Submitted:
22 December 2025
Posted:
25 December 2025
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Abstract
Keywords:
1. Introduction
2. Materials and Methods
2.1. Methods
2.2. Materials
3. Results
3.1. AR Use in Technical Training and Education
- Instructions: As mentioned above, if interfaces are used in a manner similar to smartphone mechanics, then the learning curve to proficiency of use should be shortened.
- Organization and Simplification: Interfaces that resemble familiar visual displays, such as those on current smartphones or tablets, will facilitate user learning speed. Speech-based controls that mimic smartphone inputs will also enhance the user experience.
- Integration of Physical and Virtual Worlds: This is critical for technical training and education. In the use case presented above, seamless presentation of informational videos, schematics, diagrams or related materials using a look-through display facilitates learning, without compromising safety or situational awareness.
- Collaboration: In any educational environment, collaboration is important for learning. Teacher-experts must be able to interact with and direct learners in real-time. Interaction between learners is also important. Glasses that can live stream video to instructors or classmates with the additional capability of recording training sessions is a valuable learning tool. Allowing instructors to interact via audio with the students during the same training sessions further enhances learning and the student experience.
- Maintenance: Only daily use will confirm that the new AR glasses are built well enough to withstand the rigors of environments that can include temperature variation, high or low light, potentially damaging substances like grease or lubricants, and hard surfaces that could damage the glasses if dropped. Institutions that implement new technologies often have capital funding to purchase equipment but lack sufficient operational funding for repair or replacement. If students are responsible for repairs or replacement on their own, this may place strain on limited student finances.
3.2. AR Glasses Use in Sports and Exercise
- Integration of Physical & Virtual Worlds: Performance metrics, navigation cues, and contextual prompts must remain spatially stable, accurately registered, and responsive to rapid body and environmental motion. Even minor latency or misalignment can compromise trust in the system, increase distraction, or introduce safety risks, particularly in high-speed or outdoor activities.
- Comfort: Lightweight construction, secure fit, and effective thermal management are essential to prevent distraction and fatigue during movement. Even minor discomfort can negatively impact performance and adherence. While the latest AR glasses provide promising ergonomics for low- to moderate-intensity activities, they remain less suitable for high-impact or collision-based sports.
- Feedback to the User: Feedback must be selectively gated, context-aware, and dynamically adapted to task demands to avoid cognitive overload. The system should prioritize essential information based on activity phase, speed, and environmental complexity, suppressing noncritical cues during high-demand moments. Multimodal feedback strategies, which balance visual and auditory cues, are particularly important for reducing visual strain and attentional disruption while preserving situational awareness.
- Device Maintainability: heat, sweat, rain, dust, and rapid temperature changes are some potential sport-specific environmental stressors. Optical clarity, sensor accuracy, and interaction reliability should be maintained during prolonged exertion. Additionally, high device maintainability, including durability, ease of cleaning, and resistance to wear, is crucial for sustained real-world use across repeated training sessions.
3.3. AR Glasses Use for Accessibility
- Unboxing & Set up: The process must be both intuitive and easy to use for all users. Instruction manuals and setup guides must have multiple modes of delivery for users with different disabilities.
- Consistency & Flexibility: Content presented through the glasses must adhere to current UI and UX design principles. Test, contrast, and font size must all be easily adjustable. Overly complicated menus will render the glasses ineffective as accessibility aids.
- Integration of Digital and Physical Worlds: The glasses must be able to seamlessly integrate digital content and overlays with the physical world; otherwise, the glasses will be less effective than other currently existing accessibility aids.
- User Interaction: Users must be able to seamlessly interact with their glass. Any gestures or controls must be accessible to users with motor disabilities. If gestures are impossible to perform, second methods of interaction must be available, such as voice commands and eye tracking.
- Comfort: Users must be able to use the device all day without discomfort to be a viable replacement for other accessibility aids. The device must also have the necessary battery life to accommodate this.
- Feedback to the User: Device feedback must be multimodal, and the glasses must be able to present information in a format that they can use relative to their disability.
3.4. AR Glasses Use for General Consumption
- Unboxing and Setup: out of the box intuitiveness and seamless application start-up is critical to this audience. Significant delays or confusion on how to get started will be catastrophic to adoption.
- Integration of the physical and virtual worlds: Overlays of information (e.g., map directions or spatial location of virtual retail objects) must be seamless and accurate. Latency issues or low-fidelity imagery will detract from usage.
- Comfort - the AR glasses must be lightweight and comfortable. Consumers will not tolerate discomfort even if the glasses provide convenient access to information.
- Intuitiveness of virtual objects: the casual consumer user will not read instructions or view a tutorial to use the glasses for everyday tasks. Virtual elements need to be immediately intuitive and draw on familiar metaphors.
- Privacy: privacy concerns can be experienced by the users (i.e., how is the information I am seeing being used if it is stored in the cloud?) as well as those in their environment (i.e., is that person recording me without my consent?). Full transparency will be required for all to feel comfortable with the technology use in public.
4. Discussion
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
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| Feature | AR Glasses (e.g., Meta, XREAL Air, Viture, Rokid, RayNeo, Google Android) | AR Headsets (e.g., Quest 3, Vision Pro) |
| Immersion Method | Optical See-Through (Direct View) | Video Passthrough (Camera View) |
| How the User Sees | Users look directly through transparent lenses where a virtual image is projected onto the glass. The real-world view is natural. | Users look at screens inside the headset, which display a live video feed from external cameras with added virtual elements. |
| Form Factor | Glasses (Look like sunglasses or prescription frames); lightweight | Headset/Goggles; Bulky and covers the eyes/top part of the face |
| Digital Objects | Appear as a translucent overlay | Appear as fully opaque, solid objects that are anchored and realistic. |
| Screen | Primarily 2D/3DOF (Screen floats in front of user). Newer models have 6DOF (Object is anchored in 3D space). | Full 3D/6DOF (Objects stay on the real-world table). Uses advanced hand, eye, and controller tracking. |
| User Interaction | Finger gestures on the glasses stem and/or accessory (e.g., Meta neural band) | Hand gestures in mid-air (custom to the headset system) |
| Connection | Wifi, Bluetooth connection to phone | Processor and battery are built into the headset or tethered to a separate battery/processor “puck” |
| Price | $300 - $800 USD | $500 - $3,500+ USD |
| Heuristic | Definition |
| Unboxing & Set-Up | Getting started with the AR/MR device/application should be easy to identify, complete, and a positive experience. |
| Instructions | Help and documentation for the app and device should be easily accessible and easy to understand (including tutorials). Instructions and error messages should give users clear feedback. |
| Organization & Simplification | The AR application should minimize cognitive overload by easing the user into the environment and avoiding unnecessary clutter. |
| Consistency & Flexibility | The AR application should be consistent and follow design standards for text, audio, navigation, and other elements. |
| Integration of Physical & Virtual Worlds | It should be easy to identify virtual elements, and which virtual elements are interactive. Virtual elements should not obstruct physical objects in the users’ environment that are crucial for the completion of their goals. |
| User Interaction | All interactions that the user has with the AR device/application should be simple, easy to understand, and easy to complete. |
| Comfort | The AR application and device should be designed to minimize user discomfort. |
| Feedback to the User | The AR application and device should provide adequate feedback to the user to explain what is currently going on. |
| Intuitiveness of Virtual Elements | The AR application should be designed in a way that promotes the use of recognition rather than recall to minimize the user’s memory load. |
| Collaboration | When sharing an AR space with others, it should be easy to understand what actions are available, what is private vs. public, and communication between users should be seamless. |
| Privacy | It should be clear what AR content is able to be viewed by the public and what content is private (only viewable to the specific user or device). |
| Device Maintainability | The AR device should be designed in a way that makes it easy to maintain. This includes reusability, storage, cleaning, and the ability to fix/replace parts. |
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