Human Rights Risks from Immersive Technologies
Abstract Immersive technologies, such as augmented reality (AR) and virtual reality (VR), allow people to immerse themselves in a complete virtual environment, or enhance the physical world with digital elements. Also referred to as extended reality (XR), these technologies create experiences that feel real, whether fully or partially virtual. The impact of XR on human rights and society is linked to a large-scale consumer breakthrough, which could pose significant human rights risks. This article discusses these risks through the lens of four public values rooted in human rights instruments: privacy, autonomy, non-discrimination and a clean and healthy environment. It highlights the urgency for governments to protect and companies to respect the rights of both XR users and non-users. The aim is to initiate discussions on early interventions, avoiding missteps seen during the rise of social media, when benefits were encouraged, while risks were overlooked.
- Research Article
33
- 10.1176/appi.neuropsych.21030067
- Jul 1, 2021
- The Journal of neuropsychiatry and clinical neurosciences
Extended-Reality Technologies: An Overview of Emerging Applications in Medical Education and Clinical Care.
- Research Article
2
- 10.47370/2078-1024-2021-13-2-83-92
- Jan 1, 2022
- Vestnik Majkopskogo Gosudarstvennogo Tehnologiceskogo Universiteta
Augmented reality (AR) and virtual reality (VR) are immersive technologies that allow users to get acquainted with digital content both in physical and virtual space, expanding the possibilities of the educational environment. The relevance of the research is due to the growing introduction of virtual and augmented reality technologies in the educational environment. The research problem: what are the mechanisms for using immersive technologies of augmented and virtual reality in the field of innovative development of educational services in higher education? The aim of the research is to study the features of the application of immersive learning programs using AR/VR technologies in higher education. The methodological basis of the study is the analysis of Internet resources and literary sources, the study and generalization of pedagogical experience, synthesis. The results of the research are: the main advantages of using AR and VR technologies have been considered, possible options for introducing immersive educational technologies into the educational process proposed, the problems of their integration into the educational process of higher educational institutions and ways to overcome these problems identified. Key conclusions: AR/VR technologies are a promising addition to the educational space due to their immersive nature; in higher education, the use of immersive technologies can increase student engagement in the learning process, help students understand abstract concepts, allow for more personalized learning approaches, and improve learning analytics; when introducing AR / VR into the educational process. It is necessary to determine the goals and desired learning outcomes, choose a technology for work, organize a safe learning environment, plan the course structure. The main problems in the implementation of AR / VR are the high cost of technology and development, the need for regular software and hardware updates, health and safety risks for users, and technological problems.
- Research Article
17
- 10.1111/1541-4337.13248
- Oct 13, 2023
- Comprehensive Reviews in Food Science and Food Safety
The perceptual behavior of consumers on a product displayed in the market has a vital role in analyzing the importance given to that product. Therefore, various strategies have been developed to understand this consumer behavior in the selection of products. Immersive technologies like virtual, augmented, and mixed reality are among them. With the foremost feature of immersion in the virtual world and interaction of users with virtual objects, virtual reality, and augmented reality have unlocked their potential in research and a user-friendly tool for analyzing consumer behavior. In addition to these technologies, mixed reality also has a significant role in investigating consumer behavior. Studies on immersive technologies in food applications are vast, hence this review focuses on the applications of virtual, augmented, and mixed reality in the food selection behavior of consumers. The behavioral studies are elicited to develop new products based on consumer needs, to understand the shopping behavior in supermarkets for real-time usage, and to know the influence of emotions in a selection of products. The findings suggest that virtual, augmented, and mixed reality induce immersion of the users in food selection behavioral studies. Information on the technological advancements in the tools used for bringing immersion and interaction are discussed for its futuristic applications in food. Though immersive technology gives users a realistic virtual environment experience, its application in food systems is in the budding stage. More research on human response studies would contribute to its innovative and inevitable application in the future.
- Research Article
1
- 10.70101/ussmad.1630528
- Mar 24, 2025
- Uluslararası Sosyal Siyasal ve Mali Araştırmalar Dergisi
Purpose: This study investigates the transformative role of augmented reality (AR) and virtual reality (VR) technologies in e-commerce and digital marketing. It aims to understand how these immersive technologies enhance consumer experiences by addressing challenges such as product visualization, consumer trust, and engagement while fostering higher purchase intent and customer satisfaction. Design/Method/Approach: A systematic literature review synthesizes findings from empirical and theoretical studies published between 2011 and 2024. The methodologies analyzed include experimental designs, market analyses, and conceptual frameworks assessing the integration of AR and VR technologies in online retail. Findings: The findings indicate that AR enhances online shopping through features such as virtual try-ons and spatial placement visualization, reducing return rates and increasing purchase confidence. VR, on the other hand, provides immersive environments that simulate physical shopping experiences, strengthening consumer-brand connections. While AR demonstrates broader applicability in fostering interactive and personalized experiences, VR remains limited by accessibility and cost constraints. Both technologies exhibit immediate costs but offer long-term benefits, positively influencing conversion rates and customer loyalty. Theoretical Implications: This study contributes to consumer behavior research by applying value perception models, immersive technology frameworks, and engagement metrics to the e-commerce landscape. It refines existing theoretical perspectives on technological adoption by highlighting the interplay between sensory engagement, emotional connection, and consumer decision-making. Practical Implications: The research underscores the strategic importance of integrating AR and VR into digital marketing and e-commerce platforms. It suggests leveraging AR for product categories requiring spatial interaction and using VR for high-detail product exploration. The study provides actionable insights for businesses looking to enhance online shopping experiences through immersive technologies. Originality/Value: This study offers a comprehensive synthesis of AR and VR applications in e-commerce, highlighting their potential to reshape online shopping. By bridging the gap between physical and digital retail experiences, it provides a fresh perspective on how immersive technologies can drive engagement, accessibility, and personalized consumer interactions. Research Limitations/Future Research: While this study synthesizes existing literature, empirical validation through longitudinal studies and cross-industry applications is necessary. Future research should explore the long-term effects of AR and VR adoption on consumer trust, loyalty, and behavioral changes. Additionally, further exploration is encouraged into gamification, artificial intelligence (AI) integration, and demographic-specific implementations to drive sustainable engagement.
- Research Article
11
- 10.16920/jeet/2022/v36i2/22156
- Oct 1, 2022
- Journal of Engineering Education Transformations
: The developments in the Engineering domain have risen at an unprecedented rate in the past three decades. New technologies emerge every year and find their use case in multiple industries, also impacting the higher education as a whole. The present ecosystem demands industry-ready graduates from higher education institutes. To meet this, inculcation of newly developed technologies in the engineering education domain is a must. The retention span of Millennials in the traditional classroom settings has lowered down, posing the biggest challenge in student learning outcome at the higher education level. To solve this problem, interactive and immersive technologies has played a significant role through the use of Augmented Reality (AR), Virtual Reality (VR), and Gamification in a modern classroom setting. These technologies are capable of being used online as well as offline, and promise to deliver an enhanced user experience. The use of such tools also improves the student engagement by virtue of interactive content during the classroom session. This results in improved student learning and motivation in various domains of higher education. This paper focuses on the engineering education domain and discusses the role of these technologies in improving student understanding of intricate concepts of various engineering disciplines. A study of research papers presenting different digital learning platforms developed using these technologies from 2017 to 2021 was done, and it was concluded that the trends and technologies discussed in this paper have been tested and proven to be beneficial in engineering education. Further, developing a low-cost learning system using immersive and interactive technologies, and upgrading the present classroom set-up and skill set of instructors to make them significantly capable of utilizing the benefits offered by these technologies is yet to be achieved. Keywords : Higher Education, Education Technology, Augmented and Virtual Reality, Immersive Technology, Interactive Teaching- Learning, Game-Based Learning, Online Teaching- Learning
- Research Article
- 10.31652/2412-1142-2025-76-55-64
- Jul 28, 2025
- Modern Information Technologies and Innovation Methodologies of Education in Professional Training Methodology Theory Experience Problems
The article examines modern methods of implementing immersive technologies such as augmented reality (AR), virtual reality (VR), and mixed reality (MR) in the training of future teachers. The theoretical and methodological foundations of the use of immersive technologies in higher education institutions are considered, along with key concepts necessary for an accurate understanding of the research findings. Based on the analysis of AR technology implementation in teacher education in Ukraine and abroad, the main advantages, opportunities, and challenges of using VR and MR to expand the digital learning environment are identified. Special attention is given to issues of learner motivation through immersive applications, the formation of future teachers’ information culture, development of emotional intelligence and creative thinking, as well as the acquisition of core digital competencies. The article presents practical outcomes of applying immersive technologies in teacher training, including the creation of electronic textbooks with interactive AR objects and collaborative task completion. It highlights methods for selecting and utilizing software to create immersive learning content, and explores students’ perceptions of advanced technologies and their impact on learning outcomes. The analysis revealed that integrating immersive technologies into the educational process can improve student performance, stimulate cognitive activity, and provide more opportunities for personalized and individualized learning. The study outlines the broad potential for using immersive technologies in teacher training, including the creation of educational metaverses, the advancement of inclusive education, and interdisciplinary integration. In addition, the improvement of infrastructure and methodological support is necessary to ensure the effective integration of augmented, virtual, and mixed reality into the professional preparation of future teachers.
- Research Article
3
- 10.1162/pres_e_00348
- Jan 1, 2019
- PRESENCE: Virtual and Augmented Reality
User Experience and Engagement in the Reality–Virtuality Continuum: A Special Issue Guest Editorial
- Research Article
- 10.33042/2522-1809-2024-6-187-57-62
- Dec 17, 2024
- Municipal economy of cities
Immersive technologies offer an alternative means of presenting and communicating data derived from BIM modeling. Augmented, virtual, and mixed reality technologies allow architects to visualize and interact with digital data, providing a simulation of their physical presence in an architectural structure, and thus a more realistic and interactive approach to various stages of project activities. In fact, immersive technologies can be used throughout the entire life cycle of an architectural project: planning, design, construction, and operation. The aim of research is to identify and systematize data on computer tools using immersive technologies and the prospects for its development in architectural activities. The scientific paper describes three groups of software products based on immersive technologies with BIM modeling support. Each of the groups is based on a particular immersive technology: augmented reality (AR), virtual reality (VR), or mixed reality (MR). The main difference between these technologies is the level of immersion in the virtual environment: AR overlays computer-generated content on the real world; VR content is 100% digital; MR is a digital overlay that allows virtual 3D elements to interact with the real environment. Each group contains different software products: the first group is mostly characterized by mobile applications, since the physical world is supplemented with digital content through the screens of smartphones, tablets, and other compact equipment; the second group includes various plug-ins that integrate into professional tools and improve them in terms of visualization in a virtual environment and the possibility of its research; The third group with mixed reality support is smaller in number of programs, but it is the most promising for the future development of the architectural profession, as it provides an integrated approach to architectural activity by expanding the professional tools.
- Book Chapter
6
- 10.1007/978-3-030-77592-6_4
- Jan 1, 2021
The inclusion of immersive technologies such as augmented reality, virtual reality and mixed reality in the curriculum provides potential pedagogical benefits: providing a platform to increase student engagement, interaction, enjoyment, and a managed reflective learning experience. Research goal: theoretical justification for the use of immersive technologies in the educational process and the development of a blended course “Using the technologies of augmented and virtual reality in the practice of modern educational institutions” for retraining teachers. Research objectives: to determine the role and place of augmented and virtual reality technologies in the educational process and their use in teacher retraining for the formation of professional competence. Object of research: the formation of professional competencies of teachers in the retraining process. Subject of research: immersive technologies as a component of the school educational environment. Used research methods: theoretical methods containing analysis of scientific sources; empirical methods of interviewing and questioning teachers. Research results: analysis of scientific publications allows us to define the concept of augmented and virtual reality, its types, directions of using augmented and virtual reality in education, examples of its application in the educational process. The developed course “Using the technologies of augmented and virtual reality in the practice of modern educational institutions” for the retraining of teachers allows the formation of professional information and communication technologies competencies of teachers. Main conclusions: the introduction of immersive technologies in the educational process increases the effectiveness of training, promotes the development of logical thinking of students and increases the level of motivation of participants in the educational process. The identified gaps indicate the shortcomings of technical and methodological support for teachers to implement immersive technologies for education, which may motivate further work in the field.
- Research Article
- 10.37934/araset.63.1.130145
- Oct 9, 2024
- Journal of Advanced Research in Applied Sciences and Engineering Technology
The integration of immersive technology into educational settings has garnered substantial interest as a potential means to improve teaching and learning (TnL)experiences. The dynamic landscape of education demands innovative approaches to engage, motivate, and empower both educators and learners. Immersive technology, including Virtual Reality (VR), Augmented Reality (AR), as well as Mixed Reality (MR), provides uncommon probabilities to transcend traditional classroom boundaries and provide interactive and immersive learning experiences. However, to harness the full potential of immersive technology, a clear understanding of the conceptual frameworks guiding its implementation is essential. This study utilizes the PRISMA approach. Furthermore, the systematic search of academic databases using the Web of Science (WoS) as well as the Scopus database resulted in an extensive selection of studies, reviews and articles related to immersive learning. Following the implementation of an advanced search approach utilizing keywords (1. Immersive learning, 2. AR, as well as 3. Technology Impact on TnL), the systematic review process yielded a diverse array of articles. These articles were identified and included in the review due to their exploration of the conceptual frameworks that underlie the integration of immersive technology in the field of education. Additionally, the review reveals common themes and emerging trends within the field, shedding light on the diverse approaches to leveraging immersive technology for TnL. The final finding data is (n: 29), which reviews identified key themes. Expect validation to be divided into three themes, which are (1) Immersive learning, (2) AR, and (3) Technology Impact on TnL. Meanwhile, the findings emphasize the importance of well-defined theoretical foundations and best practices when implementing immersive technology for educational purposes. The review underscores the importance of ongoing research as well as innovation in the domain of immersive technology to fully exploit its potential for enhancing TnL experiences. In essence, this systematic review adds to the continued conversation about the efficient utilization of immersive technology in education and paves the way for further exploration and advancement in this field.
- Research Article
1
- 10.22363/2312-8631-2021-18-2-152-161
- Sep 3, 2021
- RUDN Journal of Informatization in Education
Problem and goal. Virtual, augmented mixed reality and augmented virtuality are becoming integral attributes of the immersive educational environment, disposed to continuous learning and comprehensive development. The relevance of the study of models of using immersive technologies in the activities of a computer science teacher is beyond doubt, because they are the real embodiment of new methodological ideas and approaches. Methodology. In the course of the research, the analysis of models of immersive learning technologies for the practical activities of a computer science teacher was carried out. On its basis, a set of computer tools and equipment has been proposed that allows introducing immersive technologies into educational practice. Results. Methodological recommendations on the use of virtual, augmented and mixed reality technologies both in informatics lessons and after school hours are presented. The key topics of the computer science program, in which it is advisable to use immersive technologies, have been identified. Methodological approaches to the transformation of informatics teaching in the context of digitalization of education have been formulated. Conclusion. The results of the study indicate that immersive learning technologies can be successfully applied both in informatics lessons and outside the classroom. They not only contribute to the immersion of students in an interactive environment, but also increase the interest, motivation and quality of their knowledge. Lessons using immersive technologies open up new opportunities for a computer science teacher for professional growth, methodological and subject self-improvement.
- Research Article
1
- 10.21686/1818-4243-2024-2-13-23
- Apr 15, 2024
- Open Education
The purpose of the study. The problem of using the capabilities of artificial intelligence and immersive technologies in educational programs is being updated. The article is devoted to the analysis of the role, functions and significance of artificial intelligence and immersive learning technologies in the development of an open educational environment and its personal segments formed by subjects of educational relations in the process of preparing graduates of pedagogical universities to change the conditions of modern society. The possibilities of Generative Pretrained Transformers (GPT) and virtual reality in its various manifestations (AR, VR, AVR) are discussed. Their influence on the formation of the personal educational environment of graduates of pedagogical universities is shown.Materials and methods. The method of comparative analysis of scientific publications in the field of artificial intelligence development, immersive learning technologies, and the formation of a personal educational environment is used. The capabilities of a number of GPT services have been experimentally tested. The ideas about the role and functions of new resources in improving the educational process are summarized. The forecast of the integration of artificial intelligence and immersive technologies in pedagogical education is given.The results of the study. It is shown that Generative Pretrained Transformers are able to implement reference and encyclopedic, constructive and creative, analytical, control and training functions in the educational process while observing the ethics of their application. The connection between the development of artificial intelligence and the appearance in the global information network of virtual characters imitating human appearance and behavior in various contexts, and anthropomorphic robots capable of communicating with humans for educational purposes is indicated. Attention is drawn to the inclusion of new means of communication with artificial intelligence in the personal educational environment of the lecturer, which provides him/her with a combination of the functions of a supplier and at the same time a consumer of knowledge. The prospects of the emergence of virtual and anthropomorphic pedagogical agents with artificial intelligence in the education system and in informal communications are assessed. The educational possibilities of augmented reality, virtual reality and augmented virtual reality as means of immersive learning technologies are defined. The pedagogical and technological conditions for the safe use of immersive learning technologies are given. It is noted that the creation of personal educational environments with components of artificial intelligence and immersive technologies makes it possible to organize the processes of teaching and self-education of a lecturer, ensuring the subjective nature of his/her personal and professional growth and mobility in a complicated world.Conclusion. The conclusion is made that the creativity of innovative lecturers, which is visible in their open educational environments, is a resource for overcoming the reproductive nature of the functioning of pre-trained neural networks. The authors believe that positive feedback in the joint evolution of artificial intelligence (AI) tools and personal segments of the open educational space will contribute to the transformation of the existing information society into a learning society. This makes it possible to form a system of open meta-education according to the needs of each individual.
- Research Article
3
- 10.31866/2617-796x.6.2.2023.293605
- Nov 13, 2023
- Digital Platform: Information Technologies in Sociocultural Sphere
The purpose of the study is to analyse modern immersive technologies and the possibility of their application in the development of digital libraries in the context of the introduction of virtual, augmented and mixed reality technologies, as well as the use of artificial intelligence technologies. Research methods. To achieve the research goal, the methods of analysis and synthesis, generalisation of theoretical data, and a systematic approach were used. This made it possible to analyse the peculiarities of the use of immersive technologies in digital libraries and to determine the benefits of introducing such technologies in the creation of a modern information space of libraries. The scientific novelty lies in the analysis of immersive technologies in the context of their implementation in modern digital libraries. An analysis of the role of artificial intelligence, and augmented and virtual reality technologies in creating a modern information space in libraries has shown both the advantages and disadvantages of digitalisation in libraries. The ethical issues related to inclusiveness in the use of information resources and the protection and preservation of users’ data are analysed. Recommendations and approaches for the successful implementation of these technologies in digital libraries are proposed. Conclusions. Immersive technologies are becoming more widespread and their use in libraries is expanding. Ethical and legal issues in the use of virtual reality and augmented reality will inevitably arise in the future. Today, the Western world is making greater use of both technologies, although they are free and, in some cases less expensive than before. The article examines the transformative intersection of new technologies and digital libraries, highlighting the path to an enriched and accessible knowledge landscape. Focusing on artificial intelligence (AI), machine learning (ML), natural language processing (NLP), augmented reality (AR) and virtual reality (VR), it explores how these technologies are redefining the work of digital libraries. Artificial intelligence and machine learning algorithms enable intuitive content management and recommendations, changing the way users interact with digital resources. NLP bridges the gap between human language and digital systems by enhancing search functions. AR overlays digital information on the physical world, expanding the possibilities of interactive learning, while VR immerses users in virtual realms, revolutionising educational paradigms. This article discusses the integration of these technologies into digital libraries not only to preserve huge amounts of knowledge but also to present information in attractive and accessible formats. Through the creation of artificial intelligence-based metadata and tagging of content, digital libraries are systematically organized and enriched, improving search accuracy. These innovations not only preserve the past, but also illuminate a future where knowledge is publicly available, fostering curiosity, learning, and research. This article explores the potential of these technologies and describes the expectations of library users to ensure a user-centred approach in shaping the digital libraries of the future. The use of immersive technologies is making a significant contribution to the evolution of digital libraries, paving the way for inclusive and engaging knowledge experiences for diverse users around the world.
- Research Article
- 10.34190/ejel.22.3.3992
- May 19, 2025
- Electronic Journal of e-Learning
Computational thinking (CT) skills are increasingly important in education to prepare students for the challenges of the digital age. Augmented Reality (AR) and Virtual Reality (VR) have been introduced as immersive technologies that have the potential to enhance CT skills through more interactive learning experiences. However, there is still a gap in understanding the effectiveness of these technologies in supporting the development of CT, particularly in different levels of education and disciplines. Although several studies have highlighted the benefits of AR and VR in education, no systematic review integrates these findings to identify advantages, challenges, and opportunities for further implementation. Therefore, this study conducted a systematic review based on the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines by analyzing 25 empirical studies (AR=17, VR=8) obtained from the Scopus database (2008-2024). The analysis addresses four key research questions: (1) the current state of AR/VR in CT development, (2) their advantages, (3) implementation challenges, and (4) future research directions. The results show that AR is more widespread than VR at various levels of education, with dominance in higher education followed by secondary and primary schools. Computer science is the main field of application of AR and VR, while AR is also widely applied in mathematics to increase interest and problem-solving. A total of 11 studies reported significant impacts of these technologies on CT, with AR being superior in increasing student motivation and engagement, as well as aiding in problem-solving and debugging. In contrast, VR provides a more immersive learning experience by strengthening concept understanding, especially in programming and recursion. However, several obstacles in the application of AR and VR, such as hardware limitations, costs, and user skills, affect the effectiveness of these technologies in the learning environment. This study also identified potential future research, including the exploration of VR in primary and kindergarten education, the application of VR in non-computer science fields, and the efficient use of these technologies in supporting the CT process. This study provides more precise insights into the optimal ways of utilizing AR and VR in developing CT skills. It is a reference for educators, policymakers, and researchers in supporting CT learning.
- Research Article
- 10.1249/01.mss.0000877936.11902.22
- Sep 1, 2022
- Medicine & Science in Sports & Exercise
Technologies that immerse users in virtual and augmented realities are becoming more common in physical activity and sport settings. Immersive technologies may be an effective tool for developing fitness-related outcomes in children and youth. Purpose: To compile peer-reviewed empirical articles and report on the effectiveness of immersive technologies in developing fitness-related outcomes in children and youth. Methods: Education resources information centre (ERIC), SPORTDiscus, and Child Development & Adolescent Studies databases were searched using keywords for immersive technologies (i.e., augmented reality, virtual reality) and the outcomes of interest (i.e., skill- and health-related components of fitness, physical activity, exercise). Pertinent information from the relevant articles (e.g., study design, findings) was charted and emerging themes were summarized. Results: The database search yielded 19 relevant articles. 15 reported positive effects of immersive technologies on fitness-related outcomes and four articles reported no effect. Charting of these articles revealed considerable variability in the technologies considered to be immersive. Many of the articles used low- or non-immersive technologies such as Xbox Kinect and Nintendo Wii as interventions. Charting also revealed frequent use of immersive technologies in developing skill-related components of fitness in children and youth with motor and cognitive impairments. Articles that studied non-impaired children and youth most often evaluated the effectiveness of immersive technologies in improving daily physical activity behaviours. Charting further revealed a paucity of, and considerable need for research on whether immersive technologies are effective in developing skill-related components of fitness in non-impaired children. Conclusions: Immersive technologies can be effective in developing fitness-related outcomes in children and youth; however, more research is required to evaluate the effectiveness of high and full immersion technologies in developing skill-related components of fitness in non-impaired children and youth.
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