<p>The use of extended reality (XR) hardware for virtual reality (VR) and augmented reality (AR) applications provides new opportunities for innovative spatial research. It enables ways for immersive (re-)presentation of and interaction with spatial environments that are not possible with monitor-based studies. Simultaneously, using XR hardware can either extend opportunities of studies in physical material environments with virtual augmentations or provide extensive experimental control over stimuli and distractors by exposing participants to fully virtual spatial representations. However, these new research approaches require adjustments to the planning and execution of spatial studies. Furthermore, new challenges such as the occurrence of VR sickness or the need for accurate spatial tracking under different environmental conditions must be addressed. In this article, we examine basic potentials, challenges, and requirements associated with spatial research with XR hardware. Furthermore, we address inherent trade-offs of various design decisions, such as the selection of a&#xa0;specific head-mounted display (HMD), software tools, and general experiment design characteristics such as available locomotion methods and stimulus presentation. By providing an overview of important issues associated with the design of spatial studies with XR hardware, we aim to give spatial researchers an entry point into the development of VR and AR studies, or to offer additional food for thought for researchers with initial XR experience.</p>

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Spatial Studies in Augmented, Virtual, and Mixed Reality: Potentials, Challenges, and Requirements

  • Julian Keil,
  • Annika Korte,
  • Dennis Edler,
  • Frank Dickmann

摘要

The use of extended reality (XR) hardware for virtual reality (VR) and augmented reality (AR) applications provides new opportunities for innovative spatial research. It enables ways for immersive (re-)presentation of and interaction with spatial environments that are not possible with monitor-based studies. Simultaneously, using XR hardware can either extend opportunities of studies in physical material environments with virtual augmentations or provide extensive experimental control over stimuli and distractors by exposing participants to fully virtual spatial representations. However, these new research approaches require adjustments to the planning and execution of spatial studies. Furthermore, new challenges such as the occurrence of VR sickness or the need for accurate spatial tracking under different environmental conditions must be addressed. In this article, we examine basic potentials, challenges, and requirements associated with spatial research with XR hardware. Furthermore, we address inherent trade-offs of various design decisions, such as the selection of a specific head-mounted display (HMD), software tools, and general experiment design characteristics such as available locomotion methods and stimulus presentation. By providing an overview of important issues associated with the design of spatial studies with XR hardware, we aim to give spatial researchers an entry point into the development of VR and AR studies, or to offer additional food for thought for researchers with initial XR experience.