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Creators/Authors contains: "Yang, Yiran"

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  1. Free, publicly-accessible full text available March 26, 2027
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  3. Augmented Reality (AR) and Virtual Reality (VR) technologies are increasingly becoming integral to educational and training contexts, yet comparative analyses of their effects on simulator sickness and user experience remain limited. Recent advancements in AR/VR headsets, such as the Meta Quest 3, now allow virtual and augmented reality experiences to be delivered through a single device. However, previous research comparing user experiences between virtual and augmented reality did not account for the use of a unified headset in their investigation. This study aims to investigate the differential effects of AR and VR on users’ simulator sickness, engagement, mental workload, and performance, and usability of the training environment. A training module was developed in Unity 3D for both AR and VR focusing on 3D printing using a powder bed fusion (PBF) printer. A within-subject assignment of factors explored the comparison of ten participants’ experiences regarding simulation sickness and printing experiences and performances. Each participant went through the same tasks under simulated environments to explore the implications of AR and VR on user experience. The study found that there was no statistically significant difference in motivation and user experiences between AR and VR using Meta Quest 3. Moreover, the users experienced comparatively higher simulator sickness in VR than in AR. These findings will not only help to fill the gaps in comparative studies of AR and VR but will also help to inform future technological deployments in educational and professional training scenarios. 
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  4. Abstract The recent advancement in additive manufacturing (AM) leads to an extensive need for an industrial workforce in the near future. Workforce training in AM requires expensive capital investment for installing and maintaining this technology and proper knowledge about potential safety hazards. Traditional classroom settings often fail to bridge the critical gap between textbook learning and practical applications. Virtual reality (VR) training can simulate real‐world scenarios in a safe and controlled environment and improve student involvement to foster practical learning. In this paper, a virtual training platform for 3D printing has been developed and studied to improve AM education. The developed environment contains a selective laser sintering printer, a preparation station with necessary supplies, a control panel for process planning, and a post‐processing station. This platform provides students with excellent learning opportunities to gain hands‐on experiences and critical engineering skills on operating process parameters and safety measures. Undergraduate students majoring in industrial engineering were exposed to this learning approach to enhance their engagement and cognitive processing skills. Students' attentions were measured using eye metrics (fixation duration and preference index), and their exposure experiences were collected through the simulation sickness questionnaire, presence questionnaire, and system usability scale. Pre‐ and post‐VR training questionnaires and performance metrics (task completion time and accuracy) evaluated students' learning outcomes. Results provide valuable insights into students' attention, performance, and satisfaction with virtual training environments. Users' gaze behavior and subjective responses revealed many challenges that will help future researchers develop assistive instructions within this virtual educational platform. 
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  5. In recent years, virtual reality (VR) technologies have improved and become more affordable, leading to an increased adoption of VR in healthcare, manufacturing, education, and other industries. To facilitate further growth, human factors engineers and software developers must work hand in hand to ensure that virtual reality technologies are easy to use by as many populations as possible. This research investigates how different user interfaces can improve a VR user’s experience, with accessibility incorporated into the design. Three interaction modes were tested: traditional VR headset controllers, hand tracking, and gaze interaction. All three interaction modes were tested in a CNC Hybrid Machine training simulation similar to those used in industry. The simulation was created using the Unity game development engine for the Meta Quest 3 VR headset. The satisfaction of the participant with each interaction mode was indicated using presence, usability, and mental workload surveys given after each interaction mode experience. The results of the participants’ surveys indicate that participants liked using controller mode the best. Gaze tracking was the second favorite because of its simplicity, ease of learning, and seamless multitasking with it. Hand tracking was the least favorite due to difficulties interacting with objects. Future development to improve hand tracking technology in the Meta Quest 3 could improve users’ interaction experiences. 
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  6. Wearable sweat sensors enable noninvasive real-time biochemical monitoring, holding immense potential for personalized health care applications. However, achieving prolonged and reliable sweat sampling, along with stable biochemical analysis, remains challenging due to inconsistent secretion, rapid evaporation, and the reliance on external stimulation. Here, we present BMS3, a bioinspired microfluidic wearable sweat sensor system designed for multiday continuous metabolic monitoring. BMS3integrates hierarchically graded microchannels and superhydrophobic-superhydrophilic Janus membranes, inspired by pitcher plant trichomes and lotus leaves to enable efficient low volume sweat collection, transport, and renewal. A miniaturized carbachol gel–based iontophoresis module autonomously induces localized sweat secretion. Furthermore, the microfluidic design sustains sweat sampling for over 2 days from a single iontophoresis session, eliminating the need for physical exertion. In vitro and in vivo studies in healthy participants and patients with gout demonstrate BMS3’s capability for continuous metabolic monitoring. By simultaneously tracking uric acid, xanthine, and alcohol levels, it effectively differentiates normal and pathological states while delivering timely therapeutic feedback. 
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  7. In manufacturing industries, equipment arrangement, and layout design are critical factors that directly influence productivity, workplace safety, and workers’ performance. Link analysis, as a human factors approach, has been widely used in industries for many years to improve layout design and machinery arrangement. This approach considers humans' physical and cognitive capabilities and movement limitations to find an optimal design. Virtual reality significantly impacts our society from product design to worker training. Hence, effective virtual training platforms require the same attention to layout design as manufacturing work settings which offer efficient testing of multiple layouts. This research focuses on developing a virtual 3D printing laboratory for workforce training and has used a link analysis and user perception study to improve the layout of the virtual workplace. The research demonstrates the importance of layout design in virtual training platforms and the potential benefits of utilizing link analysis in optimizing layout design. 
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