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Why train skills in XR
train the untrainable
more effective than conventional training
training the untrainable
practically (astronauts) & theoretically untrainable (warzones)
issues regarding safety, difficulty & cost
how could XR be more effective than conventional training
Combined technologies can provide performance feedback
wow factor boosts engagement
Everything is manipulable
measuring performance of skills
interested in the transfer of skills to physical reality
almost all CR training is indirect
good XR research should measure?
learning (how much skills has improved in XR)
transfer (how the training translates to physical reality)
when should we use XR for training
Feasible
Can training be done without XR, is it expernsive, will the target group benefit
transferable
can training transfer to the target skill, is it more successful
ideal process of training studies
baseline measures
blind participants randomisation
different levels (XR, conventional, control)
post training & transfer test
retention test
probability of skills transfer in XR research depends on
presence
validity
individual differences
presence in XR skills transfer
immersion
ease of interaction
personalisation
validity in XR skills transfer
external validity
enviromental matching
internal validity
thematic consistency
physical validity
reality physics
individual differences in XR skills transfer
XR experience
cybersickness
experience
skills experience
things which must be considered during XR research
Exclude P w/high likelihood of experiencing cybersickness (e.g., previous history with similar technology)
Measure any outcome-relevant variables at baseline
Measure cybersickness symptoms throughout procedure (using biomarkers & self-report)
Measure transfer & task performance at baseline and post-training Include an active control condition
Measure presence & cognitive load throughout the procedure If possible, measure skill retention at follow-up
Is XR training actually any good (Bateman, 2005)
metanalysis which used RCT that tested XR training of psychomotor skill
passive controls (no training, waiting list)
active controls (convectional training)
findings of Is XR training actually any good (Bateman, 2025)
Consistent negative effect (not stat. sig.) of haptic feedback on psychomotor skill learning
all models found significant positive effects of XR training over non-XR training on task performance
XR more effective than other training interventions
No clear relationships between methodological features and psychomotor skill learning
AR, VR
Type of skill (surgical, sport, music, etc.)
what factors predict learning
Conducted Bayesian Network analysis
role of haptic feedback
negative feedback on learning
haptic was too broad
XR is not automatically superior in training
its value depends on cost–benefit trade-offs for the specific skill and context
it has to beat what you already do (sim labs, supervised practice, on-the-job training), not just “no training”
worth it when it unlocks things you can’t do cheaply or safely otherwise
Bateman et al (2025)’s recommendations for XR training
Better, more standardised RCT designs (dose, timing, controls).
Routine pre-registration and full methodological + technical reporting.
Systematic measurement of cybersickness and other confounds.
Makransky & Petersen – CAMIL (2021)
VR is useful when you deliberately use methods that channel presence/agency into learning & manage cognitive load
otherwise it can be flashy but inefficient
IVR can increases extraneous cognitive load compared w/flat-screen/multimedia if badly designed
VR is cognitively demanding
learners must allocate attention
manage navigation
interpret unfamiliar cues
UX design aims to reduce cognitive load in VR
ensuring predictable responses
simpler interactions
emotions affect presence in VR
if learner feels uncertain/overwhelmed → immersion breaks instatnly
what is good UX design
freeing the brain so it can learn
not being overwhelmed by cognitive interface
belonging in VR
psychological safety + familiarity w/enviroment
when discomfort drop = cognitive focus for learning
moment headset is forgotten = absorption allowing presence
belonging = environmental fit
safe-to-fail
what is interoception
headaches, hunger proprioception
sensing the inside
interoceptive awarness
how we know what’s happening and how we feel inside our bodies
emotions
social behaviour e.g self awareness
Exteroception
sight, sound, smell, touch taste
sensing the outside
Interception & exteroception
combined percept of the body in the world
located in various brain regions, including the insula, anterior cingulate cortex, somatosensory cortices, thalamus, and brainstem
how do we measure interoception
heart rate
motor contagion
involuntary imitation based on observed movements
e.g yawning after watching someone else yawn
consided behavioural manifestation of mirror neuron system
motor contagion supports
communication
social interaction
interpersonal coordination
motor learning
motor contagion modulated by
embodiment perspective
congruency
body ownership
phenomenological sense of ‘this is me’
integrates multisensorial signals
studies through behavioural, neuropsychological & neurophysiological methods
e.g rubber hand illusion
motor contagion effects on biological movement actions during humanoid robot mirrored & embodied experiences
previous work shows motor contagion with humanoids (face-to-face, 2nd person) & virtual hands (1st & 3rd person)
gap on whether there is a sense of self vs sense of other
research on the relationship between sense of self vs. sense of other when embodying a physically present humanoid robot
examined: Perspective (1PP vs F2F), Motion congruency, Motor variability
Participants stand in front of robot & mimic its motion
consistent motor contagion
congruent = lower variance
incongruent = higher variance
1st person perspective amplifies variance
suggests stronger motor resonance + altered ownership/agency relationship
interpretation of research on the relationship between sense of self vs. sense of other when embodying a physically present humanoid robot
suggests flexible self-other boundaries
provides partial evidence toward
body ownership shift
Potential delusion of control framework
Interception, alexithymia & motor congruency in VR (Savickaite, Gupta, Kannan)
Do interoceptive traits (and alexithymia) modulate embodiment in VR
especially when motor cues are congruent vs. incongruent?
Measures
interoceptive awareness (Heartbeat Counting Task),
Alexithymia (TAS-20)
Body Ownership (questionnaire)
VR
Hand-tracking; seated
congruent = avatar mirrors picture
incongruent = avatar performs opposition while user pinches
Body ownership (EBO) emerges from
integrating interoceptive + exteroceptive cues
results of Interception, alexithymia & motor congruency in VR (Savickaite, Gupta, Kannan)
Motor congruency effect
Higher ownership in congruent
Interoception was positively related to ownership under congruent feedback
Alexithymia didnt have a significant predictor of ownership; negatively related to interoceptive awareness
Greater SD in the incongruent condition → heterogeneous responses to sensory–motor mismatch.
Congruent visual–motor cues robustly enhance embodiment.
Interoceptive awareness appears to support ownership when cues align
less influence when cues conflict
Alexithymia may have a lesser impact on embodiment in motor-driven VR than in visuo-tactile illusions.
Limits of Interception, alexithymia & motor congruency in VR
Modest sample; HCT validity debated
questionnaire included some “third hand” items not perfectly matched to the display
heterogeneous sample (incl. ADHD/ASD) without subgroup power.
implications of Interception, alexithymia & motor congruency in VR
ensure motor congruency to strengthen embodiment in VR interventions
Training interoceptive awareness could enhance VR-based rehabilitation/therapy relying on body ownership
Larger, balanced samples; multi-axis interoception (cardiac/respiratory/GSR); refined embodiment scales;
full-body avatars - limited to hands
objective motor accuracy; test motor contagion paradigms - limited studies
User engagement
Smooth navigation and intuitive design are essential for keeping users engaged
Tailoring the interface to user needs boosts satisfaction and compliance
Cross-Device Adaptability
Responsive design ensures functionality across various devices
FrameVR, UX & accessibility
Designing for the brain not the headset
our job is to observe before we build
understand their motivations, fears and mental models
design the experience in their language at their pace through reality
UX/UI designer
develop the future and what it would look like
designing for the brain/person
working closely with developers and the company
user persona
a fictional, realistic character created from research to represent a specific segment of a target audience
Behaviourally designed user persona = what would motivate them
allows designs to develop scale
wont always be told what people want
creating user persona
professional goals
behavioural lense & cognitve motivators
behavioural pains
descion making patterns
adaptability & learning behaviour
upspoken wishes
influnce opporunites
rule of belonging
Don’t focus on technology → focus on people
helping users forget the hardware and feel at home in VR world
humanise the journey of learning VR through a story
Immersion starts when discomfort ends
When they forget the headset exists, thats when the design begins to work
Cinderella’s story
safe to fail learning
allows for improved confidence
create checkpoints & clear progress cues to prevent feeling stuck
predict frustration points & provide gentle help
allow mistakes
safety isn’t absence of risk = presence of trust
emotional connection in VR
leads to stronger memory & retention
brain suspends disbelief when tasks are meaningful & achievable
When learner act in a professional rhythm, their focus narrows
flow state
rule of alignment
when analytics look great but emotion disagrees
a learner could complete all tasks but not want to do it again due to emotional detachment
Data shows performance; psychology reveals experience
a perfect run in metrics may feel lonely
align analytics w/emotional truth
Pair data dashboard with qualitative debriefs or sentiment surveys
watch body language
use trust indicators
trust indicators
voluntary re-engagement
behavioural designs
anticipating behaviour before it happens
every prompt should add
subtle design interventions influence better descions without persuasion
Use of AI
designed to guide & not control to support confidence
goal is to make users feel as though they are talking with a subject matter expert
trained on verified souces
VR is cognitively demanding
learners must allocate attention, manage navigation, & interpret unfamiliar cues
UX design is to reduce cognitive load
predictable simple interactions
Emotions affect presence
if a learner feels uncertain,self-conscious, or overwhelmed, immersion breaks instantly.
Good UX
Freeing the brain so it can learn
not cognitively overloading
Belonging in VR
psychological safety + familiarity with the environment
discomfort prevents learning
forgetting HMD exists allows for attentional absorption
Safe-to-fail VR
mistakes are expected and supported, not punished
Predictability reduces anxiety
consistent interactions → learners explore more
error based learning strenghtens memory
trust stabilises attention
Flow
psychological state of focus where a person becomes fully immersed in a task & loses awareness of time
data ≠ feeling
Metrics show performance
Emotions reveal learning potential
may have flow during complex tasks but may no have high presence
Key Conditions for Flow
The learner knows exactly what to do
Actions produce meaningful responses
Not too easy, not too difficult
Why Flow Matters in VR
Enhances learning by sustaining attention
Reduces cognitive noise & supports presence
Improves motivation, engagement, & memory retention
Encourages exploration & problem-solving in immersive environments.
Behavioural design in VR
Familiar patterns reduce cognitive barriers
Emotional engagement improves encoding specificity → stronger memory
Narrative + urgency + closure = deeper learning
UX shapes learning by shaping emotion
Claustrophobia & MRI
sight of scanner
62% experience anxitey
coil placement
entry in the scanner
results in reduced scan quality
means delayed diagnosis, poor experience and additional costs
How is Claustrophobia & MRI usually aided
being shown around the scanner
reliance on anxiolytics
overuse of drugs & don’t want to give
lack of time pressure
arent ableto look around
what we know about MRI & claustrophobia (Hudson et al, 2022)
Overall failure to scan rate 0.76%
Equipment-related failure
Open scanner 3.72
UpRight scanner OR 0.59
Exam related
Head-first 2.06
Head/Neck scan 8.40
Patient related
45-64yrs old 1.63
Female 1.25
NHS OR 1.44 – motivation!
Cost: £549,760 in review
Potential £3.2 million + to NHS
Patient journey through MRI
Many patients note the moment of positioning as memorable, as it is an opportunity for human interaction with another person at a time when they feel most vulnerable
Phobia
an overwhelming and debilitating fear of anobject, place, situation, feeling or animal
Claustrophobia
Fear of confined spaces
restriction
suffocation
Cleithrophobia
Fear of being trapped and unable to escape
What Matters to Patients? (MRI)
make it personal
reduce noise
need more support if they are panicked
support with coping
How can we improve MRI
contact whilst having scan and conversations
vist before doesnt happen often and doesn’t help
why can VR help MRI phobias
provides exposure/distraction
accurate representation of sights & sounds
shown to be as effective in vivo exposure therapy for many phobias
opportunity to familiare/practice away from actual scanning lists without pressure
potential for delivery of relaxation exercises
non-pharmacological option
shown to reduce anxiety
more accesible
Modal model (Gross, 2015)
how do we generate emotions
sitaution = scan
attention = draws attention to whats happening
appraisal = i cant do this
response = leave or move too much
usually fear or anxitey
strategies that may be applied can be regarded as ¼ types
BPSM Challenge & Threat
individual assessment of
demands of situation (primary)
this is scary
resources to cope (secondary)
can i cope with it
will result in
challenge = high resource to cope & low demands
what do i do
threat = low resources to cope & high demands
they leave
Fear to familiarisation - how can a virtual MRI scan experience support emotional regulation (Hudson, 2025)
MRI can provoke anxitey due to unfamiliarity/claustophobia
VR allievate prescan distress as its immersive
Study examines efficacy of VR for reducing MRI anxitey
All p lessended anxitey, increased confidence & decreased concern
Repeated exposure lowered perceived anxitey & indicated faster progression through espcerience increasing familiarity and reducing avoidance
Results of MRI & VR study
presence = feeling of being somewhere else
interactivity = high engagement & control
immersion = levels of sensory inputs
behavioural consistency
made them feel real but improvements can be made
concern of VR & MRI
Greatest concern over Restriction, less so over Suffocation
‘Unable to escape if I had to’
Importance of being able to escape and see an escape route, even in VR– Cleithrophobia
confidence of VR & MRI
Improved self-efficacy to cope
greatest improvement in ‘being able to control fearful thoughts whilst in an MRI scanner’
able to experience without being in a scanner
useful preparation to understand what to expect
provision of additional support
MR in VR, demand resource evaluation – Challenge vs Threat
significantly improved
6 p were originally in a state of threat
Put some did experience a rise in threat after 1st but not after the 2nd
MR in VR – confidence (Hudson, 2025)
greatest improvement was ability to control fearful thoughts
able to experience without stress
MR in VR – avoidant behaviour (Hudson, 2025)
p were quicker getting into the scanner the 2nd time around
improvement
VR experience enhancement of MRI experience - future considerations
sensory inputs
scanner noise, headphones
engagement strategies
gamification, instructional content
coping strategies
breathing & mediatation
avatars
personalisation, embodiment
passive haptics
couch use
Student Perspective –In Their Shoes
found it useful for students to understand the experience of patients
Barriers to VR Implementation (Rizzo, 2017)
awareness
accessibility
availability
acceptability
adaptability
adherence
affordability
conclusion of VR & MRI
High level of realism & acceptance by participants
Elicits emotional response which can be managed through reducing concern but mainly increasing confidence to cope
Knowing what to expect and familiarise with environment
Not for everyone – targeted use
Provides a conduit for providing support away from clinical pressure –establish rapport and build trust
VR for MRI Preparation (Hudson, 2025)
explored the acceptability of a VE as an alternative method to prepare patients, with a focus on participant feedback to inform future development
15 P underwent two exposures to the VE
Feedback obtained supported perception of the VE to have been engaging, safe, and of benefit, with a willingness to use in the future.
considered realistic, fostering acceptance & tolerance of the tool with a number of suggestions for improvement made
prefer use in a clinical setting w/staff support, rather than at home
VR could become a commonplace means of patient preparation & help facilitate coping strategies before an actual scan
mixed methods study on practitioner perspectives on the acceptance of a VR tool for preparation in MRI (Hudson, 2023)
A key part of a radiographer's role within MRI is providing the required emotional support to help patients succeed with a scan
A mixed methods study was conducted looking at the use of a virtual scan experience for patients prior to MRI.
9 radiographers attended 2 focus group sessions to see the tool and undergo a virtual experience.
Perceived usefulness, ease of use, attitude and intention to use were all positive towards the virtual scan tool
All practitioners saw value in such a tool and how it could be implemented within practice, highlighting areas for improvement and development.
Understanding the human questions
collective of arts practitioners, academics and p w/lived experience of hearing, seeing and sensing thing other dont
Disruptive text
educational movement, which encourages teachers to challenge traditional literature curricula by centering culturally responsive and anti-racist texts and pedagogy.
Disrupting the disruptors
Disruptive tech is more conservative than radical
a retrograde set of mechanisms for reproducing and imprinting the basic ideological assumptions of the age
when applied to mental distress
techs regurgiate old delusions and norms
methodology, ethics, politics
using creative methodologies in health research as a democratic mode for engaged research erodes the hierarchy between researchers and p
AI acts as an actor
programmed to recognise and respond to prompts
creates hallucinations in sense of generation of false info, while in humans is perceived in something that isnt in reality
both involve a disconnect in reality
can express emotions it doesnt have
Weixbaum (1976)
therapist not seeing their own presence and reality as forming part of the human interaction
AVATAR therapy
novel form of psychological therapy for voice hearing individuals
clinicians ventriloquise a hearer’s voice whilst operating a digital puppet (avatar)
has human operators but created empathy allowing
build an avatar to match what they can hear
series of interactions are staged
based on things that the voices say
individual is encouarged to push back and make it nicer