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ORIGINAL RESEARCH article
Front. Virtual Real.
Sec. Augmented Reality
Volume 6 - 2025 | doi: 10.3389/frvir.2025.1533236
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The recent paradigm shift in Augmented Reality (AR) technology features the integration of Pass-Through Augmented Reality (PT-AR) into flagship Extended Reality (XR) devices. PT-AR, from a technological standpoint is Virtual Reality (VR) and significantly differs from AR technologies that used in devices like Google Glass, Magic Leap, or HoloLens, which utilize Optical-See-Through AR. PT-AR renders the user's physical environment on digital displays, as opposed to providing a direct, natural view of the physical world. This "virtual" digital representation of reality is an unexplored area. What makes AR distinct from other technologies, including VR, is its "reality" aspect. AR overlays, projects, and enhances the user's physical environment with digital information. Accordingly, the primary scene of interaction in AR is the real world. This study takes a novel approach by focusing on the "reality" aspect of AR. It compares two commercially available PT-AR systems: a low-end smartphone-based device and a high-end dedicated headset. The study examines how each affects users' comfort, orientation, and task performance during everyday activities in the physical world. We employed a mixed-method approach, involving 20 participants with diverse backgrounds in terms of age, gender, and VR/AR experience. We evaluated the impact of PT-AR across three foundational real-world task domains, such as walking, dexterity, and full-body coordination, via NASA Task Load Index (NASA-TLX) and Simulator Sickness Questionnaire (SSQ) assessments, observations, and interviews. Our findings suggest that current PT-AR solutions negatively affect user comfort, orientation, well-being, and task performance. Both systems fall short of AR's promise of seamless engagement and integration of reality. Participants exhibited symptoms similar to those of intoxication, including loss of body coordination, general discomfort, and difficulties in focusing and concentrating. We argue that PT-AR may introduce a new form of discomfort that differs from well-known issues like cybersickness or motion sickness, which require further research on XR's "reality" aspects to understand the interaction between human and technological factors comprehensively.
Keywords: augmented reality, Impact of Pass-Through Display, Pass-Through AR Interaction, Cybersickness, Augmented reality interaction
Received: 23 Nov 2024; Accepted: 07 Apr 2025.
Copyright: © 2025 Szentirmai, Andreas Alsos, Torkildsby and Inal. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
* Correspondence: Attila Bekkvik Szentirmai, Norwegian University of Science and Technology Gjøvik, Gjøvik, Norway
Disclaimer: All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article or claim that may be made by its manufacturer is not guaranteed or endorsed by the publisher.
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