Virtual, augmented, and mixed reality as a versatile tool in food consumer behavior evaluation: Recent advances in aroma, taste, and texture incorporation.
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
39
- 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
- 10.53708/hpej.v3i1.751
- Jan 4, 2020
- Health Professions Educator Journal
In the field of surgery, major changes that have occurred include the advent of minimally invasive surgery and the realization of the importance of the ‘systems’ in the surgical care of the patient (Pierorazio & Allaf, 2009). Challenges in surgical training are two-fold: (i) to train the surgical residents to manage a patient clinically (ii) to train them in operative skills (Singh & Darzi,2013). In Pakistan, another issue with surgical training is
 that we have the shortest duration of surgical training in general surgery of four years only, compared to six to eight years in Europe and America (Zafar & Rana, 2013). Along with it, the smaller number of patients to surgical residents’ ratio is also an issue in surgical training. This warrants formal training outside the operation room. It has been reported by many authors that changes are required in the current surgical training system due to the significant deficiencies in the graduating surgeon (Carlsen et al., 2014; Jarman et al., 2009; Parsons, Blencowe, Hollowood, & Grant, 2011). Considering surgical training, it is imperative that a surgeon is competent in clinical management and operative skills at the end of the surgical training. To achieve this outcome in this challenging scenario, a resident surgeon should be provided with the opportunities of training outside the operation theatre, before s/he can perform procedures on a real patient. The need for this training was felt more when the Institute of Medicine in the USA published a report, ‘To Err is Human’ (Stelfox, Palmisani, Scurlock, Orav, & Bates, 2006), with an aim to reduce medical errors. This is required for better training and objective assessment of the surgical residents. The options for this training include but are not limited to the use of mannequins, virtual patients, virtual simulators, virtual reality, augmented reality, and mixed reality. Simulation is a technique to substitute or add to real experiences with guided ones, often immersive in nature, that reproduce substantial aspects of the real world in a fully interactive way. Mannequins, virtual simulators are in use for a long time now. They are available in low fidelity to high fidelity mannequins and virtual simulators and help residents understand the surgical anatomy, operative site and practice their skills. Virtual patients can be discussed with students in a simple format of the text, pictures, and videos as case files available online, or in the form of customized software applications based on algorithms. In a study done by Courtielle et al, they reported that knowledge retention is increased in residents when it is delivered through virtual patients as compared to lecturing (Courteille et al., 2018).But learning the skills component requires hands-on practice. This gap can be bridged with virtual, augmented, or mixed reality. There are three types of virtual reality (VR) technologies: (i) non-immersive, (ii) semi-immersive, and (iii) fully immersive. Non-immersive (VR) involves the use of software and computers. In semi-immersive and immersive VR, the virtual image is presented through the head-mounted display(HMD), the difference being that in the fully immersive type, the virtual image is completely obscured from the actual world. Using handheld devices with haptic feedback the trainee can perform a procedure in the virtual environment (Douglas, Wilke, Gibson, Petricoin, & Liotta, 2017). Augmented reality (AR) can be divided into complete AR or mixed reality (MR). Through AR and MR, a trainee can see a
 virtual and a real-world image at the same time, making it easy for the supervisor to explain the steps of the surgery. Similar to VR, in AR and MR the user wears an HMD that shows both images. In AR, the virtual image is transparent whereas, in MR, it appears solid (Douglas et al., 2017). Virtual augmented and mixed reality has more potential to train surgeons as they provide fidelity very close to the real situation and require fewer physical resources and space compared to the simulators. But they are costlier, and affordability is an issue. To overcome this, low-cost solutions to virtual reality have been developed. It is high time that we also start thinking on the same lines and develop this means of training our surgeons at an affordable cost.
- Research Article
38
- 10.33407/itlt.v86i6.4664
- Dec 30, 2021
- Information Technologies and Learning Tools
The study examines the problem of using augmented and virtual reality in the process of blended learning in general secondary education. Analysis of recent research and publications has shown that the use of augmented and virtual reality in the educational process has been considered by scientists. However, the target group in these studies is students of higher education institutions. Most of the works of scientists are devoted to the problem of introducing augmented reality into the traditional educational process. At the same time, the use of augmented and virtual reality technologies in the process of blended learning remains virtually unexplored. The study analyzes the meaning of the concept of "blended learning". The conceptual principles of blended learning are considered. It has been found that scholars differ in their understanding of the concept of "blended learning". Sometimes researchers distinguish between the components of blended learning: full-time and online learning. The study presents the special advantages of blended learning and the taxonomy of blended learning. It was found that there are some difficulties in implementing blended learning. The article outlines the practical use of virtual and augmented reality. The definition of augmented and virtual reality is given. The mixed reality is considered as a separate kind of notion. Separate applications of virtual and augmented reality that can be used in the process of blended learning are considered (MEL Chemistry VR; Anatomyou VR; Google Expeditions; EON-XR). As a result of the study, the authors propose possible ways to use augmented reality in the educational process. The model of using augmented and virtual reality in blended learning in general secondary education institutions was designed. It consists of the following blocks: goal; teacher’s activity; forms of education; teaching methods; teaching aids; organizational forms of education; pupil activity and results. Based on the model, the methodology of using augmented and virtual reality in blended learning in general secondary education was developed. The methodology contains the following components: target component, content component, technological component and resultant component. The methodology is quite universal and can be used for any subject in general secondary education. The types of lessons in which it is expedient to use augmented (AR) and virtual reality(VR) are determined. Recommendations are given at which stage of the lesson it is better to use AR and VR tools (depending on the type of lesson).
- Research Article
2
- 10.21427/ntpz-p503
- Jan 1, 2008
- ARROW@Dublin Institute of Technology (Dublin Institute of Technology)
Mixed reality applications use techniques from computer vision, augmented reality and virtual reality to allow real and virtual objects interact physically together on a user’s computer screen. This paper will describe two mixed reality applications which allow the user to play games that appear to take place on top of their physical desk. The games described are a desktop racing game and a desktop based game of ten pin bowling. In the desktop racing game virtual cars, controlled by the user, interact with both virtual objects (such as trees, walls and lampposts) and real ones (such as ramps and blocks). In the bowling game the player throws a real ball at a set of virtual bowling pins which react realistically as the ball appears to hit them. These initial games are being used as a springboard to investigate the core competencies required to make mixed reality games.
- Research Article
11
- 10.1007/s10639-016-9484-y
- May 3, 2016
- Education and Information Technologies
The purpose of this study is to determine perception of postgraduate Computer Education and Instructional Technologies (CEIT) students regarding the concepts of Augmented Reality (AR), Virtual Reality (VR), Mixed Reality (MR), Augmented Virtuality (AV) and Mirror Reality; and to offer a table that includes differences and similarities between these concepts. This study also aims to determine the likelihood of CEIT postgraduate students for using the said concepts in education. In this context, the frequently used reality concepts in the CEIT field have been examined from the perspective of the participants and in terms of the following traits: frequency of potential use, perceived usefulness, and perceived effectiveness. The phenomenological method was used in this qualitative study. 10 CEIT graduate students have been the participants of this research; with 4 of these pursuing a PhD and 6 pursuing a Master's Degree. 14 open-ended questions related to AR, VR, MR, AV and Mirror Reality concepts were used throughout semi-structured and face-to-face interviews in order to collect data. Findings show that AR and VR are the most familiar concepts. Participants have several misconceptions about the reality concepts but the least amount of misconception was associated with AR and VR. Most of the participants had no idea about MR and none of them had any idea about Mirror Reality. Findings refer that VR is the most frequently used kind of reality owing to the fact that it can be developed and implemented more easily and there are several AR studies because of its current popularity.
- 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
9
- 10.60027/jelr.2024.750
- Apr 30, 2024
- Journal of Education and Learning Reviews
Background and Aims: Understanding how immersive technologies like AR, VR, and MR can transform education by enabling interactive and experiential learning. By addressing adoption challenges and highlighting successful case studies, it aims to help educators and policymakers effectively integrate these technologies while promoting equitable access and informed decision-making. Thus, this paper aims to explore the role of AR, VR, and MR in enhancing learning experiences. Methodology: The methodology ensures a thorough review by taking a systematic approach to data collection and analysis from various sources, with a focus on recent advances in immersive technologies. By combining qualitative and quantitative analyses, the paper aims to provide a comprehensive overview of how AR, VR, and MR affect educational practices and outcomes. Results: Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR) improve education by making difficult concepts more accessible and engaging. AR makes abstract concepts tangible, VR provides immersive experiences for deeper understanding, and MR connects the digital and physical worlds. These technologies work together to create interactive learning environments that meet a variety of learning needs, promote critical thinking, and encourage creativity. Conclusion: Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR) all improve education by making complex concepts more understandable and engaging through interactive experiences. These technologies create a dynamic learning environment by combining AR's tangibility, VR's immersion, and MR's integration of the digital and physical worlds.
- Research Article
- 10.21070/ijccd.v14i2.981
- Sep 12, 2023
- Indonesian Journal of Cultural and Community Development

 
 
 
 
 
 
 This study addresses the need for improved orientation among Muhammadiyah University of Sidoarjo (UMSIDA) students, particularly newcomers unfamiliar with the layout of Campus 2. Leveraging the Multimedia Development Life Cycle (MDLC) Method, researchers developed and compared Augmented Reality (AR) and Mixed Reality (MR) applications, utilizing Faculty of Science and Technology brochures to render 3D representations of UMSIDA Campus 2 buildings. An online questionnaire garnered feedback from 25 UMSIDA students, with 88% expressing approval for the AR-based introduction application. To better assess its impact on prospective student enrollment, PMB Team members were consulted, resulting in 66.7% favoring the MR application for its enhanced engagement. Notably, both AR and MR applications were deemed equally useful by 66.7% of respondents. Consequently, these applications will be integrated into a comprehensive solution for further evaluation and optimization. This research underscores the potential of immersive technologies in enhancing campus navigation and highlights the significance of user preference in educational applications of augmented and mixed reality.
 Highlight:
 
 Utilizing MDLC Method: The study leverages the Multimedia Development Life Cycle (MDLC) Method for the development and comparison of Augmented Reality (AR) and Mixed Reality (MR) applications, targeting improved campus orientation for UMSIDA students.
 User Preference in Immersive Technologies: Feedback from UMSIDA students and PMB Team members revealed a preference for the Mixed Reality (MR) application, emphasizing the significance of user preference in educational applications of augmented and mixed reality.
 Integration for Enhanced Effectiveness: The AR and MR applications will be integrated into a comprehensive solution, highlighting the commitment to ongoing evaluation and optimization to further enhance campus navigation for UMSIDA students.
 
 Keyword: Orientation, Augmented Reality, Mixed Reality, Campus Navigation, Immersive Technologies
 
 
 
 
 
 
- Book Chapter
11
- 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
4
- 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
7
- 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.
- Conference Article
- 10.1117/12.2320444
- Sep 17, 2018
A switchable virtual reality (VR), augmented reality (AR), and mixed reality (MR) system is proposed using digital optical cloaking. Optical cloaking allows completely opaque VR devices to be cloaked, switching to AR or MR while providing correct three-dimensional (3D) parallax and perspective of the real world, without the need for transparent optics. On the other hand, 3D capture and display devices with non-zero thicknesses, require optical cloaking to properly display captured reality. A simplified stereoscopic system with two cameras and existing VR systems can be an approximation for limited VR, AR, or MR. To provide true 3D visual effects, multiple input cameras, a 3D display, and a simple linear calculation amounting to cloaking can be used. Since the display size requirements for VR, AR, and MR are usually small, with increasing computing power and pixel densities, the framework presented here can provide a widely deployable VR, AR, MR design.
- 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.
- Research Article
6
- 10.24135/pjtel.v3i1.83
- Feb 16, 2021
- Pacific Journal of Technology Enhanced Learning
Mixed reality (MR) provides new opportunities for creative and innovative learning. MR supports the merging of real and virtual worlds to produce new environments and visualisations where physical and digital objects co-exist and interact in real-time (MacCallum & Jamieson, 2017). The MR continuum links both virtual and augmented reality, whereby virtual reality (VR) enables learners to be immersed within a completely virtual world, while augmented reality (AR) blend the real and the virtual world. MR embraces the spectrum between the real and the virtual; the mix of the virtual and real worlds may vary depending on the application. The integration of MR into education provides specific affordances which make it specifically unique in supporting learning (Parson & MacCallum, 2020; Bacca, Baldiris, Fabregat, Graf & Kinshuk, 2014). These affordance enable students to support unique opportunities to support learning and develop 21st-century learning capabilities (Schrier, 2006; Bower, Howe, McCredie, Robinson, & Grover, 2014).
 
 In general, most integration of MR in the classroom tend to be focused on students being the consumers of these experiences. However by enabling student to create their own experiences enables a wider range of learning outcomes to be incorporated into the learning experience. By enabling student to be creators and designers of their own MR experiences provides a unique opportunity to integrate learning across the curriculum and supports the develop of computational thinking and stronger digital skills. The integration of student-created artefacts has particularly been shown to provide greater engagement and outcomes for all students (Ananiadou & Claro, 2009).
 
 In the past, the development of student-created MR experiences has been difficult, especially due to the steep learning curve of technology adoption and the overall expense of acquiring the necessary tools to develop these experiences. The recent development of low-cost mobile and online MR tools and technologies have, however, provided new opportunities to provide a scaffolded approach to the development of student-driven artefacts that do not require significant technical ability (MacCallum & Jamieson, 2017). Due to these advances, students can now create their own MR digital experiences which can drive learning across the curriculum.
 
 This presentation explores how teachers at two high schools in NZ have started to explore and integrate MR into their STEAM classes. This presentation draws on the results of a Teaching and Learning Research Initiative (TLRI) project, investigating the experiences and reflections of a group of secondary teachers exploring the use and adoption of mixed reality (augmented and virtual reality) for cross-curricular teaching. The presentation will explore how these teachers have started to engage with MR to support the principles of student-created digital experiences integrated into STEAM domains.
- Research Article
334
- 10.1080/1475939x.2020.1737210
- Mar 13, 2020
- Technology, Pedagogy and Education
ABSTRACTThis article provides the first review of the existing literature consolidating research into the use of virtual, augmented and mixed reality technologies within K–12 educational environments. The review explores the peer-reviewed scholarly studies conducted between 2006 and May 2017, which involved the use of virtual reality (VR), augmented reality (AR) or mixed reality (MR) technologies in the instruction of students in elementary, middle or high school. The literature revealed common themes including collaboration, communication, critical thinking, attitude, engagement, learning, motivation, performance or achievement, and technology (used or proposed). This literature review will contribute to the field by providing clarity on definitions for VR, AR and MR technologies in consideration of educational use, present an overview of the existing research on VR, AR and MR specific to K–12 educational environments and identify future research needs and directions.