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. 2022 Mar 29;8(4):91. doi: 10.3390/jimaging8040091

Table 4.

List of the analysed studies presenting the devices used for the AR studies and the variables that were studied.

Reference AR Device Immersion-Related Variables
McCall, 2011 [11] Ultra-mobile PCs IV: none
DV: presence
Putten, 2012 [45] Ultra-mobile PCs IV: collaboration
DV: presence
Furió, 2013 [50] Smartphone; tablet IV: device (tablet vs. iPhone)
DV: engagement
Datcu, 2016 [41] AR HMD (a modified headset) IV: environment (AR vs. physical)
DV: presence
Koh, 2017 [13] Smartphone IV: none
DV: immersion
Oh, 2018 [51] AR glasses IV: game-based vs. non-game
DV: self-engagement
Raptis, 2018 [52] AR glasses (HoloLens) IV: technological context (desktop vs. mixed-reality)
DV: immersion
Sekhavat, 2018 [27] Smartphone; Google cardboard for stereo-AR IV: type of camera (VR vs. AR vs. stereo-AR)
DV: immersion
Bueno, 2020 [15] Smartphone IV: none
DV: social presence
Estudante, 2020 [53] Smartphone (not enough data)
Krzywinska, 2020 [26] AR glasses (HoloLens) IV: none
DV: social immersion
Lin, 2020 [54] Tablet (not enough data)
Rossano, 2020 [55] Smartphone IV: none
DV: engagement
Seaborn, 2020 [56] Projector; tablet IV: none
DV: engagement
Shin, 2021 [36] Smartphone IV: affordances in the game
DV: immersion; presence
Oriti, 2021 [57] AR glasses (HoloLens) IV: none
DV: involvement in the history; social presence
Lee, 2021 [35] AR glasses (HoloLens) IV: none
DV: co-presence
Georgiou, 2021 [58] Tablet IV: condition (strongly-coupled vs. loose)
DV: immersion
Jin, 2021 [59] AR glasses (HoloLens) IV: user interface-UI (natural UI vs. graphical UI)
DV: presence
Kosa, 2022 [60] Smartphone IV: none
DV: presence