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        <title>Frontiers in Virtual Reality | New and Recent Articles</title>
        <link>https://www.frontiersin.org/journals/virtual-reality</link>
        <description>RSS Feed for Frontiers in Virtual Reality | New and Recent Articles</description>
        <language>en-us</language>
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        <pubDate>2026-08-06T03:54:13.981+00:00</pubDate>
        <ttl>60</ttl>
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        <guid isPermaLink="true">https://www.frontiersin.org/articles/10.3389/frvir.2026.1833901</guid>
        <link>https://www.frontiersin.org/articles/10.3389/frvir.2026.1833901</link>
        <title><![CDATA[Evaluating interaction mechanics in virtual reality gaming: from user studies to design recommendations]]></title>
        <pubdate>2026-08-05T00:00:00Z</pubdate>
        <category>Original Research</category>
        <author>Sara Srebot</author><author>Emilia Haramina</author><author>Lea Skorin-Kapov</author><author>Darian Škarica</author>
        <description><![CDATA[By utilizing six-degrees-of-freedom (6DoF) interaction, virtual reality (VR) gaming often places greater demands on both the user’s motor skills and cognitive resources compared to gaming on non-immersive platforms. Satisfying VR interaction mechanics (IMs) should facilitate a state of flow by balancing challenge and enjoyment while minimizing negative VR-induced symptoms and effects (VRISE) that threaten user comfort and overall experience. In this paper, we present the results of three user studies involving a total of 90 participants (N = 30 per study), examining how different customizable parameters of commonly encountered IMs (slash, pick-and-place, shoot) affect both objective performance measures and subjective measures of player experience, workload, and VRISE. The studies were conducted in a laboratory environment utilizing a specialized testing platform. Our results indicate a general agreement between subjective measures of challenge, workload, and competence and measures of task performance. Observable variations in preferences among participants suggest there may not be a one-size-fits-all approach to implementing each of the tested mechanics. While participants most commonly preferred parameter configurations they deemed comparatively less demanding, for certain parameters a level of added challenge appeared to contribute toward a more fun experience. Despite a level of physical exertion experienced during the study session, participants reported a relatively low intensity of VRISE. Based on these findings, we propose a set of IM-specific recommendations for implementing the three mechanics investigated in this study. The proposed recommendations provide practical guidance for designing configurable VR IMs that balance player experience, performance, and comfort.]]></description>
      </item><item>
        <guid isPermaLink="true">https://www.frontiersin.org/articles/10.3389/frvir.2026.1902744</guid>
        <link>https://www.frontiersin.org/articles/10.3389/frvir.2026.1902744</link>
        <title><![CDATA[Embodied brand companions: fostering passenger loyalty and emotional connection in high-speed rail membership programs via social VR avatars]]></title>
        <pubdate>2026-08-05T00:00:00Z</pubdate>
        <category>Original Research</category>
        <author>Xia Hua</author><author>Qin Zhou</author><author>Congcong Kong</author><author>Junping Ding</author><author>Zhouyang Gu</author>
        <description><![CDATA[IntroductionHigh-speed rail loyalty programs commonly rely on transactional rewards, such as points, discounts, priority services, and tier-based benefits. Although these mechanisms can encourage repeated use, they may be insufficient for cultivating emotional attachment and relational loyalty. This study investigates whether an embodied brand avatar in a virtual reality loyalty lounge can enhance passenger loyalty by increasing social presence, perceived warmth, and affective engagement.MethodsWe conducted a between-subjects experiment with frequent Beijing-Shanghai high-speed rail travelers who were randomly assigned to one of three conditions: an embodied avatar condition, a voice-only condition, or a text-only condition. The embodied avatar condition used gaze behavior, gestures, proxemic movement, facial expressions, and neural text-to-speech voice. The voice-only and text-only conditions presented the same personalized membership information without visual embodiment. Participants received personalized travel statistics, a simulated Gold-tier milestone celebration, and a discount offer. Psychological outcomes, supplementary Net Promoter Score, gaze fixation, and RMSSD-based physiological responses were measured.ResultsThe embodied avatar condition produced significantly higher social presence, perceived warmth, brand attachment, and loyalty intention than the voice-only and text-only conditions, while perceived competence remained comparable across conditions. Mediation analysis showed that social presence statistically accounted for the effect of visual embodiment on loyalty intention. Physiological results further showed that the embodied avatar condition elicited the largest increase in RMSSD during the milestone celebration.DiscussionThese findings suggest that embodied brand avatars can transform routine membership messages into more socially present and relationally engaging loyalty experiences. The study provides proof-of-concept evidence for using immersive social VR and embodied brand companions to strengthen emotional connection in high-speed rail membership programs and other service-based loyalty contexts.]]></description>
      </item><item>
        <guid isPermaLink="true">https://www.frontiersin.org/articles/10.3389/frvir.2026.1773567</guid>
        <link>https://www.frontiersin.org/articles/10.3389/frvir.2026.1773567</link>
        <title><![CDATA[Making the invisible visible: exploring the feasibility, acceptability and emotional impact of virtual vs. traditional art therapy in a real-world setting]]></title>
        <pubdate>2026-08-04T00:00:00Z</pubdate>
        <category>Original Research</category>
        <author>Evangelia Baka</author><author>Vasiliki Tsiaousi</author><author>Oliver A. Kannape</author>
        <description><![CDATA[This exploratory study investigated the feasibility, acceptability, and emotional impact of VR-based versus traditional (paper-based) art therapy in a real-world, non-clinical setting. Conducted during a four-day art festival, the study involved 67 participants who engaged in both drawing media (paper and VR) and reported their emotional experiences. Quantitative and qualitative data were collected through questionnaires assessing user preferences, difficulties, emotional responses, and future use intention. Results showed a high level of acceptability for VR-based art therapy, with 82% expressing interest in its future use. Younger participants demonstrated a clear preference for VR, often describing it as a safer space for self-expression. Emotional analysis, based on Plutchik’s Wheel of Emotions and PANAS framework, revealed that trust was the most common emotion during paper-based drawing, while joy was most frequently reported in VR. Overall, positive emotional valence increased, and negative valence decreased across the different modalities, indicating emotional benefit from both approaches. While most participants reported no difficulties in using the VR equipment, some older users (>33 years old, 55% of participants) were experienced at least one technical issue. These findings support the integration of VR as a complementary tool in art therapy and highlight the importance of personalization, accessibility, and emotional safety in digital therapeutic settings, while also pointing to the need for addressing key challenges to wider adoption, such as user education and practical device management in clinical contexts.]]></description>
      </item><item>
        <guid isPermaLink="true">https://www.frontiersin.org/articles/10.3389/frvir.2026.1807641</guid>
        <link>https://www.frontiersin.org/articles/10.3389/frvir.2026.1807641</link>
        <title><![CDATA[Incorporating virtual reality into clinical and research settings]]></title>
        <pubdate>2026-08-03T00:00:00Z</pubdate>
        <category>Technology and Code</category>
        <author>James L. Evans</author><author>Riwei Jin</author><author>Salman Mohamadi</author><author>Connor R. Davey</author><author>Reid Jockisch</author><author>Mark Cohen</author><author>Matthew T. Bramlet</author><author>Aaron T. Anderson</author><author>Bradley P. Sutton</author>
        <description><![CDATA[IntroductionVirtual reality (VR) is seeing widespread use in medicine to assist with patient communication, medical education and training, and surgical planning. For the clinical team, VR has been shown to reduce the mental load associated with creating mental models of complicated surgical cases. Segmenting 3D medical images into digital twins, 3D models of patient specific anatomy, is a complicated, multi-step process requiring technical expertise.MethodsWe present a flexible pipeline and code that encompasses image processing, 3D segmentation, and mesh creation developed to convert clinical 3D medical images into VR-ready patient specific models. This pipeline is accompanied by example data and code.ResultsThe pipeline produces VR-compatible models of patient-specific anatomy from 3D medical images, and the accompanying code, example dataset, and guidelines allow the workflow to be reproduced and adapted.DiscussionBy lowering the barrier of entry to converting medical images into VR, this work enables non-technical researchers and clinical experts to leverage VR for visualization of patient-specific anatomy across clinical, educational, and research domains.]]></description>
      </item><item>
        <guid isPermaLink="true">https://www.frontiersin.org/articles/10.3389/frvir.2026.1827398</guid>
        <link>https://www.frontiersin.org/articles/10.3389/frvir.2026.1827398</link>
        <title><![CDATA[Presence and positive affect during VR-based animal-like interactions]]></title>
        <pubdate>2026-08-03T00:00:00Z</pubdate>
        <category>Brief Research Report</category>
        <author>Julien Willms</author><author>Alice Sader</author><author>Georg Juckel</author><author>Paraskevi Mavrogiorgou-Juckel</author>
        <description><![CDATA[Virtual animal-like interactions in virtual reality (VR) are gaining relevance as accessible alternatives to animal-assisted interventions, but the process-related factors that facilitate positive affect are not well understood. Presence—the subjective sense of “being there”—has been proposed as a process-relevant factor in VR emotion induction. This report examines presence and positive affect across two VR-based animal-like interaction conditions from a previous mixed-design study. Patients with depressive disorders and healthy controls (N = 66; n = 33 per group) completed two VR conditions in randomized order (virtual dog vs. VR-based fantastical creature). After each interaction, presence (Igroup Presence Questionnaire; general presence) and positive affect (Positive and Negative Affect Schedule—Positive Affect; PANAS-PA) were assessed. We tested condition and group effects with mixed ANOVAs and examined within-condition associations between presence and positive affect. Presence and positive affect were higher in the fantastical creature condition than in the virtual dog condition. In both conditions, higher presence was associated with higher positive affect. A condition × group interaction emerged for presence, indicating a larger presence increase in controls than in patients. By contrast, condition-related changes in positive affect were comparable across groups, while controls reported higher positive affect overall. Findings support a process-oriented perspective in which differences in VR interaction design and implementation may be associated with differences in presence and positive affect during VR-based animal-like interactions. Future studies should experimentally manipulate presence-relevant design features, test formal process models, and examine whether immediate affective responses translate into clinically meaningful benefits in affective disorders.]]></description>
      </item><item>
        <guid isPermaLink="true">https://www.frontiersin.org/articles/10.3389/frvir.2026.1891564</guid>
        <link>https://www.frontiersin.org/articles/10.3389/frvir.2026.1891564</link>
        <title><![CDATA[From engagement to development: teacher- and parent-rated changes following virtual Reality–Based training in children with special educational needs]]></title>
        <pubdate>2026-07-31T00:00:00Z</pubdate>
        <category>Original Research</category>
        <author>Engin Karadağ</author><author>S. Koza Ciftci</author><author>Murat Aydogmus</author><author>Ceren Bostancı</author><author>İrfan Şimsek</author><author>Evi Zerra</author><author>Marta Kubiak</author><author>Javier Saiz</author><author>Agnese Gobbi</author>
        <description><![CDATA[Virtual reality (VR) has increasingly been examined in educational and rehabilitation settings, where its immersive and interactive practice may support children with special educational needs (SEN). This study examined how teacher and parent ratings changed before and after a VR-based training program using a four-domain conceptual framework (motor, cognitive-behavioral, emotional, and social). A single-group, mixed-source pretest–posttest design enrolled 130 children with SEN (Greece n = 100; Poland n = 30; 7–18 years), spanning ADHD, dyspraxia, orthopedic impairments, muscular dystrophy, autism spectrum disorder, and mild-to-moderate intellectual disabilities. Teachers and parents completed parallel 20-item observation checklists, each rated 1–5, before and after the program. Complete paired data were available for 127 (teacher form) and 129 children (parent form). Internal consistency was high at posttest (total α ≈ 0.99 on both forms) but lower and more variable at pretest (total α = 0.90–0.92; some subscales as low as 0.71). Paired-samples t-tests, confirmed by Wilcoxon tests, showed large pre–post increases in ratings across every domain for teachers (d = 1.46–1.73) and parents (d = 1.34–1.69). Pretest totals fell below the scale midpoint (teacher M = 2.45; parent M = 2.71) and rose into the moderate-to-high range; ratings increased for 91.3% of children on the teacher form and 96.1% on the parent form. Teacher and parent ratings converged closely (r = 0.91; ICC = 0.91), though teachers reported slightly larger gains than parents (M = 1.66 vs. 1.44). An exploratory factor analysis did not recover four distinct factors; both forms showed a dominant general dimension. Therefore, the four domains are treated as a conceptual organization rather than as validated subscales. Rated change varied across diagnostic categories, but diagnosis was almost completely confounded with country, so the comparison remains exploratory. Because the design has no control group and relies on unblinded ratings from study-specific instruments, the findings are read as preliminary, exploratory pre–post change associated with the program, not as evidence that VR training caused the change. Controlled studies with blinded or objective outcomes are required to confirm these findings.]]></description>
      </item><item>
        <guid isPermaLink="true">https://www.frontiersin.org/articles/10.3389/frvir.2026.1935335</guid>
        <link>https://www.frontiersin.org/articles/10.3389/frvir.2026.1935335</link>
        <title><![CDATA[Editorial: Exploring meaningful extended reality (XR) experiences: psychological, educational, and data-driven perspectives]]></title>
        <pubdate>2026-07-31T00:00:00Z</pubdate>
        <category>Editorial</category>
        <author>Maxwell Foxman</author><author>Rabindra A. Ratan</author><author>Jorge Peña</author><author>David Beyea</author><author>Alex P. Leith</author><author>Brian Klebig</author>
        <description></description>
      </item><item>
        <guid isPermaLink="true">https://www.frontiersin.org/articles/10.3389/frvir.2026.1857057</guid>
        <link>https://www.frontiersin.org/articles/10.3389/frvir.2026.1857057</link>
        <title><![CDATA[From familiarity to dissemination:the mediating role of immersive VR experience in cross-cultural engagement]]></title>
        <pubdate>2026-07-31T00:00:00Z</pubdate>
        <category>Original Research</category>
        <author>Liuxin Ou</author><author>Yuxin Chen</author><author>Xiangyu Li</author><author>Yuting Dai</author><author>Guang Luo</author>
        <description><![CDATA[As the digital transformation of global cultural heritage continues to advance, virtual reality (VR) has emerged as an important medium for cultural dissemination and cross-cultural communication. However, existing research has primarily focused on the outcomes of VR-based cultural experiences, while the psychological mechanisms through which such experiences shape cultural dissemination intentions remain insufficiently understood. Using the large scale immersive VR art exhibition “Gaudí” as a case study, this research examined the mediating role of VR experience in the relationship between cultural familiarity and cultural dissemination intention. An explanatory sequential mixed-methods design was employed. Quantitative data were collected from 239 participants and subsequently complemented by 15 semi structured interviews to provide an in-depth interpretation of the statistical findings. The quantitative results indicated that cultural familiarity significantly predicted cultural dissemination intention, while VR experience fully mediated this relationship. Qualitative findings further revealed that spatial reconstruction, immersive narrative design, and multisensory engagement were key factors facilitating cultural understanding. These experiential features also appeared to compensate, to some extent, for participants’ limited prior cultural knowledge, enabling them to progress from initial sensory engagement toward deeper cultural understanding. The findings not only clarify the mechanism through which cultural familiarity influences cultural dissemination intention but also extend theoretical explanations of immersive media in the context of cross cultural communication. More importantly, the results suggest that VR functions not merely as a medium for presenting cultural content but also as an experiential mechanism that facilitates cultural understanding and encourages dissemination intentions. These findings provide theoretical support and practical implications for digital cultural heritage exhibitions, cross-cultural communication practices, and the design of immersive cultural experiences.]]></description>
      </item><item>
        <guid isPermaLink="true">https://www.frontiersin.org/articles/10.3389/frvir.2026.1738014</guid>
        <link>https://www.frontiersin.org/articles/10.3389/frvir.2026.1738014</link>
        <title><![CDATA[Design and early development of an open-source XR platform for immersive, secure, and scalable technician education]]></title>
        <pubdate>2026-07-29T00:00:00Z</pubdate>
        <category>Original Research</category>
        <author>Akalanka B. Mailewa</author><author>David Anderson</author><author>Mark Gill</author><author>Alan F. Srock</author><author>Luis Perez</author>
        <description><![CDATA[Technician education faces growing pressure to deliver hands on, industry relevant training at a time when workforce demand is rising and experienced technicians are retiring. Extended reality (XR) offers strong potential for simulating complex procedures, but adoption in technician programs remains limited by interoperability challenges, privacy requirements, cost, accessibility concerns, and the absence of flexible authoring workflows for instructors. This article presents the design rationale, system architecture, and early development status of KonnectXR, an open-source XR platform intended to support technician education through secure, scalable, and learning management system connected with immersive learning. KonnectXR is being developed to integrate with common LMS platforms through SSO and LTI 1.3, while applying FERPA-aligned encryption and role-based access controls for protected student data. The platform also targets collaborative multi-user experiences through a prototype-stage networking architecture intended to support larger class-based XR activities with low-latency interaction and device-agnostic deployment. To reduce adoption barriers, KonnectXR is designed to let instructors assemble interactive XR learning experiences without writing code. The open-source nature of the project broadens its potential reach, allowing educational institutions to adopt, customize, and extend the platform without prohibitive licensing costs. A critical component of the project is an iterative user experience research program through which instructors and students will provide feedback on usability, instructional value, and interface design during later pilot phases. In this manner, KonnectXR aims to address existing barriers in technician education while laying a foundation for future immersive learning environments. UDL principles guide the platform’s accessibility and instructional design. This article does not report a completed classroom evaluation. Rather, it documents the platform goals, design decisions, and implementation priorities that emerged during early development. Formal usability studies, technical benchmarking, and pilot testing with instructors and students are planned for a later phase.]]></description>
      </item><item>
        <guid isPermaLink="true">https://www.frontiersin.org/articles/10.3389/frvir.2026.1863011</guid>
        <link>https://www.frontiersin.org/articles/10.3389/frvir.2026.1863011</link>
        <title><![CDATA[Project Ekhi: what healthy volunteers can and cannot tell you about VR-based digital phenotyping of anxiety and somatoform dissociation]]></title>
        <pubdate>2026-07-29T00:00:00Z</pubdate>
        <category>Original Research</category>
        <author>Tomáš Švec</author><author>Eliška Bartečková</author><author>Robert Roman</author><author>Pavel Smrž</author>
        <description><![CDATA[The integration of digital phenotyping, virtual reality (VR), and physiological biosensing into a single reproducible framework remains underdeveloped. Most VR-based neuropsychological instruments stop at the feasibility stage, and few provide normative data from healthy samples. Practical analytical challenges arise when biosignal-driven models are built on non-clinical data. This study evaluates the technical feasibility of Ekhi, a modular VR research platform, by building a proof-of-concept protocol for exploratory classification modeling in healthy volunteers and documenting data characteristics as a methodological reference for researchers planning comparable psychiatric or neuropsychological protocols. Forty healthy adults (community volunteers without a declared psychiatric diagnosis; 21 female, 19 male; mean age 28.6 years) completed a 14-min VR session on a Meta Quest 2 headset comprising five sequential scenarios: office familiarization, forest relaxation, intensive-care-unit stress, a Stroop color-word test with social-evaluative avatar-induced context, and forest recovery. The ECG and EDA were recorded for the purpose of platform validation. Self-report instruments (Beck Anxiety Inventory, Somatoform Dissociation Questionnaire, Simulator Sickness Questionnaire) were administered before and after VR exposure. Physiological reactivity was assessed across conditions using Friedman tests with post-hoc Wilcoxon signed-rank comparisons. The exploratory logistic regression classifiers were evaluated by AUC and LOOCV. All participants completed the protocol with no significant increase in simulator sickness. Self-report scores exhibited pronounced floor effects and non-Gaussian distributions. Friedman tests revealed significant condition differences for all biosignal features (all p<0.001), with the Stroop task producing the most consistent autonomic shifts. The ICU scenario did not differ significantly from either of the forest conditions. Exploratory classifiers targeting anxiety (BAI) and somatoform dissociation (SDQ-20) reached AUCs of 0.762 and 0.831 in fitted models (n=35), but validated performance was substantially lower (leave-one-out 0.594 and 0.727; nested out-of-fold 0.594 and 0.655), and the classifiers discriminated the non-anxious majority more reliably than symptomatic individuals. Together, these results indicate healthy-sample models characterize a normative reference range rather than flag clinical cases. The Ekhi platform is shown as technically viable, well-tolerated, and capable of capturing physiologically distinguishable VR-induced states. The major observations for future studies – what a healthy sample can and cannot tell researchers – include distributional constraints, feature redundancy, and the limits of transferability of these classifiers to clinical settings.]]></description>
      </item><item>
        <guid isPermaLink="true">https://www.frontiersin.org/articles/10.3389/frvir.2026.1876733</guid>
        <link>https://www.frontiersin.org/articles/10.3389/frvir.2026.1876733</link>
        <title><![CDATA[Visual feedback-based interpretation support for retroperitoneal organ dissection in a VR surgical simulator: a mixed-methods study]]></title>
        <pubdate>2026-07-29T00:00:00Z</pubdate>
        <category>Original Research</category>
        <author>Yoshihisa Wada</author><author>Kaori Ito</author><author>Takahiro Jimbo</author><author>Hiroaki Yano</author>
        <description><![CDATA[In trauma surgery, retroperitoneal organ dissection is a critical but high-risk procedure because surgeons often rely on tactile sensations in an obscured operative field to avoid damaging hidden structures such as the ureter. Although virtual reality surgical simulators provide valuable training opportunities, most existing systems focus on visually dominant tasks and do not adequately support skills that require mapping tactile sensations to underlying anatomical risk. In this study, we developed a VR surgical simulator for retroperitoneal organ dissection training that combines a physical mock-up, force sensing, and X-ray visual feedback. This feedback was designed to visualize the contact state of a ureter-like structure in real time and to help learners associate their own tactile input with hidden contact states. Twenty-three participants were assigned to either a group that received X-ray visual feedback during practice or a group that performed the same task without visual feedback. The evaluation used a mixed-methods approach integrating participant-level force metrics, subjective questionnaires, and exploratory video-based behavioral analysis. Participant-level nonparametric analyses did not show consistent significant improvements attributable to X-ray visual feedback in mean applied force or hazard-zone intrusion rate. In contrast, supplementary linear mixed-effects modeling indicated group-dependent changes in mean applied force during the practice phase. The questionnaire showed between-group differences in the post-test, particularly for the item concerning the ability to return to a safe state after sensing risk. In addition, exploratory video analysis suggested that participants in the X-ray feedback group tended to stop before contact or correct their movement after contact, whereas some participants in the no-feedback group showed excessive caution or intrusion/slipping-through behavior. These results do not provide evidence that X-ray visual feedback uniformly improves objective performance, but they suggest that it may support tactile risk interpretation and self-correction strategies during short-term simulator training. This study highlights the need to combine mechanical metrics, subjective assessment, and behavioral observation when evaluating tactile-dependent VR surgical training.]]></description>
      </item><item>
        <guid isPermaLink="true">https://www.frontiersin.org/articles/10.3389/frvir.2026.1797620</guid>
        <link>https://www.frontiersin.org/articles/10.3389/frvir.2026.1797620</link>
        <title><![CDATA[Video game–based neurohabilitation for upper limb motor recovery in pediatric patients with spastic hemiparesis]]></title>
        <pubdate>2026-07-24T00:00:00Z</pubdate>
        <category>Original Research</category>
        <author>Yoás Saimon Ramírez-Graullera</author><author>Monserrat Cano-Gómez</author><author>Jesús Manuel Alvarez-López</author><author>Ana María Escalante-Gonzalbo</author><author>Noemí Cárdenas-Rodríguez</author><author>Julieta Griselda Mendoza-Torreblanca</author><author>Lizbeth Naranjo-Albarrán</author><author>Eduardo Espinosa-Garamendi</author>
        <description><![CDATA[IntroductionPediatric spastic hemiparesis, a frequent consequence of cerebral palsy (CP), results in motor impairments that limit functionality and independence. Recent advances in interactive technology have introduced therapeutic video games as innovative tools in neurohabilitation, aiming to increase motivation and support motor recovery. This study evaluated the feasibility, usability, safety and potential motor outcomes associated with a video game–based neurohabilitation platform on upper limb function in children with spastic hemiparesis.MethodsAn uncontrolled pre-post intervention design was applied to nine children aged 6–12 years who participated in a 10-week intervention program consisting of 45-min sessions twice per week via therapeutic video games designed to promote reaching, grasping, and bimanual coordination. Functional outcomes were assessed before and after the intervention via the Fugl Meyer Assessment for Upper Extremity (FMA-UE), the Quality of Upper Extremity Skills Test (QUEST) and the Manual Ability Classification System (MACS). Satisfaction and usability questionnaires were also administered to participants and caregivers.ResultsPostintervention scores were significantly higher for the FMA-UE (p = 0.014) and QUEST (p = 0.004). Changes in MACS classifications were also observed (p = 0.048). The participants and caregivers described the video games as enjoyable and motivating. No adverse events occurred, and overall, the children reported no pain or discomfort during the intervention.ConclusionThese preliminary findings provide descriptive evidence regarding the feasibility, safety, and acceptability of the proposed video game-based neurohabilitation platform and suggest possible associations with improvements in upper limb motor function in children with spastic hemiparesis. Larger controlled studies are needed to determine treatment effectiveness and long-term clinical impact.]]></description>
      </item><item>
        <guid isPermaLink="true">https://www.frontiersin.org/articles/10.3389/frvir.2026.1907167</guid>
        <link>https://www.frontiersin.org/articles/10.3389/frvir.2026.1907167</link>
        <title><![CDATA[Comparative usability analysis of mixed-method teaching interfaces in educational settings]]></title>
        <pubdate>2026-07-23T00:00:00Z</pubdate>
        <category>Original Research</category>
        <author>Yitoshee Rahman</author><author>Arun K. Kulshreshth</author>
        <description><![CDATA[Educational virtual reality (VR) applications are a recent addition to the ever-growing field of educational technology. While VR student interfaces are becoming a common topic of research, teaching interfaces remain a comparatively under-researched area. Additionally, an optimized desktop interface for educators could enhance their interest in using VR to train students. This work focuses on understanding the impact of different modalities of a teaching interface on the better management of students in educational VR applications. We present a within-subject study with 32 participants who assumed the role of teachers and interacted with 30 simulated student avatars using four versions of an educational interface: two VR interfaces (with or without eye tracking) and two desktop interfaces (with or without eye tracking). The four interfaces were chosen to represent a 2×2 comparison of platform type (VR or desktop) and input modality (eye tracking or controller/mouse), using the HTC Vive Pro Eye and Tobii Eye Tracker 5 for the eye-tracking conditions. Using response time, heart rate, SUS scores, cognitive-load ratings, self-evaluation responses, interface rankings, and qualitative feedback, our comparative analysis indicates that subjects are more likely to use VR versions when teaching students in VR, with the eye-tracked desktop version receiving the lowest rankings and performance scores.]]></description>
      </item><item>
        <guid isPermaLink="true">https://www.frontiersin.org/articles/10.3389/frvir.2026.1864150</guid>
        <link>https://www.frontiersin.org/articles/10.3389/frvir.2026.1864150</link>
        <title><![CDATA[From rule-based to generative AI: a systematic review of algorithmic evolution and multimodal fusion in VR interview training systems]]></title>
        <pubdate>2026-07-22T00:00:00Z</pubdate>
        <category>Systematic Review</category>
        <author>Runlai Li</author><author>Riji Yu</author>
        <description><![CDATA[The interview performance is crucial for employment success. The combination of artificial intelligence and virtual reality provides job seekers with a safe and repeatable immersive training environment. Following PRISMA 2020 guidelines, we conducted a systematic literature review of immersive virtual reality interview training systems across IEEE Xplore, ACM Digital Library, Web of Science, and Google Scholar from 2015 to 2025. Based on our inclusion and exclusion criteria, 23 unique studies were identified for full synthesis. We find that studies increased after 2020, with over half published between 2023 and 2025. This growth was driven by hardware maturation around 2019, and the rise of generative artificial intelligence, notably large language models such as ChatGPT since late 2022. Notably, our findings reveal a technological evolution centered on the adaptive intervention loop of interaction, perception, and decision. Starting with the interaction module initiating interview stimuli, the system utilizes the perception module to capture real-time multimodal data integrating speech, behaviors (e.g., eye movements and facial expressions), and physiological signals (e.g., heart rate and electrodermal activity), allowing the algorithm module to perform intelligent evaluation and decision-making, which in turn drives the interaction module to execute dynamic interventions. Progressing from rule-based systems and machine learning to generative artificial intelligence and large language models, this evolution has significantly enhanced the systems’ interactivity, personalization, and adaptive feedback capabilities. Furthermore, we identify challenges in hardware costs, algorithmic biases, and privacy security, providing a reference for the future development of a more equitable and efficient next-generation intelligent interview system.]]></description>
      </item><item>
        <guid isPermaLink="true">https://www.frontiersin.org/articles/10.3389/frvir.2026.1842587</guid>
        <link>https://www.frontiersin.org/articles/10.3389/frvir.2026.1842587</link>
        <title><![CDATA[Near-eye displays and visual aftereffects: a scoping review]]></title>
        <pubdate>2026-07-22T00:00:00Z</pubdate>
        <category>Systematic Review</category>
        <author>Dagni Räppo</author><author>Simone Luca Pizzagalli</author><author>Martin Argus</author><author>Tatjana Pladere</author>
        <description><![CDATA[Extended Reality (XR) head-mounted devices have introduced new visual demands on end users, yet it remains unclear whether the visual system responds through transient, persistent, or adaptive changes. This scoping review was performed to identify current evidence on the visual system’s adaptation to three-dimensional (3D) immersive environments. Following the PRISMA-ScR methodology, a systematic search was conducted in PubMed, Scopus, Web of Science, and IEEE Xplore for peer-reviewed articles published between 2015 and 2025. Eligibility criteria included exposure to XR headsets and reported quantitative visual outcomes. Of 1,170 records screened, 43 met inclusion criteria, of which most used Virtual Reality (VR) (n = 27), a smaller number of studies used Augmented Reality (AR) (n = 14), and both VR and AR were used in two studies. Most studies (n = 36) assessed short-term visual changes using subjective symptom questionnaires, optometric tests, such as accommodative amplitude, near point of convergence, and eye-tracking metrics, resulting in changes of visual comfort and oculomotor function. Only a few studies examined whether visual changes persist after repeated or prolonged exposure (n = 8) or evaluated strategies to support visual functions to return to baseline (n = 4). Overall, the review highlights a lack of standardization, limited number of longitudinal studies, and insufficient investigation of return to baseline of visual function. As near-eye displays become progressively integrated into everyday and occupational settings, this uncertainty underscores the need for standardized, long-term research to inform evidence-based guidelines for visual health and safety.]]></description>
      </item><item>
        <guid isPermaLink="true">https://www.frontiersin.org/articles/10.3389/frvir.2026.1781200</guid>
        <link>https://www.frontiersin.org/articles/10.3389/frvir.2026.1781200</link>
        <title><![CDATA[Virtual reality nature, urban virtual reality, and exergaming in entertainment: implications for stress, healthy aging, and nicotinamide adenine dinucleotide+]]></title>
        <pubdate>2026-07-21T00:00:00Z</pubdate>
        <category>Review</category>
        <author>Tohru Nakajima</author><author>Yukio Koibuchi</author>
        <description><![CDATA[Population aging and rapid digitalization are transforming how people work, play, and pursue healthy aging. Nicotinamide adenine dinucleotide (NAD+) has emerged as a central target for longevity, while virtual reality (VR), metaverse platforms, e-sports, and exergaming have become mainstream forms of entertainment that may affect stress and physical activity. This narrative review synthesizes evidence on how nature exposure—both real and VR nature—and urban or indoor digital experiences, including urban or office VR, metaverse platforms, e-sports, and VR-based exercise, in relation to stress, physical activity, and healthy aging, with a particular focus on NAD+ metabolism. Research and business opportunities at this juncture are also outlined. Using a scoping approach, 50 sources across five domains are synthesized: (1) nature and VR nature, (2) metaverse and mental health, (3) e-sports and health, (4) VR-based exercise and exergaming, and (5) NAD+, exercise, and aging, including bibliometric and market analyses. Across studies, VR nature reliably reduces stress, anxiety, and negative affect, although real nature often provides greater benefits. Metaverse experiences and e-sports can enhance positive affect but are also associated with depression, anxiety, and sleep problems. VR-based exercise and exergaming can produce similar or greater physical and cognitive benefits compared to conventional programs, particularly in older or sedentary adults. NAD+ declines with age; precursor supplements (e.g., NR, NMN) raise levels but show mixed functional benefits, whereas exercise increases NAMPT and supports NAD+ biosynthesis. It is hypothesized that VR and metaverse experiences may influence NAD+ indirectly through changes in stress, physical activity, and sleep. To our knowledge, no human studies have yet measured VR or metaverse exposure and blood NAD+.]]></description>
      </item><item>
        <guid isPermaLink="true">https://www.frontiersin.org/articles/10.3389/frvir.2026.1880137</guid>
        <link>https://www.frontiersin.org/articles/10.3389/frvir.2026.1880137</link>
        <title><![CDATA[CNC process understanding through CAVE-based immersive VR in CAD/CAM education]]></title>
        <pubdate>2026-07-21T00:00:00Z</pubdate>
        <category>Original Research</category>
        <author>Nely Georgieva</author><author>Veselina Nedeva</author>
        <description><![CDATA[This article examines the integration of a CAVE-based immersive virtual reality (VR) environment and CNC process simulation into industrial engineering education through a pilot case study in the course Computer-Aided Manufacturing at the Faculty of Engineering and Technology, Trakia University–Stara Zagora. The study is situated in an authentic educational environment that combines CAD/CAM tools, the 3DEXPERIENCE platform used for engineering project management, and the PolyVR Design Review application for collaborative visualization and analysis of engineering models. Using a qualitative case study approach based on directed observation, post-session student discussions and analysis of student-developed engineering solutions, the study explores the perceived educational value and pedagogical feasibility of the intervention. The qualitative findings suggest that the immersive environment created conditions for more explicit discussion of spatial characteristics of engineering models, supported students in interpreting the relationship between the CAD/CAM model and the machining process, and encouraged collaborative analysis and discussion of engineering decisions. The intervention is interpreted through the SAMR (Substitution, Augmentation, Modification, and Redefinition) framework, with the findings indicating movement towards the Modification level, while claims about Redefinition remain premature and require longer-term and more rigorous evaluation. The article contributes an exploratory and pedagogically grounded pilot case study demonstrating how CAD/CAM training, immersive visualization, CNC process interpretation, and collaborative engineering reasoning can be integrated within the context of higher engineering education.]]></description>
      </item><item>
        <guid isPermaLink="true">https://www.frontiersin.org/articles/10.3389/frvir.2026.1874509</guid>
        <link>https://www.frontiersin.org/articles/10.3389/frvir.2026.1874509</link>
        <title><![CDATA[Cognitive workload in extended reality (XR) interventions for older adults: an integrative review]]></title>
        <pubdate>2026-07-20T00:00:00Z</pubdate>
        <category>Systematic Review</category>
        <author>Michael Joseph Dino</author><author>Maral Karimi</author><author>Chloe Margalaux Villafuerte</author><author>Abraham John Cuevas</author><author>Princess Sarah Bahaynon</author><author>Jerald Sayat</author><author>Jelaine Beniopa</author><author>Justin Pimentel</author><author>Mary France Villaluz</author><author>Gerald Dino</author><author>Danny Hernandez</author><author>Ladda Thiamwong</author><author>Mona Shattell</author>
        <description><![CDATA[IntroductionCognitive workload is a key determinant of how older adults process information, perform tasks, and engage with technology-driven interventions amid age- related physiological changes. Its optimization is therefore essential to ensure that technologies remain effective and accessible rather than overwhelming. Although Extended Reality (XR) is increasingly applied in health, rehabilitation, and cognitive training, its effectiveness depends on how cognitive workload is managed. However, studies that explicitly examine cognitive workload as an attribute in XR interventions for older adults remain limited.MethodologyThis integrative review synthesizes existing literature to examine cognitive workload in XR- based interventions, including an assessment of bibliometric trends, study purposes and outcomes, keyword network analysis, XR technologies with cognitive load metrics, and the tools used to measure cognitive workload. Guided by Whittemore and Knafl’s five-stage framework, 14 studies (n = 14) published from 2010 to 2026 were included in the final analysis.Results and DiscussionMost papers are published in health journals (n = 9), with samples ranging from 10 to 114 participants (M = 32.29, SD = 24.04), primarily using non-probability sampling, and concentrated in the Americas (n = 6) and Western Pacific (n = 5). Thematization of article purpose and outcome revealed five domains, namely: (1) Influences: Cognitive Load and Performance, (2) Interventions: Intervention and Rehabilitation, (3) Interactions: Dual-Tasking and Performance, (4) Interception: User Experience and Safety, and (5) Interface: Interface Design and Usability. Similarly, keyword network analysis conveyed nine clusters describing article groups, namely: (1) Computerized Rehabilitation, (2) Cueing via Mixed Reality, (3) Concurrent Tasks and Falls, (4) Cognitive Spatial AR, (5) Cognitive Hearing and Balance, (6) Cognitive Load and Movement, (7) Cognitive and Motor Control, (8) Consumer-Friendly Design, and (9) Computer Interaction and Games. Among all XR types, virtual reality was the most commonly used modality (n = 7). In terms of tool measurement, cognitive workload was assessed through diverse, construct-based approaches spanning subjective self-report, behavioral/task-performance, physiological/eye-tracking, and neurobiological methods, with one study combining multiple measures.ConclusionUltimately, findings indicate that while XR interventions vary in application and methodology, cognitive workload is conceptualized and measured in diverse ways. Future studies should use clearer, age-sensitive, and XR-specific approaches to measuring cognitive workload so that findings can be compared across studies and interpreted more directly for rehabilitation and health-technology design.Systematic Review Registrationhttps://osf.io/t9gan/overview.]]></description>
      </item><item>
        <guid isPermaLink="true">https://www.frontiersin.org/articles/10.3389/frvir.2026.1880568</guid>
        <link>https://www.frontiersin.org/articles/10.3389/frvir.2026.1880568</link>
        <title><![CDATA[Virtual reality and exergaming for tennis skill development: a systematic review of human performance, engagement, transfer, and application]]></title>
        <pubdate>2026-07-20T00:00:00Z</pubdate>
        <category>Review</category>
        <author>Zainab Ghazanfar</author><author>Saba Ghazanfar Ali</author><author>Sang Wan Jeon</author><author>Younhyun Jung</author>
        <description><![CDATA[Virtual Reality (VR) via head-mounted displays (HMDs) is increasingly adopted in sports science, yet its tennis-specific application remains poorly characterized. Prior reviews addressed VR across sports broadly or focused narrowly on perceptual skills, without integrating physical performance, rehabilitation, engagement, and real-world transfer in a tennis-specific context. This systematic review addresses that gap to guide evidence-informed implementation for coaches, clinicians, and researchers. Empirical evidence published from January 2021 to April 2026 was synthesized across four domains: physical performance, perceptual-cognitive development, learner engagement, and real-world transfer. Following PRISMA 2020 guidelines, seven databases were searched (PubMed, Scopus, Web of Science, SPORTDiscus, plus IEEE Xplore, ACM Digital Library, and PsycINFO). Eleven studies met inclusion criteria, enrolling approximately 370 participants across ten conventional studies, plus one platform-derived observational study analyzing 250 users across 15,847 VR tennis sessions. One RCT provided Adapted Level 2 (moderate certainty) preliminary evidence that VR rehabilitation may be associated with faster return-to-play, reduced recurrence, and improved competitive recovery; however, replication in adequately powered multicenter trials is required before this can be considered established. Adapted Level 2 evidence from one study suggests VR gaze training may improve real-world anticipation and decision-making, pending replication. Balance interventions showed small-to-moderate improvements particularly in older adults, though on-court transfer was not assessed. Cognitive training demonstrated promising but methodologically limited gains. Evidence for technical skill development was inconsistent and lacked on-court validation. Engagement outcomes were generally positive. Critically, only 27.3% of studies evaluated real-world transfer, representing a fundamental evidentiary gap; most findings should be treated as hypothesis-generating rather than confirmatory. Limitations in sample size, intervention duration, outcome standardization, and transfer assessment constrain generalizability. Future research must prioritize adequately powered RCTs, pre-registered protocols, standardized outcome sets, and longitudinal transfer evaluations. This review makes four contributions: (1) the first tennis-specific synthesis integrating performance, cognition, rehabilitation, engagement, and transfer within a unified framework; (2) a five-dimensional VR System Classification Framework for structured cross-study comparison; (3) an Adapted Evidence Certainty Framework grading conclusions by domain; and (4) evidence-based implementation guidance differentiating robust from preliminary findings for practitioners and researchers.]]></description>
      </item><item>
        <guid isPermaLink="true">https://www.frontiersin.org/articles/10.3389/frvir.2026.1807029</guid>
        <link>https://www.frontiersin.org/articles/10.3389/frvir.2026.1807029</link>
        <title><![CDATA[Exploration of radar-based obstacle visualizations to support safety and presence in camera-free outdoor VR]]></title>
        <pubdate>2026-07-20T00:00:00Z</pubdate>
        <category>Original Research</category>
        <author>Avinash Ajit Nargund</author><author>Andrew L. Huard</author><author>Tobias Höllerer</author><author>Misha Sra</author>
        <description><![CDATA[Outdoor virtual reality (VR) places users in dynamic physical environments where they must remain aware of real-world obstacles, including static structures and moving bystanders, while immersed in a virtual scene. This dual demand introduces challenges for both user safety and presence. Millimeter-wave (mmWave) radar offers a privacy-preserving alternative to camera-based sensing by detecting obstacles without capturing identifiable visual imagery, yet effective methods for communicating its sparse spatial information to users remain underexplored. In this work, we developed and validated WaveWalkerClone, a reproduction of the WaveWalker system (Nargund et al., 2024 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct), 2024, 509–512), to establish reliable radar- and GPS–IMU–based sensing under varied outdoor lighting conditions. Building on this feasibility validation, we conducted a user study (n = 18) comparing three visualization techniques for radar-detected obstacles: (1) diegetic alien avatars that visually embed obstacles within the virtual narrative, (2) non-diegetic human avatars represented obstacles as humans inconsistent with the virtual narrative, and (3) abstract point clouds centered around the obstacles conveying spatial data without anthropomorphic or narrative associations. Our results show that all three approaches supported user safety and situational awareness, but yielded distinct trade-offs in perceived effort, frustration, and user preference. Qualitative feedback further revealed divergent user responses across conditions, highlighting the limitations of a one-size-fits-all approach. We conclude with design considerations for obstacle visualization in outdoor VR systems that seek to balance immersion, safety, and bystander privacy.]]></description>
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