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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 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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