Jove
Visualize
Contact Us
JoVE
x logofacebook logolinkedin logoyoutube logo
ABOUT JoVE
OverviewLeadershipBlogJoVE Help Center
AUTHORS
Publishing ProcessEditorial BoardScope & PoliciesPeer ReviewFAQSubmit
LIBRARIANS
TestimonialsSubscriptionsAccessResourcesLibrary Advisory BoardFAQ
RESEARCH
JoVE JournalMethods CollectionsJoVE Encyclopedia of ExperimentsArchive
EDUCATION
JoVE CoreJoVE BusinessJoVE Science EducationJoVE Lab ManualFaculty Resource CenterFaculty Site
Terms & Conditions of Use
Privacy Policy
Policies

Related Experiment Video

Updated: May 29, 2026

Usability Evaluation of Augmented Reality: A Neuro-Information-Systems Study
05:43

Usability Evaluation of Augmented Reality: A Neuro-Information-Systems Study

Published on: November 30, 2022

Predictive Factors of Augmented Reality-Based Clinical Task Performance Among Novice Users: Cross-Sectional

Amogh J Vellore1, Shovan Bhatia1, Michael R Kann1,2

  • 1Department of Neurological Surgery, University of Pittsburgh Medical Center, 200 Lothrop St, STE B-400, Pittsburgh, PA, 15213, United States, 1 412-647-3685.

JMIR XR and Spatial Computing
|May 28, 2026
PubMed
Summary

Related Concept Videos

You might also read

Related Articles

Articles linked to this work by shared authors, journal, and citation graph.

Sort by
Same author

Acute Disc Herniation at the Proximal Junctional Segment (UIV/UIV + 1) Following Long Segment Spinal Fusion With Cement-Augmented Instrumentation: A Retrospective Study.

International journal of spine surgery·2026
Same author

Spinal cord stimulation for upper limb motor function in people with chronic post-stroke hemiparesis: a feasibility trial.

Nature medicine·2026
Same author

Superior displacement of the inflexion point does not predict proximal junctional kyphosis after fusion for adult spinal deformity.

Journal of spine surgery (Hong Kong)·2026
Same author

Readability, Accuracy, and Lexical Diversity of New ChatGPT Models for Common Carpal Tunnel Syndrome Questions.

Hand (New York, N.Y.)·2026
Same author

Open-Source Machine Learning Computed Tomography Scan Segmentation for Spine Osteoporosis Diagnostics.

Neurosurgery·2026
Same author

Calvarial Biopsy Using Augmented Reality Technology: A Case Report and Technical Note.

Asian journal of neurosurgery·2025
Same journal

Augmented Reality-Assisted Training Tool for Mental Health Task-Sharers: Pilot Mixed Methods Usability Study.

JMIR XR and spatial computing·2026
Same journal

Virtual Reality in Health Professions Education: Qualitative Descriptive Study of Educators' Perspectives.

JMIR XR and spatial computing·2026
Same journal

Efficacy of Virtual Reality-Based Mindfulness Interventions: Systematic Review and Meta-Analysis.

JMIR XR and spatial computing·2026
Same journal

Persuasive Gamified Virtual Reality Experience to Enhance Engagement and Focus in Young Adults With Mild Anxiety Symptoms: Randomized Pilot Experimental Study.

JMIR XR and spatial computing·2026
Same journal

Improving Health-Related Symptoms and Behaviors in Children and Adolescents Diagnosed With Diabetes by Using a Virtual Reality-Gamified Self-Care Method: Randomized Controlled Trial.

JMIR XR and spatial computing·2026
Same journal

Virtual, Augmented, and Mixed Reality for Motor Neurorehabilitation: Scoping Review Focused on the Role of Body Representation.

JMIR XR and spatial computing·2026
See all related articles
This summary is machine-generated.

Augmented reality (AR) training shows that while visuospatial ability doesn't predict performance, extensive video game experience is linked to fewer errors. Learning effects, not inherent traits, drive initial AR skill improvements in novices.

Area of Science:

  • Medical Education
  • Human-Computer Interaction
  • Virtual Reality Training

Background:

  • Augmented reality (AR) offers risk-free medical training opportunities.
  • Little is known about learner characteristics influencing AR adoption and training design.

Purpose of the Study:

  • Identify learner characteristics predicting AR performance in novices.
  • Hypothesize that visuospatial ability and video game experience enhance AR outcomes.

Main Methods:

  • Cross-sectional study with 21 novice AR users (students).
  • Assessed visuospatial ability (Mental Rotation Task), technology experience, and AR performance (completion time, errors, quality).
  • Utilized Microsoft HoloLens 2 for a 7-task AR protocol.
Keywords:
augmented realitymedical educationmental rotation taskmixed realityvideo gamesvirtual realityvisuospatial ability

More Related Videos

Evaluating Usability Aspects of a Mixed Reality Solution for Immersive Analytics in Industry 4.0 Scenarios
06:02

Evaluating Usability Aspects of a Mixed Reality Solution for Immersive Analytics in Industry 4.0 Scenarios

Published on: October 6, 2020

Related Experiment Videos

Last Updated: May 29, 2026

Usability Evaluation of Augmented Reality: A Neuro-Information-Systems Study
05:43

Usability Evaluation of Augmented Reality: A Neuro-Information-Systems Study

Published on: November 30, 2022

Evaluating Usability Aspects of a Mixed Reality Solution for Immersive Analytics in Industry 4.0 Scenarios
06:02

Evaluating Usability Aspects of a Mixed Reality Solution for Immersive Analytics in Industry 4.0 Scenarios

Published on: October 6, 2020

Main Results:

  • Visuospatial ability did not predict AR performance time or errors.
  • Extensive video game experience (>5 hours/week) correlated with fewer errors (slips).
  • Significant learning effects observed: faster completion times and fewer errors with practice.

Conclusions:

  • Visuospatial ability is not a key predictor of AR performance in novices.
  • Video game experience is associated with fewer errors, but doesn't significantly alter learning curves.
  • Initial AR performance gains are driven by learning and practice, not inherent traits.