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  1. Chen, J.Y.C. (Ed.)
    In this paper, the effect of tactile affordance during the design of Extended Reality (XR) based environments is presented. Tactile affordance is one of the Human eXtended Reality Interaction (HXRI) criteria which help lay the foundation for human-centricXR-based training environments. XR-based training environments developed for two surgical procedures have been used to study the role of tactile affordance. The first XR environment is developed for the Condylar plating surgical procedure which is performed to treat the fractures of the femur bone and the second XR environment is developed to train users in endotracheal intubation. Three studies have been conducted to understand the influence of different interactionmethods to elevate tactile affordance in XR-based environments. The studies and the results of the studies have been exhaustively discussed in this paper. 
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  2. This paper focuses on the design of a mixed reality-based (MR) simulation environment to train health care personnel in reverse total shoulder arthroplasty (RTSA) procedure. Information-centric models involving interaction with orthopedic surgeons were created as part of a participatory design approach. These information models provided a structural foundation for the design and development of the environments. This paper concludes with a discussion of the preliminary assessment activities which includes studying the impact of such a MR approach on understanding and knowledge acquisition of the targeted surgical procedure. 
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  3. This article provides a systematic review of research related to Human–Computer Interaction techniques supporting training and learning in various domains including medicine, healthcare, and engineering. The focus is on HCI techniques involving Extended Reality (XR) technology which encompasses Virtual Reality, Augmented Reality, and Mixed Reality. HCI-based research is assuming more importance with the rapid adoption of XR tools and techniques in various training and learning contexts including education. There are many challenges in the adoption of HCI approaches, which results in a need to have a comprehensive and systematic review of such HCI methods in various domains. This article addresses this need by providing a systematic literature review of a cross-s Q1 ection of HCI approaches involving proposed so far. The PRISMA-guided search strategy identified 1156 articles for abstract review. Irrelevant abstracts were discarded. The whole body of each article was reviewed for the remaining articles, and those that were not linked to the scope of our specific issue were also eliminated. Following the application of inclusion/exclusion criteria, 69 publications were chosen for review. This article has been divided into the following sections: Introduction; Research methodology; Literature review; Threats of validity; Future research and Conclusion. Detailed classifications (pertaining to HCI criteria and concepts, such as affordance; training, and learning techniques) have also been included based on different parameters based on the analysis of research techniques adopted by various investigators. The article concludes with a discussion of the key challenges for this HCI area along with future research directions. A review of the research outcomes from these publications underscores the potential for greater success when such HCI-based approaches are adopted during such 3D-based training interactions. Such a higher degree of success may be due to the emphasis on the design of userfriendly (and user-centric) training environments, interactions, and processes that positively impact the cognitive abilities of users and their respective learning/training experiences. We discovered data validating XR-HCI as an ascending method that brings a new paradigm by enhancing skills and safety while reducing costs and learning time through replies to three exploratory study questions. We believe that the findings of this study will aid academics in developing new research avenues that will assist XR-HCI applications to mature and become more widely adopted. 
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  4. This paper discusses the key elements of a research study that focused on training an important procedure called “Endotracheal intubation” to novice students. Such a procedure is a virtual part of treating patients who are infected with the covid-19 virus. A virtual reality environment was created to facilitate the training of novice nurses (or nurse trainees) using the HTC Vive platform. The primary interaction with the virtual objects inside this simulation-based training environment was using the hand controller. However, the small mouth of the virtual patient and the necessity of utilizing both hands to pick up the laryngoscope and endotracheal tube at the same time (during training), led to collisions involving the hand controllers and hampered the immersive experience of the participants. A multi-sensory conflict notion-based approach was proposed to address this problem. We used “Haptic retargeting” method to solve this issue. And we compared the result of the haptic retargeting method with reference condtion. Initial Results (through a questionnaire) suggest that this Haptic retargeting approach increases the participants’ sense of presence in the virtual environment. 
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