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 |