deployment in the [...] Read more.
Robot-assisted telerehabilitation (RAT) combines rehabilitation robotics with digital health workflows to extend access to upper-limb (UL) therapy after stroke. Mixed reality (MR) may support therapist–patient interaction and task visualization; however, early-stage systems require rigorous evaluation of safety and usability before deployment in the home. In a formative, mixed-methods usability study conducted in a controlled setting using a telerehabilitation workflow, six individuals post-stroke (≥3 months) and six occupational therapists (OTs) completed a single supervised session with a desktop-mounted end-effector type therapeutic robot (iTbot) integrated with Microsoft HoloLens 2. Participants performed structured passive and active UL exercises while therapists supervised and interacted with the system via the MR control interfaces. Safety was evaluated by documenting observed adverse events and safety-stop activations. Usability and user experience were assessed using the System Usability Scale (SUS), study-specific satisfaction questionnaires (reported with scale ranges), and semi-structured follow-up interviews analyzed using thematic analysis. All participants completed the session without observed adverse events or safety-stop activations. Overall usability was favorable, with a mean (SD) SUS total score of 78.3 (15.9) out of 100 (stroke: 74.2 [18.1]; occupational therapists: 82.5 [13.5]). Qualitative feedback indicated that MR was perceived as engaging and intuitive by many users, while also identifying implementation needs relevant to real-world telerehabilitation, including clearer onboarding, simplification of certain MR interactions, and improved physical interfaces (e.g., handle options). Therapists highlighted workflow considerations for remote supervision and patient independence. Together, these findings support progression to multi-session, in-home studies to quantify remote assistance needs, technical reliability, adherence, and clinical outcomes. Full article
(This article belongs to the Special Issue Sensing and Control Technology of Intelligent Robots)
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29 pages, 4143 KB  
Article
Effects of Cognitive Style and Evaluation Context on Hedonic and Sensory Perception of Café Latte: A Comparison of Sensory Booth, Real-Life, and Mixed Reality Environments
by Dongju Lee, Sangoh Kim, Seongju Woo and Youngseung Lee
Foods 2026, 15(9), 1487; https://doi.org/10.3390/foods15091487 - 24 Apr 2026
Viewed by 413
Abstract
This study examined cognitive style-related differences (analytic vs. holistic) in consumer liking, sensory perception, and ideal sensory profiles across three evaluation contexts (real café, sensory booth, and mixed reality). A total of 77 participants were divided into an analytic group (N = 34) [...] Read more.
This study examined cognitive style-related differences (analytic vs. holistic) in consumer liking, sensory perception, and ideal sensory profiles across three evaluation contexts (real café, sensory booth, and mixed reality). A total of 77 participants were divided into an analytic group (N = 34) and a holistic group (N = 43) based on the Analysis–Holism Scale. They evaluated six café latte samples varying in sugar concentration (0, 2.5, 5%) and espresso-to-milk ratio (1:2 and 1:3) for three environments using a within-subject design. Consumer evaluation comprised overall liking and sensory perception assessed using CATA (25 attributes) and Ideal CATA, with descriptive analysis (DA) conducted in parallel by eight trained panelists. The results showed no significant differences between cognitive styles in overall liking, but differences appeared in sensory perception and ideal product mapping between the booth and real café. The analytic group focused on dominant attributes with little variation for environments, whereas the holistic group integrated contextual cues, showing more context-dependent patterns. Compared with the other two environments, the MR environment showed high similarity to the DA results in terms of attribute profiles (RV = 0.88). This study indicates that cognitive style is a key factor in consumer sensory evaluation and should be considered to improve sensory evaluation methodology. Full article
(This article belongs to the Section Sensory and Consumer Sciences)
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20 pages, 10130 KB  
Article
Impact of Audio Feedback on User Experience in Haptic-Visual Mixed Reality Pulse Palpation Training Environments
by Nikitha Donekal Chandrashekar, Shawn D. Safford and Denis Gračanin
Information 2026, 17(5), 399; https://doi.org/10.3390/info17050399 - 22 Apr 2026
Viewed by 261
Abstract
Background: Mixed Reality (MR) environments rely on multimodal feedback to enrich sensory integration and realism, which enhances User Experience (UX). Prior studies have shown the benefits of haptic feedback in audio–visual MR medical training environments, but researchers have not fully examined how [...] Read more.
Background: Mixed Reality (MR) environments rely on multimodal feedback to enrich sensory integration and realism, which enhances User Experience (UX). Prior studies have shown the benefits of haptic feedback in audio–visual MR medical training environments, but researchers have not fully examined how audio cues influence Haptic–Visual (HV) training environments. Methods: We built a high-fidelity MR medical training environment that synchronized visual, haptic, and audio of the human pulse. We conducted a between-subjects study with thirty novice participants who performed pulse palpation tasks in HV and Haptic–Audio–Visual (HAV) modalities. We employ a multidimensional UX evaluation by measuring task performance, presence, usability, and task workload to assess the impact of adding audio feedback in MR pulse palpation training environments. Results: Participants in the HAV modality performed tasks more accurately and reported stronger presence and higher usability. They did not report any significant increase in workload compared to the HV modality. Conclusions: Audio feedback improved perceptual coherence and enhanced UX in pulse palpation tasks. Our findings highlight the training value of integrating multimodal feedback in MR pulse palpation training systems and provide practical guidelines for designing more immersive and effective MR environments. Full article
(This article belongs to the Topic Extended Reality: Models and Applications)
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23 pages, 1052 KB  
Article
Technology Analysis of Extended Reality Using Machine Learning and Statistical Models
by Sunghae Jun
Virtual Worlds 2026, 5(2), 19; https://doi.org/10.3390/virtualworlds5020019 - 20 Apr 2026
Viewed by 311
Abstract
Extended reality (XR), encompassing augmented reality (AR), virtual reality (VR), and mixed reality (MR), is a key enabling technology for virtual worlds, and XR-related patents continue to grow rapidly. However, patent-based XR technology analysis faces a fundamental challenge: document–keyword matrix (DKM) built from [...] Read more.
Extended reality (XR), encompassing augmented reality (AR), virtual reality (VR), and mixed reality (MR), is a key enabling technology for virtual worlds, and XR-related patents continue to grow rapidly. However, patent-based XR technology analysis faces a fundamental challenge: document–keyword matrix (DKM) built from patent titles and abstracts are typically high dimensional, sparse, and often exhibit excess zeros, which can distort inference when conventional text mining pipelines are applied without a generative count perspective. In this study, we propose a statistically grounded XR technology analysis framework that combines likelihood-based count modeling with interpretable structure mining to map XR sub-technologies from a patent DKM. Using an XR patent–keyword matrix, we fit Poisson regression (PR), negative binomial regression (NBR), and zero-inflated negative binomial regression (ZINBR) models via maximum likelihood estimation (MLE), controlling for document-length effects. Model selection by Akaike information criterion (AIC) consistently favored NBR for both target keywords, indicating substantial overdispersion in XR patent counts. We interpret exponentiated coefficients as incidence rate ratios (IRRs) and construct a technology relatedness network from significant IRR edges, revealing a dual-axis XR structure: reality is anchored in an AR or VR experience and content axis such as virtual and augment, whereas extend is embedded in a structure and integration axis for example, surface, edge, layer, and connectivity-related terms. To show how the proposed method can be applied to real domains, we searched the XR patent documents, and analyzed them for XR technology analysis. Full article
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13 pages, 2326 KB  
Article
Comparing Mixed Reality and Two-Dimensional Imaging in Mandibular Fracture Classification: A Prospective Randomized Study in Medical and Dental Students
by Valerian Dirr, Leyla Halter, Maximilian Ries, Gregoire Longchamp, Raphael Ferrari, Harald Essig and Maximilian E. H. Wagner
J. Clin. Med. 2026, 15(8), 3018; https://doi.org/10.3390/jcm15083018 - 15 Apr 2026
Viewed by 356
Abstract
Background: Oral and cranio-maxillofacial (OCMF) surgery is a complex specialty that requires detailed anatomical knowledge and, in fracture care, the ability to interpret imaging accurately. Mixed reality (MR) may improve spatial understanding in anatomy-based disciplines, but its value for teaching mandibular fracture classification [...] Read more.
Background: Oral and cranio-maxillofacial (OCMF) surgery is a complex specialty that requires detailed anatomical knowledge and, in fracture care, the ability to interpret imaging accurately. Mixed reality (MR) may improve spatial understanding in anatomy-based disciplines, but its value for teaching mandibular fracture classification remains uncertain. Methods: Medical and dental students at the University of Zurich were randomized 1:1 to classify four unilateral mandibular fractures using either MR or conventional two-dimensional (2D) imaging. Primary outcomes were perceived usefulness, ease of use, learning, and user satisfaction, assessed with a 15-item usability questionnaire. Secondary outcomes were fracture-classification accuracy and time to fracture classification. Results: Forty medical and dental students were included. Baseline characteristics were comparable between groups, and overall fracture-classification accuracy did not differ significantly between MR and 2D. Both groups became faster across successive cases, indicating a learning effect, although the 2D group completed classifications more quickly overall. MR participants reported higher scores for learning and user satisfaction, whereas the 2D group rated ease of use more favorably. Conclusions: MR increased user satisfaction but did not improve fracture-classification accuracy compared with 2D imaging. When integrated thoughtfully into OCMF education, MR may complement, rather than replace, conventional imaging approaches. Full article
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35 pages, 57348 KB  
Article
A Target-Oriented Shared-Control Framework for Adaptive Spatial and Kinematic Support in Mixed Reality Teleoperation
by Soma Okamoto and Kosuke Sekiyama
Electronics 2026, 15(8), 1653; https://doi.org/10.3390/electronics15081653 - 15 Apr 2026
Viewed by 414
Abstract
Mixed Reality (MR) teleoperation offers an intuitive interface for Human-Robot Collaboration (HRC), yet it often faces the “Embodiment Gap”—a physical and kinematic mismatch between human operators and robotic platforms. Existing MR systems primarily rely on a “direct mapping” approach, where user movements are [...] Read more.
Mixed Reality (MR) teleoperation offers an intuitive interface for Human-Robot Collaboration (HRC), yet it often faces the “Embodiment Gap”—a physical and kinematic mismatch between human operators and robotic platforms. Existing MR systems primarily rely on a “direct mapping” approach, where user movements are transferred directly to the robot. This forces operators to manually adapt to robotic constraints, such as singularities and joint limits, making task performance heavily dependent on individual skill. This study proposes Mixed reality Adaptive Spatial and Kinematic support (MASK), an adaptive shared-control framework designed to bridge the “Gulf of Execution” and “Gulf of Evaluation” by separating target selection from reachability and kinematic feasibility. The MASK system integrates three core modules: (1) Target Object Identification (TOI) based on body motion features to identify the intended manipulation target; (2) a Base Relocation Module (BRI) utilizing Inverse Reachability Maps to optimize the robot’s spatial configuration; and (3) a Kinematic Correction Module (KCM) that autonomously resolves kinematic constraints through pose blending and null-space optimization. Initial experimental results suggest that MASK reduces the operator’s cognitive and physical load by shifting the burden of kinematic resolution from the human to the system. This approach enables high-precision manipulation through an intuitive interface, potentially reducing the performance gap between different levels of operator proficiency. Full article
(This article belongs to the Special Issue Artificial Intelligence for Cyber-Physical Systems)
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24 pages, 1821 KB  
Article
MAVIS: Multi-Stem Audio Visualisation in Immersive Spaces Framework
by Jethro Shell and Sophy Smith
Electronics 2026, 15(8), 1559; https://doi.org/10.3390/electronics15081559 - 8 Apr 2026
Viewed by 418
Abstract
The visualisation of music has gained traction in both research and musical composition in recent years. The increased accessibility to immersive technologies, such as virtual reality (VR) and other forms of mixed reality (MR), lend themselves to the examination of how visualisation can [...] Read more.
The visualisation of music has gained traction in both research and musical composition in recent years. The increased accessibility to immersive technologies, such as virtual reality (VR) and other forms of mixed reality (MR), lend themselves to the examination of how visualisation can impact the perception of audio virtual worlds. In this paper, we propose the MAVIS (Multi-stem Audio Visualisation in Immersive Spaces) design framework, an approach to generating a visualisation of multi-stem structured orchestral music in a virtual world. This research explores the impact on participants’ interaction with an orchestral musical composition through the use of a two framework iterations informed by use cases. The resulting final design structure outlined in this article points towards constructing multi-stem virtual orchestral experiences through three pillars: semantic consistency, spatial agency, and complexity control. Whilst this research serves to propose a design intervention, future work requires a more extensive participant testing approach, coupled with an exploration of additional multimodal analysis. Full article
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22 pages, 2304 KB  
Article
Efficiency, Safety Perception, and Technology Acceptance of Mixed Reality for Sustainable Construction Inspection
by Saddam Hussain Khurram, Shengjun Miao, Khurram Iqbal Ahmad Khan, Aboubakar Siddique, Naheed Akhtar and Xiangfan Shang
Sustainability 2026, 18(6), 3111; https://doi.org/10.3390/su18063111 - 22 Mar 2026
Viewed by 431
Abstract
Digital inspection technologies are increasingly being adopted in the construction industry to improve efficiency, decision quality, and sustainability performance. Mixed reality (MR) systems can reduce rework, minimise human error, and support resource-efficient inspection processes. However, empirical evidence on how perceptions of efficiency and [...] Read more.
Digital inspection technologies are increasingly being adopted in the construction industry to improve efficiency, decision quality, and sustainability performance. Mixed reality (MR) systems can reduce rework, minimise human error, and support resource-efficient inspection processes. However, empirical evidence on how perceptions of efficiency and safety influence professional acceptance of MR technologies remains limited. This study investigates the adoption of MR for construction inspection using an extended technology acceptance model (TAM) that incorporates task efficiency and safety perception as domain-specific human factors. A within-subjects scenario-based experimental design was applied, in which 103 construction professionals evaluated four inspection modalities: HoloLens MR, smart glasses, tablet-based systems, and traditional paper-based methods. Data was analysed using linear mixed-effects models, structural equation modelling, mediation analysis, and dominance analysis. The results show that HoloLens MR achieved the highest perceived efficiency and safety perception, while imposing the lowest cognitive demand. Perceived efficiency was a strong predictor of device preference and significantly predicted perceived usefulness (β = 0.322, p < 0.001), which fully mediated its effect on behavioural intention. Safety perception accounted for a substantial proportion of the variance in user evaluations (η2 = 0.237). These findings indicate that sustainable adoption of MR in construction inspection depends on combined perceptions of efficiency gains, usability, and safety support. Full article
(This article belongs to the Section Sustainable Management)
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20 pages, 2574 KB  
Article
Quantitative Evaluation and Domain Adaptation of Vision–Language Models for Mixed-Reality Interpretation of Indoor Environmental Computational Fluid Dynamics Visualizations
by Soushi Futamura and Tomohiro Fukuda
Technologies 2026, 14(3), 157; https://doi.org/10.3390/technologies14030157 - 4 Mar 2026
Viewed by 736
Abstract
In built environmental design, incorporating building user participation and verifying indoor thermal performance at early design stages have become increasingly important. Although Computational Fluid Dynamics (CFD) analysis is widely used to predict indoor thermal environments, its results are difficult for non-expert stakeholders to [...] Read more.
In built environmental design, incorporating building user participation and verifying indoor thermal performance at early design stages have become increasingly important. Although Computational Fluid Dynamics (CFD) analysis is widely used to predict indoor thermal environments, its results are difficult for non-expert stakeholders to interpret, even when visualized using Mixed Reality (MR). Interpreting CFD visualizations in MR requires quantitative reasoning that explicitly cross-references visual features with legend information, rather than relying on prior color–value associations learned from natural images. This study investigates the capability of Vision–Language Models (VLMs) to interpret MR visualizations of CFD results and respond to user queries. We focus on indoor temperature distributions and airflow velocities visualized in MR. A novel dataset was constructed, consisting of MR images with CFD results superimposed onto real indoor spaces, paired with domain-specific question–answer annotations requiring legend-based reasoning. Using this dataset, a general-purpose VLM (Qwen2.5-VL) was fine-tuned. Experimental results show that the baseline model achieved less than 30% accuracy, whereas fine-tuning improved accuracy to over 60% across all categories while largely preserving general reasoning performance. These results demonstrate that domain adaptation enables VLMs to quantitatively interpret physical information embedded in MR visualizations, supporting non-experts’ understanding of built environmental design. Full article
(This article belongs to the Section Construction Technologies)
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8 pages, 170 KB  
Editorial
Virtual and Augmented Reality Technology in Education and Entertainment: Current Trends and Future Outlook
by Tien Chi Huang, Jian Wei Tzeng and Nen Fu Huang
Appl. Sci. 2026, 16(5), 2286; https://doi.org/10.3390/app16052286 - 27 Feb 2026
Viewed by 849
Abstract
Extended reality (XR)—including virtual reality (VR), augmented reality (AR), and mixed reality (MR)—has moved perceptibly in recent years from being a “showcase technology” to becoming an instructional medium expected to earn its place in curricula and professional training [...] Full article
27 pages, 7372 KB  
Article
A Multidimensional Assessment Framework for Urban Green Perception Using Large Vision Models and Mixed Reality
by Jingchao Wang, Yuehao Cao, Ximing Yue and Lulu Wang
Buildings 2026, 16(4), 877; https://doi.org/10.3390/buildings16040877 - 22 Feb 2026
Viewed by 442
Abstract
Accurately assessing urban green perception is crucial for sustainable urban development and human well-being, yet conventional approaches often depend on simplistic objective metrics and non-immersive, screen-based subjective surveys, undermining ecological validity. This study develops and validates a multidimensional assessment framework that integrates Large [...] Read more.
Accurately assessing urban green perception is crucial for sustainable urban development and human well-being, yet conventional approaches often depend on simplistic objective metrics and non-immersive, screen-based subjective surveys, undermining ecological validity. This study develops and validates a multidimensional assessment framework that integrates Large Vision Models (LVMs) and Mixed Reality (MR) to couple objective environmental features with immersive human perception. The framework comprises 30 objective and 6 subjective indicators; state-of-the-art LVMs including DINOv2 and Depth Anything were applied to accurately extract objective features from Street View Imagery (SVI); and the MR device, Meta Quest 3, was utilized for the immersive collection of high-quality subjective data. In an empirical study with 74 volunteers in Shenzhen, China, machine learning models trained on MR-based data achieved 20–50% higher R2 for subjective perception than models trained on traditional screen-based data. The validated framework was then applied to 61,131 SVIs citywide to map the spatial distribution of multidimensional green perception and to quantify relationships between objective and subjective indicators. Going beyond technical validation, this study demonstrates how the framework serves as a critical tool for urban planning and landscape upgrading. By diagnosing perceptual deficits where greening quantity does not translate into quality experiences, the framework supports a paradigm shift from quantity-oriented greening to perception-oriented spatial optimization. These findings offer actionable insights for policymakers to prioritize interventions that effectively enhance public health and environmental equity in high-density cities. Full article
(This article belongs to the Section Architectural Design, Urban Science, and Real Estate)
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27 pages, 6251 KB  
Article
Drift-Free BIM Alignment for Mixed Reality Visualization Through Image Style Transfer and Feature Matching
by Mohamed Zahlan Abdul Muthalif, Davood Shojaei, Kourosh Khoshelham and Debaditya Acharya
Buildings 2026, 16(4), 852; https://doi.org/10.3390/buildings16040852 - 20 Feb 2026
Viewed by 617
Abstract
Accurate localization is a persistent challenge for Mixed Reality (MR) applications in the construction industry, where reliable alignment between digital building models and physical environments is critical. Commercial MR devices such as the Microsoft HoloLens rely on Visual-Inertial Simultaneous Localization and Mapping (VISLAM) [...] Read more.
Accurate localization is a persistent challenge for Mixed Reality (MR) applications in the construction industry, where reliable alignment between digital building models and physical environments is critical. Commercial MR devices such as the Microsoft HoloLens rely on Visual-Inertial Simultaneous Localization and Mapping (VISLAM) for pose estimation, but accumulated drift over extended trajectories and visually ambiguous indoor spaces often reduces localization accuracy. This paper presents a complementary localization refinement methodology that integrates HoloLens spatial tracking with image style transfer and geometry-based pose estimation for Building Information Modeling (BIM)-aligned MR visualization. Image style transfer is used to reduce appearance discrepancies between real-world images and synthetic BIM renderings, improving feature correspondence for geometric alignment. Pose refinement is then applied using feature matching and Perspective-n-Point (PnP) estimation to mitigate accumulated drift when sufficient visual evidence is available. The method is evaluated using 1408 image pairs captured along an indoor trajectory, demonstrating improved BIM alignment, significantly reducing accumulated drift to 1–2 pixels. The proposed approach supports more reliable MR visualization for construction-related tasks such as inspection, coordination, and spatial decision-making. Full article
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