HXRI Lab Attends the Second Annual IMMERSE Symposium at NCSA

On April 29, 2025, members of the HXRI Lab took part inthe Second Annual IMMERSE Symposium, held at the National Center for Supercomputing Applications (NCSA). The event highlighted cutting-edge research in immersive technologies, applications, and human experience, bringing together leading experts from academia, industry, and government. Focused on fostering collaboration and advancing research, education, and infrastructure, the symposium aimed to accelerate progress in the era of immersive computing.

Aligned with our ongoing research efforts, the HXRI Lab showcased two posters prepared in collaboration with the HFA Laboratory. Below are the titles and brief descriptions of the presented work:

  • Enhancing Classification of Extended Reality for Different Age Groups to Support Dimensions of Wellness: A Systematic Mapping Review by Emre Eraslan, Qiyuan Cheng, George Mois, Wendy A. Rogers, Avinash Gupta
    • Extended reality (XR), including virtual, augmented, and mixed reality, holds significant potential to enhance well-being across various age groups. As research into XR grows, its ability to support the eight interconnected Dimensions of Wellness (DoWs) — emotional, environmental, intellectual, financial, occupational, physical, social, and spiritual — is gaining attention. However, gaps remain in understanding which XR technologies align best with specific wellness dimensions and how these applications vary by age. This systematic mapping review examines XR applications targeting DoWs for young, middle-aged, and older adults, offering a comparative analysis by age group and XR type. Using the PRISMA-ScR framework, 145 studies published between 2016 and 2024 were reviewed from databases including PubMed, Scopus, and Web of Science. Studies were categorized based on XR type, age group, study setting, and targeted wellness dimension. Findings reveal that fully immersive VR (FIVR) dominates, particularly in addressing emotional, physical, intellectual, and social wellness. Young adult-focused studies also highlight occupational wellness, while environmental, financial, and spiritual dimensions remain largely underexplored. Middle-aged and older adult studies show a greater emphasis on rehabilitation and therapy using non-immersive VR (NIVR), augmented reality (AR), and mixed reality (MR).This review highlights critical research gaps and emphasizes the need for broader, interdisciplinary XR applications to foster holistic wellness across all stages of life.
  • Design and Evaluation of Custom Virtual Reality Applications for Older Adults by Emre Eraslan, Veronica Falcon, Qiyuan Cheng, Jacob Stolker, Sai Meenakshi Hariharan, Pallabi Bhowmick, Tracy Mitzner, Wendy A. Rogers, Avinash Gupta
    • As the aging population increasingly faces challenges like social isolation, cognitive decline, and limited mobility, virtual reality (VR) offers new opportunities to support cognitive, emotional, and social well-being. Yet, many commercial VR platforms overlook the sensory, motor, and cognitive needs of older users, resulting in accessibility barriers. In this work, we present two custom-developed VR experiences — GenVRse and Serenity Park — designed specifically for older adults using human factors and ergonomics principles. GenVRse recreates familiar games such as checkers and cards within a calm, cozy virtual environment, emphasizing intuitive hand-based interactions, minimalistic controls, and high-contrast visuals. Serenity Park offers a tranquil park setting where users can enjoy activities like scenic strolls, boat rides, and golf cart drives, enhanced with natural elements to foster emotional well-being. Both applications are guided by five core human factors domains: (i) purpose and target users, (ii) design and interaction, (iii) cognitive and physical demands, (iv) social experience, and (v) progressive onboarding. Features such as customizable avatars and real-time voice chat promote social connection and address digital loneliness. Usability and affective engagement will be evaluated through user studies with older adults, providing a model for inclusive VR design.