Related Experiment Video
Updated: May 29, 2026

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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
Summary
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.
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.
