Advances in XR Technology
Matthew O'Donnell
This section reviews advances in extended reality (XR) technologies and applications in 2022. To do so, it analyzes the abstracts from the 2022 articles published in Frontiers in Virtual Reality, Virtual Reality, and Presence: Virtual and Augmented Reality to identify key terms, topics, and technologies. Findings are organized into three sections: research themes, which delve into how XR technologies are used in research, hardware, and software. The main themes from the corpus of journal abstracts are identified via topic modeling (Blei et al., 2003) and qualitative analysis. For more information on methodology, please refer to the appendix. The themes below are presented in order of frequency of occurrence in the articles.
Themes
Theme 1: Experience and perception in immersive environments
Almost half (48%) of the articles analyzed have content focusing on the development and testing of immersive and interactive environments in virtual reality (VR) and augmented reality (AR). Associated terms include experience, perception, interaction, environment, avatar, immersive, mobile, feedback, and application. Studies measure the effectiveness of various immersive features in mapping (Cheng et al., 2022), exhibitions (Rau et al., 2022), and navigation tasks (Stefanucci et al., 2022). A number of papers focus on the experimental description and validation of visual (Wu et al., 2022), extremity (Kruijff et al., 2022) and object (He et al., 2022) perception, as well comparison of data collected from paired real-world and VR experiments (Cowlyn & Dalton, 2019; Sinclair et al., 2022) and testing definitions of immersion (Norton et al., 2022). This theme has the strongest association with hardware terms such as Oculus, Rift, HMD(Head Mounted Display), headset and controller.
Theme 2 - Education, learning and clinical simulation
The remaining quarter of the articles represent this theme and focus on the use of VR and XR approaches in educational settings and for training through simulation. Associated terms include education, student, training, simulation, medicine, experiment, and participant. Example approaches are the application of XR to medical training (Désiron et al., 2022; Rother & Spiliopoulou, 2022; Zikas et al., 2022) and trauma simulation settings without the need for an instructor (Lombardo et al., 2022). Educational settings include communication (Carnell et al., 2022), journalism (Li & Lee, 2022), law enforcement (Kent & Hughes, 2022; Kishore et al., 2021), emergency services (Hammar Wijkmark et al., 2019), and heavy industry (Obukhov et al., 2022). In addition, this theme incorporated a group of experimental studies focused on measuring core cognitive and emotional responses to VR in the spheres of memory (Cadet et al., 2022), valence and arousal (Krogmeier et al., 2022), and addiction (Oberdörfer et al., 2022).
Theme 3 - Therapeutic use
Associated terms include treatment, group, intervention, anxiety, exposure, fear, pain, patient, and therapy. Articles grouped in this theme have a central focus on the therapeutic use of XR technology. Target groups include veterans (Appel et al., 2022), pain sufferers, specifically pediatric burn victims (Smith et al., 2022), children undergoing medical procedures (Yilmaz & Canbulat Sahiner, 2022), older adults with back pain (Stamm et al., 2022), those with adjustment disorders (Quero et al., 2022; Rachyla et al., 2022), cognitive decline (Cuesta et al., 2022), and PTSD (Roy et al., 2022).
Theme 4 - Consumer adoption and use in rehabilitation and social research
Associated terms in this theme include social, cybersickness, rehabilitation, stroke, extremity, kinematic, intervention, consumer, and patient. Papers include the examination of psychological factors in consumer adoption of XR technology (Chassin & Ingensand, 2022; Cummings et al., 2022; Fong et al., 2022), testing the embodied nature of cognition (Oker, 2022), stroke rehabilitation contexts (Amini Gougeh & Falk, 2022; Augenstein et al., 2022), facilitation of personal narratives (Vallance & Towndrow, 2022), and measurement of approach/avoidance in social anxiety disorder (Kiser et al., 2022).
Theme 5 - Assessing physiological responses and attitudes
Associated terms in this theme include auditory, visual, scene, vision, attitude, and bias. The foci of articles in this group covers the measurement of attitudes in an immersive environment using an Oculus Rift headset and controllers (Gu et al., 2022), sensorimotor adaptation using an HTC Vive controller (Wähnert & Gerhards, 2022), spatial audio response using an Oculus headset (Kim et al., 2022), and hand representation in VR using Oculus hand controllers (Pohl & Mottelson, 2022).
Theme 6 - Miscellaneous
While at first glance it may not appear so, this was the least distinct of the theme groups. It included terms like cultural, heritage, sport, game, result, outcome, and correct. A number of articles in this group serve to give corrections or retractions of previously published findings (Chiarovano et al., 2022; Harborth & Kümpers, 2022; Smith et al., 2022) and the misuse of existing measurement devices, such as the Simulator Sickness Questionnaire (SSQ) (Brown et al., 2022). Only a handful of articles are strongly associated with this theme.
Hardware
Many of the articles in the corpus make use of marketplace/commercially available hardware devices originally developed for game and entertainment applications (although this is not always clear or mentioned in the abstract). These include head mounted display (HMD) units such as Oculus Rift, Microsoft Hololens, and HTC Vive. Many of the studies did not use the latest available technologies nor arguably more physically immersive ones like XR treadmills. In turn, technical advances in XR social science research are less evident in new hardware and more evident in new applications of existing XR hardware and software beyond the original scope of the devices.
Methodological and evaluative studies focused on the comparison of different systems (De Paolis & De Luca, 2022). Other studies have sought to validate the accuracy and sufficiency of these hardware devices for clinical and other precision tasks (Benmahdjoub et al., 2022; Dong et al., 2022; Kelly et al., 2022; Moinnereau et al., 2022; Rojo et al., 2022; Sansone et al., 2022), and their constraints and limitations (Brunzini et al., 2022; Lamb et al., 2022). There is also some work to modify or augment these commercial hardware systems by, for example, changing the tracking system in an HMD (Monica & Aleotti, 2022; Stellmacher et al., 2022). While HMDs are unsurprisingly a primary focus, work is underway to test, augment, and develop controllers (e.g., Vive handheld controller, the MYO armband). Other papers describe the specification, prototyping, and development of new platforms, such as the Triggermuscle ‘Haptic VR Controller’ (Stellmacher et al., 2022), a ‘haptic feedback stylus’ (Kudry & Cohen, 2022), and a ‘foot sole stimulation’ (Kruijff et al., 2022). A handful of papers, particularly those focused on AR, discuss smartphone-based platforms that do not require extensive HMD hardware (De Paolis & De Luca, 2022; De Witte et al., 2022; Zhang & Kajimoto, 2022).
There is also some discussion and attention concerning the challenges of the multiplicity and changing of standards in hardware and software (Weber et al., 2022). While this is common during the early days of technological innovation and adoption, future work and industry developments are needed for a more consistent and universal set of features made available across hardware platforms.
Software
As with hardware, many of the studies in the corpus make use of established XR software platforms with foundations in the game industry. Game engines such as Unreal Engine 4, Wwise 3D (Fırat et al., 2022; Hejtmánek et al., 2022), and Unity (Augenstein et al., 2022; Gnacek et al., 2022; Oliva et al., 2022; Zhou et al., 2022), that are also used for 3D graphic applications, are specifically designed for extensibility. Many of the aforementioned papers are presenting new libraries, or extensions built on top of these specific engines. While both Unity 3D and Unreal engines have available free versions, they are not open-source software, and because of their commercial use by game developers have subscription and royalty-based licenses. However, plugins and extensions built on top of them can be released with open source (e.g., EmteqVR SDK). This is discussed in Gnacek et al., (2022), via the rehabilitation platform described in Augenstein et al., (2022) or via free for non-commercial use licenses (e.g., QuickVR) in Oliva et al., (2022). Some of broadly used toolkits such as Microsoft’s Mixed Reality Toolkit and plugins for SteamVR also carry open-source licenses (although SteamVR itself has free personal usage and commercial licenses).
A handful of articles present new software development either for general XR application (but focused on a specific dimension like 3D scene reconstruction (Dietz & Grubert, 2022)), for a specific application (e.g., medical education (Timonen et al., 2022), or military use for interaction battlefield visualization (Boyce et al., 2022)). Dengel et al. provides a review of authoring toolkits for application in education (Dengel et al., 2022). Real-time full-body motion capture (MoCap) is an essential tool to enable the system simulation and user experience of immersive natural physical and social interaction. Zeng and colleagues (2022) describe the development of PE-DLS, a novel method to perform MoCap and implement it using an HTC Vive headset and five Vive trackers (Zeng et al., 2022). Most of the software development described is targeted to traditional PC and gaming hardware, but a couple of articles in the corpus highlight software for mobile platforms, like. a tabled based model generation system (Arnaud et al., 2022).
Lastly, a couple of articles create software development paradigms or approaches designed to make the creation of XR environments more accessible. For example, ARNugget is a pattern-based authoring concept (Rau et al., 2022), as are the VR nuggets which are part of the VR Forge software (Horst et al., 2022). It is worth mentioning the appearance of some initial signs toward the adoption of artificial intelligence for the generation of environments and as a complementary software development approach (VanHorn & Çobanoğlu, 2022).
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