Submitted:
13 June 2025
Posted:
16 June 2025
You are already at the latest version
Abstract
Keywords:
1. Introduction
2. Background
2.1. Augmented Reality
2.2. The Near-Field and Perception
2.2.1. Perceptual Issues in the Near-Field
2.2.2. The Challenge of Researching Perception
2.2.3. Design
2.2.4. Interaction
2.3. Rationale, the Research Gap, and Need for this Review
3. Methodology
3.1. Research Questions and Aim
3.2. Search Strategy
3.2.1. Definition of Key Words
3.2.2. Search Databases and Date Range
3.3. Evidence Screening and Filtering
3.3.1. Inclusion and Exclusion Criteria
3.3.2. Running the Query
3.4. Data Extraction
3.4.1. Stage One - Deductive
3.4.2. Stage Two - Inductive Content Analysis
3.4.3. Critical Appraisal, Limitations, and Potential Bias
3.4.4. Synthesis
4. Results
4.1. Deductive
4.2. Inductive
4.2.1. Hardware Effects or Limitations for Near-Field
4.2.2. Real Interactions are Multi-Modal
4.2.3. Despite More Accurate Options Hand Gestures are Preferred for Near-Field Interactions
Avatarisation, Perception, and Embodiment
4.2.4. Depth is the Main Contributor to Perceptual Inaccuracy, Particularly in the Near-Field
Design Techniques used to Alleviate Depth Estimation Errors in the Near-Field
- Correct estimation of depth is possible without occlusion (although with lower confidence) if all other depth cues are preserved.
- Virtual objects that are less opaque and have higher contrast are easier to align with physical counterparts.
- Virtual object size and brightness can affect depth estimation.
- Sharpening algorithms can aid perception of virtual objects that are much closer than the fixed focal depth.
- Complex occluding surfaces negatively impact perception of objects beneath, but virtual holes in the surface can help.
4.2.5. Perception is personal and made up of a multitude of factors
5. Discussion
5.1. Summary of Results and Contribution
- Hardware effects of limitations for near-field
- Real interactions are multi-modal
-
Despite more accurate options, hand gestures are preferred for near-field interactions
- Avatarisation, perception, and embodiment
-
Depth is the main contributor to perceptual inaccuracy, particularly in the near-field
- Design techniques used to alleviate depth estimation errors in the near-field
- Perception is personal and made up of a multitude of factors
5.2. Research Opportunities
6. Conclusion
Funding
Conflicts of Interest
References
- Syed, T.A.; Siddiqui, M.S.; Abdullah, H.B.; Jan, S.; Namoun, A.; Alzahrani, A.; Nadeem, A.; Alkhodre, A.B. In-Depth Review of Augmented Reality: Tracking Technologies, Development Tools, AR Displays, Collaborative AR, and Security Concerns. Sensors 2023, 23, 146, Number: 1 Publisher: Multidisciplinary Digital Publishing Institute. [Google Scholar] [CrossRef] [PubMed]
- Arena, F.; Collotta, M.; Pau, G.; Termine, F. An Overview of Augmented Reality. Computers 2022, 11, 28, Number: 2 Publisher: Multidisciplinary Digital Publishing Institute. [Google Scholar] [CrossRef]
- Reljić, V.; Milenković, I.; Dudić, S.; Šulc, J.; Bajči, B. Augmented Reality Applications in Industry 4.0 Environment. Applied Sciences 2021, 11, 5592, Number: 12 Publisher: Multidisciplinary Digital Publishing Institute. [Google Scholar] [CrossRef]
- Mendoza-Ramírez, C.E.; Tudon-Martinez, J.C.; Félix-Herrán, L.C.; Lozoya-Santos, J.d.J.; Vargas-Martínez, A. Augmented Reality: Survey. Applied Sciences 2023, 13, 10491, Number: 18 Publisher: Multidisciplinary Digital Publishing Institute. [Google Scholar] [CrossRef]
- Papadopoulos, T.; Evangelidis, K.; Kaskalis, T.H.; Evangelidis, G.; Sylaiou, S. Interactions in Augmented and Mixed Reality: An Overview. Applied Sciences 2021, 11, 8752, Number: 18 Publisher: Multidisciplinary Digital Publishing Institute. [Google Scholar] [CrossRef]
- Cooper, E.A. The Perceptual Science of Augmented Reality. Annual Review of Vision Science 2023, 9, 455–478, Publisher: Annual Reviews. [Google Scholar] [CrossRef] [PubMed]
- Bremers, A.W.D.; Yöntem, A.; Li, K.; Chu, D.; Meijering, V.; Janssen, C.P. Perception of perspective in augmented reality head-up displays. International Journal of Human-Computer Studies 2021, 155, 102693. [Google Scholar] [CrossRef]
- Bhowmik, A.K. Virtual and augmented reality: Human sensory-perceptual requirements and trends for immersive spatial computing experiences. Journal of the Society for Information Display 2024, 32, 605–646, _eprint: https://onlinelibrary.wiley.com/doi/pdf/10.1002/jsid.2001. [Google Scholar] [CrossRef]
- Wang, Y.J.; Lin, Y.H. Liquid crystal technology for vergence-accommodation conflicts in augmented reality and virtual reality systems: a review. Liquid Crystals Reviews 2021, 9, 35–64, Publisher: Taylor & Francis _eprint: https://doi.org/10.1080/21680396.2021.1948927. [Google Scholar] [CrossRef]
- Itoh, Y.; Langlotz, T.; Sutton, J.; Plopski, A. Towards Indistinguishable Augmented Reality: A Survey on Optical See-through Head-mounted Displays. ACM Comput. Surv. 2021, 54, 120:1–120:36. [Google Scholar] [CrossRef]
- Diaz, C.; Walker, M.; Szafir, D.A.; Szafir, D. Designing for Depth Perceptions in Augmented Reality. In Proceedings of the 2017 IEEE International Symposium on Mixed and Augmented Reality (ISMAR), 2017, pp. 111–122. [CrossRef]
- Tricco, A.C.; Lillie, E.; Zarin, W.; O’Brien, K.K.; Colquhoun, H.; Levac, D.; Moher, D.; Peters, M.D.; Horsley, T.; Weeks, L.; et al. PRISMA Extension for Scoping Reviews (PRISMA-ScR): Checklist and Explanation. Annals of Internal Medicine 2018, 169, 467–473, Publisher: American College of Physicians. [Google Scholar] [CrossRef] [PubMed]
- Scoping.
- Cooper, S.; Cant, R.; Kelly, M.; Levett-Jones, T.; McKenna, L.; Seaton, P.; Bogossian, F. An Evidence-Based Checklist for Improving Scoping Review Quality. Clinical Nursing Research 2021, 30, 230–240, SAGE Publications Inc. [Google Scholar] [CrossRef] [PubMed]
- JBI Manual for Evidence Synthesis - JBI Global Wiki.
- Sutherland, I. The Ultimate Display 1965.
- McCarthy, C.J.; Uppot, R.N. Advances in Virtual and Augmented Reality—Exploring the Role in Health-care Education. Journal of Radiology Nursing 2019, 38, 104–105. [Google Scholar] [CrossRef]
- Morimoto, T.; Kobayashi, T.; Hirata, H.; Otani, K.; Sugimoto, M.; Tsukamoto, M.; Yoshihara, T.; Ueno, M.; Mawatari, M. XR (Extended Reality: Virtual Reality, Augmented Reality, Mixed Reality) Technology in Spine Medicine: Status Quo and Quo Vadis. Journal of Clinical Medicine 2022, 11, 470, Number: 2 Publisher: Multidisciplinary Digital Publishing Institute. [Google Scholar] [CrossRef]
- Speicher, M.; Hall, B.D.; Nebeling, M. What is Mixed Reality? In Proceedings of the Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, New York, NY, USA, 2019; CHI ’19, pp. 1–15. [CrossRef]
- Vinci, C.; Brandon, K.O.; Kleinjan, M.; Brandon, T.H. The clinical potential of augmented reality. Clinical Psychology: Science and Practice 2020, 27, e12357. [Google Scholar] [CrossRef]
- Caudell, T.; Mizell, D. Augmented reality: an application of heads-up display technology to manual manufacturing processes. In Proceedings of the Proceedings of the Twenty-Fifth Hawaii International Conference on System Sciences, Kauai, HI, USA, 1992; pp. 659–669 vol.2. [CrossRef]
- Javornik, A. The Mainstreaming of Augmented Reality: A Brief History, 2016.
- Vertucci, R.; D’Onofrio, S.; Ricciardi, S.; De Nino, M. History of Augmented Reality. In Springer Handbook of Augmented Reality; Nee, A.Y.C.; Ong, S.K., Eds.; Springer International Publishing: Cham, 2023; pp. 35–50. [CrossRef]
- lolambean. HoloLens (1st gen) hardware.
- Google Trends: Understanding the data. - Google News Initiative.
- HTC Vive: Full Specification.
- Pokémon, GO.
- Launch of new IKEA Place app – IKEA Global.
- Google Glass smart eyewear returns. BBC News 2017.
- Dargan, S.; Bansal, S.; Kumar, M.; Mittal, A.; Kumar, K. Augmented Reality: A Comprehensive Review. Archives of Computational Methods in Engineering 2023, 30, 1057–1080. [Google Scholar] [CrossRef]
- Babu, S.V.; Huang, H.C.; Teather, R.J.; Chuang, J.H. Comparing the Fidelity of Contemporary Pointing with Controller Interactions on Performance of Personal Space Target Selection. In Proceedings of the 2022 IEEE International Symposium on Mixed and Augmented Reality (ISMAR), 2022, pp. 404–413. ISSN: 1554-7868. [CrossRef]
- Babu, S.; Tsai, M.H.; Hsu, T.W.; Chuang, J.H. An Evaluation of the Efficiency of Popular Personal Space Pointing versus Controller based Spatial Selection in VR. In Proceedings of the ACM Symposium on Applied Perception 2020, New York, NY, USA, 2020; SAP ’20. event-place: Virtual Event, USA. [CrossRef]
- Cutting, J.E.; Vishton, P.M. Chapter 3 - Perceiving Layout and Knowing Distances: The Integration, Relative Potency, and Contextual Use of Different Information about Depth*. In Perception of Space and Motion; Epstein, W.; Rogers, S., Eds.; Handbook of Perception and Cognition, Academic Press: San Diego, 1995; pp. 69–117. [CrossRef]
- Xu, J.; Doyle, D.; Moreu, F. State of the art of augmented reality capabilities for civil infrastructure applications. Engineering Reports 2023, 5, e12602. [Google Scholar] [CrossRef]
- Mutis, I.; Ambekar, A. Challenges and enablers of augmented reality technology for in situ walkthrough applications. Journal of Information Technology in Construction (ITcon) 2020, 25, 55–71. [Google Scholar] [CrossRef]
- Cutolo, F.; Fida, B.; Cattari, N.; Ferrari, V. Software Framework for Customized Augmented Reality Headsets in Medicine. IEEE Access 2020, 8, 706–720. [Google Scholar] [CrossRef]
- Yin, K.; He, Z.; Xiong, J.; Zou, J.; Li, K.; Wu, S.T. Virtual reality and augmented reality displays: advances and future perspectives. Journal of Physics: Photonics 2021, 3, 022010, Publisher: IOP Publishing. [Google Scholar] [CrossRef]
- Itoh, Y.; Langlotz, T.; Sutton, J.; Plopski, A. Towards Indistinguishable Augmented Reality: A Survey on Optical See-through Head-mounted Displays. ACM Comput. Surv. 2021, 54, 120–1. [Google Scholar] [CrossRef]
- Erkelens, I.M.; MacKenzie, K.J. 19-2: Vergence-Accommodation Conflicts in Augmented Reality: Impacts on Perceived Image Quality. SID Symposium Digest of Technical Papers 2020, 51, 265–268, _eprint: https://onlinelibrary.wiley.com/doi/pdf/10.1002/sdtp.13855. [Google Scholar] [CrossRef]
- Blignaut, J.; Venter, M.; van den Heever, D.; Solms, M.; Crockart, I. Inducing Perceptual Dominance with Binocular Rivalry in a Virtual Reality Head-Mounted Display. Mathematical and Computational Applications 2023, 28, 77, Number: 3 Publisher: Multidisciplinary Digital Publishing Institute. [Google Scholar] [CrossRef]
- Argelaguet, F.; Andujar, C. A survey of 3D object selection techniques for virtual environments. Computers & Graphics 2013, 37, 121–136. [Google Scholar] [CrossRef]
- Edwards, P.J.E.; Chand, M.; Birlo, M.; Stoyanov, D. The Challenge of Augmented Reality in Surgery. In Digital Surgery; Atallah, S., Ed.; Springer International Publishing: Cham, 2021; pp. 121–135. [CrossRef]
- Reichelt, S.; Häussler, R.; Fütterer, G.; Leister, N. Depth cues in human visual perception and their realization in 3D displays. In Proceedings of the Three-Dimensional Imaging, Visualization, and Display 2010 and Display Technologies and Applications for Defense, Security, and Avionics IV. SPIE, 2010, Vol. 7690, pp. 92–103. [CrossRef]
- Dror, I.E.; Schreiner, C.S. Chapter 4 - Neural Networks and Perception. In Advances in Psychology; Jordan, J.S., Ed.; North-Holland, 1998; Vol. 126, Systems Theories and a Priori Aspects of Perception, pp. 77–85. [CrossRef]
- Marcos, S.; Moreno, E.; Navarro, R. The depth-of-field of the human eye from objective and subjective measurements. Vision Research 1999, 39, 2039–2049. [Google Scholar] [CrossRef] [PubMed]
- Ellis, S.R.; Menges, B.M. Localization of Virtual Objects in the Near Visual Field. Human Factors 1998, 40, 415–431, Publisher: SAGE Publications Inc. [Google Scholar] [CrossRef]
- Sielhorst, T.; Bichlmeier, C.; Heining, S.M.; Navab, N. Depth Perception – A Major Issue in Medical AR: Evaluation Study by Twenty Surgeons. In Proceedings of the Medical Image Computing and Computer-Assisted Intervention – MICCAI 2006; Larsen, R.; Nielsen, M.; Sporring, J., Eds., Berlin, Heidelberg, 2006; pp. 364–372. [CrossRef]
- Ballestin, G.; Solari, F.; Chessa, M. Perception and Action in Peripersonal Space: A Comparison Between Video and Optical See-Through Augmented Reality Devices. In Proceedings of the 2018 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct), 2018, pp. 184–189. [CrossRef]
- Clarke, T.J.; Mayer, W.; Zucco, J.E.; Matthews, B.J.; Smith, R.T. Adapting VST AR X-Ray Vision Techniques to OST AR. In Proceedings of the 2022 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct), 2022, pp. 495–500. ISSN: 2771-1110. [CrossRef]
- Pham, D.M.; Stuerzlinger, W. Is the Pen Mightier than the Controller? A Comparison of Input Devices for Selection in Virtual and Augmented Reality. In Proceedings of the Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology, New York, NY, USA, 2019; VRST ’19, pp. 1–11. [CrossRef]
- Kim, H.; Kwon, Y.T.; Lim, H.R.; Kim, J.H.; Kim, Y.S.; Yeo, W.H. Recent Advances in Wearable Sensors and Integrated Functional Devices for Virtual and Augmented Reality Applications. Advanced Functional Materials 2021, 31, 2005692, _eprint: https://onlinelibrary.wiley.com/doi/pdf/10.1002/adfm.202005692. [Google Scholar] [CrossRef]
- Kang, H.J.; Shin, J.h.; Ponto, K. A Comparative Analysis of 3D User Interaction: How to Move Virtual Objects in Mixed Reality. In Proceedings of the 2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), 2020, pp. 275–284. ISSN: 2642-5254. [CrossRef]
- Prilla, M.; Janssen, M.; Kunzendorff, T. How to Interact with Augmented Reality Head Mounted Devices in Care Work? A Study Comparing Handheld Touch (Hands-on) and Gesture (Hands-free) Interaction. AIS Transactions on Human-Computer Interaction 2019, 11, 157–178. [Google Scholar] [CrossRef]
- Seinfeld, S.; Feuchtner, T.; Pinzek, J.; Müller, J. Impact of Information Placement and User Representations in VR on Performance and Embodiment. IEEE Transactions on Visualization and Computer Graphics 2022, 28, 1545–1556. [Google Scholar] [CrossRef]
- Genay, A.; Lécuyer, A.; Hachet, M. Being an Avatar “for Real”: A Survey on Virtual Embodiment in Augmented Reality. IEEE Transactions on Visualization and Computer Graphics 2022, 28, 5071–5090. https://doi.org/Recommendations for the extraction, analysis, and presentation of results in scoping reviews Pollock et al. 2023, JBI Evidence Synthesis, 21(3): 520–532.
- Hammady, R.; Ma, M.; Strathearn, C. User experience design for mixed reality: a case study of HoloLens in museum. International Journal of Technology Marketing 2019, 13, 354–375, Publisher: Inderscience Publishers. [Google Scholar] [CrossRef]
- Sutton, A.; Clowes, M.; Preston, L.; Booth, A. Meeting the review family: exploring review types and associated information retrieval requirements. Health Information & Libraries Journal 2019, 36, 202–222, _eprint: https://onlinelibrary.wiley.com/doi/pdf/10.1111/hir.12276. [Google Scholar] [CrossRef]
- Oun, A.; Hagerdorn, N.; Scheideger, C.; Cheng, X. Mobile Devices or Head-Mounted Displays: A Comparative Review and Analysis of Augmented Reality in Healthcare. IEEE Access 2024, 12, 21825–21839. [Google Scholar] [CrossRef]
- Hirzle, T.; Müller, F.; Draxler, F.; Schmitz, M.; Knierim, P.; Hornbæk, K. When XR and AI Meet - A Scoping Review on Extended Reality and Artificial Intelligence. In Proceedings of the Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, New York, NY, USA, 2023; CHI ’23. event-place: <conf-loc>, <city> Hamburg</city>, <country>Germany</country>, </conf-loc>. [CrossRef]
- Pollock, D.; Peters, M.D.J.; Khalil, H.; McInerney, P.; Alexander, L.; Tricco, A.C.; Evans, C.; de Moraes, B.; Godfrey, C.M.; Pieper, D.; et al. Recommendations for the extraction, analysis, and presentation of results in scoping reviews. JBI evidence synthesis 2023, 21, 520–532. [Google Scholar] [CrossRef] [PubMed]
- Kleinheksel, A.J.; Rockich-Winston, N.; Tawfik, H.; Wyatt, T.R. Demystifying Content Analysis. American Journal of Pharmaceutical Education 2020, 84, 7113. [Google Scholar] [CrossRef]
- Fischer, M.; Leuze, C.; Perkins, S.; Rosenberg, J.; Daniel, B.; Martin-Gomez, A. Evaluation of Different Visualization Techniques for Perception-Based Alignment in Medical AR. In Proceedings of the 2020 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct), 2020, pp. 45–50. [CrossRef]
- Wagner, U.; Lystbæk, M.N.; Manakhov, P.; Grønbæk, J.E.S.; Pfeuffer, K.; Gellersen, H. A Fitts’ Law Study of Gaze-Hand Alignment for Selection in 3D User Interfaces. In Proceedings of the Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, New York, NY, USA, 2023; CHI ’23. event-place: <conf-loc> ,<city> Hamburg</city>, <country>Germany,</country>, </conf-loc>. [CrossRef]
- Weast, R.A.T.; Proffitt, D.R. Can I reach that? Blind reaching as an accurate measure of estimated reachable distance. Consciousness and Cognition 2018, 64, 121–134. [Google Scholar] [CrossRef]
- Hart, S.G. Nasa-Task Load Index (NASA-TLX); 20 Years Later. Proceedings of the Human Factors and Ergonomics Society Annual Meeting 2006, 50, 904–908, Publisher: SAGE Publications Inc. [Google Scholar] [CrossRef]
- Rosa, N.; Hürst, W.; Werkhoven, P.; Veltkamp, R. Visuotactile integration for depth perception in augmented reality. In Proceedings of the Proceedings of the 18th ACM International Conference on Multimodal Interaction, New York, NY, USA, 2016; ICMI ’16, pp. 45–52. event-place: Tokyo, Japan. event-place: Tokyo, Japan. [CrossRef]
- Quek, F.; McNeill, D.; Bryll, R.; Duncan, S.; Ma, X.F.; Kirbas, C.; McCullough, K.E.; Ansari, R. Multimodal human discourse: gesture and speech. ACM Trans. Comput.-Hum. Interact. 2002, 9, 171–193. [Google Scholar] [CrossRef]
- Venkatakrishnan, R.; Venkatakrishnan, R.; Canales, R.; Raveendranath, B.; Pagano, C.C.; Robb, A.C.; Lin, W.C.; Babu, S.V. Investigating the Effects of Avatarization and Interaction Techniques on Near-field Mixed Reality Interactions with Physical Components. IEEE Transactions on Visualization and Computer Graphics 2024, 30, 2756–2766. [Google Scholar] [CrossRef]
- Venkatakrishnan, R.; Venkatakrishnan, R.; Raveendranath, B.; Pagano, C.C.; Robb, A.C.; Lin, W.C.; Babu, S.V. Give Me a Hand: Improving the Effectiveness of Near-field Augmented Reality Interactions By Avatarizing Users’ End Effectors. IEEE Transactions on Visualization and Computer Graphics 2023, 29, 2412–2422, Conference Name: IEEE Transactions on Visualization and Computer Graphics. [Google Scholar] [CrossRef]
- Fischer, M.; Rosenberg, J.; Leuze, C.; Hargreaves, B.; Daniel, B. The Impact of Occlusion on Depth Perception at Arm’s Length. IEEE Transactions on Visualization and Computer Graphics 2023, 29, 4494–4502, Conference Name: IEEE Transactions on Visualization and Computer Graphics. [Google Scholar] [CrossRef]
- Oshima, K.; Moser, K.R.; Rompapas, D.C.; Swan, J.E.; Ikeda, S.; Yamamoto, G.; Taketomi, T.; Sandor, C.; Kato, H. SharpView: Improved clarity of defocused content on optical see-through head-mounted displays. In Proceedings of the 2016 IEEE Symposium on 3D User Interfaces (3DUI), 2016, pp. 173–181. [CrossRef]
- Katz, M. Convergence Demands by Spectacle Magnifiers. Optometry and Vision Science 1996, 73, 540.
- Microsoft. Comfort - Mixed Reality, 2021.
- Feld, N.; Pointecker, F.; Anthes, C.; Zielasko, D. Perceptual Issues in Mixed Reality: A Developer-oriented Perspective on Video See-Through Head-Mounted Displays. In Proceedings of the 2024 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct), 2024, pp. 170–175. ISSN: 2771-1110. [CrossRef]




| Main Concept | Alternative Key Words | |
|---|---|---|
| Participants | Anyone | x |
| Concept | Perceptual Challenges Design Techniques Interaction Techniques | Visual challenges/issues Perceptual accuracy Perceptual efficiency Design methods Interaction methods |
| Context | Near-Field Augmented Reality | Mixed reality Augmented reality AR MR Close up Close range Peripersonal Near range Near by |
| ID | Description |
|---|---|
| IC1 | Requires further reading |
| IC2 | Near-field perceptual problem investigated in a design or interaction context |
| IC3 | Interaction technique(s) applied to a perceptual problem in the near-field |
| IC4 | Design technique(s) applied to a perceptual problem in the near-field |
| EC1 | Mobile AR (include headset with phone in) |
| EC2 | Virtual Reality |
| EC3 | Hardware suggestion e.g. new lens tech |
| EC4 | Not in main proceedings |
| EC5 | Not in English |
| EC6 | Missing relevance to AR |
| EC7 | Not human perception |
| EC8 | Missing relevance to design/interaction technique(s) |
| EC9 | Not published 2016-2025 |
| EC10 | False positive i.e. key word used in a different context |
| EC11 | Missing relevance to near-field |
| EC12 | Exclude review papers |
| Code | Description | Values |
|---|---|---|
| C1 | Category | Interaction technique investigated in the context of perception, Design technique investigated in the context of perception, Design technique applied to perceptual issue, Interaction technique applied to perceptual issue |
| C2 | Research question/objective | [...] |
| C3 | Contribution | [...] |
| C4 | Contribution Type | Empirical, Applications, Methodological, System/Artefact, Theoretical |
| C5 | Limitations | [...] |
| C6 | Type of User Study | Yes Empirical, Yes Expert Evaluation, Yes Field study, Yes Workshop, No, Other |
| C7 | Purpose of User Study | [...] |
| C8 | Metric for Evaluation | [...] |
| C9 | Field Study Task Type | [...] |
| C10 | Study Details (e.g. participant demographics, target users, sample size) | [...] |
| C11 | User Task | [...] |
| C12 | Type of AR | OST AR, VST AR |
| C13 | Device | [...] |
| C14 | Interaction Technique | [..., n/a] |
| C15 | Design Technique | [..., n/a] |
| C16 | Perceptual Issue Addressed/ Investigated | [...] |
| C17 | Performance Improvement | [..., Area Investigated] |
| C18 | Definition of Near-Field | [...] |
Disclaimer/Publisher’s Note: The statements, opinions and data contained in all publications are solely those of the individual author(s) and contributor(s) and not of MDPI and/or the editor(s). MDPI and/or the editor(s) disclaim responsibility for any injury to people or property resulting from any ideas, methods, instructions or products referred to in the content. |
© 2025 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/).